Log for #openttd on 30th April 2006:
Times are UTC Toggle Colours
00:00:35  <RichK67> the AskResetLandscape dialog is displayed (and initialised) appropriately, but the action on "Generate" button triggers SM_NEWGAME and SM_GENRANDLAND as per normal newgame and scenario methods
00:01:43  <RichK67> GenWorld is called by both MakeNewGame and MakeNewEditorWorld
00:02:52  <RichK67> however MakeNewEditorWorld just creates the empty sea for starting up in the editor
00:04:13  <glx> GenWorld is also called in SwitchMode for SM_GENRANDLAND
00:04:27  <RichK67> im gonna go ... my eyes are shutting...
00:04:34  <glx> ok good night
00:05:20  <RichK67> yes - that is how i generate new terrain inside scengen, but share params with main gui and newgame... it was a pig, and im not sure i want to reopen the can of worms ;)
00:05:27  <RichK67> cya
00:05:33  <RichK67> gn gn
00:05:39  <RichK67> :0
00:05:40  <RichK67> :)
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00:15:24  <Sacro> nn all
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00:26:28  <black_Nightmare> anyone know some about pikka's grf's?
00:30:30  <XeryusTC> which grf are we talking about exactly
00:30:31  <XeryusTC> ?
00:30:42  <black_Nightmare> uksr set
00:30:59  <XeryusTC> i never used that one
00:31:47  <black_Nightmare> hm thanks anyhow
00:32:01  <black_Nightmare> was curiosu when these 2-axle goods cars get replaced by 100+km/h mainline ones
00:32:08  <black_Nightmare> guess I always can wait :p
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01:30:53  <Brianetta> black_Nightmare: Coincides with diesel locos
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03:40:49  <amazon10x> heya
03:40:57  <amazon10x> anyone here?
03:41:28  <ThePizzaKing> I'm here
03:42:02  <amazon10x> I'm just starting out, should I build kirby paul trains or chaney jubilee?
03:42:37  <ThePizzaKing> well, the kirby paul ones are very slow
03:43:03  <ThePizzaKing> but they're a lot cheaper
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03:43:59  <ThePizzaKing> It's just personal preference
03:44:16  <amazon10x> hmm
03:44:16  <amazon10x> also
03:44:35  <amazon10x> will the speed of a train vary if it has 2 cars on it compared to 6 cars?
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03:45:15  <ThePizzaKing> It's top speed won't change but it will take longer to get to the top speed
03:45:27  <amazon10x> hmm
03:45:27  <amazon10x> ok
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03:48:10  * ThePizzaKing wonders why SuSE wants him to update Thunderbird to an older version
03:49:36  <amazon10x> has anyone here tried openttd on a gp2x?
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03:54:57  <amazon10x> my train just broke down on the track. how do i fix it?
03:55:59  <TSC> It will start itself again
03:56:12  <TSC> You can reduce breakdowns by having the trains serviced regularly
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04:00:25  <amazon10x> is there a place that explains what signals are? i found the page on the wiki that explains how to put them down but i don't see where anyone says what they do and how to use them
04:03:02  <TSC> has some info on the non-basic signals
04:04:01  <amazon10x> okay; i'll take a look
04:26:50  <amazon10x> the wiki isn't loading... is it down?
04:28:02  <TSC> Which wiki?
04:40:57  <amazon10x>
04:45:39  <TSC> No, not working for me either
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08:07:21  <Maedhros> woah, that's very weird
08:07:38  <Maedhros> anyone else get strange brightly coloured flashing squares when pressing caps-lock in openttd?
08:10:32  <stillunknown> sorry for going a bit OT, but does anyone have a link on how to string comparisons with wildcards in c?
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08:13:02  <ShadowJK> dunno, i wrote my own
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08:14:41  <ShadowJK> maybe fnmatch and wordexp might help you tho
08:15:30  <CIA-3> KUDr * r4627 /branch/yapf/ (115 files in 7 dirs): Sync with trunk (4510:4626)
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08:24:01  <Vornicus> that's a biiiiiiiiiiiiiiiig update
08:25:19  <KUDr> many small updates only
08:30:03  <Celestar> back
08:30:12  <Celestar> so whats new?
08:30:30  <Tron> i hate keep-alive-edges
08:32:29  <Celestar> Tron: what?
08:32:50  <Celestar> Tron: are you positive that "on bridge" and "in tunnel" should be the same flag?
08:33:14  <Celestar> I'm having all kinds of trouble with it ^^
08:33:25  <Tron> keep-alive-edges keep nodes alive even if they have no successors
08:33:37  <Tron> and they're causing me headaches atm
08:33:39  <Celestar> What is a keep-alive-edge?
08:33:44  <Celestar> in what context?
08:34:11  <Tron> graph based intermediate representation of programs
08:34:52  <Celestar> ah
08:34:53  <Tron> rather call it a "not really on the map"-flag or wormhole-flag
08:35:21  <Tron> wormhole comes pretty close, because tunnels and bridges connect not-adjacent tiles
08:35:36  * KUDr votes for WORMHOLE
08:36:28  <Celestar> true
08:36:36  <Vornicus> Is it possible to distinguish between two tunnels that overlap?
08:36:38  <Celestar> ok one more bug fixed ...
08:36:46  <Celestar> Vornicus: yes, because of the z coordinate.
08:36:55  <Celestar> and direction
08:36:58  <Vornicus> Okay, then bridges and tunnels should be the same flag.
08:37:07  <Vornicus> or can be.
08:37:36  <Maedhros> any ideas about the caps-lock thing?
08:38:04  <Celestar> Maedhros: that is a debug information for devs
08:38:10  <Celestar> it's intended
08:38:43  <Maedhros> is it? ok... surprised me a little when i pressed it by accident though ;)
08:40:40  <Celestar> ^^
08:40:48  <Celestar> don't use a debug build then (=
08:41:32  <Celestar> it shows which rectangles are being redrawn
08:41:41  <XeryusTC> good morning everyone
08:41:47  <Celestar> good morning
08:43:52  <Maedhros> Celestar: i didn't mean to create a debyg build - i just had a stray Makefile.config hanging around ^_^
08:43:58  <Celestar> ah ^^
08:51:46  <Celestar> weird bug
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08:52:25  <MeusH> heyah
08:54:14  <Kalpa> ^_ ^
08:54:43  <Celestar> hey MeusH
08:56:11  <Celestar> AAAHH
08:56:15  <Celestar> I hate optimized out values
08:56:56  <Celestar> especially since gcc has the habit of always optimizing out the vehicle :P
08:59:23  <Celestar> hm ...
09:03:43  <MeusH> Celestar: I'd like to finalize the "New features since 0.4.7" on the wiki, which will be the base for "0.4.8 features". But this backporting is a bit confusing - are all changes since 0.4.7 going to exist in 0.4.8, or only the "backported" features, so those list will differ?
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09:05:42  <Celestar> MeusH: 0.4.8 will not contain any new features. just fixes.
09:05:59  <Celestar> MeusH: check the svn log in branch/0.4
09:06:03  <Celestar> this is what will change
09:06:08  <MeusH> allright
09:06:33  <Kalpa> \o/
09:07:34  <Celestar> uh huh
09:07:39  <Celestar> there's trouble in my stuff
09:07:41  <MeusH> is the svn log available on
09:07:56  <MeusH> yes, sorry
09:07:57  <MeusH> nvm I found it
09:08:24  <Virtek> sorry for bothering, but is here anybody who can FIX server - cannot download any file from nightly
09:11:26  <Virtek> anybody ? please
09:12:12  <Celestar> there's some problem with the server it seems, MiHaMiX ?!?!
09:13:45  <MeusH> Virtek, seems it doesn't work, you can always try Archive builds
09:14:20  <MeusH> Celestar: so there will be no electrified railways in 0.4.8?
09:14:37  <MeusH> or these are not _yet_ backported?
09:14:44  <Virtek> Celestar: thanks, going out
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09:15:06  <Celestar> MeusH: no, there won't.
09:15:08  <Celestar> Tron: ping.
09:15:19  <Tron> yes?
09:15:35  <Celestar> you remember the signal/crash problem I mentioned yesterday?
09:16:34  <Celestar> it's rather funny (one train is on a bridge, and the second train comes outta a depot), as the signals into the block-in-question never turn green.
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09:18:47  <NotMyUsualSelf> Hello
09:19:15  <Celestar> Tron: it seems that the "leave depot" algorithm does something different then just checking some signal status or something
09:20:10  <Celestar> .oO(train_cmd.c is TOO BIG)
09:21:08  <Celestar> Where is the code that determines that a vehicle starts moving :S
09:21:37  <NotMyUsualSelf> I am trying to compile openttd for the first time using MSVC6, and I am having some trouble. I would happily receive any help either in channel or privately.
09:23:09  <MeusH> NotMyUsualSelf: MSVC6 doesn't work well with OpenTTD thesedays
09:23:20  <NotMyUsualSelf> I have retrieved the latest code from subversion (4627), and followed the directions on
09:23:25  <MeusH> it is planned to drop compatibility (some say there is still a compatibility)
09:23:36  <NotMyUsualSelf> Is support for MSVC6 being dropped?
09:23:42  <NotMyUsualSelf> Oh I guess it is.
09:23:42  <MeusH> I can't even run the project in MSVC6
09:24:21  <MeusH> Celestar: do you have some time, by chance, to explain me why are you making 0.4.8 with no new features, just bugfixes?
09:24:34  <NotMyUsualSelf> Ok, well I just haven't had a good excuse to update my C++ compiler. I guess now I do.
09:24:37  <MeusH> You just want to have a fresh, clean trunk as a base for 0.5.0?
09:24:43  <KUDr> Celestar: CheckTrainStayInDepot()
09:24:49  <Celestar> KUDr: yeah found it (=
09:24:52  <Celestar> 5 seconds ago
09:25:21  <Celestar> MeusH: because there haven't been any new features besides elrails? Mainly we want to buy some time for 0.5.0 ^^
09:25:27  <NotMyUsualSelf> Should I just get my hands on a newer version of Visual Studio, or is the another compiler that will work well on windows?
09:25:31  <KUDr> Celestar:I am just looking at it to change its behavior
09:25:48  <KUDr> Celestar: to take into account the presignals
09:26:08  <MeusH> Celestar: Are erails going to be merged after 0.4.8 again?
09:26:17  <Celestar> MeusH: elrails ARE in trunk
09:26:21  <Celestar> elrails ARE in the nightlies.
09:26:28  <MeusH> but not in 0.4 branch
09:26:33  <MeusH> so not in 0.4.8
09:26:39  <MeusH> IIRC
09:26:45  <Celestar> but they're not backported to 0.4 because it will require lots and lots of rewrite for elrails.
09:26:59  <Celestar> 0.4.8 IS planned as a bugfix release, and probably the last release of the 0.4 series
09:27:20  <MeusH> okay, I got it now
09:27:26  <MeusH> everything. Thanks
09:28:09  <Celestar> KUDr: UpdateSignalsOnSegment returns true if we can enter the segment, correct?
09:28:21  <KUDr> looks so
09:28:28  <Celestar> KUDr: I've done some more thinking about signalling, will release a new document tomorrow.
09:28:40  <KUDr> OK
09:28:54  <KUDr> should i pospone my playing?
09:30:08  <Celestar> with what? signalling?
09:30:21  <KUDr> yes, with depot leaving
09:30:26  <KUDr> it is annoying
09:30:42  <KUDr> i hate the current behavior
09:31:24  <Celestar> KUDr: if you ask me, I vote for a more sequential behaviour. But if the depot-leaving stuff does not interfere with YAPF; then go ahead
09:31:42  <MeusH> cya
09:31:45  <MeusH> bye Celestar
09:31:54  <KUDr> OK, i will try to investigate it more
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09:32:16  <Celestar> KUDr: if you ask me, I vote for setting a pseudo-signal status in rail depots (NOT in m2).
09:32:37  <Celestar> with the depot being an entry signal for leaving, and a normal signal for entering.
09:32:47  <KUDr> can be or any other way to behave correctly
09:33:17  <KUDr> you can enter always
09:33:25  <KUDr> but not leave always
09:33:32  <Celestar> KUDr: yes, currently you can.
09:33:36  <Celestar> KUDr: later on, maybe not.
09:33:46  * Celestar plans a BIG depot rewrite at some point
09:33:47  <KUDr> current behavior is sh*t
09:34:02  <Tobin> down?
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09:34:11  <KUDr> then please think also about pass thru depots
09:34:20  <Celestar> KUDr: I am .
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09:34:29  <Celestar> KUDr: I'm think about station-like depots.
09:34:36  <Celestar> where vehicles do not disappear.
09:34:47  <KUDr> heh
09:34:49  <Celestar> but the number of vehicles per depot is limited by depot size.
09:35:01  <KUDr> current accumulation behavior is usefull
09:35:09  <Celestar> it makes things easy yes.
09:35:16  <KUDr> you can use it as buffer
09:35:19  <Celestar> but for higher difficulties, we should have something else.
09:35:34  <KUDr> heh, who will play it
09:35:41  <Celestar> KUDr: I think many people.
09:35:49  <KUDr> maybe
09:36:01  <Celestar> at least I will ^^
09:36:02  <KUDr> i like it when all works
09:36:11  <Celestar> because the current depot are kinda crappy.
09:36:12  <KUDr> not when i must care about each train
09:36:31  <KUDr> yes, it is
09:36:57  <Celestar> I'd like to have 2 different depot systems. "Simple" (what we have now), "Realistic" (what I'm planning).
09:37:17  <KUDr> OK
09:37:22  <KUDr> sounds good
09:37:30  <Celestar> I'm against having 1x1 tile pass through depots.
09:37:34  * Tobin checks out the YAPF branch
09:37:43  <KUDr> not 1x1
09:37:49  <KUDr> but like stations
09:37:56  <KUDr> but with buffer
09:38:10  <KUDr> underground buffer
09:38:28  <Celestar> KUDr: that's something else. the train must not disappear then, but retain its full length.
09:38:35  <KUDr> Tobin: good - test and report problems
09:38:40  <Kalpa> Or just make depots stations which can hold two trains per square (no idea if this could be technically feasible)
09:38:45  <Celestar> so a 8x1 depot can take one train with 16 cars.
09:38:49  <Tobin> KUDr: I know, I know. ;)
09:38:53  <Celestar> Kalpa: yes I think that too.
09:39:03  <Tobin> KUDr: Anything in particular that needs looking at?
09:39:06  <Celestar> so a 8x1 depot can take 2 trains with 16 cars.
09:39:22  <KUDr> Tobin: trains
09:39:24  <Celestar> well 2 trains with 12 cars actually.
09:39:54  <Celestar> because 2 tiles are needed for splitting.
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09:40:24  <KUDr> hmm
09:41:31  <Celestar> 1 tile for splitting for one-way depots.
09:41:34  <KUDr> then it will consume lot of space - need longer city & industry distances and so on
09:41:49  <Celestar> KUDr: normally, the map is NOT full (=
09:42:06  <Celestar> KUDr: but first, I need to find out what's wrong with my dif f:S
09:42:10  <KUDr> otherwise it will leave one station complex and directly enter another one
09:42:46  <KUDr> it is not about full map
09:42:58  <Celestar> KUDr: distances are not that long.
09:43:02  <KUDr> but distances vs. station complex sizes
09:43:06  <Celestar> s/long/short.
09:43:18  <Celestar> KUDr: I'll show you an example. wait.
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09:43:27  <KUDr> ok
09:43:30  <Tobin> Oh, blast.
09:43:35  * Celestar needs to compile something
09:43:50  <Tobin> Anyone seen Bjarni lately?
09:44:17  <Tobin> I'm getting crashes on launch.
09:44:35  <KUDr> Tobin: something broken in YAPF?
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09:45:07  <Tobin> KUDr: I doubt it, looks like a MacOS specific bug.
09:45:18  <Tobin> KUDr: Haven't tried trunk of another branch though.
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09:45:44  <KUDr> Bjarni: made some changes in the YAPF makefile
09:45:44  * Tobin pokes about in Makefile.config
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09:47:39  <KUDr> Tobin: what OSX version you use? 10.4?
09:47:52  <Tobin> peter1138: What's going on with newstations nowadays?
09:48:04  <Tobin> KUDr: 10.4.6 i386
09:48:18  <KUDr> so it should work
09:48:30  <Tobin> Yeah.
09:48:55  <Tobin> It's a dynamic library problem.
09:49:16  <KUDr> aha
09:49:19  <KUDr> -s flag
09:49:32  <Tobin> ?
09:49:39  <KUDr> and g++ compiler needed
09:50:01  <Tobin> g++ is working fine. -s compile flag?
09:50:04  <KUDr> -s flag was responsible for that dynlib problems
09:50:11  <KUDr> in makefile
09:50:16  <Tobin> Should have been set by the Makefile already.
09:50:16  <KUDr> and makefile config
09:50:35  <KUDr> but is should not be set to work
09:50:41  <KUDr> delete config
09:50:46  <KUDr> and try again
09:53:53  <KUDr> Tobin: there were three changes needed in YAPF: 1) compiler (gcc->g++), 2) remove '-s- from makefile and makefile.config, 3) remove '-lrt'
09:54:15  <KUDr> all that is specific for OSX
09:54:23  <Tobin> KUDr: OK, let me poke about some more.
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09:54:54  <KUDr> Hackykid gm
09:55:06  <Hackykid> heya KUDr
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09:56:02  <Celestar> KUDr:
09:56:56  <KUDr> Celestar: looks reasonable
09:57:18  <KUDr> but then it should have larger buffering capacity
09:57:43  <KUDr> like 10 wagons per tile
09:57:44  <Celestar> KUDr: depots are not buffers.
09:57:46  <KUDr> or so
09:57:58  <Celestar> depots are for maintenaince.
09:58:11  <KUDr> heh i know
09:58:23  <KUDr> but playability will be better
09:59:06  <Tobin> KUDr: Both those changes seem to have been made correctly by Bjarni but it still get an executable that crashes.
09:59:18  <KUDr> or something else: dynamically buy/sell trains to fit the transport requirements
10:00:02  <KUDr> Tobin: some _Rewind_ stuff?
10:00:11  <Tobin> ?
10:00:29  <KUDr> what function it can't find?
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10:01:14  <Tobin> Hang on, let me build with debug symbols.
10:01:25  <KUDr> ok
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10:04:08  <tokai|noir> KUDr: <- whattf is this? :)
10:04:39  <KUDr> new huge depots
10:04:50  <KUDr> only layout
10:04:57  <KUDr> not graphics yet
10:05:00  <tokai|noir> what for?
10:05:16  <KUDr> for realism i guess
10:05:17  <hylje> so one depot can only hold one train of its lengthx2
10:05:29  <KUDr> or 2
10:05:49  <KUDr> for higher difficulties
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10:06:00  <tokai|noir> waste of space which could be used for rail tracks, imho :)
10:06:01  <Tobin> Heh, that'll annoy those people with 100 car trains. :)
10:06:03  <KUDr> not for newbees
10:06:15  <KUDr> i agree
10:06:20  <hylje> :>
10:06:28  <KUDr> yeah
10:06:30  <hylje> 100 car trains are mostly abuse anyway
10:07:06  <KUDr> 100 car trains are good for nothing
10:07:11  <Tobin> KUDr: Building with DEBUG defined works correctly. :/
10:07:27  <tokai|noir> more interesting would be depots with one entry and one exit.
10:07:48  <KUDr> Tobin: hmm - so it must be some crazy problem
10:08:07  <KUDr> tokai|noir: yes i think so too
10:08:08  <Tobin> KUDr: I'll talk to Bjarni about it.
10:08:16  <KUDr> Tobin: OK
10:08:33  <KUDr> Tobin: don't have normal PC?
10:08:45  <Tobin> KUDr: What?
10:08:58  <KUDr> like non Mac
10:09:06  <Tobin> Ah, no.
10:09:30  <hylje> what are your most complex junctions and/or stations
10:09:30  <KUDr> then sorry
10:09:53  <Tobin> I could dualboot Windows on this machine if I felt like beta testing Bootcamp but weirdly enough I don't want to.
10:10:33  <Tobin> What's all this stuff debug builds are printing nowadays?
10:10:56  <Tobin> KUDr: yapf/yapf_costbase.hpp:13: failed assertion `tile_slope < lengthof(c_upwards_slopes)'
10:11:17  <KUDr> let me look
10:12:03  <KUDr> aha, GetTileSlope() problem
10:12:05  <hylje> i think currently my most complex thingy is this
10:12:09  <KUDr> not YAPF i guess
10:12:42  <KUDr> or... aha i too that part from NTP
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10:12:55  <KUDr> hehe and added assert
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10:13:50  <Tobin> I think I might just play with the trunk tonight.
10:14:56  <KUDr> ok
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10:25:19  <CIA-3> KUDr * r4628 /branch/yapf/yapf/ (yapf_common.cpp yapf_costbase.hpp): [YAPF] Fix: assert workaround for GetTileSlope() return value (tkanks Tobin)
10:25:28  <Tobin> New stations support only does waypoints?
10:25:56  <KUDr> waypoints are standard
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10:38:13  <Celestar> back
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10:41:50  <Celestar> I hate recursive functions.
10:42:03  <Celestar> a 70-frame-deep stack is not easy to debug
10:42:08  <hylje> :>
10:42:38  <KUDr> Celestar: OPF?
10:42:48  <Celestar> yes
10:43:12  <Tron> "to iterate is human - to recurse is devine"
10:43:51  <KUDr> then only gods can debug it
10:44:44  * Tron debugs his if conversion implementation
10:45:59  <Tron> ah, found the problem
10:46:14  <Tron> 100 bugs
10:46:18  <Tron> one fixed
10:46:33  <Tron> now just 101 bugs are left
10:48:14  <Celestar> Tron: ?
10:48:23  <Celestar> what problem?
10:49:52  <Tron> i had some inconsistency when folding Psi nodes
10:51:40  <Celestar> ?
10:51:47  * Celestar has problems with signalling
10:53:04  <Celestar> SignalVehicleCheck <= works not with bridges properly
10:53:36  <Celestar> Tron: will require assistance tomorrow possibly.
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10:54:14  <black_Nightmare> hey ;)
10:54:55  <Kalpa> may day
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10:55:17  <Celestar> Tron: unless you have some time today, I'd be grateful
10:55:20  <Celestar> me->food();
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10:58:02  <black_Nightmare> kalpa :p
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10:59:45  <Tron> <Celestar> SignalVehicleCheck <= works not with bridges properly <--- maybe it assumes it can walk bridge middle parts, then it probably needs a call to GetOtherBridgeEnd()
10:59:50  <Kalpa> Wha?
11:10:34  <KUDr> Celestar: but if train will be on that bridge, you should notice it
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11:16:05  <hylje> wtf, i have a station failing to produce passengers
11:16:13  <hylje> its right next to a town
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11:17:23  <XeryusTC> hylje: do the buildings produce enough passengers? should have a total of at least 8/8 iirc
11:18:04  <hylje> it accepts em just fine
11:18:08  <hylje> but doesnt produce any
11:19:03  <XeryusTC> i had that problem too, you need to make sure that the buildings in the town produce enough passengers
11:22:40  <black_Nightmare> just wondering but who started the idea of wagon speed limits? :p
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11:30:00  <webfreakz> When opening the cheat menu ( CTRL+ALT+C ) OpenTTD crashes. Version: /trunk/
11:30:28  <webfreakz> this is with a new openttd.cfg and a new generated game
11:32:55  <ThePizzaKing> works fine here
11:33:29  <webfreakz> i will try a nightly
11:33:35  <Celestar> Tron: can I send you the diff and savegame in question? or shall we do that 2morrow?
11:34:57  <webfreakz> I can't load ?
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11:35:24  <ThePizzaKing> yeah, must be down
11:36:15  <ThePizzaKing> SVN's still up though
11:36:42  <webfreakz> yeah i know
11:37:18  <webfreakz> but a compiled /trunk/ crashes when opening the cheat-menu?
11:39:16  <webfreakz> well, i will just wait
11:40:21  <ThePizzaKing> I've got a compiled /trunk/ and the cheat menu opens fine (Linux)
11:42:03  <webfreakz> strange
11:43:56  <XeryusTC> webfreakz: try
11:44:17  <XeryusTC> you can't download anything though :P
11:45:24  <webfreakz> i already found that page :)
11:45:35  <webfreakz> doesn't work either?
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12:04:45  <black_Nightmare> question: think there's like any possible way to have 'show/hide' trees view option?
12:04:50  <black_Nightmare> or it sounds too difficult?
12:05:22  <black_Nightmare> just curious...I mean sometimes even with transparent buildings checked its not easy to see the tracks on opposited slopes on some screens
12:06:30  <ThePizzaKing> Without looking at the code, I'd expect that the code's already there, it just needs to be added into a new option, but, then again, I don't know
12:06:53  <Hackykid> you can already hide the trees i think
12:07:03  <black_Nightmare> heheh thanks anyhow thepizza
12:07:54  <Hackykid> its a patch setting in the interface tab
12:08:01  <Hackykid> "invisable trees"
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12:08:21  <black_Nightmare> o0o 0o0 .. why did I not ever noticed that till you mentioned it?
12:08:24  <black_Nightmare> meh..thanks anyhow
12:08:27  <Hackykid> :-)
12:08:50  <ThePizzaKing> I just don't like it how you have to have transparent buildings on
12:11:09  <black_Nightmare> well here's the thing for you thepizza...
12:11:27  <black_Nightmare> if buildings aren't transparent how will you forget there is -actually- trees around? :p
12:11:33  <black_Nightmare> kinda like a reminder :p
12:11:54  <black_Nightmare> brb anyway
12:12:18  <ThePizzaKing> good point
12:12:41  <ThePizzaKing> but I don't usually pay much attention to trees anyway
12:12:42  <Hackykid> that happened to me often :-p
12:13:20  <Hackykid> "hey the buildings are transparent" - press x to turn transparent buildings off - "whoa where did all those trees come from"
12:13:25  <Hackykid> :-p
12:13:49  <ThePizzaKing> yeah, me too :)
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12:20:56  <black_Nightmare> hm ty for that patch option tip
12:21:04  <black_Nightmare> find it a LOT easier to see where to slope/lay now
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12:22:54  <RichK67> hi all
12:24:00  <black_Nightmare> hey richk ;)
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12:40:12  <black_Nightmare> hey eddi and glx
12:40:13  <black_Nightmare> :p
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13:10:04  <Sacro> afternoon all
13:19:13  <black_Nightmare> hey sacro...the hell get on brianetta's map!!! :p
13:19:15  <black_Nightmare> lololololol
13:20:49  <hylje> lololooololol
13:21:30  <black_Nightmare> hylje..I mean..I see sacro on oftenly so...
13:21:35  <black_Nightmare> seeing him on irc first..makes me wonder
13:21:35  <black_Nightmare> :p
13:21:59  <Sacro> hehe, just reading forums
13:22:03  <hylje> but lololololol is quite lame anyway
13:22:18  <Sacro> kekekekekekeke!!!111eleven!!
13:22:47  * Sacro thinks its time for his tablets...
13:24:33  <hylje> zerg rush
13:24:36  <hylje> kekekekekeke ^__________^
13:25:34  <black_Nightmare> *pokes hylje in the chest*
13:25:35  <black_Nightmare> :p
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14:03:16  <black_Nightmare> was thinking about this idea...not sure if its existing in codes somewhere or not but...
14:04:07  <black_Nightmare> how about that before it adds stations to a vehicle's order it would check that the route is possible?  like lets say you have 3 rail stations named A, B, C .. and only A and B are connected together... if you tried add C to the order list it'll say "station not connected!" or something like that
14:04:27  <black_Nightmare> (can't take too much cpu to check the water/road/rail routes per each station being added to order?
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14:29:41  <MeusH> hi
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14:29:57  <LIIT> well hi there
14:30:35  <MeusH> is it just me or doesn't work?
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14:34:35  <LIIT> let me try, 2 sec
14:35:12  <LIIT> hmm, timeout
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14:38:14  <MeusH> okay
14:38:25  <MeusH> seems MiHaMiX or TL|away need to restart the servers
14:38:40  <MeusH> cya
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14:38:51  <glx> MeusH: TL is in USA
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15:17:50  <Zr40> MeusH[away]: I don't see any TL|away here
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15:29:15  <LIIT> Zr40: he is away, that's why you can't see him ;-)
15:29:56  <Zr40> LIIT: yes, but why did MeusH type TL|away instead of TL or TrueLight when he's not even present?
15:30:11  <LIIT> I have no idea, found it a bit funny :-)
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15:41:02  <Xeryus|douche> TL is in the USA for 2 weeks iirc
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15:41:24  <hylje> usa has inter Net no?
15:41:32  <LIIT> I don't think so :-(
15:41:57  <LIIT> you can use it for terroist stuff, so I think they banned it ;-)
15:41:57  <KUDr> it is too far away
15:42:08  <LIIT> terrorist*
15:42:19  <Sacro> they must have, dick cheny invented it
15:42:34  <KUDr> i think they have kind of internet
15:42:44  <KUDr> but better and USA only
15:43:05  <Xeryus|douche> they have internet, they stole all the ip ranges >:|
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15:44:12  <hylje> not all, just too much of them =p
15:44:22  <hylje> iirc theres some millions of them still unused
15:44:53  <XeryusTC> because the US stole them and won't let anyone else use it
15:45:14  <LIIT> heh, and now IBM bought like 1/16 of the IPv6 ones :-(
15:45:30  <hylje> some billions..
15:45:42  <hylje> how many ip6 addresses there are
15:45:56  <hylje> i think its in trillions
15:46:18  <Eddi|zuHause2> 256^6 i assume :p
15:46:26  <hylje> much more yes
15:46:37  <XeryusTC> enough, if you would sell them for 1 euro each you would probably be richer then bill
15:46:51  <LIIT> IPv6 supports 3.4×10^38
15:47:02  <hylje> ye, wikipedia to the rescue
15:47:14  <LIIT> 5×10^28(50 octillion) for each of the roughly 6.5 billion people alive today
15:47:27  <LIIT> aye, wikipedia+google knows all
15:47:35  <peter1138> Eddi|zuHause2: ipv6 isn't ipv4 but with 6 instead of 4 numbers ;p
15:47:38  <XeryusTC> some people own more then one ;)
15:47:44  <Eddi|zuHause2> fine ;)
15:48:03  <peter1138> Eddi|zuHause2: for addressing, it is 128 bits instead of 32
15:48:09  <peter1138> that's "quite a lot" more
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15:48:43  <Eddi|zuHause2> i know
15:48:44  <LIIT> IPv4 supports 4.3×10^9
15:49:27  <Zr40> instead of some odd decimal approximations, there are the real limits :)
15:49:27  <Zr40> for IPv4: 2^32
15:49:27  <Zr40> for IPv6: 2^128
15:49:38  <Zr40> s/there/these/
15:49:49  <LIIT> bah, why don't wikipedia just list it as that ? *sniff*
15:49:55  <LIIT> makes a lot more sense
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16:21:36  <MeusH> heyah
16:21:59  <MeusH> <Zr40> LIIT: yes, but why did MeusH type TL|away instead of TL or TrueLight when he's not even present?  <-- because TL|away is his nick, TrueLight is his modified nick he's using five minutes per day
16:23:04  <MeusH> and I were too lazy to scroll down the list to see whether he is online or not
16:23:13  <MeusH> he usually is. with nick TL|Away :P
16:25:26  <Bjarni> don't you know the meaning of |away?
16:25:36  <Bjarni> it means the person is not at a computer
16:26:36  <hylje> or just lazy to not change it back
16:26:54  <Bjarni> no, because that would spoil it
16:27:12  <Bjarni> it's just that MeusH never noticed that he have been talking to a script
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16:30:22  <KUDr> heh
16:31:39  <KUDr> Bjarni: Tobin was here and had problems - non DEBUG YAPF build didn't work for him - some dynlib error
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16:44:20  <Bjarni> hmm
16:45:25  * Bjarni tries to compile from scratch with a release build
16:45:47  <Bjarni> too bad I already maxed out my CPU on another task :|
16:45:59  <MeusH> Bjarni: TL|Away told me in secret that's his real nick
16:46:13  <MeusH> and he changes it to TrueLight when talking to SROTU
16:46:27  <MeusH> which is here right now
16:46:30  <MeusH> looking at us
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16:56:48  <Bjarni> KUDr: it works for me, so Tobin have to tell more about his problem
16:57:02  <Bjarni> KUDr: also why is unittest compiled each time?
16:57:19  <KUDr> hmm
16:57:26  <KUDr> good question
16:57:37  <KUDr> i planned to run it all the time too
16:57:48  <KUDr> some short silent run
16:57:57  <KUDr> but not done yet
16:58:21  <KUDr> this is how we do it in our company
16:58:33  <KUDr> so i am used for that
17:01:06  <MeusH> cya
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17:30:17  <Naksu> :)
17:30:39  <Magus_X> hello guys :)
17:31:05  <Magus_X> LOL
17:31:53  <XeryusTC> rofl
17:32:52  <Magus_X> translator isnt working here
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18:02:20  <KUDr> Celestar: ping
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18:19:42  <CIA-3> peter1138 * r4629 /trunk/ (newgrf_engine.c newgrf_engine.h): - NewGRF: constify more code that deals with sprite groups, now that ref counting is gone.
18:20:06  <Darkvater> peter1138: :)
18:20:27  <peter1138> morning :)
18:20:53  <Darkvater> peter1138: have you played with the tropicsetw before?
18:21:06  <Darkvater> do you know if their tenders do anything or are just there for show?
18:21:37  <peter1138> just for show, i believe
18:21:43  <Darkvater> ok
18:21:47  <Darkvater> issue #2
18:22:07  <Darkvater> did you have a look at the 'engine preview' window? I got some previews for tenders for example and they cost a few million pounds there
18:22:14  <Darkvater> where in the buy list it was only 2K orso
18:23:05  <peter1138> hmm, with the tropicset?
18:23:08  <Darkvater> yes
18:23:15  <peter1138> i must admit, i tend to ignore the engine preview window
18:23:56  <Darkvater> hmm but does it need special attention? I would say that if it calls the same wrapper function it would get the proper information
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18:24:11  <peter1138> i shall have a look
18:24:27  <Darkvater> k, great :)
18:30:10  <CIA-3> KUDr * r4630 /branch/yapf/rail_cmd.c: [YAPF] Experiment: depot exit acts now as presignal entry
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18:31:11  <KUDr> peter1138: Darkvater: can you please look at it? ^^^
18:31:36  <peter1138> that's a handy feature
18:32:08  <Darkvater> ugh people let me play ;)
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18:35:44  <MeusH> hey
18:36:16  <XeryusTC> heya MeusH
18:37:28  <Sacro> KUDr: why would entry be useful?
18:38:06  <KUDr> because train will not leave depot if no exit is green
18:38:24  <KUDr> and then train doesn't block whole segment
18:38:37  <KUDr> waiting at first platform
18:38:38  <peter1138> yup
18:38:55  <KUDr> but it has a mistake i guess
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18:39:09  <KUDr> i found the case when it is not OK
18:39:09  <KUDr> wait
18:39:34  <CIA-3> peter1138 * r4631 /trunk/newgrf.c: - NewGRF: fix incorrect length check
18:40:55  <Sacro> KUDr: ahh, so you dont need a presig entry in front
18:41:17  <CIA-3> peter1138 * r4632 /trunk/ (newgrf.c newgrf_engine.c newgrf_engine.h): - NewGRF: support loading of helicopter rotor sprites (mart3p)
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18:42:25  <zoomorfo> hello
18:42:45  <CIA-3> KUDr * r4633 /branch/yapf/rail_cmd.c: Correction for last commit: "depot exit acts now as presignal entry" - works also when no real presignal entry is present in the block
18:43:16  <KUDr> now it should be OK
18:44:34  <Dred_furst> anyone else seen the firefox adverts?
18:45:12  <Sacro> a few of em
18:45:32  <Dred_furst> =D
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18:49:54  <XeryusTC> why does everybody keep worshipping firefox? it's not like it's the holy grail of webrowsing or something :|
18:50:17  <hylje> opera is better.
18:50:19  <hylje> :>
18:50:44  <XeryusTC> indeed :)
18:50:55  <YoG> well, firefox it's much much (much) better than ie
18:51:12  <MeusH> indeed
18:51:25  <MeusH> and it doesn't download .exes to my harddrive
18:51:31  <MeusH> unless I let it download
18:51:58  <MeusH> Hopefully noone sees my face when I see some damn trojans in IE's temp directory
18:52:06  <MeusH> after five-minutes browsing
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18:52:34  <YoG> and it's not M$ proprietary
18:53:48  <XeryusTC> opera isn't too :)
18:54:00  <MeusH> I don't care about manufacter
18:54:01  <zoomorfo> XeryusTC, not everybody. I use Konqueror ;)
18:54:10  <YoG> I don't think Opera is evil, I just tend to like firefox more.
18:54:23  <MeusH> I don't care about Microsoft nor Firefox organization nor Opera
18:54:32  <MeusH> I care about product quality
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18:54:59  <MeusH> If someone gives me the best webbrowser from hell, I'd take it. As I said, manufacter doesn't matter for me :)
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19:09:26  <Sacro> how many wagons for a 7 length station?
19:09:41  <hylje> 14
19:09:48  <hylje> train length that is
19:12:31  <Sacro> thanks
19:12:32  <Sacro> bbl tea
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19:14:35  <Celestar> KUDr: you there?
19:14:44  <KUDr> yeah
19:14:57  <KUDr> try current YAPF
19:15:06  <Celestar> KUDr: will do a bit later, going home first.
19:15:11  <Celestar> I'm currently on the road
19:15:18  <KUDr> depot exit acts as presig entry
19:15:20  <KUDr> aha
19:15:32  <KUDr> have good trip
19:15:39  <Brianetta> (:
19:15:41  <Celestar> well it's just like 10km :)
19:15:46  <Celestar> but thanks anyway.
19:15:59  <KUDr> so it will be soon
19:16:07  <Celestar> hey Brianetta, have you seen my "realistic depot" stations? ;)
19:16:12  <hylje> :>
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19:16:51  <Celestar> Brianetta: <= RFC
19:16:54  <Celestar> cu later
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19:18:07  <Brianetta> Celestar: I love that
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19:19:38  <MeusH> That's amazing
19:19:45  <MeusH> many people, including me thought about that
19:20:30  <MeusH> any chance of roofless graphics? Seems like it would require much more work to draw vehicle sprites that do not form a train...
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19:22:27  <Brianetta> MeusH: If you want to see what's in your depot, you click it.
19:23:06  <MeusH> yeah, maybye we'll see see-through depots in the future...
19:23:25  <MeusH> seems like Celestar's depots will be ro-ro
19:23:31  <MeusH> that's terrific!
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19:32:47  <Born_Acorn> ro-ro depots. = unrealistic. But long ones = realistic.
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19:47:14  <Celestar> Brianetta: MeusH I'm planning this, but it's VERY far away (not before 0.6.0 possibly)
19:50:45  <MeusH> Celestar: IMO that's just eye-candy, and it can surely wait past 0.6.0
19:51:00  <MeusH> the station-like depots, however, is almost a must :)
19:51:05  <MeusH> past 0.5.0 maybye
19:51:06  <MeusH> ?
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19:51:45  <Celestar> MeusH: past 0.5.0
19:51:54  <brygge_2> i would love to see station-like depots:-)
19:52:26  <Celestar> working on them
19:52:33  <brygge_2> cool
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19:54:23  <Celestar> it will be AFTER 0.5.0
19:54:35  <Celestar> back in 5
19:54:41  <brygge_2> ok
19:56:01  <MeusH> Celestar: count me, and probably us all as beta-testers :)
19:56:17  <MeusH> Also, do you need new graphics for the depots?
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20:00:01  <Celestar> MeusH: that'd be awesome.
20:00:45  <Celestar> I love the AI.
20:01:00  <Celestar> it builds SOO much crap that you can test stuff (=
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20:05:05  <peter1138> :)
20:06:10  <brygge_2> will the new depots be like a station so the trains drive trough it? or will it hust be as a long depot?
20:06:17  <brygge_2> just*
20:06:55  *** Sacro [n=Sacro@adsl-213-249-225-214.karoo.KCOM.COM] has joined #openttd
20:06:58  <Sacro> evening all
20:07:38  <Celestar> people.
20:07:42  <Celestar> *sneeeeeeze*
20:07:44  <Celestar> :P
20:07:47  <Celestar> Tron: you there?
20:08:15  <Hackykid> gezondheid :-p
20:08:24  *** brygge_2 [n=brygge_2@] has left #openttd []
20:08:34  <Celestar> thanks :)
20:08:42  *** Tefad [] has quit [Remote closed the connection]
20:10:26  <jnmbk> celestar: it's going to be monday time is coming :)
20:10:33  <Brianetta> peter1138: You here?
20:10:57  <peter1138> maybe
20:11:44  <Celestar> ?
20:12:25  <jnmbk> town name generator, you said you would look at monday
20:12:31  <Celestar> jnmbk: and I will (=
20:12:40  <Celestar> after a good night's sleep
20:12:44  <Celestar> read tomorrow during the day.
20:13:23  <Brianetta> peter1138: If you get a moment, have a look at the sign "MC Escher, eat your heart out" on my UKRS nightly
20:13:28  *** Tefad [] has joined #openttd
20:13:41  <Brianetta> I think there's a newgrf glitch
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20:17:21  <Celestar> hmmm
20:21:38  <peter1138> oh, bridge pillars
20:21:46  <peter1138> please state the nature before scaring me :P
20:22:57  <peter1138> heh, 1994 and still steamers running around
20:24:19  *** matze [] has joined #openttd
20:25:00  <matze> hi. Does somebody know whats up with the ?
20:25:16  <Brianetta> (:
20:25:20  <Brianetta> Sorry for the scare
20:25:26  <Brianetta> t'was only a glitch
20:25:36  <peter1138> just i changed *a lot*
20:25:44  <peter1138> but not bridge related
20:25:50  <Brianetta> heh (:
20:25:59  <Brianetta> It's cool how one bridge looks like it's atop the other
20:26:02  <MeusH> matze: it doesn't work
20:26:05  <peter1138> and the dodgy pillars is why i didn't implement it yet
20:26:10  <Brianetta> I have one steamer left
20:26:14  <MeusH> just like other * website
20:26:15  <MeusH> s
20:26:17  <Brianetta> It was in a depot intil just this minute
20:26:22  <peter1138> www does
20:26:26  <MeusH> translator2 doesn't work, too
20:26:33  <MeusH> yeah, www does
20:26:34  <Brianetta> I released it to help get wood
20:26:34  <matze> MeusH,  i know, but why? ^^
20:26:46  <MeusH> server problem. Needs to be restarted
20:26:59  <MeusH> but both server operators are gone
20:27:18  <matze> -.- hmpf ok
20:27:24  <Sacro> Brianetta: wheres the glitch?
20:27:42  <matze> thanks :)
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20:27:53  <Sacro> MeusH: im guessing thats why i couldnt download the latest nightly
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20:28:16  <Celestar> BAAH
20:28:25  <Celestar> bridges over bridgeheads are giving me the creeps.
20:28:31  <peter1138> disable them
20:28:49  * peter1138 enables combroadw
20:28:54  <peter1138> (without bridges, heh)
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20:32:41  <CIA-3> KUDr * r4634 /branch/yapf/yapf/ (yapf_common.hpp yapf_rail.cpp): [YAPF] Fix: FindNearestDepot gave up when train head or tail was in tunnel. Now it will give up only if both ends are in tunnel. (thanks misnomer)
20:34:14  <Celestar> aaaaaahhhhh
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20:35:56  <Hackykid> hmmm....
20:36:11  <peter1138> mr Hackykid lives
20:36:15  <Hackykid> lies!
20:36:17  <Brianetta> So you can't send a train to depot if it's in a tunnel?
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20:41:11  <Sacro> Brianetta: its hard to click on it anyway
20:42:00  <MeusH> Sacro: nice try, but train window could have been opened before train entered the tunnel
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20:43:33  * MeusH waits 17 years for a new train model
20:43:36  <MeusH> man
20:43:42  <KUDr> Brianetta: is it big problem? I am too lazy to solve such corner cases..
20:43:49  <MeusH> 1935-1952 is really crappy in OpenTTD
20:43:53  <MeusH> no new trains :(
20:44:07  <MeusH> I'm wondering how long should I wait for a new train
20:44:10  <MeusH> 1954 maybye?
20:45:21  <Celestar> back later
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20:46:25  <MeusH> hey, can anyone check switch to euro date for custom currency?
20:46:39  <MeusH> I've got no idea why it does change to year 1000 all the time
20:46:57  <MeusH> so each January the 1st I have euro instead of my custom currency
20:47:03  <MeusH> other settings work, however
20:49:28  <MeusH> hmm
20:49:38  <MeusH> to_euro gets changed to 1000 each game start
20:50:01  <MeusH> auto_euro = true but I don't think it does the mess
20:50:40  <SimonRC> I didn't realise we had the Euro switch-over in this game
20:50:43  <SimonRC> heh
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20:53:24  <MeusH> SDT_VAR(CurrencySpec, to_euro, SLE_UINT16, S, 0,  0, 0,1000, STR_NULL, NULL),
20:53:27  <Brianetta> Sacro: It's not hard to click on it
20:53:28  <MeusH> this one...
20:53:31  <MeusH> die!
20:53:34  <Brianetta> KUDr: Probably not a problem
20:54:02  <KUDr> I would like to solve it together with new bridges
20:54:16  <KUDr> they will act in the similar way as tunnels
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21:04:34  <Born_Acorn> peter1138! custom bridgeheads! newstations! other stuff!
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21:06:29  *** Hackykid [] has quit []
21:08:33  <peter1138> lies
21:09:55  <peter1138> my better idea is: to go to bed
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21:19:55  *** kujeger_II is now known as kujeger
21:23:46  <MeusH> yeah
21:23:47  <MeusH> cya
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21:45:20  <black_Nightmare> do iron ore mines have full reach? (like if you touch -any- tiles it'll serve you)
21:45:26  <black_Nightmare> or where do I have to touch them? :-)
21:45:35  *** YoG [] has quit []
21:50:50  <SimonRC> black_Nightmare: use the ? button on the toolbar  to find out
21:53:03  <black_Nightmare> oh nice..ty
21:53:21  <black_Nightmare> have a 7-tiles long single station platform...
21:53:31  <black_Nightmare> just about touches one corner edge of each two iron ore mines
21:53:33  <black_Nightmare> ^_^
21:57:18  *** jnmbk [n=jnmbk@] has left #openttd ["Konversation terminated!"]
21:58:52  <Bjarni> black_Nightmare: did you get the DB set to work?
22:00:11  *** sw4y [] has quit [Remote closed the connection]
22:00:27  <Celestar> hiey
22:00:35  <Bjarni> hi Celestar
22:01:10  <hylje> really
22:04:10  <Celestar> whats going?
22:04:20  *** SchAmane [] has quit ["Ciao"]
22:05:07  <Bjarni> I don't know
22:05:11  <Bjarni> I have been away all day
22:05:14  <Bjarni> more or less
22:06:29  <Bjarni> is flyspray down?
22:07:05  <Celestar> dunno MiHaMiX having server probs?
22:07:08  <black_Nightmare> bjarni....yeah I did..but the server turned out to be a bit crappy on connection to me
22:07:13  <black_Nightmare> so I've tried the dbset on my own map :p
22:07:15  <Bjarni> heh
22:07:25  <Bjarni> it's a nice set
22:07:43  <Bjarni> specially if you use it together with the cargo set and starts in 1920
22:08:15  <Bjarni> <Celestar>	dunno MiHaMiX having server probs? <-- I don't know, but I guess it will work again eventually
22:08:15  <black_Nightmare> really? hmm
22:08:16  <hylje> what you have at the absolute beginning of the game
22:08:29  <XeryusTC> services have been down all day
22:08:37  <black_Nightmare> I'll see about that (pikka's uksr set are quite fun now)
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22:12:22  <Sacro> * are all down :( MiHaMiX and TL|Away havent been around
22:12:55  <glx> Sacro: TL is away for 2 weeks :)
22:12:58  <hylje> :x
22:13:05  <Bjarni> >_<
22:13:30  <Bjarni> why, he bought a new game?
22:13:43  <glx> he's in USA
22:13:52  <Bjarni> o_O
22:14:24  <Bjarni> why did he go on this quest to search for stupidity?
22:14:35  <hylje> well, phat loot?
22:14:43  <Bjarni> and how can it take two weeks when it can be done in a single day???
22:14:53  <hylje> more phat loot?
22:14:53  <Bjarni> oh, he is looting the place
22:14:55  <Bjarni> that makes sense
22:15:31  <Bjarni> I saw Bush on the news today together with an actor, who played Bush
22:15:36  *** Torrasque_ [] has quit ["Ex-Chat"]
22:15:45  <hylje> oh, really?
22:16:27  <Bjarni> the actor complained that whenever he had dinner with somebody, they asked him all sorts of nasty questions. Why couldn't he have dinner with the 36% of the country, who likes him :p
22:17:06  *** amazon10x [] has joined #openttd
22:17:10  <amazon10x> hello
22:17:20  <Bjarni> the best part is that Bush himself was in on the joke and I think it was in the White House. At least it was at a press conference
22:17:36  <Bjarni> yeah... we got a woman in here
22:17:47  <Bjarni> and not just a woman, it's an amazon :D
22:17:59  <amazon10x> lol
22:18:00  <amazon10x> no
22:18:19  <hylje> "it"
22:18:35  <Bjarni> ok, we will call it "it"
22:19:10  <Bjarni> hmm
22:19:25  <Bjarni> actually the nick indicates that it's 10 amazon women
22:19:33  <Celestar> wee!
22:19:35  <amazon10x> lol
22:19:37  <hylje> scary
22:19:38  <Celestar> bridges over bridgeheads seem to work
22:19:44  <Bjarni> nice
22:19:50  <amazon10x> well... 'it' would like to know if mandatory servicing is a good idea
22:20:17  <Bjarni> that depends
22:20:28  <Bjarni> it's not if you disabled breakdowns
22:20:46  <amazon10x> breakdowns are on
22:21:13  <Sacro> just noticed on a network game, both players on the same company get invitations to trial a vehicle, but it doesnt dissappear when the first person clicks on it
22:21:21  *** Bjarni [] has quit [Remote closed the connection]
22:21:28  <Sacro> so in theory both players can click different options, this shouldnt be so
22:21:49  *** Bjarni [] has joined #openttd
22:21:50  *** mode/#openttd [+o Bjarni] by ChanServ
22:22:01  <Bjarni> X-chat crashed o_O
22:22:05  <Bjarni> that never happened before
22:23:09  <hylje> ha
22:23:14  <Bjarni> anyway, if you got a section where you really don't want breakdowns, you can add depots just before it and force the trains to service to get max reliability before entering the junction or whatever trafficked area you have
22:23:26  <XeryusTC> Bjarni: everything is possible
22:23:36  <Bjarni> hmm
22:23:46  <amazon10x> hmm... ok
22:23:53  *** Sacro [n=Sacro@adsl-213-249-225-214.karoo.KCOM.COM] has quit [" HydraIRC -> <- IRC with a difference"]
22:23:56  <Bjarni> I wonder if it is possible to ban myself permanently
22:24:11  <XeryusTC> it sure is :)
22:24:39  <Bjarni> MeusH once did that on the wiki and had to get help from MiHaMiX to log in again
22:24:50  <hylje> well
22:24:55  <hylje> it depends on where
22:25:01  <Celestar> HMPF
22:25:06  <Bjarni> I think he banned for like 5 or 10 minutes, but after 6 hours he had to get help since he was still banned
22:25:07  <Celestar> Tron: ^^
22:25:20  <hylje> nothing is permanent but
22:25:26  <Bjarni> Tron banned himself?
22:25:34  *** gingerninja [] has quit ["changing servers"]
22:25:49  <Celestar> it seems that the Lomo has the same AI as Ottd
22:25:53  <hylje> on irc if you ban yourself you stay banned until someone lifts the ban or channel resets
22:26:00  <Bjarni> I think Darkvater once banned himself because he didn't have time to be in here and he knew that he would return if he didn't ban himself for the rest of the day
22:26:29  <hylje> :>
22:26:32  <Celestar> here people.
22:26:34  <Celestar> have a laugh
22:26:36  <Celestar>
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22:27:00  <Bjarni> we once banned Diablo-D3 for being an ass, and then we just forgot about it. Somebody found him in the banlist months later
22:27:08  <Celestar> lol
22:27:18  <hylje> :D
22:27:27  <XeryusTC> lol
22:27:28  <Hackykid> i think that bridges over bridges thingy is gonnna make the ai even worse :-p
22:27:40  <Celestar> Hackykid: it seems so (=
22:27:50  <Celestar> GAH
22:28:00  <Hackykid> the ai is expecting to walk itself into a dead end hehe
22:28:01  <Celestar> NPF is unable to plan bridges over bridgeheads :S
22:28:06  <Bjarni> don't care about the AI for now
22:28:12  <Hackykid> it cant cope if theres always a way out
22:28:13  <Bjarni> it sucks to be an AI anyway
22:28:28  <Celestar> Bjarni: I don't. have about 10 major bugs to fix in this code.
22:28:46  <Celestar> Hackykid: mind you that bridges over bridges are not yet allowed in that game :)
22:28:50  <hylje> the ai did some nice roads in there
22:28:55  <Celestar> Hackykid: I wonder how the AI would look then
22:29:00  <KUDr> <Celestar> NPF is unable to plan bridges over bridgeheads :S <-- is it not fixable?
22:29:04  <Hackykid> uhoh
22:29:34  <Celestar> KUDr: I think it is, but I've begun work on bridges over bridgeheads about 15 minutes ago ^^
22:29:46  <KUDr> ok
22:30:04  <Hackykid> are there custom bridgeheads yet, too?
22:30:12  <Hackykid> or does that come later?
22:30:19  <Celestar> Hackykid: actually that's part of the work I'm doing here.
22:30:29  <Hackykid> aha
22:30:38  <amazon10x> when is the wiki going to be working again?
22:30:40  <Celestar> I'm first introducing new tile types.
22:30:54  <Hackykid> aah
22:31:00  <Celestar> then I'll enable arbitrary tiles on the bridge heads.
22:31:13  <Celestar> and I hope peter1138's going to join me (=
22:31:40  <Celestar> KUDr: I'm not worrying about NPF, but YAPF will be in trunk long before the bridges stuff ^^
22:31:55  <KUDr> really?
22:31:59  <Bjarni> I hope that you don't want to join peter1138 right now
22:32:05  <Bjarni> he is lying in his bed
22:32:23  <Celestar> he is lying to his bed? :P
22:32:49  <Bjarni> hmm
22:32:55  <Hackykid> lies!
22:32:59  <Celestar> holy
22:33:05  <Bjarni> maybe he is lying to the misses next to him
22:33:14  <Celestar> 1.8" HDDs have up to 80GB these days
22:33:35  <Bjarni> where do you use such small HDs?
22:33:44  <Celestar> Bjarni: a number of subnotebooks use them
22:33:53  <Celestar> <= nice comparison
22:33:56  <Bjarni> subnotebook?
22:34:09  <Celestar> notebooks with < 1.5kg
22:34:27  <Bjarni> ahh
22:34:46  <Celestar> 2.5" are commonplace (=
22:34:52  <Celestar> even many servers use 2.5" HDDs
22:34:53  <Bjarni> btw did you see that Apple released a 17" Macbook Pro with 2,16 GHz dualcore CPU?
22:34:59  <Celestar> yah
22:35:02  <Celestar> but I don't like it.
22:35:13  <Celestar> anything > 3kg is not a notebook.
22:35:15  <hylje> i wonder how small notebooks can become with no optical drive or hdd
22:35:23  <Celestar> hylje: depends.
22:35:41  <Bjarni> hylje: most likely not smaller than the screen
22:35:54  <Bjarni> so if you disable the screen as well, you can get it really small
22:36:00  <Celestar> hylje: here, we have one 1.24kg notebook (with a 2.5" HDD), and 1.3kg notebook with 60GB HDD AND DVD-R(W)
22:36:00  <hylje> its about height
22:37:23  * Celestar wonders whether you could put a 10.000rpm 2.5" HDD into a notebook.
22:38:49  <XeryusTC> Celestar: you can, but it will eat your battery
22:38:50  <Bjarni> why, you want it to got a buildin gyro?
22:39:08  <Celestar> Bjarni: well, my current HDD is 7.200rpm in my notebook.
22:40:19  <Celestar> XeryusTC: well, my current HDD is 7.200rpm in my notebook
22:41:31  <black_Nightmare> just curious as I recall seeing a thread before...
22:41:46  <black_Nightmare> there like any progress on the idea of waypoints to seperate slow and fast trains themself?
22:42:12  <XeryusTC> black_Nightmare: richk made speed signs
22:42:14  <Eddi|zuHause2> black_Nightmare: check out richk's speed signs
22:42:23  <Eddi|zuHause2> (in the Mini_IN)
22:42:26  <Celestar> oh man, even in a GPU-bound benchmark like TES:IV the Athlon X2 3800+ smokes the Pentium EE 955
22:42:38  <Bjarni> I once compared two 2,5" HHDs, one was 4200 and one was 7200 RPM. Everything else was the same (including brand and product line)
22:43:00  <black_Nightmare> hm ty xeryus
22:43:01  <Bjarni> the 7200 one used 1,1A while the other one used 1 A (same voltage)
22:43:07  <Bjarni> not a huge difference
22:43:18  <black_Nightmare> for now I just manually assign train to waypoints .. I guess :p
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22:43:41  <Celestar> Bjarni: power consumption seems more dependent on manufacturer than in spindle speed.
22:43:55  <Sacro> that explains the lack of messages for 20 mins...
22:44:05  <Bjarni> hehe
22:44:18  <Bjarni> nobody tell Sacro what just happened
22:44:28  <Bjarni> :p
22:44:39  <amazon10x> i have openttd 0.4.7. does this have PBS?
22:44:43  <Celestar> no
22:44:45  <XeryusTC> no
22:44:46  <Sacro> amazon10x: fraid not
22:44:49  <amazon10x> oh
22:44:53  <amazon10x> does the nightly have it?
22:44:56  <Celestar> not yet.
22:44:58  <XeryusTC> not anymore
22:45:02  <Sacro> fraid not
22:45:08  <Celestar> not anymore and not yet.
22:45:09  <Eddi|zuHause2> the only thing that has PBS is the mini_IN by richk
22:45:12  <XeryusTC> there is an old patch *somewhere*
22:45:20  <Celestar> KUDr's working on in a new implementation. one that works better (=
22:45:31  <Eddi|zuHause2> but that one crashes trains all day long
22:46:52  <Celestar> hr hr
22:47:01  <Celestar> 2.5" SAS HDDs
22:49:48  <Eddi|zuHause2> the mini_in should really be a branch in SVN... makes it much easier to apply custom patches against it...
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22:51:37  <Celestar> xb has a Quad-SLI benchmark
22:51:39  <Celestar> :o
22:52:43  <Eddi|zuHause2> wow... in the last 2 days, i played exactly 2 game days ;)
22:52:44  <Celestar> that Graphics subsystems is worth 2 decent computers :o
22:52:59  <Celestar> Eddi|zuHause2: did you make a "realtime" patch? ^^
22:53:13  <Eddi|zuHause2> no, i was just paused a lot :p
22:53:17  <Celestar> ;P
22:55:18  <XeryusTC> Eddi|zuHause2: you play with the build in pause mode cheat?
22:55:33  <Eddi|zuHause2> no...
22:55:54  <Eddi|zuHause2> i was mostly away, and occupied otherwise
22:57:34  <Celestar> hr hr it seems that xb has be /.ed
22:57:46  <Celestar> s/be/been
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22:58:43  <Eddi|zuHause2> hm... platforms should be numbered, and order list should support choosing platforms (or ranges)
22:59:20  *** tokai|mdlx [] has quit [Connection timed out]
22:59:28  <XeryusTC> Eddi|zuHause2: thats where waypoints are for
22:59:54  <Celestar> HAHAHA
23:00:01  <Eddi|zuHause2> yes, but a) i cannot choose waypoint-ranges, and b) they waste space
23:00:06  <Celestar> the Quad-SLI system smoked a 1000W PSU.
23:00:25  <Celestar> Eddi|zuHause2: wait until multi-tile waypoints have been introduced
23:01:15  <glx> Quad-SLI takes too much place on the mother board
23:01:34  <Celestar> glx: seems its two cards with two GPUs each or something
23:01:46  <glx> it's 2 double cards
23:01:47  <XeryusTC> quad sli almost needs a quad cpu system :P
23:02:01  <XeryusTC> or a dual dual-core system
23:02:10  <Celestar> XeryusTC: what for? most games give you like 10% performance boost with dual cores
23:02:34  <XeryusTC> Celestar: too keep up with the speed of the gpus
23:02:35  <Celestar> great.
23:02:49  <glx> most games are not optimized for multi-core
23:03:27  <Celestar> Chronicles of Riddick: 1920x1200, 16x AA, 16x Aniso, and 2 Radeon X1900XTX smoke the Quad SLI system
23:04:08  <Celestar> it also seem that the drivers are not yet mature
23:04:19  <black_Nightmare> eddi..why need to number platforms?
23:04:30  <Celestar> hell people, if you want more graphics performance, just plug a more units into the GPU ...
23:04:44  <Eddi|zuHause2> black_Nightmare: ever been to a real station? :)
23:04:50  <Celestar> lol
23:04:52  <Celestar> ok lets see
23:05:10  <Celestar> 4 G71 GPUs: about 100 Watts each.
23:05:13  <black_Nightmare> eddi..does this mean there will be an actual dispatcher somewhere in the game? :p
23:05:18  <black_Nightmare> hehe
23:05:27  <Celestar> 2 Opteron 285: 100 Watts each.
23:05:34  <Celestar> 8 GB RAM: about another 100 Watts.
23:05:34  <XeryusTC> Celestar: if you want anything that is affordable at that doesn't idle all the time you just need 2 gfx cards in SLI
23:05:35  <black_Nightmare> anyway need to brb for a few minutes
23:05:50  <Celestar> that's 700 Watts for the "basic" system alone.
23:06:21  <Celestar> and about 100 Watts for the coolers :P
23:06:34  <Sacro> There are 2 kinds of people in the world
23:06:36  <Celestar> maybe they need a GE90-115B fan for cooling?
23:06:37  <Sacro> those who need closure
23:07:00  <Celestar> even if such a fan would be more quiet than what most GPUs have.
23:07:05  <Celestar> (only a BIT more expensive)
23:07:23  <XeryusTC> liquid nitrogen :)
23:07:36  <Celestar> XeryusTC: I promise you a GE90-115B fan has more cooling capability (=
23:07:52  *** iridium [] has quit ["Sleepage!"]
23:07:56  <Celestar> but it's 135inch in diameter (=
23:08:14  <XeryusTC> Celestar: i dont think that a fan can cool anything down below freezing point ;)
23:08:31  <Celestar> XeryusTC: no but it can get rid of more heat (=
23:08:50  *** CobraA2 [] has joined #openttd
23:08:53  <Eddi|zuHause2> 135"? you should rather use that to generate wind power ;)
23:09:07  <Celestar> Eddi|zuHause2: nah, normally its underneath an aircraft wing.
23:09:24  <Celestar> it's the largest and most economical engine that there currently is.
23:09:26  <Eddi|zuHause2> hm... that'll do, too ;)
23:09:48  <Celestar> and it sucks about 1000m³ of air per second.
23:10:07  <Eddi|zuHause2> that is a lot of wind ;)
23:10:19  <XeryusTC> Celestar: dry ice works too :)
23:10:25  <Celestar> when they developed the engine, they found that titanium is too week for the fan blades, they needed something stronger ^^
23:10:43  <Celestar> weak*
23:10:50  <XeryusTC> lol
23:10:58  <Celestar> so it was the first engine with carbon-fibre based fan blades
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23:11:33  <Celestar> hm ..
23:11:59  <Celestar> XeryusTC: why 4 CPUs anyway? for our cluster I might get a 16-CPU machine in June
23:12:39  <Celestar> which is surprisingly cheap based on the offers I have up to now
23:12:45  <XeryusTC> Celestar: you need 4cpus to keep up with the 4gpus
23:12:56  <Celestar> about 16k EUR
23:13:46  <Celestar> 16 CPUs, 32 Gigs of memory in a single computer that is only 4U big.
23:13:48  <Celestar> er .. 5U
23:14:05  <Celestar> problem is: the "case" alone costs 5000 EUR
23:14:30  <Celestar> 3500 of which is probably the mainboard
23:15:32  <Celestar> but I like the look of a mainboard with 16 CPU sockets and 64 ram slots ^^
23:15:36  <Celestar> er
23:15:39  <XeryusTC> :)
23:15:40  <Celestar> 8 CPU sockets and 32 RAM slots
23:15:52  <Celestar> impressive anyway.
23:18:45  <Celestar>
23:20:46  <XeryusTC> hehe
23:36:38  <Celestar> <= uh huh
23:36:40  <Celestar> ok going to be
23:36:42  <Celestar> d
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23:38:21  <XeryusTC> good night Celestar
23:39:30  <Bjarni> goodnight everybody
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23:42:05  <XeryusTC> ah
23:42:36  <XeryusTC> there is a nice assert in the big ufo disaster :P
23:43:18  <glx> XeryusTC: details
23:43:32  <XeryusTC> glx: im going to put a screenshot on the net
23:43:45  <glx> ok
23:44:22  <XeryusTC>
23:45:04  <glx> some work for KUDr :)
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23:45:20  <KUDr> what?
23:45:38  <glx> look the screenshot
23:45:46  <XeryusTC> i think that it has more to do with disasters
23:45:52  <XeryusTC> the ufo just got blown up
23:46:08  <glx> but that broke the pathfinder
23:46:19  <KUDr> aha, missing ufo callback
23:46:21  <KUDr> hmm
23:47:01  <KUDr> when rail changes, YAPF need to be notified
23:47:07  <KUDr> to invalidate cache
23:47:36  <KUDr> some idiod blown up railway and didn't call YAPF callback
23:47:56  <KUDr> who was it?
23:48:08  <XeryusTC> the plane that destroyed the ufo
23:48:17  <XeryusTC> you can see it under the assert window
23:48:29  <KUDr> so tell him to call my callback next time
23:48:54  <XeryusTC> i think that you have a bigger influence on him ;)
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23:49:02  <KUDr> hmm
23:49:09  <KUDr> i need to repro it
23:49:23  <KUDr> some savegame before it happened?
23:49:28  <XeryusTC> lets see
23:49:33  <KUDr> thanks
23:49:46  <XeryusTC> yes, autosave has one
23:50:30  <XeryusTC> KUDr: it is in
23:50:43  <XeryusTC> autosave14.sav
23:53:03  <amazon10x> quick question: if i have the smallest possible train station and i dock a train with 3 cars will it fill them all?
23:53:06  <KUDr> assert!
23:53:16  <KUDr> XeryusTC: have it, thanks!
23:53:28  <XeryusTC> KUDr: good, now work your magic ;D
23:53:42  <glx> KUDr: DisasterClearSquare I guess
23:53:55  <glx> in disaster_cmd.c
23:54:01  <KUDr> glx: thanks
23:54:03  <XeryusTC> amazon10x: it will fill them, but it might take a while because there is one wagon not in the platform
23:54:34  <amazon10x> so does it have to move a little to get it on the platform then stop then fill that last one then it can leave?
23:55:34  <XeryusTC> no, it takes ages before it fully loads the last wagon
23:56:03  <amazon10x> oh
23:56:05  <amazon10x> ok
23:56:41  <glx> XeryusTC: which grf do you use for rails?
23:56:55  <XeryusTC> uhm
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23:57:20  <XeryusTC> gstone railways
23:57:34  <XeryusTC> <- get it from here :)
23:57:53  <glx> thanks
23:58:10  <XeryusTC> np
23:58:51  <Sacro> nn
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