Log for #openttd on 11th April 2006:
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00:00:18  <flam3r> ok say that I am compiling a nightly build and I wan't it on /home/flam3r  then what is the command for it?
00:00:18  <izhirahider> If you just "make", the openttd executable is placed on that directory
00:01:03  <glx> where did you extract the source?
00:01:47  <izhirahider> flam3r: you should take a look at the Makefile
00:01:55  <izhirahider> there's a section there about paths
00:02:11  <flam3r> man makefile ?
00:02:32  <glx> no, open Makefile in your fovorite editor
00:02:44  <glx> and read the comments
00:03:27  <kbrooks> flam3r: don't put it on /home/flam3r
00:03:38  <flam3r> why not?
00:03:59  <kbrooks> flam3r: mkdir ~/.local; ./configure --prefix=~/.local; make; make install
00:04:29  <kbrooks> flam3r: because your home directory will be cluttered w/ crap you dont want
00:05:02  <flam3r> where does it go with this command?
00:05:09  <glx> you can put a script in /home/flam3r to cd where/is/openttd && openttd
00:05:30  <glx> and let openttd where it is compiled without installing
00:05:32  <kbrooks> flam3r: to a hidden folder named ".local" in your home directory, thats where
00:06:12  <izhirahider> flam3r: all this to say that you don't have to worry where it gets installed, you can always create a shortcut later
00:06:27  <flam3r> ok :D
00:09:05  <izhirahider> hmm, on a side note, using a symbolic link to openttd doesn't quite work
00:09:31  <flam3r> but putting a openttd.desktop works?
00:10:13  <glx> if you set the working directory (but I can't remember if you can do it in a .desktop)
00:11:30  <glx> btw just try and you'll see if it works :)
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00:28:30  <flam3r> openttd: gfxinit.c:88: LoadGrfIndexed: Assertion `b' failed. :S
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00:29:17  <glx> hmm you have the TTD grfs?
00:29:27  <Eddi|zuHause> you have the correct grf files?
00:30:10  <flam3r> yes I think so. I am using the one I use for the Windows version
00:30:48  <glx> I hope you did not copy openttd.grf
00:31:24  <glx> because it's important to use the one given with the source
00:31:44  <flam3r> I didn't copy any openttd.grf
00:32:53  <flam3r> Hey I copied the Nigthly build (forgot to do so) and it worked :=
00:32:54  <flam3r> :)
00:33:32  <glx> I though you compiled nightly source
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00:34:57  <flam3r> I didn't see any nigthly source :O I compiled the Stable version and c/p the things from nigthly-.....tar.gz to the directory
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00:35:28  <glx> oh so it was not needed to compile stable source :)
00:35:28  <Richk67> glx - do you know what the function "CheckTunnelInWay" got renamed to?
00:35:48  <glx> checking
00:36:43  <glx> IsTunnelInWay
00:37:04  <glx> value returned inversed too
00:37:14  <Richk67> ok - thanks
00:38:17  <glx> Richk67:
00:39:45  <Richk67> thanks
00:41:35  <Richk67> how do i search that - i need to find the change to FindLandscapeHeightByTile
00:41:56  <glx> you can use svn blame
00:42:22  <glx> it gives you the rev of each line in a given file
00:42:33  <Richk67> hmm... never tried that
00:43:29  <glx> maybe tortoise has a cool interface for it :)
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00:45:05  <Richk67> unfortunately the problem line isnt trunk (again) :(
00:45:35  <Richk67> its a call to FindLand....
00:45:50  <Eddi|zuHause> hm... i got a very slight problem... maybe someone knows about this... i play with the PBS patch and the DBSetXL, and one of the PBS sprites for the semaphore signals appears to be offset by 1 pixel, adding a white line to it... is that a problem with openttd, the PBS patch, or the newgrf?
00:46:43  <Richk67> if its a white pixel, its probably the offset when the grfcodec was run
00:47:02  <Eddi|zuHause> Richk67: maybe search the svn log for any message containing FindLandscapeHeightByTile
00:48:05  <Richk67> damn - The last external user of FindLandscapeHeightByTile() is gone (r4027).
00:48:05  <Richk67> Move its implementation into its only caller - FindLandscapeHeight() - and remove it
00:48:14  <glx> D:\developpement\openttd>svn log | grep "FindLandscapeHeightByTile"
00:48:14  <glx> The last external user of FindLandscapeHeightByTile() is gone (r4027).
00:48:23  <Richk67> lol
00:49:00  <Eddi|zuHause> what language is "developpe"?
00:49:12  <glx> french
00:49:18  <flam3r> hey where can I find the music?
00:49:33  <glx> in original ttd gm folder
00:49:38  <Eddi|zuHause> in the gm folder of ttd
00:50:01  <glx> just copy it in openttd dir
00:50:02  <flam3r> but it doesn't work I can't play the music
00:50:11  <flam3r> where to find on internet?
00:50:18  <Eddi|zuHause> then your music player is not set correctly ;)
00:51:00  <glx> I can't ply midi on my linux (bad CS4232 sound chip:) )
00:52:50  <flam3r> where do I find the cfg?
00:53:31  <flam3r> found it
00:53:51  <Richk67> excellent - another working patch for miniIN
00:57:17  <Eddi|zuHause> hm... something is strange... i got a BR 38 (Steam Engine + Tender), and 3 wagons (2 axle), and it shows a length of 5 halftiles in the depot, but the train fits exactly in 2 tiles
00:57:57  <glx> with trunk?
00:58:29  <Eddi|zuHause> well... no... but that does not matter much...
00:58:41  <Eddi|zuHause> i am pretty sure it is in trunk also
00:58:51  <glx> let me check :)
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00:59:25  <Eddi|zuHause> DBSetXL
01:00:37  <glx> indeed it says 2 for just the BR38
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01:02:38  <Eddi|zuHause> sure, but the 2 axle wagons are shorter than 1 half tile
01:03:33  <glx> looks like an inacurate wagon (or engine) length for the train length calculation
01:05:39  <Eddi|zuHause> also, compare the BR 75 + 6 wagons and the E 62 + 6 wagons
01:09:50  <Eddi|zuHause> well... it is not a real problem from my side... as it works with 2 tile stations
01:10:14  <glx> it's just a "graphical" bug :)
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02:25:42  <Eddi|zuHause2> hm... i believe i found my signal sprite problem...
02:25:55  <Eddi|zuHause2> it is in OpenTTD's nsignalsw.grf
02:33:36  <Eddi|zuHause2>
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02:48:44  <Tobin> Eddi|zuHause2: What's the problem?
02:49:18  <Tobin> Eddi|zuHause2: OpenTTD's are slightly smaller?
02:49:21  <Eddi|zuHause2> in the openttd version that right sprite in the picture is 1 pixel too small
02:49:27  <Eddi|zuHause2> it is missing a line on the left
02:49:33  <Eddi|zuHause2> and the rest is shifted by 1 pixel
02:49:40  <Tobin> Ah, I see now.
02:49:43  <Eddi|zuHause2> leaving a white line on the right
02:50:01  <Eddi|zuHause2> (when the sprite is drawn ingame)
02:55:32  <Eddi|zuHause2>
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02:56:41  <Eddi|zuHause2> for all people without magnifying glasses ;)
03:15:12  <Vornicus> ...heh
03:17:41  <TSC> Are there any grf files with signals that are easier to see (especially when they are facing in odd directions like straight up)?
03:18:07  <Eddi|zuHause2> just draw some ;)
03:20:17  <TSC> Ok (:
03:20:30  <TSC> Where should I look for instructions on how to do it properly?
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03:25:10  <TSC> Now I can't even look because my web access has disappeared ):
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04:07:45  <Eddi|zuHause2> TSC: you can find the grfcodec on the ttdpatch pages somewhere
04:08:56  <TSC> Thanks
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04:46:00  <Celestar> morning
04:46:04  <Celestar> Eddi|zuHause2: do you EVER sleep?
04:46:40  <Eddi|zuHause2> no ;)
04:47:00  <Eddi|zuHause2> actually yes, but apparrently i can't seem to do that at night ;)
04:47:09  <Celestar> well I know that problem ;)
04:47:19  <Celestar> I just have not a 24-hour rythm
04:47:22  <Celestar> rhythm
04:48:03  <Celestar> I feel much better with a 14/6 system
04:49:26  <CIA-3> tron * r4351 /trunk/ (rail.c rail.h): Simplify ReverseTrackdir() to use a simple arithmetic operation instead of a table lookup
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05:03:30  <Celestar> Tron doesn't sleep either :P
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05:56:57  <XeryusTC> morning
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06:49:12  <Smoky555> hi :)
06:49:57  <ThePizzaKing> hi Smoky555
06:50:03  * ThePizzaKing waves
06:50:31  <Smoky555> I compiled OTTD in VC6, and get an 3,5M file  openttd.exe (Debug mode). How i can comoile OTTD in normal mode (without debugging) ?
06:51:06  <ThePizzaKing> Is there an option in the Makefile?
06:51:41  <Smoky555> does Makefile means something for MS VC6 ?
06:52:24  <ThePizzaKing> no, it's a text file in the directory of the source
06:53:35  <ThePizzaKing> Open Makefile.config (if it's there) and make sure DEBUG is off
06:57:06  <Smoky555> i know about options for compiling, but Makefile is for compiling in GCC (linux), cygwin, MinGW, etc.
06:57:06  <Smoky555> but i compiling in Microsoft Visual C++ 6.0, that does not using Makefile, or i wrong something :/
06:58:01  <ThePizzaKing> heh, well, I never used Visual C++, I've only ever used MinGW and GCC
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06:58:13  <peter1138> i dunno about vc 6
06:58:29  <peter1138> but in there's a drop down at the top that lists debug and release
07:02:57  <Smoky555> yep, i found this <:) thanks
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07:07:41  <peter1138> lol
07:08:08  <peter1138> "Your talking to someone whos gradutaing from a computer science degree soon so yeh I know how to code and quite well..."
07:08:12  <peter1138> o_O
07:08:34  <Tobin> Heh.
07:09:35  <Tobin> If the people in my course (myself included) are anything to go by then a CS degree means nothing in term of coding ability. :)
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07:09:47  <Tobin> peter1138: Who are you quoting?
07:10:31  <peter1138> tango, end of
07:12:45  <Tobin> Hmm.
07:12:47  <Tobin> What
07:12:51  <Tobin> Bah!
07:13:03  * Tobin stabs at some more random keys
07:14:10  <Tobin> People who says things like "tomz" when they mean tomorrow should be launched out of a cannon into a large pile of dictionaries.
07:22:00  <peter1138> indeed
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08:06:19  <MiHaMiX> morning
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09:00:20  <Noldo> morning
09:03:29  <peter1138> hi
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09:06:15  <Matt-W> peter1138: I'm not really in a position to be doing any OpenTTD hacking at the moment
09:07:47  <peter1138> :(
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09:24:14  <Celestar> yo
09:24:19  <Celestar> Matt-W: pity :(
09:24:33  <Celestar> ok.
09:24:39  <MiHaMiX> she has a nice smile:
09:24:41  <Celestar> rail_cmd.c is MINE, k?
09:25:08  <Celestar> Tron: ping
09:25:13  <MiHaMiX> lol, fighting on source files :)
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09:26:04  <peter1138> hmm?
09:26:44  <Celestar> peter1138: I'm going to de-map it.
09:27:07  <peter1138> brave :)
09:27:13  <MiHaMiX> :DD
09:27:15  <peter1138> i'll let you get on with that ;p
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09:29:59  <Matt-W> Celestar: well I'm at the Midlands Graduate School, and expected to be learning things instead of writing games!
09:30:20  <Matt-W> Also I need to come up with a plan of GUI action which isn't so frightening that I have to go and have a lie down
09:34:01  <Celestar> ^^
09:34:21  <peter1138> personally i'd leave the existing one as is
09:34:27  <peter1138> and add a new one
09:34:39  <peter1138> but then integration may be tricky. hmm.
09:35:12  <peter1138> i just uploaded the right version of the smallmap zoom
09:35:15  <peter1138> hmm
09:35:17  <peter1138> i think ;p
09:35:21  <Celestar> peter1138: ok :)
09:35:31  <Matt-W> Well I do intend to add the new one side by side
09:35:37  <peter1138> good
09:36:00  <Matt-W> The trick is, firstly if I write the GUI in C++ then the entire game becomes a C++ program
09:36:11  <kbrooks> Hum, hum, hum.
09:36:12  <Matt-W> or at least, everything that has to touch the GUI becomes C++
09:36:17  <kbrooks> HUM, HUM, HUMMY
09:36:25  <Matt-W> which may not be to everyone's taste
09:36:33  *** TL|Away is now known as TrueLight
09:36:52  <Matt-W> also doing a whole set of widgets with event handling, drawing etc. is an enormous job
09:36:54  <KUDr_wrk> Matt-W: you can wrap GUI by C functions - it will be better isolated
09:36:59  <Matt-W> I keep looking for ways to do it in a more incremental manner
09:37:00  <MiHaMiX> hi TrueLight :)
09:37:36  <TrueLight> hi michi_cc
09:37:38  <TrueLight> hi MiHaMiX
09:37:55  * kbrooks waits for a hi to Matt-W
09:37:58  <michi_cc> hello TrueLight
09:38:06  <TrueLight> sorry michi_cc, wrong name ;)
09:38:21  <michi_cc> np
09:40:24  <peter1138> Matt-W: hmm, i only added a few stubs where c called c++ code
09:40:56  <peter1138> otoh, with what i did, there is only a couple of interfaces
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09:41:17  <kbrooks> HEY! SAY HI TO Matt-W
09:41:35  <Matt-W> peter1138: yeah this is rather more major :-)
09:41:50  <peter1138> well, window event handlers can easily call non-c++ code
09:42:27  <peter1138> you'd need some kind of stub for allocating windows
09:42:27  <peter1138> hmm
09:43:07  <Matt-W> there are still a lot of questions
09:43:26  <Matt-W> and I'm trying as hard as possible to avoid doing this as a complete reimplementation
09:43:34  <Matt-W> because if I try that I'll never finish
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09:49:35  <Celestar> a local static const variable is better than a global one, righT?
09:51:39  <Celestar> is there any reason why we do not place a singal on the tile edge?
09:52:11  <KUDr_wrk> Celestar: would be nice
09:52:27  <Celestar> I mean why don't we?
09:53:13  <peter1138> because nobody's changed it
09:53:44  <Noldo> it would make few thing easier, but would need new graphics
09:54:04  <Celestar> Noldo: what new graphics?
09:54:09  <Noldo> or atleast some nice shift thing on the old ones
09:54:14  <Noldo> but that easy. right?
09:54:22  <Celestar> Noldo: it's just an array where the signals are placed.
09:54:39  <Celestar> but what would be the benefit .. hmmmz
09:55:18  <KUDr_wrk> Celestar: cleaner code
09:55:19  <peter1138> shift thing?
09:55:45  <Matt-W> hmmmm
09:55:50  * Matt-W has a lecture on game semantics in half an hour
09:56:14  <Noldo> Celestar: the 'pair' of signals wouldn't have to be connected as they are on different tiles
09:57:08  <Noldo> Celestar: actually, first I should ask how you were going to this
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09:57:42  <Celestar> Noldo: easy, we have 4 bits that represent the signals on the tile.
09:58:01  <Celestar> and we have 4 control points where a track is present.
09:58:15  <Celestar> why not just assign one signal (the one facing IN) to the control point?
09:58:36  <Celestar> (apart from the fact that you'd possible break saveload compatibility)
10:01:52  <Celestar> how "long" can a function be so that inlining makes sense?
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10:03:19  <KUDr_wrk> Celestar: if you use just 'inline' keyword, it should be only hint for compiler. So would say: always...
10:03:55  <Noldo> Celestar: by facing in you mean the color side for trains that are coming in?
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10:05:16  <Celestar> Noldo: yes.
10:05:28  <Celestar> Noldo: turn it around if you wish, place outward signals only. don't really care.
10:05:34  <Naksu> Celestar: er
10:05:59  <CIA-3> peter1138 * r4352 /trunk/ (newgrf.c newgrf.h): - NewGRF Codechange: dynamically allocate the memory used to store custom station data. This saves us approximately 40KB per GRF file, if there are no stations defined.
10:06:02  <Naksu> there's a huge chance that i might be wrong on this one, but isnt inlining meant for small, often-called functions and not long ones?
10:06:13  <Matt-W> peter1138: nice saving
10:06:15  <Celestar> Naksu: yes.
10:06:51  <Matt-W> yes, inlining's primary benefit is avoiding the overhead of function calls in places where that overhead is significant
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10:07:05  <KUDr_wrk> Naksu: yes, but compiler takes care of that
10:07:07  <Matt-W> anyway must go
10:07:12  <Matt-W> lecture to attend
10:07:13  <Naksu> so it's not the length of the function but rather how much of the function call is actually ham
10:08:51  <Celestar> Matt-W: the question, how much is actually too much? :)
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10:12:28  <Naksu> Celestar: make all functions inline, you'll have no overhead from function calls and a 30 meg binary
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10:12:53  <peter1138> heh
10:13:10  <Celestar> Naksu: and that slows it down.
10:13:48  <Celestar> best thing is to fit as much as possible in the L1I cache, or the L2 at least.
10:14:55  <Naksu> they'd get purged anyways from a jump, so you get more out of your cache by total inline ;)
10:15:04  <peter1138> heh, nice bug
10:15:24  <peter1138> custom waypoints with custom ground sprites draw the wrong rail type on elrails
10:15:28  * peter1138 fix0rizes
10:15:55  <Celestar> peter1138: whoops, wrong rti->offset ?
10:16:35  <peter1138> no
10:16:42  <peter1138> image += (image < _custom_sprites_base) ? rti->total_offset : GetRailType(ti->tile);
10:16:51  <Celestar> peter1138: please give me a newgrf with custom waypoints. I need them to fuck rail_cmd.c
10:17:00  <peter1138> newstatsw.grf ;)
10:17:06  <Celestar> thanks
10:17:14  <peter1138> ukwaypointsw.grf has custom waypoints, but it uses the standard ground sprites
10:17:22  <peter1138> i'm fixing this issue though
10:17:32  <Celestar> WEE! matlab already filtered 100 out of 2500 timesteps :S
10:17:38  * peter1138 ponders another entry in railtypeinfo as an offset
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10:18:43  <Celestar> peter1138: I have thought about that very same thing tonight.
10:19:51  <CIA-3> celestar * r4353 /trunk/rail_cmd.c: Codechange: Move global _signal_position into the only function that uses it and convert the bit-hacking into a struct
10:20:11  <peter1138>
10:20:17  * peter1138 test compiles ;p
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10:23:10  <peter1138> actually there are two more uses of it
10:23:24  <peter1138> hence making it into a look up table is probably better than a switch block in each
10:24:18  <peter1138> yup, that works :D
10:25:50  <peter1138> any objections to committing that?
10:29:27  <peter1138> heh, diffs of asm are... hard to understand ;p
10:29:33  <peter1138>
10:29:39  <peter1138> grfload.asm
10:29:42  <peter1138> -shl edi,2
10:29:44  <peter1138> +shl edi,3
10:29:55  <peter1138> (copy data two times)
10:30:15  <peter1138> serious voodoo magic going on
10:34:40  <Celestar> me munches a Currywurst
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10:34:53  <stillunknown> is the autoreplace feature known to have shortcomings?
10:35:15  <Celestar> stillunknown: dunno, tell me
10:35:38  <Celestar> peter1138: no objections on my front
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10:38:23  <Celestar> I can't imaging all this bitfucking to be overly fast.
10:39:06  <stillunknown> first i need to test with a npf patch removed, but i've seen new helicopters that stay in the hangar, trains and trucks that are not replaced(planes were replaced)
10:39:20  <Celestar> ask Bjarni :)
10:40:49  <peter1138> suggestion: make a proper bug report, with a savegame and exact instances of it not working properly
10:42:26  <Celestar> (condition != 0) ? 1 : 0)
10:42:28  <Celestar> that's great.
10:42:35  <Celestar> especially since condition is either 0 or 1
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10:44:32  <blathijs> stillunknown: NPF should have nothing to do with autoreplace and especially not with aircraft/helicopters...
10:44:41  <blathijs> and /me is gone again :-)
10:44:44  <KUDr_wrk> Celestar: if 'condition' is bool, it should be so as bool != int
10:45:14  <CIA-3> peter1138 * r4354 /trunk/ (rail.h rail_cmd.c railtypes.h station_cmd.c waypoint.c):
10:45:14  <CIA-3> [Elrail][NewGRF] Codechange: Drawing of custom waypoints with custom ground
10:45:14  <CIA-3> sprites used the index of the rail type as an offset. With the introduction of
10:45:14  <CIA-3> elrails this offset is incorrect, so instead there is now a lookup table within
10:45:14  <CIA-3> the RailTypeInfo struct to explicitly list the offset.
10:45:22  <peter1138> Celestar: heh
10:45:56  <Celestar> KUDr_wrk: condition is byte.
10:46:23  <KUDr_wrk> Celestar: and always only 0 or 1 ?
10:46:39  <Celestar> it is one bit from the map array.
10:46:44  <Celestar> so I guess so
10:47:08  <Celestar> unless someone came up with a great idea to store > 2 different states in a bit.
10:47:41  <KUDr_wrk> ok, but still it is correct (and should not hurt)
10:49:46  <stillunknown> @peter1138: i will as soon as i can recreate it
10:51:04  <peter1138> no autosaves?
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10:51:43  <peter1138> (condition != 0) should be enough, heh
10:52:05  <peter1138> and then, only if condition can be greater than 1
10:52:55  <stillunknown> i want to make sure one patch isn't responsible and then i want to make sure none patches is responsable for the behaviour, people have no use for save games with custom openttd's
10:53:09  <CIA-3> peter1138 * r4355 /trunk/newgrf.c: - NewGRF: Minor clean up; use the correct return type and remove extraneous brackets.
10:54:56  <stillunknown> it may have something to do with a roadvehicle not being able to find a depot if it can't go there without reversing
10:59:33  <Celestar> hm
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11:08:54  <peter1138> right
11:09:06  <peter1138> 256 different stationspecs per station should be enough, right?
11:10:11  <peter1138> CustomStationSprite() (lol) will be an index to a table of specs per station
11:10:23  <peter1138> Sprite was a silly name
11:10:38  <peter1138> as it is a custom station number
11:11:08  <peter1138> hmm
11:11:11  <Celestar> peter1138: temporarily, yes. you working on newstats?
11:11:15  <peter1138> yes
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11:14:27  <peter1138> Celestar: possible bug, station_cmd.c:1945
11:14:40  <peter1138> it doesn't check that it's actually a rail station
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11:15:07  <Celestar> peter1138: true.
11:15:13  <peter1138> neither does 1938, but i've only just thought of it ;)
11:15:30  <peter1138> or 1902
11:15:31  <peter1138> o_O
11:16:07  <Celestar> peter1138: railtypes are always 0 for non-rail stations, but a check would be approprieate
11:17:03  <Celestar> peter1138: please check diff (DCC)
11:17:06  <Celestar> comments?
11:20:24  <peter1138> it's a load of hex numbers
11:20:31  <Celestar> peter1138: sprite numbers.
11:20:34  <Celestar> will replace them later.
11:20:38  <Celestar> (next step)
11:20:50  <Celestar> well, not next but one of the next.
11:22:51  <Celestar> peter1138: patch good?
11:23:27  <peter1138> the brace positions are odd
11:23:41  <Celestar> they are?
11:24:13  <Celestar> that's how I always put em :P
11:27:22  <Celestar> so?
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12:12:46  <DarkSSH> morning
12:12:51  *** mode/#openttd [-o DarkSSH] by DarkSSH
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12:14:47  <Matt-W> Celestar: how much what?
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12:26:10  <RichK67> Truelight ping
12:27:41  <TrueLight> RichK67: pong
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12:28:39  <RichK67> hi - i uploaded the r4350 version of the miniIN, how is it going with setting up the build side?
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12:29:08  <TrueLight> RichK67: I have been thinking about that
12:29:12  <TrueLight> and I tihnk I know a nice solution
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12:29:26  <TrueLight> if you want to pack the files needed to run the game as follow:
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12:29:36  <TrueLight> say, you have data/1.grf that needs to be added
12:29:48  <TrueLight> make a zip, called <name_of_patch_without_.diff>
12:29:54  <TrueLight> and add in there data/1.grf
12:30:00  <TrueLight> no other dirs, but don't forget the 'data' dir
12:30:06  <TrueLight> .zip can also be .tar.bz2 and .tar.gz
12:30:18  <TrueLight> what I do, is besides applying the patch, extracting this archive directly in the root of the checkout
12:30:30  <TrueLight> I only need to modify the compile-farm to handle this
12:30:40  <TrueLight> but then we have a nice and clean way to supply binary files next to a patch
12:30:43  <TrueLight> I think anyway :)
12:31:17  <RichK67> great - so you want the spdlim4.grf and airports.grf in a zip, within a data directory?
12:31:39  <RichK67> sorry - within a data directory within a zip
12:31:51  <TrueLight> Yes :)
12:31:58  <RichK67> np
12:32:08  <TrueLight> Great :)
12:32:13  <TrueLight> also archive them like a .diff :)
12:33:00  <RichK67> okies - it will let them evolve as well :)
12:34:13  <stillunknown> @TrueLight: are subfolder branches also possible on svn servers(like /branch/thisisthebranch/subbranch1)?
12:34:35  <TrueLight> sure, why not?
12:34:38  <TrueLight> for svn it is all the same
12:34:42  <TrueLight> branches, tags, trunks
12:34:47  <TrueLight> he really couldn't care less
12:34:58  <TrueLight> it is us who link meanings to it
12:35:07  <TrueLight> as we said: tags are frozen revisions
12:35:12  <TrueLight> trunk is the main development
12:35:21  <TrueLight> and branch are (temporary) splitoffs of them
12:35:37  <TrueLight> so if you now say: branch/mybranch/branch12 is also a branch, of mybranch
12:35:42  <TrueLight> and everyone agrees
12:35:47  <TrueLight> you have a subfolder branch :)
12:36:27  <stillunknown> since Celestar said yesterday that anyone who wants a branch can get one, i have a request or two (as long as your server doesn't have a problem with it)
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12:37:38  <RichK67> TL: uploaded
12:37:56  <TrueLight> RichK67: tnx :)
12:37:58  <stillunknown> all branches of trunk --> /branch/unstable/roadvehaccel /branch/unstable/railaccel /branch/unstable/master
12:38:11  <stillunknown> and a (limited) svn account
12:38:14  <TrueLight> stillunknown: the svn server won't ever be a real problem :) Copies are very cheap :)
12:38:22  <TrueLight> but such request you have to make via a dev :)
12:38:27  <TrueLight> For the reasons I explained yesterday :)
12:38:42  <TrueLight> I just tell the technical limits and run the servers :)
12:38:48  <TrueLight> I hate interfacing with users ;) :p
12:39:23  <Matt-W> users are nasty
12:39:26  <Matt-W> always :-)
12:40:39  <stillunknown> ok, will have to decide who to bother
12:40:47  <RichK67> and ungrateful ;)    you sweat blood on a patch, and then they complain it doesnt compile on their machine because they didnt set a compile switch .... bah!!! ;)
12:41:15  <TrueLight> RichK67: welcome in our life :p
12:42:00  <glx> RichK67: but if didn't tell them that PNG is required, how can they know that :)
12:46:22  <MiHaMiX> 22
12:46:25  <MiHaMiX> oops
12:46:46  <Darkvater> just the person I needed :)
12:46:52  <Darkvater> MiHaMiX: ETA on WT2?
12:50:27  <Darkvater> am I on ignore on something
12:50:28  <Darkvater> :/
12:51:37  <Zr40> well, ask him ;)
12:51:56  <Eddi|zuHause2> what does an XOR in C look like?
12:52:05  <Darkvater> ^
12:52:14  <Eddi|zuHause2> thanks :)
12:54:19  <peter1138> ^^
12:54:39  <Darkvater> peter1138: did you read my rant' yesterday?
12:54:50  <Celestar> OH BOY
12:54:54  <Darkvater> hehe
12:54:57  <peter1138> no?
12:54:57  <Celestar> At my work:
12:55:00  <Darkvater> it was just a small one
12:55:10  <Celestar> Today I have create 25 lines of code and 14 pages of paperwork :S
12:55:11  <Darkvater> peter1138: about certain newgrf's that could differ in MP
12:55:27  <peter1138> ...
12:55:30  <Darkvater> peter1138: like newgrf's with only action 0A (change trg1r.grf sprites)
12:55:34  <Celestar> peter1138: did you have a problem with that diff or can I get rid of it?
12:55:37  <peter1138> you mean newgrfs that don't change propeties?
12:55:38  <peter1138> yes
12:55:43  <peter1138> Celestar: no
12:55:46  <Darkvater> yes
12:55:54  <peter1138> Darkvater: yes, i've considered it
12:55:58  <peter1138> but
12:56:01  <Darkvater> yes
12:56:03  <peter1138> i'm still not sure how to implement all this :)
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12:56:08  <Celestar> peter1138: great
12:56:12  <Darkvater> peter1138: I had an idea last night
12:56:25  <peter1138> i've got loads of them
12:56:27  <Celestar> ok I'm out for the rest of the day.
12:56:29  <Jaraziah> is it me or is in curent nigtly somting wrong wit the train count
12:56:37  <Celestar> will possibly return tomorrow.
12:56:46  <Celestar> if not, I'll be out till April 28th.
12:57:07  <Celestar> so guys, your code (once I have finished committing a bit of stuff I had here)
12:57:21  <Darkvater> peter1138: basically you have a sort-of global variable. When you start processing a grf file, it is false, and then at each action that changes properties, etc. it is set to true. When the grf processing is done and the var is still false it is safe to use in MP
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12:57:38  <Darkvater> peter1138: for the next grf file our var is reset to false again and rinse&repeat
12:57:41  <peter1138> oh
12:57:47  <peter1138> that bit is easy
13:05:58  <Darkvater> peter1138: there is no hard part then :). You only need to remember the grf's used and an MP-safe flag
13:05:58  <CIA-3> peter1138 * r4356 /trunk/ (newgrf.c newgrf_callbacks.h newgrf_station.h): - NewGRF: Load more newstation properties.
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13:05:58  <peter1138> Darkvater: yeah, i guess i need a list of constant grfs
13:05:58  <peter1138> and i guess they should be loaded first
13:05:58  <Darkvater> peter1138: 'constant grfs'?
13:05:58  <Darkvater> loaded first?
13:05:58  <peter1138> the grfs that don't affect properties
13:05:58  <Darkvater> no, that is bad
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13:05:58  <Darkvater> unless you mean ingame, dynamically on load
13:05:58  <peter1138> specified in the config, of course
13:05:58  <peter1138> not const :P
13:05:58  <Darkvater> hmm
13:05:58  <Darkvater> no that's bad as well
13:05:58  <Darkvater> you can't trust the user
13:05:58  <peter1138> ...
13:05:58  <peter1138> no
13:05:58  <RichK67> no kidding ;)
13:05:58  <peter1138> this is just the choice of grfs to load
13:05:58  <Darkvater> don't understand
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13:09:44  <Darkvater> MiHaMiX: ping!
13:10:20  <CIA-3> celestar * r4357 /trunk/rail_cmd.c: -Codechange: Moved global _signal_base_sprites into the only function where it is used and use a better array arrangement for it
13:12:03  <Eddi|zuHause2> hey... guys... what do you think about
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13:16:16  <Belugas> Hello
13:17:31  <Belugas> RichK67 : sorry to have "snafu"ed your IN :(  Wasn't meant to f*** things up.
13:18:10  <RichK67> sorry to you - it turned out it was a problem with one of the patches in miniIN, not your trunk change
13:18:25  <RichK67> ok, renaming the function didnt help ;)
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13:19:02  <pasky> peter1138: huh? you changed both 0xc and 0xd to disallowed number of platforms
13:19:07  <CIA-3> celestar * r4358 /trunk/rail_cmd.c: -Codechange: Don't use a TileInfo where a TileIndex will do
13:19:10  <pasky> peter1138: isn't 0xc number of allowed platforms?
13:20:18  <pasky> aha, number vs. length :)
13:20:18  <pasky> nm
13:20:23  <RichK67> oh dear, i fear i have more maintenance to do :(    (re 4358)
13:20:31  <RichK67> 4358
13:20:45  <pasky> still, disallowed? did I really get it wrong?
13:21:11  <Jang-> buenas dias
13:21:22  *** Jang- is now known as Jango
13:21:24  <Darkvater> eh hi pasky :)
13:21:28  <Darkvater> long time no see
13:21:30  <Jango> pasky's back?
13:21:43  <Darkvater> silently monitoring?
13:24:07  <MiHaMiX> Darkvater: PONG
13:24:17  <MiHaMiX> pasky: hi, long time ago :)
13:24:55  <Darkvater> MiHaMiX: so, status? :)
13:25:02  <MiHaMiX> Darkvater: opening at this week.
13:25:06  <peter1138> pasky: you inverted it
13:25:12  <Darkvater> MiHaMiX: that is great :D
13:25:25  <peter1138> pasky: fine, except it leaves the default value wrong :)
13:25:28  <Darkvater> MiHaMiX: can I then send you some fixes/improvements/comments on FS?
13:25:54  <MiHaMiX> Darkvater: you can. But I can't promise to fix them for yesterday
13:26:19  <Darkvater> that's ok
13:26:30  <MiHaMiX> Darkvater: WT2 will be launched with minimal featureset, but I'm planning to improve that constantly
13:27:29  <Darkvater> :)
13:27:40  <Darkvater> hmm, how do I set the working directory in a shell script?
13:27:51  <peter1138> cd? ;p
13:28:10  <Darkvater> does it cd there only inside the script?
13:28:19  <peter1138> yeah
13:28:25  <pasky> Darkvater, MiHaMiX: Hi
13:28:25  <peter1138> i think
13:28:28  <Darkvater> oh, didn't know
13:28:40  <peter1138> unless you sourced the script
13:28:53  <pasky> peter1138: ah well, I must've got confused
13:28:54  <Darkvater> yeah, great thanks peter1138 :)
13:29:57  <Celestar> pasky: :o
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13:30:01  <Celestar> hi :)
13:30:49  * pasky waves to all
13:31:02  <Darkvater> \/o
13:31:03  <Darkvater> \o/
13:31:05  <pasky> I just stopped by because I was puzzled by that change... I'm watching the SVN changes ;)
13:31:19  <Darkvater> pasky: where? RSS?
13:31:22  <Darkvater> or CIA
13:31:31  <MiHaMiX> bye pasky :)
13:32:03  <pasky> Darkvater: mails
13:32:14  <Darkvater> ah
13:32:18  <peter1138> pasky: it's taken me a few rereads to understand all this nfo stuff ;)
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13:32:46  <pasky> yeah
13:32:51  <pasky> turing-complete callbacks system ;)
13:33:09  <MiHaMiX> :DD
13:33:27  <Celestar> pasky: puzzled by what change?
13:34:05  <peter1138> mine
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14:02:32  <Celestar> BAH
14:02:33  <Celestar> users
14:02:47  <Celestar> I'm not responsible for every fuck that's going on here :S
14:02:54  <peter1138> ?
14:03:04  <Celestar> someone just called me "I'm always getting headaches when working on my lab computer for half an hour"
14:03:15  <Celestar> so I went over. What do I see?
14:03:37  <Celestar> a state-of-the-art 22" Ilyama CRT running 800x600 with 60Hz :S
14:04:54  <Eddi|zuHause2> fun ;)
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14:05:23  <izhirahider> Celestar: I bet when you changed res they said it was too small to read :)
14:05:25  <izhirahider> typical
14:05:37  <izhirahider> I had one of those here too not long ago
14:06:07  <Celestar> LOL
14:06:07  <peter1138> the usual complaint is that the icons are too small...
14:06:47  <Darkvater> oh yeah, had that as well
14:07:03  <Darkvater> then I set the font size to 120%, rebooted the machine and all was fine :)
14:07:09  <Tobin> Bloody UI size being pegged to the size of the pixels.
14:07:25  <Darkvater> until the next day when they complained that not all the text fit into their window o_O
14:07:33  <Tobin> Heh.
14:07:40  <Celestar> users ...
14:07:48  <Celestar> they need a proper UI.,
14:08:35  <Tobin> Aren't most UIs still pegged to the pixel size?
14:08:44  <peter1138> vector ui :D
14:08:55  <Tobin> Not that it should make a UI unusable though.
14:09:09  <peter1138> ow
14:09:58  <Tobin> I'm waiting for Quartz to give us some display PDF based resolution independent UI loving.
14:10:12  <Tobin> Doesn't seem to be happening quickly though.
14:10:15  <peter1138> i'm waiting for a 600dpi display
14:10:36  <peter1138> though ottd might be a bit small :)
14:10:40  <Tobin> Heh.
14:11:16  <Tobin> A 2" x 2" window out to be playable with a good magnifying glass. :P
14:11:46  <RichK67> peter: why 600dpi? the human eye can barely resolve the difference between 180dpi and 300dpi
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14:17:53  <peter1138> for supercrisp monochrome text
14:17:59  <peter1138> none of that antialiasing bollocks
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14:18:17  * XeryusTC says hi
14:18:19  <peter1138> but maybe 300 dpi then ;p
14:18:33  <valhallasw> *grin*
14:21:20  <Jaraziah> r4347 (nigtly) dus not seem to count trains corect, where max is set 100 players report that can have more then that in this rev.
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14:24:37  <Celestar> Jaraziah: verify, and then post a bug report on :)
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14:26:39  <Jaraziah> my gues would be, as it seems in this version erail got activated that e-trains do not count for the max train count but i am unshure about this
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15:14:11  <Eddi|zuHause2> RichK67: oh... that is SOOOO clear... i help finding a bug in a patch and you complain that i 'complain'... while i rather 'reported'
15:18:25  <CIA-3> belugas * r4359 /trunk/roadveh_cmd.c: MSV6 Release mode now compiles (problem of UINT_MAX. stdafx.h should be the first include). Thanks to KUDr for solution and testing
15:19:25  <blathijs> Celestar: what's WT2?
15:19:32  <peter1138> webtranslator 2
15:21:19  <izhirahider> If I want to create a set of town names in another language, can I do it over the webtranslator or I have to do a patch?
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15:21:26  <glx> blathijs: <-- I know it's an old one but I'd like you check it :)
15:21:36  <izhirahider> i.e, how were the other languages town names added in the code?
15:22:46  <Darkvater> izhirahider: that's only possible in a patch
15:23:23  <blathijs> glx: good you remind me. I'll finish a blogpost first, and look at it then
15:24:26  <izhirahider> doh, it's in the wiki, sorry
15:27:23  <izhirahider> Darkvater: Can you tell me if this is still up-to-date?
15:27:50  <izhirahider> since it's been unmodified for one year almost
15:27:57  <Darkvater> mostly
15:28:02  <Darkvater> I think it's correct
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15:36:41  <omay> hi, can i and if yes then how install new graphics for openttd? i found some .grf files on the net, but i don't know how to install them ;) i use openttd on gentoo
15:37:59  <RichK67> eddi: one man's "reported" is another man's "complaint".... anyway, i cant find what you are referring to...    ive had quite a few complaints about the miniIN patch - i say complaints, because they tend to open with "your patch doesnt work".... when really what doesnt work is a) compilation on the complainants machine, b) trunk has moved beyond patch, making it out of date, c) problem with a 3rd party patch  (im only the integrator, not the pa
15:38:08  <glx> omay:
15:38:35  <blathijs> glx: what a nice way to say RTFM ;-p
15:38:58  <hylje> tl;dr
15:39:01  <gigajum> lol
15:39:15  <Jango> izhirahider: i recognise that :)
15:39:31  <Jango> and yes, you must patch
15:40:21  <glx> RichK67: too long line :)
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15:41:14  <RichK67> cut off in mid flow?
15:41:14  <omay> glx: there is no openttd.cfg in "/"
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15:41:54  <gigajum> omay start the game and exit it then you've got one
15:41:56  <Darkvater> omay: you need to run openttd at least once
15:42:15  <omay> i started it allready several times
15:42:30  <omay> ah
15:42:38  <omay> there is a openttd.cfg in my home dir :)
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15:48:40  <omay> do you know some sites with cool scenarios?
15:49:25  <Eddi|zuHause2> :p
15:49:38  <Eddi|zuHause2> (those are the ones in the release ;))
15:49:57  <Eddi|zuHause2> i'm sure you can find more in the forum
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15:57:15  * SimonRC wonedrs over the apparrently randome correspondance between the file names and track numbers.
15:59:38  <SimonRC> Why is it so?  (Not a rhetorical question)
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16:00:14  <blathijs> SimonRC: what track numbers?
16:00:22  <blathijs> ingame music?
16:01:15  <blathijs> hmm, indeed
16:01:23  <blathijs> artefact from TTD I guess?
16:01:26  <peter1138> yeah
16:01:39  <peter1138> obviously it was easier to create a mapping table than to rename them...
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16:21:59  <RichK67> hi devs - sirkoz just posted this; it appears to be in source (its not in my miniIN patch file, so Im hoping after yesterday that its not in my patch!!)
16:22:02  <RichK67> I don't know wether a patch or source itself caused this, but I got an assertion failure with the MiniIN r4350 ->
16:22:02  <RichK67> Program: openttd.exe
16:22:02  <RichK67> File: rail.h
16:22:02  <RichK67> Line: 439 - probably because comments are not counted - the real # is 466
16:22:02  <RichK67>
16:22:04  <RichK67> Expression: railtype < RAILTYPE_END
16:25:04  <glx> RichK67: assert are often in trunk, but a broken patch can fire them :)
16:26:07  <RichK67> yeah, i was just thinking that if a patch called the routine with railtype = RAILTYPE_END, it would trigger it... yet another thing to hunt :(
16:26:49  <glx> search for GetRailTypeInfo in the IN diff
16:27:20  <RichK67> not in
16:28:41  <Eddi|zuHause2> is this a reproduceable situation?
16:29:32  <RichK67> dunno - sirkoz raised it......
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16:41:39  <peter1138> comments are not counted? wtf?
16:45:45  <stillunknown> how does one make a svn empty working copy that can be used to branch?
16:46:30  <Belugas> locally or in trunk?
16:46:56  <Belugas> svn checkout = locally
16:47:10  <stillunknown> local svn server
16:47:20  * peter1138 compiles a possible fix for sirkoz' problem
16:47:36  <stillunknown> so neither
16:47:37  <Belugas> svn copy <sources> <destination>
16:47:50  <RichK67> peter: it wasnt me/miniIN ???
16:48:18  <Belugas> stillunknown : do you have documentation on svn?
16:48:32  <stillunknown> yes, but i can't find what i need
16:48:35  <stillunknown> copy complains
16:48:42  <Belugas> params :)
16:48:47  <stillunknown> of the branch not being a working copy
16:48:56  <stillunknown> ofcource it isn't :-|
16:49:07  <peter1138> RichK67: ish
16:49:13  <peter1138> RichK67: it could be caused by a patch in the miniIN
16:49:23  <stillunknown> svn copy ./trunk ./branches/unstable
16:49:29  <peter1138> RichK67: this is a flaw in DrawTile_Station()
16:49:47  <Darkvater> peter1138: <-- what-ya think?
16:49:48  <peter1138> i don't actually know if it caused his problem, but this needs to be fixed anyway
16:50:06  <Darkvater> it saves the true length of a string with the savegame + adds support for dynamic strings (those without a buffer)
16:50:11  <Darkvater> also for config files
16:50:22  <peter1138> hmm
16:50:32  <peter1138> i actually sort of did something like that for the newgrf saveload stuff
16:50:38  <peter1138> it was a lot smaller though
16:50:42  <peter1138> but the malloc...
16:50:46  <Belugas> stillunknown : Desitnation should be empty.  was it?
16:50:50  <peter1138> where would that be freed... heh
16:50:54  <RichK67> peter... info from sirkoz:  Now I remember - it was 1999, I was just replacing rail tracks with monorail (renew-drag button) and this assertion error popped up...
16:51:28  <Darkvater> peter1138: it is properly freed when you load another game. Anywhere else and it's not the saveload code's problem imho
16:51:28  <peter1138> may be unrelated, but DrawTile_Station() gets info about railtypes 'n stuff
16:51:43  <peter1138> without actually checking its drawing a railway station
16:52:11  <RichK67> sounds plausible if he was mono replacing
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16:52:45  <Darkvater> <-- this was yours I think
16:52:47  <Darkvater> vararrays
16:53:05  <Darkvater> mine's the same but with integrated length_handler 'callback'
16:53:10  <Darkvater> for strings
16:53:35  <peter1138> no, that was an old thing
16:53:50  <peter1138> i modified what you've modified there
16:53:58  <peter1138> SlString()
16:54:12  <Darkvater> hmm, know where it is?
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16:55:40  <peter1138> yours is better
16:55:47  <peter1138> mine just used the supplied length
16:55:53  <peter1138> and that's why it's about 5 lines, heh
16:56:12  <Darkvater> :)
16:56:30  <Darkvater> I had a fight with non-bufferized strings, that's why it got a bit longer
16:57:20  <Eddi|zuHause2> hey... did any of you devs look at ? what do you think?
16:58:24  <peter1138> RichK67: heh, DoConvertStationRail() does at least check that its a railway station, heh
16:58:29  <peter1138> (double heh)
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16:59:56  <peter1138> i can get non-saved non-callbacked not-very-varactioned newstations in soon
17:00:00  <RichK67> huh? huh? ;)
17:01:09  <RichK67> bbl
17:01:10  <Darkvater> Eddi|zuHause2: wouldn't that better go into the CMD_ function instead of the GUI?
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17:01:20  <peter1138> Darkvater:
17:02:03  <peter1138> Date1950_1_1 ???
17:02:07  <Eddi|zuHause2> Darkvater: i did not research that deep into the code... that seemed to be the easiest place
17:02:27  <peter1138> Eddi|zuHause2: have you tested it with dragging signals?
17:02:43  <Eddi|zuHause2> no... ;)
17:02:59  <peter1138> tested it on existing signals?
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17:03:16  <CIA-3> Darkvater * r4360 /trunk/saveload.c: - CodeChange: add shortcut to SlGetArrayLength of the gamma-function along the lines of the Write/Read functions
17:03:33  <peter1138> i have a feeling you'll end up switching the presignal states instead of signal positions
17:03:49  <Eddi|zuHause2> oh, yes...
17:03:52  <Eddi|zuHause2> i just noticed
17:03:56  <Eddi|zuHause2> ok, was a bad idea ;)
17:04:46  <Eddi|zuHause2> fine... i try something different then ;)
17:05:53  <CIA-3> Darkvater * r4361 /trunk/saveload.c: - Fix: Write and Read the true length of a string-buffer into the savegame instead of the whole buffer.
17:06:30  <peter1138> Celestar as well:
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17:07:02  <stillunknown> how do i branch a (not the trunk) without getting branch/mybranchname/trunk
17:07:15  <stillunknown> (the trunk subfolder is undesirable
17:07:17  <stillunknown> )
17:07:19  <Darkvater> peter1138: how can you get into that function if the tile is not a station?
17:07:26  <blathijs> stillunknown: what doe you mean?
17:07:32  <Darkvater> stillunknown: now in plain english please
17:07:39  <blathijs> s/doe/do/
17:07:54  <blathijs> stillunknown: You want to create a branch in the openttd svn repos?
17:08:00  <glx> Eddi|zuHause2: I think CmdBuildSingleSignal in rail_cmd.c should be the better place for what you want to do
17:08:02  <stillunknown> svn copy trunk branch/mybranchname
17:08:13  <stillunknown> gives a subfolder trunk in mybranchname
17:08:19  <stillunknown> how do i avoid that?
17:08:21  <Eddi|zuHause2> yes, i was just about to try that
17:08:31  <Darkvater> stillunknown: use tortoisesvn? ;)
17:08:39  <blathijs> stillunknown: mybranchname should not exist prior to that command  I guess?
17:08:57  <stillunknown> it does, is that the problem?
17:09:09  <Eddi|zuHause2> the worst problem about coding is not to get the program to do what you want, but to get the program to not do what you not want...
17:09:16  <Darkvater> peter1138: ?
17:09:23  <blathijs> stillunknown: yes
17:09:41  <blathijs> stillunknown: but, what are you trying to do? Do you have commit access to svn?
17:09:52  <Eddi|zuHause2> because sideeffects are hardly ever documented properly
17:10:13  <stillunknown> local openttd mirror
17:10:28  <glx> Eddi|zuHause2: you just need to modify line 644, using your new patch setting
17:11:38  <blathijs> stillunknown: Using svk or something?
17:11:53  <stillunknown> plain svn
17:12:00  <blathijs> stillunknown: or are there tools for maintainig a local mirror? ;-)
17:12:21  <blathijs> stillunknown: anyway, without that dir present, it should work?
17:12:27  <stillunknown> i have a cron job for mirroring the entire openttd svn server
17:12:36  <stillunknown> it works now after some fiddling
17:12:59  <blathijs> hehe
17:13:10  * blathijs uses svk for that, works rather nicely
17:13:58  <stillunknown> i want 100% svn behaviour to test some things
17:14:11  <blathijs> ah, k
17:14:26  <blathijs> stillunknown: what are you working on?
17:14:38  <blathijs> (nice to see more dutchies in here, btw ;-)
17:14:45  <stillunknown> i want to see how viable an openttd unstable branch is
17:15:53  <blathijs> unstable branch?
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17:17:06  <stillunknown> maintaining patches as branches in svn and making a master branch with the combined patches for testing
17:21:36  <peter1138> Darkvater: station != railway station
17:22:45  <Darkvater> peter1138: got a point there
17:22:47  <peter1138> Darkvater: that's the same function to draw airports, roadstops, buoys
17:23:21  <Darkvater> maybe these should also be split, no?
17:23:33  <Darkvater> or there is too much in common
17:23:34  <peter1138> why?
17:24:03  <peter1138> the rail stuff has custom tiles, but then so could the other stuff at some point
17:24:06  <peter1138> (newairports?)
17:24:26  <Darkvater> ok
17:24:58  <Darkvater> well it looks good from here
17:25:08  <Belugas> newairports.... love the name :)
17:25:21  <Darkvater> it's about time rickh get a move on it ;)
17:26:21  <Belugas> Yeah
17:26:46  <peter1138> damn
17:26:54  <peter1138> newgrf_station.c:217: error: 'PALETTE_RECOLOR_START' undeclared (first use in this function)
17:26:57  <peter1138> wtf is that defined?
17:27:10  <Belugas> table\sprites.h
17:27:15  <peter1138> hmm
17:27:15  <Darkvater> macros.h:76
17:27:16  <Belugas> near the end
17:27:23  <Darkvater> eh I mean
17:27:29  <Darkvater> table\sprites.h:1202
17:27:36  <peter1138> how odd
17:27:38  <Darkvater> PALETTE_RECOLOR_START       = 0x307,
17:27:54  <peter1138> it's used in a macro in macros.h but is inside table\sprites.h hmm.
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17:29:53  <Darkvater> brb, news
17:31:13  <Eddi|zuHause2> glx: i have a feeling it is more complicated than that... if you now click on an existing semaphore, and drag along the track, it gets changed to light signal
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17:32:15  <glx> Eddi|zuHause2: in current openttd code?
17:32:28  <Belugas> peter1138 : because both macros.h and sprites.h required it.  I though it would be more fitting in sprites.h
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17:32:33  <Eddi|zuHause2> 		// copy signal/semaphores style (independent of CTRL)
17:32:33  <Eddi|zuHause2> 		semaphores = (GetSignalVariant(tile) == SIG_ELECTRIC ? 0 : 8);
17:32:46  <Eddi|zuHause2> that line screws it up
17:33:02  <Eddi|zuHause2> i have to add the altering there, too
17:33:20  <Eddi|zuHause2> but this appears like a hack to me, not a proper patch ;)
17:35:52  <Eddi|zuHause2> the line is in CmdSignalTrackHelper()
17:36:03  <glx> I've found it :)
17:37:05  <glx> you just want to invert ctrl effect for earlier game or disallow electric signal completely until a certain date?
17:37:41  <Eddi|zuHause2> just alter
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17:38:11  <Eddi|zuHause2> i see no reason for actually disallowing
17:38:36  <glx> so by default before 1950 you want semaphore (and electric with control)
17:38:46  <glx> and as it is now after 1950
17:39:19  <peter1138> i did it as a patch option once
17:39:23  <peter1138> user set, of course
17:39:41  <peter1138> that suffered the same problem, of course, hehe
17:39:45  <glx> not sure it can be only for user
17:39:56  <peter1138> it can
17:39:58  <Eddi|zuHause2> i don't want to add a patch option
17:40:06  <Eddi|zuHause2> 1) it breaks savegames
17:40:13  <Eddi|zuHause2> 2) there are too many anyway
17:40:26  <peter1138> if it's a user patch option, it doesn't get saved in savegames...
17:40:28  <glx> it should be a patch option but only in cfg
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17:41:00  <Eddi|zuHause2> mhm...
17:41:12  <Eddi|zuHause2> 3) i don't know how to add options ;)
17:41:43  <glx> use S flag
17:42:13  <peter1138> anyway
17:42:19  <peter1138> i think you need to change the parameters of the command
17:42:53  <peter1138> one bit for change presignal state / change signal layout
17:42:59  <peter1138> another bit of light / semaphores
17:44:01  <glx> and what I suggested is wrong because the semaphore/electric can't be changed only in CmdBuildSingleSignal
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17:45:33  <Darkvater> ugh, if it's user-specifiable, it needs to be outside the Cmd function indeed
17:45:48  <Darkvater> otherwise you'll get that one gets a semaphore and another a normal signal
17:45:50  <peter1138> maybe
17:45:55  <peter1138> we should leave it as it is ;p
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17:47:03  <Eddi|zuHause2> Richk67: for your speedsignals, you should add a proper helpertext...
17:47:22  <Eddi|zuHause2> currently, it says "purchase land"
17:47:31  <Richk67> yup - just not got round to it
17:48:08  <Richk67> "Assign Speed Limit to Track"??
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17:50:43  <Eddi|zuHause2> hm... how is that supposed to work? anywhere i try to place it, it says "cannot set signal here"
17:52:51  <Richk67> there is a bug.. its fixed in tonights release, or the fix is explained in the thread
17:53:12  <Richk67> some function calls got changed under me
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17:54:16  * Eddi|zuHause2 expects loads of conflicts if i try to apply this to current patch
17:55:04  <Richk67> fix is an edit of 2 lines
17:58:02  <Eddi|zuHause2> yes, found it
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17:58:40  <Eddi|zuHause2> 4 lines actually ;)
18:01:16  <Richk67> (i didnt count the comment-out lines ;) )
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18:12:34  <Eddi|zuHause2> hm... autoreplace does not replace properly if the money for selling the vehicle is enough to buy the new one, but not the current money
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19:03:16  <stillunknown> In file included from engine.c:9:
19:03:16  <stillunknown> table/engines.h:585: warning: missing initializer
19:03:16  <stillunknown> table/engines.h:585: warning: (near initialization for `orig_road_vehicle_info[0].power')
19:03:47  <stillunknown> anyone know what initializer should be near that (this is not trunk openttd)
19:04:07  <stillunknown> it's where all the roadveh specs are
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19:08:26  <stillunknown> my mistake as usual :-)
19:09:23  <MiHaMiX> :)
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19:35:05  <Jaraziah> peter1138, in a dedicated (no gui) how you tell the server to use other tileset ? like candy land or.. lolz
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19:35:35  <glx> landscape in openttd.cfg
19:36:23  <glx> normal|hilly|desert|candy
19:38:02  <Jaraziah> for some weird reason it keeps editing the file >.> intresting .. lolz
19:38:11  <peter1138> it saves the config when you exit
19:38:27  <Jaraziah> it should not >.> write protect! RAWR
19:40:13  <Richk67> peter: i seem to remember seeing something on here about sorting stations?? is that nearly in trunk, as i have a patch that could go to mini IN, but no point if a trunk version is about to go live.... any ideas?
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19:41:33  <peter1138> celestar was looking at that, i think
19:42:09  <Darkvater> Richk67: put this in mini-IN >
19:42:16  <Darkvater> if it works :P
19:42:25  <Darkvater> I'll needa look at it a bit more
19:43:01  <Richk67> what does it do? how do i test it?
19:43:17  <Darkvater>
19:43:39  <Darkvater> it just resumes a loaded game with the same company you were in that game
19:43:55  <Darkvater> eg you were player6 in MP game, and when you load it offline you're player6 again
19:44:01  <Richk67> cracking!!! thats just what i wanted :)
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19:47:06  <Richk67> does it only load ones that have been saved with patch active?
19:47:49  <Darkvater> if the current player has not been saved it has no idea what player you are supposed to be
19:48:15  <Darkvater> so it only sets the local player to the in-game one with games saved with this version
19:48:26  <Darkvater> for all others, it works exactly the same as openttd did before
19:48:36  <Richk67> ok - cheat menu it is then ;)
19:48:42  <Richk67> its in ;)
19:49:06  <Darkvater> there is no other way for old games :(
19:52:10  <Richk67> hmmm.... at what point does "mini" IN cease being mini.... its now a 481k patch, with 17 patches in!
19:52:21  <peter1138> heh
19:52:55  * Darkvater ponders committage of the patch
19:52:59  <Richk67> heading more towards  maxi...
19:53:43  <Sacro> Darkvater: go ob
19:53:51  <Sacro> s/ob/on
19:54:41  <Richk67> DV - i dont view mini IN as a route to trunk... its a good testbed, and if a feature looks stable in mini IN, is popular, then it adds weight to separate consideration (imo)
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20:00:41  <CIA-3> miham * r4362 /trunk/lang/hungarian.txt: [Translator2] Commit for hungarian language by Miham (manual)
20:00:55  <peter1138> woo
20:01:06  <MiHaMiX> :)
20:02:01  <MiHaMiX> hmm
20:02:07  <Belugas> Manual?  and WT2?
20:02:09  <MiHaMiX> there will be a revery :/
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20:02:37  <MiHaMiX> Belugas: I called the script by hand instead of from crontab, and the script doesn't commit anything (yet)
20:02:56  <Belugas> Hehehe.. OK .. Cool :)  and congrats!
20:04:39  <CIA-3> miham * r4363 /trunk/lang/hungarian.txt: [WT2] Reverted changes, sorry
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20:08:41  <Richk67> does the network code autoclean now??
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20:40:25  <Richk67> Mini IN r4363 uploaded :)   now 19 patches :)
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20:45:59  <glx> Darkvater: ping
20:46:37  <Richk67> bbl
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20:54:49  <CIA-3> miham * r4364 /trunk/lang/ (french.txt hungarian.txt): [Translator2] Fixed generation of langfiles, committing hungarian changes done by miham
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20:56:04  <CIA-3> miham * r4365 /trunk/lang/french.txt: Oops, sorry, reverted accidentally committed french.txt
20:58:57  <peter1138> heh
21:00:29  <MiHaMiX> peter1138: hungarian has been fixed :))
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21:22:57  <CIA-3> KUDr * r4366 /branch/yapf/ (23 files in 3 dirs):
21:22:57  <CIA-3> [YAPF] Very first YAPF prototype for ships
21:22:57  <CIA-3>  - enable it in Patches/Vehicles/ (value 1 or 2) and play
21:22:57  <CIA-3>  - tune its behavior by changing npf_max_search_nodes in openttd.cfg
21:22:57  <CIA-3>  - needs lot of code cleanups (i know)
21:22:58  <CIA-3>  - tested only on WinXP (VC6, VC7, VC8) and linux (GCC-4.0.1)
21:23:38  <KUDr> ufff
21:23:47  <glx> it works?
21:23:53  <KUDr> for ships
21:24:03  <glx> better than npf?
21:24:07  <KUDr> 5x faster
21:24:11  <glx> great
21:24:34  <KUDr> better than i expected
21:24:45  <KUDr> but really only prototype
21:24:51  <KUDr> needs lot of testing
21:25:03  <glx> I'll try it with mingw
21:25:20  <KUDr> yeah, would be great to know if it compiles
21:26:22  <glx> if Makefile is ok for linux, it should compile :)
21:26:35  <KUDr> i don't know
21:26:41  <KUDr> i am newbee
21:31:39  <glx> compilation launched :)
21:32:01  <glx> will take some time because slow machine
21:35:16  <peter1138> hehehe
21:35:20  <peter1138> Tardtown Transport ^^
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21:44:09  <izhirahider> just a quick question: in the stable release (0.4.7) in windows, when starting a new game I see different game scenarios, like 'Big River', ...etc, but in the svn release, I only see random game. Why?
21:44:38  <peter1138> because they're not there
21:47:30  <izhirahider> peter1138: I also found a little quirk with the rendering of some text, but this image might illustrate it better:
21:47:58  <izhirahider> peter1138: they are only released on Windows, or it's another subject?
21:48:15  <peter1138> they're only in the release, not in svn
21:48:23  <izhirahider> alright
21:48:24  <Kalpa> "slight" quirk :)
21:48:34  <peter1138> use english ;)
21:48:58  <izhirahider> peter1138: that doesn't fix it :)
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21:50:11  <izhirahider> I was wondering if any of you can reproduce this effect
21:50:32  <peter1138> the text overflows the window. it's not exactly rocket science
21:52:22  <Born-Acorn> But it is!
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21:52:42  <peter1138> Born_Acorn!
21:52:47  <peter1138> i'm not supposed to tell you!
21:53:03  <Born_Acorn> It then goes to imitate a rocket going on a sporadically wrong course!
21:53:16  <Born_Acorn> peter1138! Im not supposed to do more graphics!
21:54:08  <Born_Acorn> so there
21:54:14  <peter1138> YES YOU ARE
21:54:16  <peter1138> NOW
21:54:25  <izhirahider> How can I get those scenarios to play with in svn?
21:54:49  <Born_Acorn> Well I already did some graphics!
21:55:02  <Born_Acorn> Inlcuding some new boxes.
21:55:37  <peter1138> izhirahider: you copy them from, say, the release
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21:57:13  <izhirahider> ok
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22:09:30  <CIA-3> belugas * r4367 /trunk/ (clear_map.h station_cmd.c): CodeChange : Remove another direct map access in station_cmd.c. Replace an array of TileIndexDiffC by a use of loop with TileDiffXY. Thanks to Rubidium
22:11:09  <Belugas> oups...
22:11:27  <peter1138> lots of blanks?
22:12:08  <Belugas> yeah... not really needed, error of commitage
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22:16:01  <CIA-3> belugas * r4368 /trunk/clear_map.h: Revert clear_map.h changes in r4367.Error of manipulation
22:16:24  <Belugas> there... fixed. Sorry
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22:39:10  <CIA-3> KUDr * r4369 /branch/yapf/yapf/yapfbase.hpp: [YAPF] delete file renamed locally by mistake
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22:43:27  <CIA-3> KUDr * r4370 /branch/yapf/ (59 files in 7 dirs): Sync with trunk (4328:4369)
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23:15:15  <CIA-3> KUDr * r4371 /branch/yapf/yapf/ (6 files): [YAPF] Set EOL = Native for new files
23:21:15  <Tobin> Awww, that's not an exciting commit.
23:22:06  <KUDr> Tobin: look at /branch/yapf
23:22:14  <KUDr> it is not in trunk
23:22:33  <glx> KUDr: I get warning for all cpp files
23:22:51  <Tobin> KUDr: I know. I meant that setting the EOL property is not an interesting commit. :P
23:22:57  <KUDr> glx: about compiler flags "obsolete"?
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23:23:21  <KUDr> Tobin: there is new pathfinder for ships
23:23:24  <KUDr> test it!
23:23:29  <glx> about flags valid for Ada/C/ObjC but not C++
23:23:42  <Tobin> KUDr: Yay! I'll test it later.
23:24:02  <KUDr> glx: yes, i don't know how to remove them and not affect C files
23:24:19  <Tobin> Right now I have to go to a tech trial for a theatre at uni.
23:24:27  <glx> you should have CXXFLAGS for CXX
23:25:01  <KUDr> glx: yes, but i told you i am newbee in GCC/linux/makefile stuff
23:25:26  <KUDr> i don't want to break it
23:25:44  <glx> I think there was a CXXFLAG in Makefile, but someone removed it
23:25:54  <KUDr> :)
23:26:11  <KUDr> some linux guru can do that
23:26:20  <KUDr> i do what i know
23:26:25  <KUDr> the rest i buy
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23:31:12  <KUDr> glx: and how does yapf work?
23:31:27  <glx> compilation not finished yet
23:31:42  <KUDr> cause of that warnings?
23:32:07  <glx> no because you updated yapf, so I svn up and make again
23:32:15  <glx> and again, and again :)
23:32:21  <KUDr> ahh
23:32:29  <KUDr> that was not critical
23:32:37  <glx> and DEP phase is very slow
23:32:40  <KUDr> only sync + some flags
23:32:50  <KUDr> sorry for that
23:33:09  <glx> your not responsible for DEP
23:33:33  <KUDr> but for commits
23:33:59  <KUDr> now i will not commit anything
23:34:13  <glx> commits are not really a problem if they don't modify .h
23:34:35  <KUDr> hmm
23:34:42  <KUDr> its 01:34 already
23:34:45  <glx> yes
23:34:54  <KUDr> wish you luck
23:34:57  <KUDr> gn
23:35:01  <glx> ok gn
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