Log for #openttd on 1st May 2006:
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00:17:46  <amazon10x> is there a way to rotate the view?
00:19:47  <glx> no
00:20:11  <amazon10x> hmm, is there any plans to add that?
00:20:15  <amazon10x> are*
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00:21:44  <Eddi|zuHause2> yes, but that is a looooong time to go
00:22:38  <Eddi|zuHause2> meaning, 32bpp support and total graphic replacement
00:22:49  <CIA-3> KUDr * r4635 /branch/yapf/ (disaster_cmd.c rail_map.h): [YAPF] Fix: missing YapfNotifyTrackLayoutChange() when track is deleted by disaster (thanks XeryusTC)
00:23:22  <KUDr> XeryusTC: here we go
00:24:49  <ln-> hyvää vappua
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00:35:27  <amazon10x> what's a good amount of time for the servicing interval?
00:35:42  <KUDr> 1 day
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00:38:12  <amazon10x> seriously...
00:39:11  <ln-> never
00:39:20  <KUDr> no idea - i have disabled breakdowns and always force trains to pass depots
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01:01:09  <Eddi|zuHause2> breakdowns are teh suxx0r :p
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01:29:02  <black_Nightmare> back
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01:31:10  <PandaMojo> Is anyone else having problems connecting to ?
01:31:38  <glx> yeah it's down
01:32:06  <PandaMojo> Bleh.  At least it's not the fault of my connection this time I guess :-)
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01:34:51  <black_Nightmare> heh
01:35:04  <black_Nightmare> just curious but how often are nightly builds released on average?
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01:35:20  <glx> every night
01:35:42  <black_Nightmare> hmm this night must be a skip then :p
01:35:54  <glx> the server is down :)
01:35:54  <black_Nightmare> (brianetta still using same ver as yesterday night)
01:36:01  <black_Nightmare> lol... :p
01:36:04  <black_Nightmare> fair enough
01:36:05  <Eddi|zuHause2> nightlies get compiled at 20:00 CEST, unless something fails
01:36:18  <black_Nightmare> if it fails..its held to the next day..right?
01:36:19  <Eddi|zuHause2> in this case, obviously it failed :p
01:36:22  <glx> and briannetta  compiles it's own
01:37:03  <glx> Eddi|zuHause2: maybe it compiled fine, but it's not available :)
01:37:24  <Eddi|zuHause2> that is quite possible ;)
01:40:47  <black_Nightmare> ughh..dayumm..this no fun..
01:40:55  <black_Nightmare> I need a building deleted but noone else is on at all
01:40:58  <black_Nightmare> ^_^
01:41:02  <black_Nightmare> oh well hehe
01:44:43  <black_Nightmare> guess I'll go off soon and let the server pause then hope someone is on in morning :p
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02:35:47  <MaulingMonkey> Anyone know if there's any plans to increase the display width limit beyond ~2048?
02:36:39  <MaulingMonkey> (and/or if this is something trivial to change in source)
02:37:19  <MaulingMonkey> It stretches up to 1.5 screens wide, I want 2 :(
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03:19:37  <Vornicus> there's I think something like MAX_SCREEN_WIDTH somewhere in the source, but I believe it's used to determine the size of the blocks that get redrawn.
03:20:23  <MaulingMonkey> Guess I'll take a peek at that later, thanks
03:20:35  <Vornicus> So increasing it may require increasing some other things as well... in which case you're probably better off getting an answer from someone who has some idea at all what they're doing.
03:21:38  <MaulingMonkey> I guess I'll just use the 1/2 screen part for the windows in the meantime :)
03:22:03  <Vornicus> heh
03:23:00  <Vornicus> But yeah, there's a reason it's currently only so big, something about bigger screen chunks requiring more time to process.  A reason that, if you have a v. good computer, you can reasonably ignore.
03:24:26  <MaulingMonkey> It's good enough I'm not noticing any slowing down or anything at the max width, except during saving
03:24:45  <MaulingMonkey> even then, only noticed that due to being in fast forward
03:29:28  <Vornicus> Really the whole graphics system needs a rewrite to take advantage of modern graphics cards.  The performance on the Mac version is much better now that it's moved to Quartz rendering
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06:38:43  <CIA-3> peter1138 * r4636 /trunk/newgrf_engine.c: - NewGRF: when dealing with vehicle types other than trains, set the parent scope vehicle to be the same as self scope. (Thanks mart3p)
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06:40:31  <brygge_2> the link "" is broken.....
06:43:33  <peter1138> yes
06:43:49  <brygge_2> when willl it be fixed?
06:43:54  <brygge_2> will*
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06:44:48  <peter1138> when truelight hears of and can fix it
06:45:00  <brygge_2> ok
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08:12:33  <CIA-3> KUDr * r4637 /branch/yapf/train_cmd.c: [YAPF] Remove: YapfNotifyTrackLayoutChanged() calls from DeleteLastWagon() - reverts changes made to train_cmd.c by r4615
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08:29:39  <Celestar> morning peops
08:30:08  <KUDr> gm
08:31:24  <Celestar> oh man
08:31:29  <Celestar> I had some fun with the AI ...
08:33:16  <KUDr> what fun? bridge building?
08:33:22  <Celestar> yeah
08:33:35  <KUDr> can imagine
08:33:43  <Celestar>
08:33:48  <Celestar> also 1.png, 2.png, 3.png, 4.png
08:34:31  <KUDr> crossing bridges!
08:34:34  <KUDr> nice
08:34:41  <Celestar> not really crossing (yet)
08:34:45  <Celestar> just Bridges of Bridgeheads
08:35:02  <Celestar> crossing bridges come a bit later
08:36:02  <KUDr> it looks like it was expected - more AI freedom - more stupid layouts
08:36:07  <Celestar> yeah.
08:36:21  <Celestar> the AI should MAYBE look at path costs.
08:36:37  <Celestar> KUDr: once PBS and newsignalling is completed, what about using YAPF for AI? (=
08:36:54  <KUDr> why not?
08:37:07  <KUDr> but somebody must explain me rules
08:37:11  <Celestar> ok I will
08:37:19  <KUDr> what is expected from it to do
08:37:21  <Celestar> (like post 0.5.5 or even post 0.6.0) :)
08:37:26  <KUDr> ok
08:37:37  <Celestar> oh I wanted to write down more signalling concepts ..
08:37:48  <Celestar> btw: did anyone ever sue Chris Sawyer?
08:37:50  <KUDr> heh
08:37:56  <CIA-3> peter1138 * r4638 /trunk/airport.h: - Codestyle: replacing aligning tabs with spaces
08:37:58  <KUDr> but now you are at work i guess
08:38:11  <Celestar> no
08:38:20  <Celestar> I'm not at work the entire week.
08:38:21  <KUDr> also no
08:38:33  <KUDr> happy man Celestar
08:38:38  <Celestar> peter1138: check those images (=
08:38:40  <Celestar> yeah.
08:38:43  <Celestar> needed a week off.
08:38:48  <Celestar> got TONS of paperwork
08:38:57  <peter1138> looking
08:38:59  <peter1138> fun
08:39:14  <Celestar> ^^
08:39:19  <Celestar> good for testing...
08:42:14  <Celestar> peter1138: KUDr I wonder what happens if a permit the AI to build on slopes ..
08:42:34  <KUDr> heh
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08:43:10  <Celestar> MiHaMiX: !! I need that tracker !!
08:43:11  <KUDr> my imagination is not so good
08:43:19  <Celestar> neither is mine
08:43:21  <peter1138> i love the passing segments with bridge over the top
08:43:27  <peter1138> it seems to do that alot
08:43:35  <Celestar> yeah.
08:43:42  <KUDr> yes
08:44:14  <Celestar> building bridge THROUGH towns (over roads) is very popular as well ...
08:46:48  <Celestar> hm ..
08:46:52  <Celestar> I like Terragenesis
08:49:52  <XeryusTC> <CIA-3> KUDr * r4635 /branch/yapf/ (disaster_cmd.c rail_map.h): [YAPF] Fix: missing YapfNotifyTrackLayoutChange() when track is deleted by disaster (thanks XeryusTC) <- Yay! :D
08:50:18  <KUDr> :)
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08:52:41  <jnmbk> celestar, can you look at the turkish town name generator now?
08:53:07  <Celestar> jnmbk: looking
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08:54:09  <Celestar> jnmbk: but I need another 5 minutes to finish reading through another patch :)
08:54:30  <jnmbk> ok, I can wait whole day :)
09:00:38  * peter1138 arghs
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09:01:54  <Celestar> peter1138: ?
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09:02:55  <peter1138> missus is on a cleaning urge today
09:03:26  <Celestar> :(
09:03:27  <peter1138> == i have to as well or she'll be pissy
09:03:39  <Celestar> what do we use to convert some user input into a number?
09:03:52  <Celestar> atoi or strtol?
09:06:42  <Celestar> hm ...
09:06:55  <Celestar> what encoding system do we use currently for the chars?
09:06:58  <peter1138> hmm
09:07:24  <peter1138> airport_movement.h contains static array initializations, and is included in several places. isn't that bad?
09:07:30  <Celestar> peter1138: <= would this work?
09:07:44  <Celestar> peter1138: slightly.
09:08:10  <Celestar> well "bad"... it just increases the size of the binary.
09:08:14  <Celestar> otoh ...
09:08:21  <Celestar> it's const no?
09:08:28  <peter1138> yeah
09:09:44  <Celestar> vici@rivendell:[/home/vici/openttd/branch/bridge]> nm openttd | grep _airport_moving_data_country | wc -l
09:09:48  <Celestar> 8
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09:10:03  <Celestar> why EIGHT times?
09:10:31  <peter1138> it's included in airport.h
09:10:50  <Celestar> oh.
09:11:45  <Celestar> that's a couple of kilobytes in the binary we waste
09:12:19  <Celestar> jnmbk: trying your patch ...
09:12:44  <peter1138> Celestar: i'll tidy it up
09:13:20  <Celestar> <= hell this is narrow.
09:13:26  <Celestar> cramped rather.
09:13:29  <Celestar> peter1138: how so?
09:13:43  <peter1138> by reorganising it
09:14:41  <Celestar> jnmbk: one what system did you create that patch?
09:14:45  <peter1138> look like toy planes :)
09:15:01  <Celestar> peter1138: yeah.
09:15:06  <jnmbk> celestar: I use linux
09:15:09  <Celestar> just some 747 toy planes, about 400 tons.
09:15:27  <Celestar> jnmbk: we need testers on win and MacOS, I'm not sure about the special chars.
09:15:37  <Celestar> (at least they cause sorting trouble ^^)
09:15:51  <jnmbk> hmm, they work for turkish.txt
09:16:09  <Celestar> good point.
09:17:21  <Celestar> Towns beginning with "Çay" are sorted wrongly .. hmmz
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09:18:59  <Celestar> jnmbk: that needs a bit of thought (=
09:19:23  <peter1138> especially when we have to deal with utf-8
09:19:34  <Celestar> otherwise the patch is clean.
09:20:15  <jnmbk> only "ç" letter has sorting problem
09:20:22  <Celestar> yes.
09:20:36  <Celestar> peter1138: will that issue be addressed with UTF-8 implementation?
09:20:47  <Celestar> peter1138: i.e. shall we apply turkish town names?
09:21:25  <peter1138> it's only a minor problem anyway
09:21:54  <Celestar> so that's a yes?
09:22:28  <peter1138> it will have to be addressed
09:22:32  <peter1138> i haven't addressed it yet
09:23:04  <Celestar> ok no worries.
09:23:08  <Celestar> so add turkish town names or not?
09:23:49  <peter1138> go for it
09:23:56  <Celestar> good
09:24:03  <jnmbk> o>-<
09:25:27  <CIA-3> celestar * r4639 /trunk/ (5 files in 3 dirs): -Feature: Turkish town names (jnmbk)
09:25:39  <Celestar> there we go.
09:25:42  <peter1138> nm openttd | grep _airport_moving_data_country -c
09:25:42  <peter1138> 1
09:25:44  <peter1138> better
09:25:48  <Celestar> peter1138: kind of (=
09:26:19  <Celestar> peter1138: but how much does that strip off the binary?
09:26:48  <peter1138> didnt' check ^^
09:27:14  <Celestar> RichK will not be amused (=
09:27:24  <peter1138> :D
09:27:33  <peter1138> lemme compile without
09:28:12  <Celestar> (release build, stripped and unstripped)
09:29:31  <peter1138> -rwxr-xr-x  1 peter peter 4196594 2006-05-01 10:28 openttd
09:29:33  <peter1138> -rwxr-xr-x  1 peter peter 4149854 2006-05-01 10:29 openttd
09:29:35  <peter1138> hmm
09:29:53  <peter1138> -rwxr-xr-x  1 peter peter 1069224 2006-05-01 10:29 openttd
09:29:56  <peter1138> -rwxr-xr-x  1 peter peter 1031880 2006-05-01 10:29 openttd
09:30:08  <Celestar> hm ..
09:30:10  <Celestar> 30k
09:30:33  <Celestar> well, fits into my cache anyways (=
09:31:06  <Celestar> not in L1 I fear.
09:31:12  <ln-> did i hear someone mention utf-8?
09:31:34  <Celestar> ln-: yes you did
09:32:47  <ln-> hmm, why something so modern? wasn't latin-0 supposed to be enough for anyone?
09:32:59  <Celestar> :P
09:33:29  <Celestar> who said that?
09:33:42  <Celestar> hm crossing bridges are not simple.
09:33:59  <jnmbk> ln: çö?ü? it cant handle these for example :)
09:34:30  <CIA-3> matthijs * r4640 /trunk/ (. direction.h station_cmd.c):
09:34:30  <CIA-3> - Add: IsValidDiagDirection, IsValidDirection and IsValidAxis functions.
09:34:30  <CIA-3> - Codechange: Use IsValidDiagDirection() in CmdBuildRoadStop().
09:36:02  <ln-> yeah, i know. but there has been a patch for cyrillic letters, and a russian translation for years, but no effort has been paid to integrate that into the trunk.
09:37:28  <Darkvater> morning
09:37:34  <Darkvater> damn this game is addictive :P
09:38:06  <Celestar> Darkvater: yes, it is.
09:38:54  <Darkvater> got me up till 4am
09:38:54  <Darkvater> bah
09:39:07  <Darkvater> stupid africa scenario... it's too good
09:39:08  <Celestar> me too.
09:39:11  <Celestar> but I was WORKING
09:39:14  <Celestar> on bridge problems
09:39:34  <Darkvater> :)
09:42:32  <peter1138> Darkvater: Celestar:
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09:42:53  <peter1138> ln-: because we should do it properly, not as a hack?
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09:45:38  <Darkvater> +const AirportMovingData* GetAirportMovingData(byte airport_type, byte position)
09:45:42  <Darkvater> +{
09:45:44  <ln-> it doesn't have to be a hack. but the last time utf-8 was suggested, Darkvater and others were like "oh no, we don't have a strlen() that supports utf-8! we cannot do anything."
09:45:44  <Darkvater> +	return &_airport_moving_datas[airport_type][position];
09:45:50  <Darkvater> * one place to the right
09:45:58  <Darkvater> probably assert airport_type :)
09:45:59  <peter1138> whoops, tronised
09:46:28  <Qball> well if they want they can just copy the strlen from glib's source
09:46:38  <peter1138> ln-: well, don't worry, i've already written utf-8 support and it works
09:46:47  <peter1138> (although input needs to sorted)
09:47:02  <Darkvater> peter1138: hmm, isn't the airport table still in airport_movement.h?
09:47:17  <peter1138> Darkvater: yes
09:47:27  <peter1138> but it's only included once instead of 8 times
09:47:35  <Darkvater> k
09:47:57  <Darkvater> hmm I sould probably get some breakfast
09:48:12  <peter1138> (or 9 times, if i include mart3p's patch as is)
09:48:54  <ln-> peter1138: is it too much to hope that filenames would be in utf-8, too?
09:49:29  <Darkvater> ln-: they already are
09:49:37  <Celestar> ln-: FILENAMES?
09:49:49  * Celestar detests those filenames.
09:50:12  <Celestar> I'm just busy to somehow restrict our fileserver to accepting 7-bit-ASCII chars as filenames
09:50:15  <Darkvater> ln-: just compile with WITH_ICONV
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09:57:55  <black_Nightmare> hey
09:58:46  <CIA-3> matthijs * r4641 /trunk/: * Remove svk property added with the last commit. Bad svk, bad svk! Sorry for that.
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09:59:42  <Celestar> svk!?
10:00:45  <blathijs> yes, so I can work on ottd while offline
10:00:52  <blathijs> (on my laptop in the train, for example)
10:06:36  <Celestar> what is it?
10:08:02  <ln-> it's a vehicle that moves on iron rails and transports passengers or cargo.
10:08:13  <vondel> google suggests it's: "A decentralized version control system based on subversion."
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10:12:10  <Celestar> aaaahhh
10:12:25  <Celestar> Crossing Bridge are giving me headaches
10:13:48  <black_Nightmare> how come?
10:15:54  <Celestar> because they don't work
10:19:29  <black_Nightmare> ohh ic... :-S
10:20:18  <blathijs> Celestar: It is an svn based program that can mirror svn repositories locally and merge them back upstream later
10:20:30  <blathijs> Celestar: and it has some cool branching features I have not yet explored
10:20:57  <Celestar> YAY!!!
10:21:14  <blathijs> hm?
10:22:11  <Celestar> I got them
10:23:18  <Celestar>
10:23:22  <Celestar> LOOK :)
10:24:05  <TSC> Cool
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10:24:51  <vondel> nice
10:25:23  <vondel> do crossing bridges have a height property? hanging bridge looks higher than a tube bridge
10:25:53  <Celestar>
10:25:58  <Celestar> look again (0
10:26:26  <black_Nightmare> celestar....not to jump up n down too much but if THAT can be included into the nightly build some time soon I'll love to test it out a -lot- to be sure there's no bugs :p
10:27:10  <Celestar> black_Nightmare: I already have about 3-4 major bugs on my list (=
10:27:29  <Celestar> Tron's done a huge part of the work (=
10:28:03  <Celestar> vondel: the tracks do not, and can not, intersect
10:28:14  <black_Nightmare> nice but seriously...bug or not it'll be great to try build bridges over others like that :-D
10:28:39  <vondel> Celestar: i meant: the hanging is bridge's towers are that high that they forbid construction even a level above
10:28:51  <Celestar> vondel: yes. that will be addressed next.
10:28:59  <Celestar> I have tons of display artifaces
10:29:04  <Celestar> artefacts
10:29:08  <Celestar> artifacts?
10:29:11  <Celestar> damnit.
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10:29:31  <Celestar> (elrail drawing is completely disabled as well on bridges)
10:29:53  * Celestar wonders how the AI deals with this feature ^^
10:30:45  <Celestar> did Tron say where he went? I need him.
10:31:17  <black_Nightmare> hmm that reminds me....
10:31:38  <black_Nightmare> what the hell does that pin button on right titlebar side do in most dialogs?
10:31:55  <black_Nightmare> all it does is changing between pointing diagonal and down when I click on it..or am I missing something? :p
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10:32:39  <ThePizzaKing> black_Nightmare: when you use the delete button, it doesn't close the ones that have been pinned
10:33:08  <vondel> very usefull feature when lots op dialogs have opened
10:34:44  <Celestar> brb loo
10:35:16  <blathijs> is slow (broken?) for anyone else?
10:36:04  <ThePizzaKing> I think all those things are broken
10:36:09  <ThePizzaKing> wiki too
10:38:57  <peter1138> how do you sync a branch with trunk?
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10:42:26  <Celestar> peter1138: svn merge svn:// -rFROMREV:TOREV .
10:43:26  <black_Nightmare> thepizzaking...oh I see...thanks
10:44:03  <Celestar> I have some issues ...
10:46:49  <Celestar> hmm ...
10:47:01  <Celestar> crossing tunnels under crossing bridges cause problems ..
10:47:25  <Qball> crossing bridges?
10:47:59  <Celestar>
10:48:48  <peter1138> ^^
10:49:23  <Celestar> peter1138: well, it's NOT photoshop ^^
10:49:38  <Qball> fancy
10:50:03  <Celestar> yeah ^^
10:50:43  <Celestar> still problematic tho.
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10:54:00  <Celestar> hey Born_Acorn
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10:54:33  <Celestar> hey Brianetta (=
10:54:57  * Celestar 's in rather good a mood today *jumps up'n'down*
10:55:39  <Darkvater> hehe why so?
10:56:27  <black_Nightmare> brianetta..tell me what you think of this:  -- would be GREAT to finally have it :)) hehe  [celestar posted it first btw]
10:56:34  <Celestar> Darkvater: first I have 1 week of vacation
10:56:43  <Celestar> Darkvater: second
10:57:16  <C-Otto> how exactly do i push a factory from 32k to 200k or so?
10:57:35  <Celestar> Darkvater: third $GF's coming over in an hour or two
10:57:43  <Celestar> C-Otto: deliver more goods.
10:57:50  <Celestar> raw materials rather
10:58:16  <Darkvater> Celestar: hmm $GF = bad for ottd
10:58:19  <Celestar> ^^
10:58:20  <Darkvater> the other is good :)
10:58:29  <Celestar> Darkvater: servers are broken...
10:58:43  <Darkvater> hmm yeah MiHaMiX is needed
10:58:51  <Darkvater> he has wiki/nightly and translator
10:58:56  <Darkvater> and those are broken
10:59:02  <C-Otto> Celestar: uhm, sorry, i meant: how do i push a raw-thingy-producer.. :)
10:59:14  <Darkvater> C-Otto: cheats
10:59:19  <Celestar> C-Otto: very high ratings and patience.
10:59:22  <Celestar> or cheats (=
11:00:16  <C-Otto> ratings, hm.
11:04:05  <Celestar> black_Nightmare: not to stop your enthusiasm, but it'll take weeks before that is in bridge-branch (=, let alone trunk.
11:04:23  <black_Nightmare> celestar..wouldn't matter as long as its promised to be out eventually :-)
11:04:31  <Celestar> it crashes more often than not currently.
11:04:44  <black_Nightmare> can image looking at someone's diagonal track and just ram a bridge .. instead of having to tunnel
11:04:46  <black_Nightmare> :-)
11:05:06  <Celestar> and I still have flying trains here and there
11:05:40  <black_Nightmare> lol....hover trains!!!!!!!!!!!!
11:05:54  <black_Nightmare> an upgrade from the maglev and no traffic bottleneck anymore except at stations
11:05:56  <black_Nightmare> :p
11:07:38  <Celestar> the problem is, they're uncontrollable.
11:07:46  <Celestar> they just leave the map eventually.
11:10:13  <black_Nightmare> :->
11:10:32  <black_Nightmare> would be new for "train is lost.....OFF THE EARTH!" dialogs
11:10:33  <Celestar> cause a black hole.
11:10:35  <black_Nightmare> tehehehehehe
11:10:50  <Celestar> which cause the universe to collapse
11:11:15  <black_Nightmare> :p
11:11:31  <Celestar> at least the game-universe
11:12:33  <Brianetta>
11:13:16  <Celestar> Brianetta: yes I'm thinking about "no train reversing" .. like post-0.6.0
11:13:43  <Celestar> along with some realistic depots
11:13:53  <Brianetta> Celestar: Your ideas are a Good Thing
11:14:02  <Brianetta> (the URL was for black_Nightmare who didn't know what a DVT was)
11:14:09  <Celestar> what IS a DVT?
11:14:18  <Darkvater> DarkVaTer?
11:14:19  <Brianetta> Read that post
11:14:37  <Celestar> later on.
11:14:41  <Celestar> I'm busy debugging
11:15:07  <Celestar> and trying to find out whether the AI is using crossing bridges
11:16:13  <Brianetta> OK I'll sum up
11:16:22  <Brianetta> A DVT is a Driving Van Trailer
11:16:29  <Brianetta> It's a normal coach or van
11:16:33  <Brianetta> but with a driver's cab
11:16:33  <Celestar> ah
11:16:49  <Brianetta> It's basically a remote control unit for the loco at the other end
11:16:53  <peter1138> (and no way of telling such within ottd)
11:16:56  <Celestar> but it requires a remote-controllable engine.
11:17:00  <Brianetta> It does
11:17:06  <Celestar> like: no steamer (=
11:17:12  <Brianetta> The Class 91 (IC-225) is such a lcoo
11:17:16  <Brianetta> Celestar: no!
11:17:34  <Brianetta> The forthcoming 5AT ( will be DVT capable
11:17:50  <Brianetta> Not for running at speed, but for backing out of stations to a Y
11:17:56  <Celestar> true.
11:18:16  <Brianetta> It can only do 45mph backwards, as a tender enging
11:18:24  <Celestar> what about that 5AT?
11:18:59  <Brianetta> expand
11:19:13  <Celestar> will it be built?
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11:23:10  <Qball> most emu's here can run both directions, and they all have remote control option.
11:23:18  <Qball> and same for dmu's
11:23:48  <Qball> it's fun to see sometimes, when they are moving some wagons, they machinest sits with a portable remote on the last wagon.
11:24:09  <Qball> (there not allowed to control them from the ground anymore after some accidents)
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11:25:31  <Celestar> me->food();
11:27:44  <CIA-3> peter1138 * r4642 /trunk/ (5 files): - Codechange: reorganise airport.h and airport_movement.h to avoid having 8 copies of the airport FTAs, and make the enums used available elsewhere.
11:30:38  <Brianetta> ok
11:30:44  <black_Nightmare> mind pm or rather like it here brianetta?
11:30:53  <Brianetta> Don't mind - here's fine
11:30:59  <Brianetta> It's on topic (:
11:31:02  <black_Nightmare> ok....
11:31:47  <Brianetta> Celestar: Wardale are looking for buyers, but yes, it's a going concern
11:32:00  <black_Nightmare> take the left kenford station and destory the road facing north end...then add a 1x1 platform to there (touches the sawmill) then..with that finished..delete the dock and delete the two parallel roads and add a 4th platform right there....its a thought
11:32:21  <Brianetta> Can't
11:32:22  <black_Nightmare> 4th platform can be only 4 tiles long
11:32:24  <Brianetta> Bridge is in the wayt
11:32:27  <Brianetta> I did consider it (:
11:32:31  <black_Nightmare> delete it? :p
11:32:38  <black_Nightmare> its not even connecting anywhere so don't need that bridge
11:32:44  <Brianetta> Oh, I can blow it up (:
11:32:48  <Brianetta> I thought that was off
11:32:52  <black_Nightmare> damn city lol
11:33:43  <black_Nightmare> there you go :-D
11:33:55  <Brianetta> Odd
11:34:02  <Brianetta> Normally I have extra dynamit off
11:34:20  <Brianetta> so there was a road and a bridge there I shouldn't have been able to demolish
11:34:30  <Brianetta> Now I have no depot
11:35:20  <CIA-3> peter1138 * r4643 /trunk/newgrf_engine.c: - NewGRF: Add support for ttdp aircraft states. This involves mapping from our own state. (heavily based on mart3p's code)
11:35:45  <black_Nightmare> brianetta....what you doing with the signs?
11:36:01  <black_Nightmare> (and btw..put a depot at wrunton station perhaps
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11:52:39  <Tron> +	if ((i = SeedModChance(0, 5, seed)) == 0) {
11:52:51  <Tron> Celestar: no assignments in ifs if it's not necessary
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11:58:11  <ln-> you're the one who decides?
11:59:24  <black_Nightmare> brianetta...can I ask a quick favour? (just a tiny bit landscaping thats all)
12:00:17  <CIA-3> peter1138 * r4644 /trunk/newgrf_engine.c: - NewGRF: support for variable 0x44, aircraft information. (mart3p)
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12:05:01  <black_Nightmare> brianetta...if you don't mind it I was wondering if you could flatten the terrian around my sign (together with lowering the tracks there) and take your road bridge out so I could try make a long single-track bridge across to have a third track reach the powerplant on my own?
12:05:26  <black_Nightmare> you can leave your depot
12:05:33  <black_Nightmare> I just need your junction flattened then I can bridge
12:07:47  <CIA-3> peter1138 * r4645 /trunk/newgrf.c: - NewGRF: pretend to be the last alpha version of TTDPatch in our version value.
12:11:26  * peter1138 -> out
12:11:37  <peter1138> backness later
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12:37:36  <CIA-3> KUDr * r4646 /branch/yapf/disaster_cmd.c: [YAPF] Cleanup: use DoCommand() instead of DoClearSquare() - does the same as r4635, but much better way (thanks Tron)
12:38:50  <Celestar> Tron: what are you talking about? where's that line from?
12:40:28  <Celestar> oh
12:40:29  <Celestar> I see.
12:40:37  <Celestar> sworry.
12:41:06  * vondel notices more svn commits today, holiday-effect :)
12:41:12  <Celestar> hehe ^^
12:41:25  <KUDr> yes
12:43:52  *** Belugas_Gone is now known as Belugas
12:44:00  <Celestar> hey hey Belugas (=
12:44:40  <Belugas> Hello All!
12:44:49  <KUDr> hello
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12:46:49  <XeryusTC> hi Belugas
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12:52:55  <CIA-3> KUDr * r4647 /branch/yapf/disaster_cmd.c: [YAPF] Cleanup: removed forgotten include of yapf.h
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12:59:58  <XeryusTC> is it *somehow* possible to get the tgp patch working with the yapf branch?
13:00:27  <KUDr> what is tgp?
13:00:37  <XeryusTC> terragenesis perlin
13:00:43  <KUDr> then no problem
13:01:30  <XeryusTC> turtoise svn had problems with lines that were different then those specified in the patch
13:02:01  <KUDr> what rev. is that patch against?
13:02:19  <XeryusTC> 4601, but i tried to patch it against that yapf rev too
13:02:47  <KUDr> and what can be different in YAPF?
13:04:00  <XeryusTC> dunno :P
13:04:27  <KUDr> there is that diff? I can try it
13:05:29  <KUDr> ohh s/there/where
13:05:31  <XeryusTC> <- the snow in temperate is also included
13:06:16  <KUDr> TGP+snow_r4601.patch?
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13:06:35  <XeryusTC> yes
13:09:31  <KUDr> yes, there are some conflicts - will look at it
13:11:17  <UnderBuilder> What is better, C or C++? I am thinking on a mini-game for introducing in C/C++
13:11:19  <XeryusTC> ok :)
13:11:20  <KUDr> hmm: The patch seems outdated! The file line
13:11:20  <KUDr> 	bool quick_return = false;
13:11:20  <KUDr> and the patchline
13:11:20  <KUDr> 			if (GetTropicZone(tile) == TROPICZONE_DESERT) {
13:11:20  <KUDr> do not match!
13:11:37  <XeryusTC> KUDr: you'll get alot of those :P
13:11:51  <KUDr> UnderBuilder: then start with C
13:11:58  <KUDr> XeryusTC: yes i did
13:12:12  <KUDr> dunno why
13:12:28  <KUDr> i didn't touch those files
13:12:37  <KUDr> must ask RichK
13:12:54  <UnderBuilder> mmm.... all the guides that I find are for C++, I will try searching again in google
13:12:56  <XeryusTC> ok
13:12:58  <KUDr> sorry i can't serve you now
13:13:30  <KUDr> UnderBuilder: C is base, later you can look at C++
13:13:32  <XeryusTC> UnderBuilder: C++ supports everything that C supports, and some more
13:14:00  <KUDr> but C++ alone could be a bit confusing
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13:20:05  <Darkvater> Celestar: I think you broke HQ-enlargement
13:20:33  <Darkvater> Celestar: unmovable_map.h. That 'if (size <= _m[t].m5 - UNMOVABLE_HQ_NORTH) return;' should be 'size*4' imho
13:21:02  <Darkvater> < changeset
13:21:32  <Darkvater> I was playing and playing and my HQ just wouldn't upgrade :P
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13:24:40  <CIA-3> Darkvater * r4648 /trunk/unmovable_map.h: - Fix (r4196): Company HQ's were not upgraded during the monthly loops.
13:24:53  <Darkvater> weird nobody noticed this in almost 500 revisions
13:25:37  <vondel> who really cares about HQ's
13:25:43  * Darkvater
13:26:03  <vondel> we're all megalomaniacs, so the HQ is always at the highest state
13:26:36  <Darkvater> hmm yes but without this fix it was always this pathetic little shed if you started a new game
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13:27:53  <vondel> strange, i remember a game, less than 500 revs ago, where i had a full size HQ
13:28:43  <Darkvater> trust me
13:34:05  <UnderBuilder> well, I find a C guide but... what compiler-'source editor' (I don't know the exact word) is recommended?
13:34:43  <glx> UnderBuilder: which OS?
13:36:30  <ln-> wtf is "compiler-'source editor'"?
13:36:40  <UnderBuilder> Windows
13:36:50  <UnderBuilder> I don't know the exact word
13:37:24  <glx> compiler-'source editor' looks like IDE for me :)
13:38:26  <UnderBuilder> I mean the program where you make changes to the sourcecodes, like Visual C++
13:38:50  <glx> yes it's called IDE
13:39:37  <glx> you can edit the sourcecode with any text editor
13:44:24  <ln-> UnderBuilder: and do try to realize that the compiler and the editor are two separate things, but an IDE comfortably integrates them (that's IDE for Integrated Development Environment).
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13:47:53  <Sacro> afternoon all
13:48:00  <UnderBuilder> hlo
13:48:19  <XeryusTC> hi Sacro
13:48:29  <Sacro> have i missed anything today?
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13:56:03  <Moriarty> It looks like the website is having some issues
13:56:21  <Moriarty> (I can't get to either the nightly or wiki subdomain on
13:57:01  <Moriarty> 106 users online and no-one in? Hmmm
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13:59:33  <Sacro> was dead yesterday too
13:59:44  <Sacro> the * domain needs restarting
13:59:54  <hylje> dns is just fubar?
14:00:00  <Moriarty> Well I did just manage to download the nightly (took ages to initialise), but the web-pages are definately dead
14:00:17  <Moriarty> yes just the DNS, as I could successfully ping it (
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14:05:09  <Brianetta> My nightly server has six clients connected (:
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14:11:45  <Moriarty> Hmm, ok the nightly didn't download (the finished file is only 1k!?)
14:12:26  <Moriarty> what's the URL of the nightlies (without using the nightly Subdomain)
14:12:48  <Moriarty> - works but the links all point to nightly.ottd
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14:18:16  <Celestar> IDE makes me shudder
14:18:50  <Celestar> Moriarty: the wiki/nightly/bugs server is dead.
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14:18:57  <Celestar> bbl
14:19:07  <peter1138> vim == best ide ;)
14:19:16  * Celestar agrees with peter1138
14:19:58  <Celestar> ok .. bbl really
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14:30:28  <CIA-3> peter1138 * r4649 /trunk/newgrf_engine.c: - NewGRF: limit helicopter rotor animation frames to the number of sprites in the set.
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14:47:12  <MeusH> hey
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14:49:09  <Celestar> hey MeusH , _Jango_  :)
14:50:11  <_Jango_> hello :)
14:50:21  <_Jango_> anything interesting happening?
14:50:26  <Celestar> _Jango_: kinda
14:51:12  <_Jango_> what's that then?
14:52:07  <Celestar>
14:52:25  <_Jango_> ah :)
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14:52:27  <_Jango_> buggy?
14:52:34  <Celestar> not much
14:53:00  <Celestar> crossing tunnels under crossing bridges seem to act up a little with trains wormholing all over the place.
14:53:03  <_Jango_> looks good
14:53:04  <glx> NPF can manage that?
14:53:09  <Celestar> and NTP is not yet finished.
14:53:18  <Celestar> glx: partially, I'm just beefing it up.
14:53:54  <_Jango_> what's the status with the new map array? has it been cancelled again?
14:54:10  <Celestar> that little game shown in the screeny works flawlessly.
14:54:29  <Celestar> _Jango_: the "new map array" is an evolutionary process, not revolutionary
14:54:38  <Celestar> and parts of it is what you can see there.
14:55:00  <glx> tunnel/bridge separation :)
14:55:33  <_Jango_> ok, sure
14:55:50  <peter1138> Celestar: can you have parallel bridges?
14:56:19  <Darkvater> is it just me or are the animated radars on the airports not animated after a while in trunk/?
14:57:00  <MeusH> Darkvater: these do not rotate for a long time
14:57:05  <Darkvater> hmm
14:57:11  <MeusH> the windsock is animated, however
14:57:11  <Darkvater> who broke'em?
14:57:26  <peter1138> rotates for me
14:57:27  * MeusH repeats the question and moves back
14:57:31  <Darkvater> no the radar is turning I"ve seen it in my game just.....but it just stops after a while
14:57:51  <peter1138> i have noticed animations stop before
14:58:10  <Darkvater> and some don't even want to start rotating
14:58:22  <peter1138> happens with industries too
14:58:52  <Darkvater> hmm someone must've broken them with all these accessors because it works just fine in 0.4.7
14:58:53  <Celestar> I have some major suckage going on with tunnel.s
14:58:56  <Celestar> peter1138: nope.
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14:59:39  <peter1138> Darkvater: i noticed it sometimes way before 0.4.5
14:59:58  <Celestar> peter1138: this is as crazy as it gets:
15:00:33  <Darkvater> hmm
15:00:36  <Celestar> ERR
15:00:39  <Celestar> stupid transparency
15:00:55  <Darkvater> hmm it could also be of course that if there are too many animated tiles
15:01:00  <Darkvater> it just doesn't add new ones
15:01:07  <_Jango_> i do think that the high bridges patch coupled with being able to build on uneven surfaces is fantastic
15:01:08  <peter1138> too many?
15:01:11  <_Jango_> i've been using it a lot
15:01:12  <peter1138> hmm
15:01:13  <MeusH> Hey, is building on slope data saved somewhere in the array or _height array?
15:01:17  <peter1138> i didn't know there was a limit
15:01:19  <Darkvater> that could be it because a new game works just perfectly (256 map)
15:01:23  <MeusH> "Five attributes hold the information about a tile. These attributes are referred to as "type_height", "m1", "m2", "m3", "m4" and "m5". The most important value is the class of a tile, stored in the upper 4 bits of the type_height array."
15:01:32  <Celestar> reload
15:01:44  <Celestar> MeusH: nope, it is computed on the fly.
15:01:44  <Darkvater> peter1138: TileIndex _animated_tile_list[256];
15:01:52  <Celestar> that is NOT a lot.
15:02:05  <MeusH> oh, it grabs height of corners of surrounding tiles?
15:02:09  <Celestar> considering each lift is an animated tile...
15:02:11  <Celestar> MeusH: yeah.
15:02:19  <MeusH> okay
15:02:20  <Darkvater> oh yeah that's it :(. And when the list is full no more is added :s
15:02:25  <peter1138> we want to change that
15:02:32  <peter1138> does it remove items from the list?
15:02:37  <Darkvater> yes
15:02:40  <hylje> :(
15:02:43  <Celestar> one might think a modern computer can handle more than those ...
15:02:49  <Darkvater> texteff.c:320 and 336
15:02:49  <MeusH> Celestar: so is it possible to make a build on slope the other way? Not a ramp, but excavation in the slope?
15:02:55  <peter1138> texteff !?
15:03:04  <Darkvater> AddAnimatedTile, DeleteAnimatedTile
15:03:11  <MeusH> Celestar: Possible* - with the current array
15:03:22  <Celestar> MeusH: I have thought of it already, it is POSSIBLE.
15:03:34  <Celestar> but not simple (=
15:03:38  <Darkvater> Celestar: that SS..OMG
15:03:48  <Darkvater> is that you or AI?
15:03:51  <Celestar> me :)
15:03:56  <MeusH> \o/ Celestar
15:04:03  <Celestar> AI doesn't use high bridges it seems.
15:04:34  <Celestar> Darkvater: , 1-4.png <= this is the current AI
15:04:48  <Darkvater> yeah seen those :)
15:04:51  <Celestar> ^^
15:05:13  <Celestar> Darkvater: funny thing is. bridges work, tunnels under bridges are causing the trouble
15:05:22  <Celestar> but I'm positive I'll solve that problem soon
15:05:32  <Darkvater> tunnels under bridges?
15:05:41  <Darkvater> that is very strange. If both are teleports
15:05:51  <Darkvater> there should be no conflict whatsoever one would say
15:05:58  <hylje> ::D
15:06:19  <Celestar> all the bugs I have found until now are rather minor problems, a bit here a bit there.
15:06:31  <Celestar> plus: the entire tunnel and bridge code is already much cleaner (=
15:06:48  <Belugas> 256 animated tiles :(
15:07:09  <peter1138> and using 0 instead of INVALID_TILE
15:07:21  <Darkvater> that absolutely sucks with bigger maps :)
15:07:47  <Belugas> MAX_ANIM_TILE * map_size ?
15:07:57  <Belugas> made-up names...
15:08:17  <Belugas> why a limit ?
15:08:29  <Celestar> make an animated tile pool \o/
15:08:45  <Belugas> heheheh
15:08:51  <Belugas> So many projects :D
15:08:58  <peter1138> i've got non-animating tiles on my 128x128 map
15:09:14  <peter1138> is it possible that some where is not deleting one when it should?
15:09:21  <Celestar> naaahh
15:09:27  <Celestar> not another animated tile leak.
15:09:44  <Celestar> maybe I f*cked up lifts?
15:10:09  <Celestar> <= wish my mom could park a car that precisely
15:10:20  <Belugas> maybe I did it on industry?
15:10:48  <Belugas> I don't think so... not gone far enough
15:10:50  <Darkvater> donnu... a bit hard to check
15:10:59  <Belugas> why ;)
15:11:04  <MeusH> Celestar: :D
15:12:00  <Darkvater> Belugas: because animation addition and removal are dictated by game logic
15:12:13  <Celestar> MeusH: yeah, but that thing is not 71 meters long
15:12:24  <Celestar> and has 64 meters wingspan
15:12:52  <Celestar> LAX boards 747s with single airbridge :S
15:12:54  <Darkvater> hmm, bbl
15:13:01  <Celestar> me, too
15:15:15  <_Jango_> Celestar: which airport is that?
15:15:33  <_Jango_> the cars look like they're driving on the left
15:15:58  <_Jango_> ah
15:16:01  <_Jango_> LAX
15:16:01  <_Jango_> you did say
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15:30:51  <Belugas> _animated_tile_list is saved in savegame
15:32:14  <Belugas> strange... there must be a reason for that
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15:36:10  <MeusH> D A M N
15:36:22  <MeusH> I just burnt my DVD recorder
15:36:27  <MeusH> it stinks
15:36:38  <MeusH> my cds stink with burnt plastic
15:37:10  <_Jango_> how?
15:37:15  <MeusH> archivising CDs... four hours of constant reading
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15:37:29  <MeusH> at least I don't have to archivise CDs and I've got some free time
15:37:47  <MeusH> and hopefully OpenTTD doesn't require compact disc reader :D
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15:40:01  <C-Otto> give me a money cheat please
15:40:18  <MeusH> Ctrl+Alt+C
15:40:19  <C-Otto> found it.
15:40:20  <C-Otto> thanks
15:40:30  <wonea> when 4.8 due out?
15:40:36  <wonea> 0.4.8
15:42:02  <C-Otto> okay, 170x10^6 euro for flattening the whole land
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15:49:34  <Born_Acorn> <- wow. Is that for real?
15:49:51  <wonea> thats amazing
15:49:59  <wonea> I want those bridges!
15:50:56  <MeusH> Born_Acorn: yes
15:51:02  <MeusH> and it works :)
15:51:10  <Born_Acorn> shocking stuff.
15:51:15  <MeusH> I'd like to see non-transparent view, too
15:51:19  <Born_Acorn> Is it the one in that branch>
15:51:31  <MeusH> nvm that
15:52:13  <Born_Acorn> so its not?
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15:57:19  <KUDr> XeryusTC: here is your tgpsnow_r4647.patch:
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15:58:51  <blathijs> Anybody wanna test a patch?
15:59:06  <blathijs> I've got a working implementation of the new memory pools
15:59:07  <blathijs>
16:00:03  <blathijs> Celestar: Darkvater: Tron: Bjarni: I've got a full diff of my memory pools online which requires testing and comments
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16:06:14  <Darkvater> back :)
16:06:22  <Darkvater> 17:30 < Belugas> _animated_tile_list is saved in savegame < sync, desync
16:06:28  <Darkvater> Celestar: ping
16:07:01  <Darkvater> blathijs: bugs/wiki/nightly is doen :(
16:07:04  <Darkvater> down even
16:07:56  <MeusH> blathijs: revision 313?
16:08:07  <MeusH> Darkvater: it isn't
16:08:10  <MeusH> MiHaMiX fixed it
16:08:27  <Tron> <Darkvater> blathijs: bugs/wiki/nightly is doen :( <-- the former isn't
16:08:34  <Darkvater> hmm weird ok
16:08:38  <Belugas> Right... synch, desynch.. I alwasy think as a single user :( Thanks Darkvater
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16:09:36  <Darkvater> ugh, that patch is HUGE
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16:12:41  <Darkvater> blathijs: can you like present a clean version? It is a big mess
16:13:09  <Darkvater> for example changes like s/IsVehicleIndex/IsValidVehicleID/
16:13:14  <Darkvater> are totally irrelevant
16:13:52  <MeusH> Darkvater: why do you think these are wrong?
16:13:54  <Darkvater> probably _total_industries replaced by GetNumIndustriesUsed is as well since it's just encapsulation
16:14:07  <Darkvater> MeusH: because it makes the diff impossibly huge to look through
16:14:21  <peter1138> irrelevant != wrong
16:14:27  <blathijs> Darkvater: the thing is, I've unified the pools
16:14:42  <blathijs> so there are functions IsValid<something>ID now
16:14:52  <peter1138> hmm
16:14:57  <blathijs> but the originial functions had differing names I think
16:15:01  <MiHaMiX> evening boys
16:15:03  <peter1138> automatically generated?
16:15:09  <MeusH> hey MiHaMiX!
16:15:30  <peter1138> then pre-stages could be renaming one of those at a time, or simething
16:15:35  <MiHaMiX> MeusH: hi
16:15:42  <MeusH> I tink blathijs' "IsValid*ID" is better than the current function
16:16:12  <Darkvater> it is irrelevant
16:16:12  <Darkvater> askldjfa
16:16:22  <Darkvater> sdf
16:16:22  <Darkvater> sdasdf
16:16:25  <MiHaMiX> Darkvater: ?
16:16:34  <Darkvater> ok, jmajro lag
16:16:40  <MiHaMiX> ahh
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16:16:53  <Darkvate1> as I was saying
16:16:55  <MiHaMiX> Darkvater: I believed you're drunk :D
16:16:59  <blathijs> Darkvater: Irrelevant, perhaps, but I can't give you a version without those changes
16:17:14  <blathijs> Darkvater: The old pools had functions like IsVehicleIndex manually defined
16:17:30  <blathijs> so they differ between pools
16:17:32  <Darkvate1> it is irrelevant whether the names are better or worse, the fact is that it makes the diff impossible to check and view through
16:17:33  <Darkvate1> I don't even want to think about getting that committed in 1 chunk
16:17:39  <blathijs> my new pool defines these automatically
16:18:32  <blathijs> so I can't change the name for specific pools, only for all pools
16:18:44  <Darkvate1> you can change the function IsVehicleIndex to return the same thing as IsValidVehicleID or something as a first step
16:19:25  <blathijs> hmm
16:19:27  <blathijs> I could, yes
16:19:32  <peter1138> perl -pi -e 's/IsVehicleIndex/IsValidVehicleID/g' *.[ch]
16:19:36  <peter1138> (lazy)
16:20:23  <Darkvate1> hmm CmdBuildAircraft(). I think the current behaviour is better
16:20:30  <Darkvate1> call the same function which returns false if full
16:20:41  <Darkvate1> right now two different things are done which is confusing
16:20:58  <blathijs> Darkvater: k, I will look at reducing the size of the patch (It did turn out a lot bigger than I anticipated, due to the loose interface of the old pools)
16:21:01  <blathijs> Darkvater: lemme see
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16:21:41  <blathijs> Darkvater: problem with that is that you need to de-allocate them if DC_EXEC is not set
16:21:53  <Darkvate1> or IsValidStation(st) vs st != NULL ? < changed behaviour?
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16:22:23  <Darkvate1> blathijs: hmm. how ugly is executing allocatevehs in testmode only?
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16:22:35  <Sacro> back all
16:22:48  <blathijs> Darkvate1: I think allocating and de-allocating is pretyy ugly to see if the pool is not full
16:23:05  <MeusH> hey Sacro
16:23:06  <Darkvate1> " allocatevehs in testmode only"
16:23:24  <Darkvate1> testmode of course doesn't alloc ;)
16:23:34  <blathijs> you mean, an extra argument to AllocateVehicle or something?
16:23:59  <Darkvate1> yes. but that might be ugly as well and/or confusing in other places
16:24:21  <blathijs> I think AllocateVehicle should do just that
16:24:23  <Darkvate1> what does the diff actually do? :)
16:24:33  <blathijs> Darkvate1: Improve the interface of the memory pool
16:24:37  <blathijs> no functional changes
16:24:38  <Darkvate1> how?
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16:25:04  <blathijs> by, for example, explicitely de-allocating memory, instead of implicitely
16:25:04  <Darkvate1> the bugreport doesn't say too much
16:25:15  <Tron> +#define MAX_VALUE(type) ((((uint64)1) << sizeof(type) * CHAR_BIT) - 1)
16:25:44  <Tron> #define MAX_VALUE(type) ((type)~(type)0)
16:25:45  <blathijs> also, it greatly improves the performance of pools, since allocating is now O(1) instead of O(n0
16:26:18  <Sacro> how do i find out who owns/runs a server?
16:26:20  <Darkvate1> ah
16:26:34  <blathijs> Tron: Hmm, seems nicer :-)
16:26:34  <Darkvate1> I suppose the FOR_ALL macros only return valid entries?
16:26:38  <blathijs> yes
16:26:47  <Darkvate1> Tron vs blathijs 1 - 0 :P
16:27:01  <blathijs> since the pool now knows what entries are valid and what are not
16:27:03  <Sacro> battle to the death?
16:27:15  * blathijs is off for 20 minutes or so, gotta buy some breakfast before stores close :-)
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16:27:52  <blathijs> Do continue flinging comments at my head please ;-p
16:28:54  <Darkvate1> I do can see certain steps in this diff. For example leave all IsValidObject() there but make them return true only; then remove the functions
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16:29:44  * Darkvate1 wonders where the actual pool diff is. Only at 10% now
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16:30:38  <Darkvate1> diff is inconsistent.
16:30:40  <Darkvate1> -fr->from = from = GetTown(RandomRange(_total_towns));
16:30:40  <Darkvate1> fr->from = from = GetRandomTown();
16:30:48  <Darkvate1> but +fr->from = i = GetIndustry(RandomRange(GetNumIndustries()));
16:30:59  <Darkvate1> No GetRandomIndustry() ? :)
16:31:35  <Darkvate1> economy.c:940? if (t->xy == 0 || t->population < 900) <-- t->xy should be removed I suppose
16:31:49  <Darkvate1> same for the industry thing a few lines below
16:32:25  <MeusH> brb
16:32:26  <Darkvate1> +	EngineRenew* er = (EngineRenew*)drop;
16:32:26  <Darkvate1> +	ZERO_AND_INDEX(EngineRenew, er)
16:32:33  <Darkvate1> don't get this. Just cast drop there?
16:33:21  <Darkvate1> -	ss = GetSign(cmp1);
16:33:22  <Darkvate1> +	ss = GetSignStruct(cmp1);
16:33:25  <Darkvate1> ?? wth
16:33:38  <Darkvate1> we have GetStationStruct() next?
16:34:23  <Darkvate1> actually...I was thinkng about starting backporting for 0.4.8
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16:36:05  <Darkvate1> I think multstop is backportable without a savegame bump
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16:37:08  <Darkvate1> also as a first step you can leave all the object->xy in. It is a noop anyways since it won't be zero, but greatly cuts down on diff size
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16:37:52  <Darkvate1> blathijs: are you going the Tron way or not? Inconsistent usage of 'Type *var' and 'Type* var'
16:38:30  <Darkvate1> -	RunVehicleDayProc(_date_fract);
16:38:31  <Darkvate1> +	RunVehicleDayProc();
16:38:39  <Darkvate1> don't know what this has to do with mempools
16:39:04  <Darkvate1> +SPRITE_GROUP_PUDDLE_SIZE           = 128 < eh?
16:39:23  <hylje> where did you lose your "r"
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16:41:35  <Darkvate1> -static bool LoadOldOrder(LoadgameState *ls, int num)
16:41:35  <Darkvate1> +static bool LoadOldOrder(LoadgameState *ls, int index)
16:41:35  <Darkvate1> also these codechanges can be left out
16:41:35  <Darkvate1> hylje: eh?
16:42:01  <blathijs> Darkvate1: the way to iterate the vehicles daily is dependent on the pool implementation
16:42:02  <Darkvater> -	Order *order;
16:42:04  <Darkvater> +	ZERO_AND_INDEX(Order, drop);
16:42:07  <Darkvater> and some
16:42:10  <Darkvate1> times you don't cast
16:43:01  <blathijs> I have this nasty tendency to make stuff more consistent (as with the s/num/index) while I go along...
16:43:07  <Darkvate1> fuck this diff's huge
16:43:07  <Darkvate1> 5K
16:43:15  <blathijs> what do you mean with those ZERO_AND_INDEX?
16:43:20  <MeusH> hylje: <@MiHaMiX> Darkvater: I believed you're drunk :D
16:43:35  <Darkvate1> yes me as well...but I have seperate it out later..bah much work
16:44:00  <Darkvate1> blathijs: for the industry above if you read back, you cast drop to EngineRenew*
16:44:04  <Darkvate1> here you leave it at void8
16:45:19  <Darkvate1> I hope you don't mind that I won't give style-issues/advice at this stage :)
16:45:52  <blathijs> Darkvate1: probably because I copypasted that engine renew function from somewhere else, where something was done apart from zeroandindex
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16:46:21  <blathijs> (/me is off for 5 more minutes to eat the dessert he's just bought)
16:46:24  <Darkvate1> yes, something was done, but you added both the cast and zero_ yourself :)
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16:47:26  <blathijs> Darkvate1: I mean I copied InitializeEngineRenew from InitializeVehicle I think
16:47:32  <blathijs> Darkvate1: and the cast is needed there
16:48:01  <blathijs> (not for the ZERO_AND_INDEX, but for the code below in the InitializeVehicle function)
16:48:05  <blathijs> brb
16:48:21  <Darkvate1> go eat you
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16:48:58  <Ramesess1> wenassss
16:49:26  <Ramesess1> hay alguien??
16:50:32  <Darkvate1> e
16:50:33  <Darkvate1> n
16:50:33  <Darkvate1> g
16:50:34  <Darkvate1> l
16:50:35  <Darkvate1> i
16:50:37  <Darkvate1> s
16:50:40  <Darkvate1> h
16:50:44  <Darkvater> .
16:50:52  <Ramesess1> e
16:50:52  <Ramesess1> s
16:50:53  <Ramesess1> p
16:50:55  <Ramesess1> a
16:50:56  <Ramesess1> n
16:50:57  <Ramesess1> i
16:50:58  <Ramesess1> s
16:51:01  <Ramesess1> ??
16:51:07  <Ramesess1> jejejej
16:51:10  <Ramesess1> X-DD
16:52:04  <MeusH> heyasss itsaa greeata timee buut yoo can sttoop postin' da spama
16:52:39  <tokai> Ramesess1: isn't it español?
16:52:45  <MeusH> by the way of stupid posts, take a look at reply of
16:52:46  <CIA-3> peter1138 * r4650 /trunk/ (newgrf.c newgrf.h): - NewGRF: use the correct type for _cur_spriteid
16:53:19  <peter1138> hmm?
16:53:24  <peter1138> oh, it's CIA
16:53:25  * peter1138 hides
16:54:01  <Darkvate1> eh?
16:54:14  <Ramesess1> yo soy españo
16:54:14  <Darkvate1> hmm, serious lag here
16:54:14  <Darkvate1> dammit
16:54:16  <Ramesess1> l
16:54:25  <CIA-3> peter1138 * r4651 /trunk/newgrf.c: - NewGRF: support loading of catenary sprites from NewGRF files. This actually works by replacing our hardcoded sprites.
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16:54:39  <Ramesess1> halguien para jugar una pratida
16:54:49  <glx> Ramesess1: speak english
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16:55:10  <Darkvater> thank you tron
16:55:21  <Darkvater> my serious lag prevented me of even opping
16:55:35  <blathijs> back :-)
17:02:49  <Darkvater> hmm
17:02:54  <Darkvater> router's fucked
17:02:54  <Darkvater> bbl
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17:05:17  <blathijs> Darkvate1: about the SignStruct thing, the actual struct is called "SignStruct", so the pool functions use that too
17:05:45  <blathijs> 18:39 < Darkvate1> +SPRITE_GROUP_PUDDLE_SIZE           = 128 < eh? <-- what about that?
17:06:22  <blathijs> I've fixed the GetRandomX inconsistency you mentioned
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17:09:51  <blathijs> and the ZERO_AND_INDEX inconsistency
17:13:35  <blathijs> Darkvate1: 5k diff isn't too bad I guess, considering that 1k of it is the new pool's actual implementation ;-)
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17:43:58  <Ramesess1> hello
17:44:38  <Ramesess1> somebody wants to throw a game?
17:45:24  <Born-Acorn> peter1138, yay! Catenary!
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17:57:47  <Ramesess1> there is somebody?
17:58:20  <hylje> no not really
17:59:02  <Ramesess1> we played ?
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18:00:25  <Sacro> what kinda game you after?
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18:17:33  * Brianetta makes screenshots
18:17:44  <peter1138> of?
18:18:01  <Brianetta> Kenford
18:18:04  <Brianetta> Wonderful town
18:18:07  <Brianetta> Enjoyable game
18:18:23  <Brianetta> Posts will be made in the pictures thread (:
18:20:56  <Sacro> lol
18:21:49  <peter1138> i've still not played a proper game since elrails was merged
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18:24:06  <Sacro> peter1138: join ussssssss
18:24:07  <Brianetta> peter1138: Feel free to join tonight's game
18:24:17  <peter1138> that would require having it set up
18:24:20  <Tron> does anybody see the logic behind _industry_sound_tile?
18:24:27  <Brianetta> "Nobody is connected to this server at the moment. The game began on 1922-01-01 and is currently at 1922-01-01."
18:24:34  <Belugas> I think I do Tron
18:24:40  <Belugas> it is a bit... strange
18:24:48  <Tron> strange is an understatement
18:24:52  <Belugas> :)
18:25:00  <peter1138> hmm
18:25:07  <Belugas> It looks like a temporary deposit of sound.
18:25:15  <peter1138> it is only set in one place?
18:25:28  <peter1138> where it plays a chainsaw sound
18:25:30  <Belugas> IT is picked up and then goes to another value, like a chain
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18:25:36  <Tron> oh, i see _how_ it works
18:25:43  <peter1138> hmmm
18:25:45  <Tron> but i don't understand why
18:25:52  <Tron> check _which_ sounds get played
18:26:39  <Tron> (yes, i just triple- and quadruple-checked i translated the sound numbers to the correct enums)
18:26:45  <brygge_2> KUDr: when i try to test the yapf exe i get "invalid version of language pack"
18:27:04  <MeusH> you need YAPF strings
18:27:06  <Belugas> Tron, We're doing it twice then ;)
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18:27:47  <brygge_2> the lang file are not included in the zip
18:27:57  <KUDr> brygge_2: did you unpack also english.lng from the zip file?
18:28:00  <Belugas> I think that it is the way they have found to make sounds "animated"
18:28:05  <KUDr> ahaaaa
18:28:30  <Belugas> The only one that seems to be avoiding the process is the minning machinery's one
18:28:45  <KUDr> brygge_2: it is there
18:28:53  <KUDr> englisg.lng
18:28:56  <brygge_2> yes i unpacked the file
18:28:58  <KUDr> english.lng
18:28:58  <Tron> Belugas: i think you miss my point
18:29:27  <Tron> Belugas: i see how it works, but the sounds which get played are a bit strange
18:29:40  <brygge_2> its there
18:30:44  <KUDr> brygge_2: PM
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18:31:45  <MeusH> brygge_2: make sure both .lng and .exe come from the same .zip
18:31:50  <peter1138> or is it just the names are strange?
18:31:58  <KUDr> brygge_2: are you there?
18:32:00  <Belugas> Tron : and maybe out of range too?  Well.. taht is assuming sound.g is completed
18:32:04  <MeusH> to make sure, remove other .lngs and .txts from lang\
18:32:14  <Tron> Belugas: i wrote sound.h
18:32:16  <brygge_2> ok i will try
18:32:24  <Tron> peter1138: the sounds sound strange
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18:33:07  <Belugas> OnTick_INdustry : 75, 160 are out of range, so Industry)_Coiund_Ctr have another meaning then SoundFX
18:33:49  <brygge_2> that dosen't help
18:34:13  <Tron> Belugas: what are you talking about?
18:34:50  <Tron> Belugas: _industry_sound_ctr is just a timer
18:35:09  <Belugas> Ok... i'm wrong then :(
18:35:10  <MeusH> hello
18:35:16  <MeusH> please I need help from german speaker
18:36:08  <Tron> ja?
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18:36:20  <MeusH> I need to help my cousin with irregular words
18:36:33  <MeusH> I'm almost sure
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18:36:47  <MeusH> spielen - it is regular, so Ich spiele, Du spielst... ja?
18:37:18  <Tron> er, sie, es spielt, wir spielen, ihr spielt, sie spielen
18:37:33  <MeusH> okay
18:37:35  <MeusH> malen is also regular
18:37:45  <Tron> (spielen - german for "to play")
18:37:53  <Tron> MeusH: PM
18:37:57  <MeusH> ok
18:38:11  <Kuja^> heh :)
18:40:05  <brygge_2> KUDr: i can't get it to work. I downloaded the newest nightly and then i downloaded your zip file. The .lang file is there, but it still says "Invalid Version of language file"
18:40:20  <KUDr> try download new zip
18:40:27  <KUDr> i just updated it
18:41:24  <brygge_2> KUDr: yay! it finnaly works. thanks KUDr
18:41:36  <KUDr> ok
18:42:03  <Sacro> aww, i wanted to learn some more german :(
18:42:48  <LIIT> Sacro: get som Rammstein then ;-)
18:44:02  <LIIT> hmm, sorry about the caps, copy-pasted
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18:45:24  <peter1138> hmm, removing a track bit from a tile doesn't mark it brown
18:46:15  <Zr40> that means the construction crew is really careful not touching the grass ;)
18:47:20  <hylje> :>
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18:49:23  <peter1138> yeah
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18:52:15  <hylje> when maglev comes into action
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18:54:36  <YoG> hi, I'd like to crosscompile openttd, can someone give me some directions?
18:57:47  <CIA-3> peter1138 * r4652 /trunk/newgrf.c: - NewGRF: support loading of foundation and canal graphics from NewGRF files via action 5
18:58:01  <Sacro> YoG: from what to what?
18:58:17  <YoG> from pc (Ubuntu) to openzaurus
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18:58:32  <glx> YoG: linux to linux?
18:58:38  <Darkvate1> Belugas: ping
18:58:53  <MeusH> Belugas: ping
18:59:00  <Darkvate1> whohohoo peter1138 :D
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18:59:20  <MeusH> peter1138: custom foundation and canals?
18:59:23  <Belugas> pong -> Darkvate1 & MeusH
18:59:32  <YoG> glx: yes
18:59:32  <peter1138> MeusH: ish
18:59:34  <Sacro> YoG: you'll need GCC, glibc, SDL, and binutils for your target CPU
18:59:39  <peter1138> canals actually have another way of being specified
18:59:43  <peter1138> but i'm not bothering with that
19:00:04  <Brianetta> peter1138: Screenshots posted.
19:00:09  <Brianetta> Have fun browsing (:
19:00:36  <YoG> Scro: I know I have GCC (I have an SDK I downloaded), I need to search for the other...
19:00:37  <Darkvate1> hmm
19:00:40  <Darkvate1> hang on a sec Belugas
19:00:46  <Sacro> Brianetta: i notice the older shots of your HQ
19:00:51  <Darkvater> ok
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19:01:05  <Darkvater> Belugas: you are working on industries, right?
19:01:14  <Belugas> quite true
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19:01:51  <Darkvater> Belugas: what I want you to do, which you might already be doing, is to handled everything as a global CargoID and start phasing out the local, climate-specific cargo-ids
19:02:07  <Darkvater> I think that will be a great step towards getting to the goal
19:02:36  <peter1138> heh, i looked at that once
19:03:47  <Brianetta> Sacro: That HQ was moved frequently, in the beginning, to increase passenger levels at certain stations
19:04:08  <Belugas> I think i know what you are talking about Darkvater
19:04:12  <YoG> Sacro: I'm a bit lost here... what exactly am I looking for? I have the gcc, that I know, I have bunch of files named ""...
19:04:16  <peter1138> you think?
19:04:25  <Darkvater> think?
19:04:29  <Darkvater> what is there to think about? :)
19:04:35  <Belugas> I already have some cleaning done
19:04:41  <Belugas> well..
19:05:02  <Belugas> the cargo spec reuses the same ids
19:05:06  <Belugas> on different climates
19:05:23  <Belugas> which is a bit confusing sometines
19:05:45  <Darkvater> and a deathtrap for world-climate :)
19:05:50  <Belugas> So i think you mean make it so that each cargo is un-climate related
19:06:17  <peter1138> global cargo ids
19:06:17  <Sacro> YoG: im not sure, isnt there a devkit available?
19:06:21  <peter1138> we already have them
19:06:31  <peter1138> the only issue is sometimes even they change
19:06:38  <peter1138> valuables / gold / diamonds
19:06:56  <Belugas>
19:07:01  <peter1138> wheat / grain... 'n summat
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19:07:20  <Sacro> Brianetta: ah right, didnt notice
19:07:21  <Belugas> this is a gathering of most of the cargos stuff i could find
19:07:36  <Belugas> (industry sound stuff's not supposed to be there ;()
19:07:52  <Belugas> after that, i was aiming for unclimate it
19:07:59  <Belugas> IIMSS
19:08:03  <peter1138> CargoTypesValues needs to be rearranged the other way
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19:08:06  <Sacro> YoG:
19:08:08  <YoG> Sacro: I'm trying to find out with the openzaurus (the foreign architecture, or whatever you call that) people...
19:08:09  <peter1138> so it's an array of struct
19:08:12  <Belugas> yes, step 3
19:08:13  <peter1138> not a struct full of arrays
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19:08:45  <Belugas> I first wanted to define and gather as much as I can before fiddling the structs
19:09:22  <YoG> Sacro: thats for the "Sharp-rom" I have something for the Open-zaurus...
19:09:36  <Darkvater> shit, got some work to do :(
19:10:55  <YoG> Sacro: ok the guy said that I have glibc and binutils... but no sdl
19:11:08  <Sacro> YoG: well im sure you can compile it
19:12:11  <YoG> Sacro: there is one compiled on the openzaurus feed, but the guy says that I'll need all the deps...
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19:13:12  <Brianetta> Hacky-Kid (:
19:13:20  <YoG> btw, what does afk stands for?
19:13:33  <Qball> away from keybord
19:13:33  <Brianetta> AFK: away from keyboard
19:13:51  * Brianetta has a database of those
19:13:54  <YoG> thanx
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19:15:18  <Sacro> YoG: what are the deps?
19:15:45  <YoG> Sacro: eh....... i don't know
19:16:08  <YoG> Sacro: will the compiled sdl lib be enough?
19:16:16  <Sacro> YoG: not sure
19:16:21  <YoG> Sacro: (for cross compiling)
19:16:46  <YoG> Sacro: well, we can try...
19:16:47  <Sacro> YoG: is worth a look-in
19:17:22  <MeusH> Sacro: was it you who wrote the river generator for OpenTTD?
19:17:35  <XeryusTC> hi all
19:17:46  <Brianetta> Hello, XeryusTC
19:17:53  <XeryusTC> MeusH: if you mean terragenesis, richk wrote that
19:18:07  <Sacro> MeusH: depends whether your looking for someone to praise or bugfix :)
19:18:51  <MeusH> no, I'm just asking who made a river generator
19:18:57  <MeusH> using IIRC sinus function
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19:20:29  <MeusH> Because IMO it would be really nice if RichK67's TerraGenesis had rivers
19:20:38  <YoG> Sacro: all these aren't compatible with openzaurus. They compiled openttd 0.4.0 for openzaurus, and I'd like to compile the 0.4.7, and learn in the process something about crosscompiling...
19:20:38  <MeusH> and that river patch was really nice, indeed
19:20:41  <Brianetta> MeusH: re the forum, we don't flame DaleStan for his views or for his advice and suggestions.  We're just starting to grow weary of the way he presents them.
19:21:54  <MeusH> Brianetta: yes, and belive me, I'm with you. I just wanted to cool the sitiuation so it won't end with closed threads and warnings
19:22:04  <MeusH> I wrote that his short replies aren't the best, too
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19:24:58  <Sacro> YoG: is it linux or bsd based?
19:25:13  <YoG> Sacro: linux
19:25:37  <YoG> Sacro: I think it forked from debian a while ago... (but not sure)
19:26:22  <peter1138> not really a fork, more a separate work based on it (aiui)
19:26:43  <YoG> peter1138: do you know openzaurus?
19:26:49  <peter1138> no
19:27:24  <peter1138> had ubuntu in my head o_O
19:27:38  <Zr40> ew...
19:27:58  <YoG> you sure ubuntu is not a fork?
19:28:07  <XeryusTC> wasnt ubuntu meant to make linux experts cry? :P
19:29:01  <YoG> Sacro: anyway, how do i start the crosscompilation? I need to change the makefile somehow right?
19:29:02  <Sacro> made me cry
19:29:13  <YoG> why?
19:29:25  <Sacro> YoG: you need to make the binaries, libraries and includes point to the correct files
19:29:36  <Sacro> YoG: and change the $CHOST
19:29:49  <YoG> Sacro: :(
19:30:00  <peter1138> YoG: a fork implies splitting a project and taking separate paths
19:30:14  <YoG> Sacro: I'm not that clever...
19:30:30  <YoG> peter1138: and thats exactly what happend with ubuntu, no?
19:31:04  <Sacro> yeah, ubuntu was a debian fork
19:31:27  <Sacro> YoG:
19:33:32  <YoG> Sacro: I have the SDK. the only thing I needed to do is to add the bin directroy to the PATH.
19:33:38  <Sacro> YoG: just an idea, #openzaurus :)
19:33:55  <YoG> Sacro: do you suggest I need to set some more variables
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19:34:01  <Sacro> PATH=/path/to/bin:$PATH
19:34:53  <YoG> Sacro: I have the openzaurus channel open...
19:35:06  <YoG> Sacro: PATH was already setup...
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19:35:41  <YoG> Sacro: can I use the makefile from the openttd source to do the compilation?
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19:36:00  <peter1138> yes, that an configure are set up to do cross compiling easily
19:36:04  <peter1138> *and
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19:37:15  <YoG> peter1138: how? (sob)
19:37:50  <peter1138> pass :)
19:38:23  <Sacro> peter1138: there is no configure
19:38:24  <Bjarni> bbl
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19:38:45  <peter1138> Sacro: there is
19:39:00  <Sacro> ah, Makefile.config
19:39:04  <peter1138> no
19:39:06  <peter1138> -rwxr-xr-x  1 peter peter 6471 2006-04-16 18:10 configure
19:39:10  <peter1138> looks like configure to me
19:39:14  <Sacro> i dont have a ./configure
19:39:25  <YoG> peter1138: me niether
19:39:28  <hylje> there is no configure on the source tarball
19:39:33  <peter1138> hmm
19:39:45  <Sacro> peter1138: custom builds dont count :)
19:39:58  <peter1138> well, trunk has configure
19:40:09  <peter1138> i guess it's too new for 0.4.5 + bugfixes
19:40:36  <Brianetta> There's a configure script?  (:
19:40:41  <Rexxie> me and a friend is trying to play OTTD 0.4.7 in MP but he keeps desyncing like a second after he joins
19:41:00  <Rexxie> is there any known problems with huge maps? (2048x2048)
19:41:02  <Jpl> same versions? exactly same grf files?
19:41:06  <YoG> where do i get this configure script?
19:41:17  <peter1138> with huge maps, ensure pause_on_join is enabled in openttd.cfg on the server
19:41:29  <Rexxie> ah ok, I'll try that
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19:42:19  <Rexxie> which section does that go under?
19:42:31  <Rexxie> ah, network :p
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19:44:49  <Rexxie> yay, thanks :D
19:45:13  <Sacro> gtg, night all
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19:46:39  <YoG> peter1138: so where ca i get this configure script?
19:47:29  *** |Jeroen| [] has quit ["Whoopsy"]
19:48:00  <peter1138> Rexxie: did that do the trick?
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19:53:14  <Rexxie> sure did, thanks
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19:56:30  * Brianetta pimps the screenies he posted to the pictures thread
19:56:38  <Brianetta> Go on, look at the pictures of Kenford!
19:58:13  <XeryusTC> Brianetta: i saw them, nice job :)
20:00:03  <Brianetta> (:
20:02:38  <Born-Acorn> peter1138! peter1138! bakers man, bake me newstations as fast as you can!
20:02:57  <peter1138> i've got a problem
20:03:08  <peter1138> well, i don't, but it will... displease others
20:03:27  <peter1138> adding what i need for newstations will use up all the map array bits available to station tiles
20:03:40  <peter1138> so no room for... pbs
20:04:40  * valhallasw pokes Brianetta >:)
20:04:42  <XeryusTC> peter1138: that is a problem :P
20:04:43  * valhallasw takes a look
20:05:11  <CIA-3> peter1138 * r4653 /trunk/aircraft_cmd.c: - NewGRF: enable use of custom helicopter rotors in game (but not GUI windows yet) (mart3p)
20:07:03  <peter1138> (yes, no silly helicopter blade on the zeppelin)
20:08:09  <Brianetta> valhallasw: Poke?
20:09:39  *** |Jeroen| [] has joined #openttd
20:11:14  <valhallasw> Brianetta: yeah, something like ping :p
20:11:23  * valhallasw is going to watch some tv
20:11:23  * Brianetta is poked
20:11:34  <valhallasw> I like the story-with-pictures though :p
20:11:47  <valhallasw> like a comic from the early days ^_^
20:12:13  *** YoG [] has left #openttd []
20:16:16  *** sw4y [] has quit ["Odletam do paralelniho vesmiru..."]
20:16:31  <Born-Acorn> peter1138! still newstations!
20:17:52  *** Hacky-Kid is now known as HackyKid
20:19:22  <Celestar> hm.
20:19:34  *** Trippledence [] has quit [Read error: 104 (Connection reset by peer)]
20:19:39  *** Trippledence [] has joined #openttd
20:19:42  <Celestar> progress :)
20:20:23  *** Torrasque [] has joined #openttd
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20:23:24  <Born-Acorn> HackyKid! Tractive Effort!
20:23:34  <Born-Acorn> REMIND.
20:24:16  <Celestar> ok
20:24:19  <Celestar> me->bed();
20:24:50  <Celestar> peter1138: there will be more bits sooner or later (mextra)
20:24:58  <Celestar> bridges only use 2 of them.
20:25:04  <Celestar> that makes 4 free
20:25:05  <Celestar> night
20:25:07  <hylje> celestar->delay_bed();
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20:28:32  <HackyKid> hmm, Tractive Effort....
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20:37:18  *** Sacro [n=Sacro@adsl-83-100-158-214.karoo.KCOM.COM] has joined #openttd
20:37:22  <Sacro> im back, evening all
20:37:53  <MeusH> hey
20:38:16  <XeryusTC> heya Sacro
20:39:00  <Sacro> missed much?
20:39:36  <MeusH> [22:03:43] <peter1138> adding what i need for newstations will use up all the map array bits available to station tiles
20:39:45  <MeusH> [22:25:07] <Celestar> peter1138: there will be more bits sooner or later (mextra)
20:40:04  <MeusH> oh, forgot
20:40:04  <MeusH> [22:03:56] <peter1138> so no room for... pbs
20:40:25  * Sacro screams NOOOOOOOOOOOOOOOOOOOO
20:40:37  <XeryusTC> pbs is for lazy people :P
20:42:51  <Sacro> like foobar it is
20:43:02  <HackyKid> lazy is just another word for efficient :-p
20:43:15  <hylje> foo
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20:43:48  <HackyKid> maximum results with minimal effort hehe
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20:44:41  <XeryusTC> pbs doesnt always have to be efficient
20:45:01  <XeryusTC> i can imagine a lot of my junctions that would be very inefficient if i made it out of 1 pbs block
20:45:11  <HackyKid> of course
20:45:25  <Sacro> a lot of junctions are more efficient with PBS
20:45:30  <HackyKid> pbs isnt a magic "solve all traffic problems" button
20:45:35  <HackyKid> its still needs thought :-p
20:45:57  <XeryusTC> my current big station design is as effient with pbs or with presignals
20:46:08  <XeryusTC> but presignals are a bit more work
20:46:11  <HackyKid> screeny?
20:46:36  <XeryusTC>
20:47:36  <HackyKid> nice :-)
20:48:29  <XeryusTC> :)
20:48:34  <HackyKid> but i see it splits each entry line into its own 6 platforms, with pbs that would not be needed
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20:48:37  <Sacro> cool
20:48:46  <HackyKid> have 12 platforms for the 2 incoming lines
20:49:28  <XeryusTC> i have a simular station that has 2x12 platforms
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20:50:19  <XeryusTC> but that has 2 lines that split up into 2 seperate lines that split up into 6 platforms
20:51:15  <KUDr> XeryusTC: it could be much smaller and same efficient with pbs
20:51:28  <KUDr> so better
20:51:57  <XeryusTC> KUDr: i dont think it could be smaller, it was meant to have at least 300 trains running through it, maybe even close to 500
20:52:08  <HackyKid> that soo of course :-p
20:52:38  <XeryusTC> my regular games dont have more then 250 trains because of npf limitations
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20:53:14  <KUDr> XeryusTC: now you have YAPF
20:53:26  <XeryusTC> KUDr: yes, thats why i want more trains :)
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20:54:02  <KUDr> then you'll need pbs to run it efficiently on reasonable space
20:54:07  <XeryusTC> rendering a 1024x768 screen takes 15x as much cpu as yapf does with 239 trains :)
20:54:09  <HackyKid> pbs is nice for stuff like this:
20:54:41  <XeryusTC> <- try making that one pbs block :P
20:54:53  <XeryusTC> that would be really stupid :P
20:55:27  <MeusH> looks like there is no need for PBS in that junction
20:55:34  <XeryusTC> HackyKid: that is more a case of bad design than pbs efficiency :)
20:55:37  <KUDr> yes
20:55:55  <XeryusTC> MeusH: there isnt any need of pbs, but it would make it VERY inefficient
20:55:56  <HackyKid> hehe
20:56:15  <KUDr> but if you don't have enough space, then pbs could help a lot
20:56:39  <XeryusTC> true, but i like big junctions so my trains dont have to slow down
20:56:39  <HackyKid> XeryusTC: well, it handled loads of trains with about 80% of the platforms filled at all times
20:56:50  <HackyKid> and almost no waiting by the trains
20:56:50  <KUDr> using pbs you can design much better junctions
20:57:02  <MeusH> KUDr: when is YAPF due to release? There is nothing about new pathfinder in the Roadmap
20:57:19  <XeryusTC> MeusH: when its done? :P
20:57:21  <HackyKid> hey look, the same station prepbs:
20:57:29  <KUDr> MeusH: it should come to trunk very soon
20:57:45  <KUDr> when i will feel it is debugged
20:57:52  <MeusH> is it possible to have it in 0.5.0?
20:58:01  <KUDr> depends on number of people using it
20:58:20  <KUDr> MeusH: it IS supposed to be at 0.5.0
20:58:28  <MeusH> oh, great
20:58:41  <XeryusTC> once you go yapf you wont go npf :P
20:58:43  <KUDr> if there will be no fatal problems
20:58:58  <MeusH> do you still need some bugfinding/ideas?
20:59:07  <KUDr> yes
20:59:14  <KUDr> it is never enough
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21:00:21  <[Shaman]> KUDr: Could it be possible to let the 'clone vehicle' thing share the waypoint list instead of copying it?.. or would that be more something for a patch that you can enable or summat?
21:00:38  <HackyKid> i think it does that if you hold control
21:00:45  <[Shaman]> it does?
21:00:51  <[Shaman]> then i must be doing something wrong :/
21:00:56  <XeryusTC> press ctrl indeed :)
21:01:07  <[Shaman]> or my keyboard is deciding to being an ass again
21:01:07  <KUDr> yes
21:01:40  <KUDr> [Shaman]: try another keyboard
21:02:08  <XeryusTC> it would be nice if you could enable sharing in stead of copying by default
21:02:20  <KUDr> agree
21:02:27  <KUDr> i always use sharing
21:03:29  <[Shaman]> KUDr: nah, this G15 is good, it's probably the fact i use the oldest drivers availible that's screwing up
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21:05:17  <MeusH> cya
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21:41:08  <peter1138> nini
21:41:24  <Sacro> peter1138: night mate
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21:45:55  <CIA-3> Darkvater * r4654 /trunk/ (newgrf.c settings_gui.c): - Fix [NewGRF]: Properly read in the GRFID. This fixes GRFID checking and activation/deactivation. Do swap the GRFID for displaying purposes.
21:47:24  *** Dred_furst [] has quit [Read error: 54 (Connection reset by peer)]
21:47:48  <CIA-3> Darkvater * r4655 /trunk/newgrf.c: - Fix [NewGRF r4654]: /me bangs head against the wall....gaah
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21:57:04  <Sacro> what a commit
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22:09:20  <XeryusTC> why is ottd so addictive?
22:10:33  <ln-> because it contains code from transport tycoon deluxe.
22:10:47  <Jpl> why you said that?
22:10:49  <Jpl> ;)
22:12:30  <ln-> let's give credit to the one who deserves it -- chris sawyer.
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22:16:25  <izhirahider> where is he now?
22:17:04  <ln->
22:18:29  <Sacro> errr, dragon, your going under
22:18:43  <izhirahider> I always thought rollercoaster tycoon was much better tt
22:18:49  <izhirahider> ln-: thanks
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22:22:01  <Sacro> RT3 is quite good
22:22:04  <Sacro> compared to theme park
22:24:00  <Brianetta> black_Nightmare: ping
22:24:28  <XeryusTC> Sacro: i don't agree on that
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22:27:25  * XeryusTC waits for a responce
22:28:07  <Brianetta> Could be waiting a while - he's playin on my server
22:29:11  <izhirahider> Sacro: never played that
22:29:11  <XeryusTC> could you kick him gently for me then?
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22:32:50  * Sacro stumbles across a discussion involving him
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22:35:23  <Sacro> XeryusTC: you wanted me?
22:35:42  <XeryusTC> yes, i dont agree that rct3 is better then theme park
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22:35:45  <XeryusTC> in my case that is theme park world :)
22:37:27  <Sacro> ahh, well ive never played TPW
22:37:45  <XeryusTC> which version did you play?
22:38:00  <Sacro> errm, amiga and PC
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22:38:41  <XeryusTC> original tp is crappy, tpw is cool 8)
22:39:34  <Sacro> lol, i never went on TPW, it did always look better than TP
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22:40:41  <XeryusTC> tpw is full 3D, and i think that people started to request the ability to ride your attraction in rct because of tpw :)
22:40:45  <black_Nightmare> back
22:40:49  <black_Nightmare> brianetta..what happened?
22:41:53  <Sacro> yeah, maybe
22:42:27  <XeryusTC> could be other tp version too btw
22:42:36  <XeryusTC> you could ride your attractions since the original :)
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22:44:21  <Sacro> yeah, but in the original, it was pre-rendered,
22:44:30  <Sacro> it was a generic ride, not your own park
22:44:39  <XeryusTC> i know
22:44:51  <XeryusTC> but it was still pretty neat
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22:47:05  <Brianetta> black_Nightmare: You went bust
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22:50:03  <XeryusTC> why do people always do that in mp? :P
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23:14:57  <black_Nightmare> << for sacro and brianetta
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23:27:58  <RichK67> hi all
23:28:04  <Sacro> hey RichK67
23:28:30  <XeryusTC> heya RichK67
23:29:04  <RichK67> xeryus - whats this about "tons of errors" with TGP?
23:30:01  <XeryusTC> RichK67: i tried to put the tgp patch on the yapf branch, but some lines weren't the same as specified in the .patch file so i got alot of errors
23:30:08  <XeryusTC> but luckely KUDr fixed it :D
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23:31:06  <RichK67> it was a real worrying statement when i read it... cos it was pretty clean on trunk :)
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23:37:29  <XeryusTC> RichK67: you shouldnt
23:38:45  <RichK67> worry? well, im running out of time to fix things... im off on 2 weeks foreign hol on Fri am, and need "final" versions of TGP and 6 airports ready for assessment
23:40:05  <XeryusTC> ok, have phun with it
23:40:10  <XeryusTC> im off to bed now
23:40:11  <XeryusTC> night
23:40:17  <RichK67> gn
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