Log for #openttd on 21st May 2006:
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00:03:17  <XeryusTC> lol
00:09:12  <Bringuh> how do I load a scenario from the commandline?
00:10:31  <glx> -g
00:10:45  <glx> openttd -g scenario/file.scn
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00:11:37  <Bringuh> thanks :)
00:11:41  <Bringuh> I thought that was for savegames
00:11:45  <Bringuh> cool
00:11:56  <glx> a scenario is a savegame
00:12:06  <glx> with some little difference
00:13:21  * Bringuh nods
00:14:00  <Bringuh> so -g is both for savegames and scenarios?
00:14:25  <glx> yes
00:14:55  <Bringuh> cool
00:15:01  <Bringuh> I'm adding that to the wiki
00:15:04  <glx> and -g without filename means newgame
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00:23:08  <Bringuh> hmm, I'm having trouble loading the scenario with -g (or at all)
00:23:12  <Bringuh> I'm on a dedicated linux server
00:23:26  <Bringuh> this is the error I'm getting:
00:23:27  <Bringuh> dbg: Cannot open savegame for saving/loading.
00:23:27  <Bringuh> dbg: Loading requested map failed. Aborting.
00:23:36  <Bringuh> it's definitely in the right folder
00:23:40  <Bringuh> ~/.openttd/scenario
00:23:51  <Bringuh> to be sure, I've also put it into /usr/share/games/openttd/scenario
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00:25:36  <Bringuh> the manpage only talks about "savegames" too, no mention of scenarios
00:28:42  <Bringuh> interesting
00:28:45  <glx> just tried to load a scenario with -g (openttd 0.4.7) and it works
00:28:47  <Bringuh> I had to copy the .scn to a .sav
00:28:58  <Bringuh> it works now too, but I had to change the file ending
00:29:05  <Bringuh> And I'm running 0.4.7 too
00:29:09  <Bringuh> could you load the scn right away?
00:29:21  <glx> yes
00:29:26  <Bringuh> weird
00:29:33  <glx> openttd -g "scenario\Africa and Middle-East.scn"
00:29:37  <glx> works well
00:29:51  <glx> but I'm on windows
00:29:56  <Bringuh> try adding a -D please?
00:30:00  <Bringuh> to make it a dedicated server
00:30:03  <Bringuh> maybe that's the problem
00:30:09  <Bringuh> you should run that from the command line of course
00:30:31  <Sacro> hmm, where can i download just the scenarios?
00:30:45  <Bringuh> ooh, it's a file system issue, glx
00:30:51  <Bringuh> I needed to give it an ABSOLUTE path
00:30:56  <Bringuh> It works now :)
00:31:01  <glx> ha
00:31:01  <Bringuh> thanks for helping me troubleshoot
00:31:08  <Bringuh> Sacro: you should find some links on the wiki
00:31:25  <glx> Sacro: aren't they on sf?
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00:34:39  <Sacro> glx: i know DV hosted them himself at first
00:35:20  <glx> I know that too
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01:31:12  <Bringuh> hm
01:31:19  <Bringuh> we're having a strange desync problem here
01:31:33  <Bringuh> we're playing a 3 player game with a number of newgrfs on a dedicated linux server
01:31:37  <Bringuh> two players can play just fine
01:31:51  <Bringuh> the third started desyncing ~3 years after the beginning of the game
01:31:56  <Bringuh> (he could build some stuff just fine)
01:32:05  <Bringuh> now I distributed the .grfs as one single rar
01:32:18  <Bringuh> which also contained a text file with the necessary changes to openttd.cfg
01:32:25  <Bringuh> to make sure we all had the same .grfs in the same order
01:32:37  <Bringuh> it worked for 2 players, but the third keeps desyncing now
01:32:39  <Bringuh> any idea?
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01:37:02  <glx> the third player has the slowest cpu?
01:37:07  <Bringuh> nope
01:37:10  <Bringuh> actually, he has the fastest
01:37:13  <Bringuh> I have the slowest
01:37:16  <Bringuh> and I stay in the game just fine
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01:38:23  <glx> what the server says before desync?
01:38:36  <Bringuh> nothing useful:
01:38:36  <Bringuh> dbg: [NET] pascal #1 reported an error and is closing his connection (desync error)
01:38:36  <Bringuh> *** pascal #1 has left the game (desync error)
01:39:04  <Bringuh> it doesn't happen as long as the game is on pause
01:39:09  <Bringuh> the moment we unpause, he disconnects
01:40:15  <Bringuh> dbg: [NET] Client 15 made an error and has been disconnected. Reason: wrong password
01:40:17  <Bringuh> oops
01:40:19  <Bringuh> wrong chan ;P
01:40:50  <Sacro> its usually the fastest goes too fast and trips over
01:41:53  <Bringuh> o.O
01:42:05  <glx> and it's recommended that the fastest hosts the game
01:42:16  <Bringuh> well
01:42:19  <Bringuh> the host is even faster
01:42:24  <Bringuh> remember, dedicated linux server ;P
01:42:29  <Bringuh> it's working now, after a restart
01:42:31  <Bringuh> so nevermind ;)
01:42:34  <glx> ok
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02:19:44  <Alltaken> hello people
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06:33:15  <peter1138> hello my lovelies
06:33:24  <Celestar> morning peter1138
06:34:19  <Tron> *yawn*
06:34:45  <Celestar> Tron: I'm trying to repair the BBs of bridges
06:35:09  <Celestar> because it's driving me kind of buts
06:35:11  <Celestar> nuts*
06:43:55  <Celestar> peter1138: Tron: and I have achieved very good results actually...
06:44:04  <Celestar> but I've some bad news about them
06:44:44  <Celestar> it'll require correcting sprites offsets on load.
06:45:22  <Celestar> ideas on how to implement this?
06:49:08  <peter1138> i had good results with using negative bounding boxes
06:49:25  <peter1138> but that doesn't fix the bridge surface being 5 pixels above ground
06:50:44  <Celestar> well
06:50:46  <Celestar> I fixed it
06:50:54  <Celestar> bridges are now drawn 8 pixels above the ground
06:51:19  <peter1138> would could just replace the sprites in our own grf
06:51:27  <peter1138> but that doesn't help for other replacement bridge sprites
06:51:42  <Celestar> would could?
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06:53:13  <Celestar> that doesn't parse peter
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06:56:01  <peter1138> err
06:56:06  <peter1138> we could
06:56:08  * peter1138 sighs
06:56:57  <Celestar> <= correctly positioned bridge
06:57:49  <peter1138> with gaps? heh
06:58:20  <Celestar> only the yellow suspension bridge is corrected :)
06:58:25  <peter1138> oh :P
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06:59:19  <Celestar> Tron: RFC on screenshot
06:59:34  <peter1138> Celestar: and my bridge stuff implemented dynamic bounding boxes...
06:59:43  <Tron> *shrug* as you can see, you can see nothing
07:00:24  <Celestar> Tron: bridge (yellow suspension) is drawn 8 pixels "above ground"
07:00:39  <Tron> well, yes, it was drawn there before
07:00:52  <Celestar> I mean the z coordinate is 8 :)
07:01:01  <Celestar> (the pylons have not yet been corrected :)
07:01:18  <Tron> the interesting question is, if stuff below now behaves correctly wrt sprite sorting order
07:01:42  <Celestar> that's the next thing for me to try
07:01:48  <Celestar> give me something to fire at :)
07:01:54  <Celestar> vehicles? tracks? whatever?
07:02:54  <Tron> tunnels
07:03:46  <Celestar> isn't there the tunnel the problem?
07:04:11  <peter1138> ?
07:04:18  <peter1138> are you taking lessons from me?
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07:06:45  <Celestar> Tron: tunnels are rendered correctly:
07:07:04  <Celestar> (tile-in-question is stable, i. e. no flipping of sprite order observed)
07:07:50  <peter1138> does that bridge not have pillars?
07:08:00  <Celestar> well, if I activate the patch setting, yes :)
07:09:16  <Celestar> damn
07:09:32  <Celestar> still a problem with vehicles, but the BB of the tunnel portal seems wrong as well
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07:21:05  <CIA-3> celestar * r4935 /branch/bridge/train_cmd.c: [bridge] -Fix: Add forgotten paranthesis which caused vehicles to "warp" out of tunnels using a bridge head above
07:23:41  <Celestar> tunnel entrances still pose a lot of problems
07:30:12  <Celestar> bah
07:30:17  <Celestar> is it me or do pillars SUCK?
07:30:22  <peter1138> yes
07:31:16  <Celestar> I kind of fail to see what a pillar has a bounding box of 16 x 11 x 40
07:31:22  <Celestar> s/what/why
07:32:02  <peter1138> indeed
07:33:04  <Tron> shouldn't it be more like ... 2x2x4?
07:33:27  <Tron> uh... 2x2x8
07:33:44  <Celestar> one might think so
07:34:30  <Celestar> p = _tileh_bits[(image & 1) * 2 + (axis == AXIS_X ? 0 : 1)];
07:34:33  <Celestar> I love this coding :S
07:37:00  <Celestar> about this _tileh_bits
07:37:16  <Celestar> it seems someone just randomly entered numbers until it fitted :S
07:38:32  <peter1138> not necessarily
07:38:34  <peter1138> well
07:38:46  <peter1138> some graphics draw pillars that appear to be under the bridge
07:38:56  <peter1138> admittedly that's a pretty bad hack...
07:39:31  <Celestar> I think the whole idea about pillars is to support the bridge, making the "being-under" fact rather obligatory?
07:39:49  <peter1138> hehe
07:39:52  <peter1138> i mean in the middle
07:39:57  <peter1138> rather than the edge
07:40:05  <Tron> under the assumption that gravity pulls from that direction (;
07:40:16  <Celestar> Tron: 2x2x8 doesn't work :S there are tiles which have four pillars :S and they're not drawn individually, but two-by-two
07:40:32  <Celestar> sprites 2491 and 2492
07:40:40  <Tron> mom...
07:41:11  <Celestar> for the things 2484-2490
07:41:59  <KUDr> good morning
07:42:21  <KUDr> Celestar: help please!
07:42:28  <Tron> 2491: 2x16x8
07:42:32  <Tron> 2492: 16x2x8
07:43:04  <Tron> in any case a height of 40 is wrong
07:43:13  <Celestar> KUDr: yes?
07:43:27  <KUDr> I added some patch options and my savegames dosn't load
07:43:42  <KUDr> they stop on assert
07:43:56  <Celestar> Tron: yes, but 2491 and 2492 are the reason why the pillar appear faulty at times. you cant just draw one "end" of the two.
07:44:12  <Celestar> Tron: height 40 literally seems a bit over the top
07:44:17  <Tron> i can't parse that sentence
07:44:25  <Celestar> KUDr: you added patch options to the savegame?
07:44:27  <Celestar> Tron: which one?
07:44:39  <Tron> the one with the quoted end
07:44:42  <KUDr> i gues also to savegame
07:44:49  <Celestar> ok
07:44:59  <KUDr> same like npf_xxx settings
07:45:20  <Tron> i know you can't have one sprite for something which could be partly behind and partly in front of something. do you mean that?
07:45:38  <Celestar> not only
07:45:49  <Celestar> if you're on a non-flat tile, it looks awkward:
07:45:56  <Celestar> KUDr: did you raise the savegame revision?
07:46:05  <KUDr> no
07:46:11  <Celestar> I think you need to
07:46:13  <KUDr> will it help?
07:46:28  <Celestar> but ask Darkvater because he knows about that patch-saving stuff than I do
07:46:48  <Tron> Celestar: i don't know what you mean
07:46:50  <KUDr> how it will know that these options are new? there is no savegame version
07:46:51  <KUDr> ok
07:47:12  <Celestar> Tron: forget it :)
07:47:42  <Tron> KUDr: settings.c:899
07:47:50  <Celestar> Tron: the question is, can we draw those pillars individually somehow?
07:48:40  <KUDr> Tron: thanks, will look there
07:49:14  <Celestar> but that'd be another step
07:50:19  <peter1138> Celestar: hmm
07:50:32  <peter1138> Celestar: we do have separate sprites for that in openttd.grf
07:51:32  <peter1138> 33 -> 56
07:51:32  <Celestar> yeah
07:51:32  <peter1138> darkvater removed the code that uses them
07:51:32  <peter1138> maybe need to revert that?
07:51:32  <Celestar> so any fundamental objections against a sprite-offset-correction system?
07:52:25  <Celestar> it's done at load time, so there won't be any performance implications
07:53:06  <peter1138> how?
07:56:40  <Celestar> <= like so
07:57:41  <Celestar> i know, it's pretty knee-jerkish but that the best I can think of in my current state :P
07:57:58  <Tron> i don't think this works *cough* NewGRF *cough*
07:58:19  <peter1138> indeed
07:58:43  <Celestar> well it doesn't work with newgrf
07:59:08  <Celestar> but no matter what we do, placing the bridge "correctly" will need new newgrfs..
07:59:59  <Tron> or correction of the newly loaded sprites
08:00:07  <Celestar> yes
08:00:17  <Tron> peter1138: is there a special action for bridges?
08:00:26  <Celestar> I think not that I wanna write some logic that looks at the sprite and says "this is a bridge sprites"
08:00:34  <peter1138> Tron: not for sprites
08:00:38  <Celestar> s/s"/"/
08:00:44  <Tron> and the general "replace sprite number $XYZ" needs to catch bridge sprites
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08:01:20  <peter1138> it can change the bridge tables
08:01:37  <peter1138> so you could use those tables to modify the sprite offset correction list
08:01:58  <Celestar> Action0Bridges ?
08:02:09  <Celestar> we "know" when we load a bridge sprite, right?
08:02:32  <peter1138> no
08:02:44  <peter1138> well
08:02:55  <peter1138> you can know it has replaced a bridge sprite
08:03:19  <Celestar> if it REPLACES a bridge sprite, does it replace the X and Y offsets?
08:03:36  <peter1138> and if there are no bridge tables, then i guess the same sprites offset corrections will be needed
08:03:54  <Tron> Celestar: the offset is a property of a sprite
08:03:57  <peter1138> Celestar: yes, but the offsets will be for the 'old' system
08:04:11  <peter1138> and your correction will apply anyway
08:04:53  <peter1138> hmm, any idea how to set up a static route on windows?
08:05:03  <peter1138> (one that is persistent)
08:05:43  <Celestar> where is the viaduct ...
08:06:20  <peter1138>
08:07:02  <Celestar> thanks
08:07:11  <Celestar> <= "corrected" viaduct
08:08:13  <peter1138> so it works for that?
08:08:30  <peter1138> hmm
08:09:04  <peter1138> i could alter the bridge table loading code to add / remove corrections, i suppose
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08:12:05  <Tron> what possible situations exist to get a bridge sprite?
08:12:19  <peter1138> 1: replace existing sprite
08:12:28  <peter1138> 2: use grf resource management to allocate a sprite
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08:12:46  <peter1138> 2 is unsupported in ottd, currently
08:13:02  <peter1138> (i've got it working, but it's incomplete)
08:13:20  <Tron> what does option 2 mean in detail?
08:14:04  <peter1138> it means it gets a new unused sprite id, allocated similarly to the way vehicle sprites are allocated
08:14:44  <peter1138> Celestar: that's quite a lot of looping, isn't it?
08:15:09  <Celestar> peter1138: yes, but honestly, who cares?
08:15:24  <Celestar> :P
08:15:32  <peter1138> well, it happens each time a sprite is loaded into the spritecache
08:15:38  <peter1138> which is... quite often
08:15:54  <peter1138> hmm, but not that often
08:16:57  <Celestar> ok I'll put some limits on
08:17:20  <peter1138> it's probably ok
08:17:30  <peter1138> as you say, only happens once for each sprite
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08:21:27  <Celestar> ok guys going to have breakfast
08:21:36  <Celestar> anyone wishing to look at that diff?
08:22:02  <Celestar> <= here we go
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08:24:44  <Celestar>
08:24:47  <Celestar> nice :D
08:27:36  <Celestar> almost 20 tons of landing gear
08:28:16  <Celestar> I'm off a bit
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08:45:39  <valhalla1zzw> Celestar: <-- look, more wheels
08:45:44  <valhalla1zzw> ;P
08:48:46  <Bjarni> looks a bit like photoshop to me
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08:49:22  <Bjarni> the wheels aren't distributed evenly, which is a dead giveaway
08:49:28  <Bjarni> all the wheels are identically
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08:51:01  <peter1138> Bjarni:
08:51:46  <peter1138> or
08:52:36  <peter1138> or
08:52:56  <Mizipzor> i think youve proved you point peter1138  :P
08:52:59  <peter1138> ;)
08:53:02  <Bjarni> ahh, NASA makes all sorts of weird stuff
08:53:31  <Rubidium> no, the Russian space agency
08:53:33  <Bjarni> also it kind of makes sense to put the wheels in one place given that the load of the "cargo" is in one place
08:53:35  <peter1138> it's russian
08:54:06  * Bjarni should have read the writing
08:54:22  <Bjarni> but I can't, which would indicate that it's not English
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08:54:45  <Bjarni> bbl
08:55:36  * roboman goes to dinnner
09:09:39  <Celestar> the AN225 has 28 main wheels, I don't need photos for that :)
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09:14:46  <Bjarni> back
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09:21:35  <Celestar> wb Bjarni
09:28:50  <anboni> hmm... the "Giant Screenshot" option could do with a confirmation box before actually doing its thing :)
09:29:19  <Noldo> did you?
09:29:39  <anboni> 347MB :)
09:31:04  <Noldo> how big was the map?
09:31:18  <anboni> 1024x1024 :)
09:34:20  <Bjarni> <brisbane> I got a knock on my door and as i was expecting a girlfriend I was naked, I opened it and it was two Jehova Witnessees. Needless to say they didnt stay long and never came back.
09:34:24  <Bjarni> so that's the trick :D
09:35:08  <Bjarni> now I just need to hire a naked guy, because I'm not going to do it myself
09:35:23  <Bjarni> hmm
09:35:50  <Bjarni> hire somebody and then stay AWAY from them... then I guess the idea is not such a good one after all
09:40:34  <Eddi|zuHause2> "a girlfriend"... how many of these does he have?
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09:44:14  <Bjarni> good question
09:44:41  <Bjarni> at least 20... if you include one way relationships
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09:49:57  <Mizipzor> "one way relationships"?? :P
09:51:41  <Bjarni> that is when the guy got a girlfriend and the girlfriend in question don't even know the guys name
09:51:57  <Bjarni> *guy's
09:52:42  <Bjarni> some sorts of guys got a lot of girlfriends like that
09:52:46  <Bjarni> I think
09:55:24  <Celestar> I can't believe this
09:55:39  <Celestar> I'm sitting in front of my screen with a magnifying class an count pixels
09:55:39  <Bjarni> no never heard of girlfriends like that?
09:55:45  <Bjarni> you never went to uni???
09:55:59  <peter1138> Celestar: zoom? ;p
09:56:19  <Prof_Frink> 1020..1021..1022..1023! The bastards!
09:56:34  <peter1138> ?
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09:56:58  <Bjarni> 1023x767 is bad when you expected 1024x768
09:57:16  <Bjarni> Prof_Frink: you better start with 1 instead of 0 to get it right
09:58:41  <Celestar> peter1138: how?
09:58:49  <Celestar> peter1138: screenshots and then open in gimp? :P
09:59:20  <peter1138> hmm
09:59:26  <peter1138> ctrl-d ;)
10:00:07  <peter1138> or xmag
10:01:36  <Celestar> oh :)
10:01:39  <Celestar> helpful
10:01:42  <Celestar> but too late :P
10:03:02  <Celestar> vici@rivendell:[/home/vici/openttd/branch/bridge]> wc -l corr.h
10:03:03  <Celestar> 155 corr.h
10:03:09  <Celestar> 155 bridge corrections \o/
10:03:42  <Celestar> .oO(why is that number not even)
10:05:22  <Tron> simple, it's not divisible by 2, so therefore it's not even
10:05:24  <Tron> *duck*
10:05:51  <Rubidium> last line is an empty line?
10:06:00  * Celestar throws a rotten egg into something that resembles Tron's direction
10:06:30  <Celestar> some sprites are missing that's why
10:10:27  <CIA-3> celestar * r4936 /branch/bridge/table/sprites.h: [bridge] -Fix Add missing sprites to the enum
10:11:44  <Celestar> vici@rivendell:[/home/vici/openttd/branch/bridge]> wc -l corr.h
10:11:44  <Celestar> 176 corr.h
10:11:47  <Celestar> better
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10:16:55  <Eddi|zuHause2> err... is there a way to get signals on right side, even though road traffic is on left side?
10:18:01  <Eddi|zuHause2> (the two options should clearly be separated...
10:23:05  <Celestar> I'm off
10:23:06  <Celestar> cu
10:23:48  <Celestar> vi <= please review
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10:29:56  <Tron> rather use a switch
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10:53:54  <Tron> somehow i think _last_built_{aircraft,road,ship,train}_depot_tile is the single most useless feature
10:54:58  <blathijs> yup, I don't think anyone uses that...
10:56:05  <Celestar> Tron: yes.
10:56:12  <Celestar> Tron: switch?
10:56:14  <Tron> i vote for removing it, it serves no real purpose except being confusing
10:56:21  <Tron> switch (sprite) {
10:56:28  * Celestar suggested that a long time ago
10:56:29  <Tron>   SPR_X_...:
10:56:34  <Tron>    ...
10:56:36  <Tron>     break;
10:56:42  <Tron>   SPR_Y_...:
10:56:45  <Tron>     ...
10:56:48  <Tron>     break;
10:56:49  <Tron> }
10:56:59  <Celestar> er ... those are almost 200 entries then?
10:57:22  <Tron> and? do you think your list is shorter?
10:57:49  <Celestar> nope ;)
10:59:14  <Celestar> I'm just not sure what is more readable ..
10:59:31  <Tron> neither
10:59:45  <Tron> and for the switch the compiler at least has a chance to generate sensible code
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11:02:21  <Celestar> ^^
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11:03:53  <Celestar> gnah
11:03:56  <Celestar> switch problem
11:04:04  <Celestar> some enum values are duplicate
11:04:25  <Celestar> becasue sprites are re-used
11:04:30  <Celestar> brb checking lunch status
11:08:32  <Celestar> nice check for finding wrong sprites numbers \o/
11:08:44  <Tron> they shouldn't be duplicate?
11:10:11  <Tron>
11:10:17  <Tron> comments? objections? flame?
11:11:05  <Noldo> can I flame without reading it?
11:11:29  <Celestar> Tron: some are recyclesd..
11:11:33  <Celestar> recycled
11:11:37  <Tron> no, that would be trolling
11:12:36  <Celestar> Tron: the little concrete bridge is a 1:1 copy of one of the suspension sections
11:13:07  <Tron> which?
11:13:30  <Celestar> this 48km/h crap
11:13:33  <Tron> ah, the 48km/h concrete bridge?
11:13:35  <Celestar> yes.
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11:13:43  <Tron> and the middle section of the suspension
11:13:48  <Celestar> the crossing-bridge-life-saver :P
11:14:03  <Celestar> the only one which is low enough :P
11:14:06  <Celestar> <= Tron , better?
11:15:27  <Tron> i have a theory where the 0x28 for the pillars is coming from
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11:15:43  <Noldo> Tron: even I understood most of the changes, so it looks good
11:16:52  <Tron> Celestar:
11:16:53  <Tron> -		if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x, y, 16, 1, 0x28, z);
11:16:53  <Tron> +		if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x, y + 2, 16, 1, 0x28, z);
11:16:59  <Tron> what does this + 2 mean?
11:17:14  <Tron> there are 4 related places
11:17:31  <Celestar> Tron: if you have a bridge, you see that it is not as wide as a whole tile.
11:17:43  <Tron> yes
11:17:43  <Celestar> 2 pixels are missing on each side
11:18:13  <Celestar> two units, not pixels
11:18:17  <Celestar> me->food();
11:18:24  <Tron> hm, i don't like this
11:18:32  <Celestar> well, it's no problem you can put this to zero
11:18:42  <Celestar> and adjust the correction, if you prefer?
11:18:43  <Tron> it should rather aim for the center of the tile
11:19:08  <Celestar> as I said, no problem. whereever you want the point
11:19:39  <Celestar> but now, food (=
11:19:50  <Tron> k
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11:21:38  <Celestar> so where do you want it? ;)
11:22:12  <Celestar> but the BB is measured from there afaik ...
11:22:26  <Celestar> as the northernmost and bottommost corner
11:27:29  <Tron> then i don't get the 16
11:27:42  <peter1138> Tron: what is your theory on the 0x28?
11:28:00  <Tron> it was c&ped from the lines i just pasted
11:28:04  <peter1138> ah
11:28:18  <Tron> that's the line which adds the "front" part of a bridge
11:28:29  <peter1138> depot.diff looks like a good idea to me
11:28:52  <Tron> 4:0
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11:30:18  <Tron> Celestar: about the changes in table/sprites.h, are these current bugs?
11:30:45  <Born_Acorn> peter1138! newsounds!
11:32:26  <Tron> Celestar: i guess the first part of changes to spritecache.c is stale
11:34:14  <CIA-3> tron * r4937 /trunk/ (rail_cmd.c tunnelbridge_cmd.c vehicle.c vehicle.h): Reduce the use of _error_message a bit
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11:51:43  <roboman> gnight
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12:02:05  <CIA-3> tron * r4938 /trunk/ (smallmap_gui.c station_cmd.c station_map.c station_map.h): Remove STATION_HANGAR, because it isn't really a station type of its own
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12:09:43  <Tron> so, are there any objections to removing the depot tile stuff?
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12:16:43  <Bjarni> what depot tile stuff?
12:17:42  <Bjarni> normal depots are on one tile, so it will be a depot tile, but I guess you mean something else than removing the depots from the game ;)
12:21:26  <Tron> simply don't remember the last built depot
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12:32:01  <Bjarni> why would we even remember the last depot?
12:32:25  <Bjarni> hmm, I guess that question is an answer to your question ;)
12:32:52  <Bjarni> do remember that it's used in the vehicle list window where you can click "build vehicle"
12:33:30  <Bjarni> I don't know why it should be there anyway. Let's get rid of that as well. Hopefully nobody builds a vehicle in a "random" depot
12:34:15  <Eddi|zuHause2> oh... i did use that button once at the start of the game, to get to know which wagons are not available yet before starting a route
12:34:18  <anboni> would be nice if that "build vehicle" button in the vehicle list window would open the nearest depot from the current view or something
12:34:30  <Eddi|zuHause2> that was, before building a depot
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12:49:56  <Bjarni> Eddi|zuHause2 got a point, but on the other hand, all cargos should be available for transport and/or it should be visible somewhere what cargos are available to be transported
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13:04:29  <Eddi|zuHause2> well... there was a time when not all wagons of the dbsetxl were available at the start (this got fixed, i believe)
13:05:29  <peter1138> not all wagons of dbsetxl are available from the start
13:05:41  <peter1138> you start off with a couple that need refitting
13:05:42  <Eddi|zuHause2> i mean the start wagons ;)
13:05:46  <Born_Acorn> peter1138! newsounds!
13:06:04  <Eddi|zuHause2> sometimes you did not have the lowside wagon, sometimes you did not have the tank wagon
13:06:17  <Tron> i didn't talk about removing the button in the vehicle list
13:06:36  <Tron> this one remains, you just can't build anything there, but you get the build list
13:06:49  <Eddi|zuHause2> that would be perfectly fine ;)
13:08:12  <peter1138> i suspect this will help the newbies who find they can't buy an engine from that list
13:08:21  <glx> Tron: with all available vehicles ? (I mean for all rail types)
13:08:21  <peter1138> because they don't realise they have to place a depot
13:08:38  <Tron> glx: no, but this never was the case
13:09:08  <Tron> peter1138: you never could build anything without a depot. no change in behavior there
13:09:08  <glx> I know, it uses the last built depot for now
13:09:10  <ln->
13:09:40  <peter1138> Tron: i know, but there have been 'bug reports' from people not knowing how it works
13:09:46  <Tron> glx: and please stop spreading the myth that computer speed has anything to do with desyncs, thanks
13:09:47  <Eddi|zuHause2> suggestion: when loading a game, reset the currently selected railtype to the LATEST available, not the FIRST
13:10:13  <Tron> peter1138: there is no change in behavior, the build button was grayed out before, it still will be grayed out
13:18:11  <CIA-3> miham * r4939 /trunk/lang/ (4 files in 2 dirs):
13:18:11  <CIA-3> WebTranslator2 update to 2006-05-21 15:17:53
13:18:11  <CIA-3> czech - 3 changed by Hadez (3)
13:18:11  <CIA-3> estonian - 15 fixed by t2t2 (15)
13:18:11  <CIA-3> norwegian - 4 fixed by brygge_2 (4)
13:18:12  <CIA-3> ukrainian - 1 changed by znikoz (1)
13:18:22  <MiHaMiX> back
13:19:17  <Tron> MiHaMiX: did you get my message about STRING[1-5]s in some languages?
13:19:59  <MiHaMiX> Tron: yes, and already replied to
13:20:23  <Tron> just wondering, because they're still there
13:20:51  <MiHaMiX> Tron: yes, since translators aren't fixed them (yet)
13:21:03  <MiHaMiX> Tron: you know, this was the first commit since then
13:21:13  <MiHaMiX> Tron: and finnish guy fixed them
13:24:10  <Tron> so, last call: any objections?
13:24:34  <MiHaMiX> Tron: against what?
13:25:16  <Tron> against removing remembering the last built depot
13:25:41  <MiHaMiX> hmm.. that is a good feature
13:25:49  <MiHaMiX> so I'm objecting
13:25:56  <Tron> huh?
13:26:00  <Tron> it is good for what?
13:26:32  <Tron> if you click the new vehicle button in a vehicle list you get a semi-random depot
13:26:36  <MiHaMiX> when I build long rail-lines, I used to build similar depots (they always look to the same direction)
13:26:36  <Tron> what good is that for?
13:27:34  <Tron> ?
13:27:38  <Tron> and?
13:27:57  <Tron> i'm missing the punchline
13:28:41  <MiHaMiX> if it'll forgot the direction of the depot I'll have to reselect that manually each time
13:28:48  <MiHaMiX> (or may I misunderstood you?)
13:29:07  <Tron> forget the direction of the depot?
13:29:12  <Tron> what are you talking about?
13:29:22  <MiHaMiX> [[15:25]] <Tron> against removing remembering the last built depot
13:29:31  <Tron> yes
13:29:38  <Tron> the game remembers the last built depot
13:29:41  <MiHaMiX> I thought you were talking about the depot direction
13:29:50  <Tron> and if you click the new vehicle button in the vehicle list
13:30:06  <Tron> i probably would have said depot direction
13:30:25  <Tron> you get this last built depot for building vehicles there
13:30:30  <MiHaMiX> ahh
13:30:31  <Tron> but that's pretty pointless
13:30:37  <MiHaMiX> yeah, that's true
13:30:40  <Tron> especially if you removed this depot again
13:30:45  <Tron> then you get /some/ depot
13:30:48  <MiHaMiX> so.. I'm no longer obliging.. :)
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13:34:32  <peter1138> obliging or objecting?
13:35:36  <MiHaMiX> ehh, objecting
13:36:55  <MiHaMiX> erm.. There will be a network error, which will lasts 1-2 hours and will affect wiki, translator2, docs and nightlies.
13:37:29  <MiHaMiX> The network error is expected to occur at 16:00 CEST
13:40:00  <[Shaman]> peter1138: Weren't you the great guy working on the newstations thingie?
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13:51:39  <CIA-3> tron * r4940 /trunk/ (11 files): Remove the dubious feature of remembering the last built depot. It serves no real purpose except causing confusion
13:55:42  <peter1138> [Shaman]: might've been
13:56:14  <[Shaman]> Is it planned to be integrated with the main build any time soon? or is it in planning for something at a later stage?
13:58:12  <Tron> you're talking about the past
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14:02:04  <[Shaman]> I am
14:02:11  <Born_Acorn> [Shaman], that happened in the stone am.
14:02:14  <Born_Acorn> ag.e
14:02:14  <[Shaman]> I must be having blackouts or summat :/
14:02:50  <Eddi|zuHause2> if you define 'main build' as 'trunk', it is already there for two weeks at least
14:03:02  <Born_Acorn>
14:03:05  <Born_Acorn> Big thread about it.
14:03:06  <Eddi|zuHause2> if you define 'main build' as 'release
14:03:14  <Eddi|zuHause2> it will be in 0.5.0
14:03:41  <Eddi|zuHause2> which is still a good while away...
14:04:04  <[Shaman]> that was what i was after
14:04:08  <Born_Acorn> or even 0.4.9! Or even 0.4.10!
14:04:22  <Born_Acorn> or even 0.4.49!
14:04:32  <RichK67> is there some special trick to get wagon renewal working? i have money, but the wagons wont upgrade
14:05:33  <RichK67> ah - money limit.... does auto-renewal not work if you have debt?
14:05:39  <RichK67> loan?
14:07:21  <[Shaman]> dun think so, no :o
14:11:11  <Eddi|zuHause2> the renewal should not care about loan
14:11:28  <Eddi|zuHause2> just about current money
14:12:04  <RichK67> ah - money limit set to 100,000 - had less
14:13:26  <Eddi|zuHause2> 49! is a very large number ;)
14:13:49  <Eddi|zuHause2> 608281864034267560872252163321295376887552831379210240000000000
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14:41:04  <Sacro> afternoon all
14:42:03  <RichK67> lo sacro
14:42:38  <Sacro> lo RichK67, im back in linux at long last :)
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15:06:50  <Bjarni> MiHaMiX: I can't reach :(
15:07:24  <glx> [15:36:59] <MiHaMiX> erm.. There will be a network error, which will lasts 1-2 hours and will affect wiki, translator2, docs and nightlies.
15:07:24  <glx> [15:37:32] <MiHaMiX> The network error is expected to occur at 16:00 CEST
15:07:40  <Bjarni> nice, I just needed to say so and then it started to work again :)
15:07:54  <Bjarni> I failed to get the server to answer me all day
15:08:17  <Bjarni> it's pretty slow through
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15:14:54  <Patrick`> sooo ... is signal gui in trunk yet?
15:15:57  <glx> no it isn't
15:16:20  <Sacro> nope
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15:18:07  <Patrick`> god DAMN
15:18:11  <Patrick`> what do you people do all dau
15:18:21  <Patrick`> it'll be faster for me to learn C
15:19:14  <WR-away> 'You will never get me!' said the TV man
15:19:30  <CIA-3> tron * r4941 /trunk/ai/trolly/ (build.c trolly.c trolly.h): Replace some ints and magic numbers by proper types and enums
15:22:02  <Tron> Patrick`: if this ought to be some kind of offence, then go somewhere else with it, please
15:27:00  <Patrick`> well, it's just confusing
15:27:12  <Patrick`> everyone says "oh, yeah, that was a good idea, I liked that"
15:27:13  <CIA-3> tron * r4942 /trunk/ai/ai.c: if (x != NULL) free(x); -> free(x);
15:27:21  <Patrick`> and doesn't do anything about it
15:27:31  <Patrick`> and literally the only thing it changes is less micromanagement
15:27:36  <ln-> i put Patrick` in my ignore list a year ago, and i haven't regretted that decision. :)
15:28:29  <Sacro> ahhh, GTA
15:28:41  <Tron> i don't know this "everyone" guy
15:28:45  <Bjarni> <Patrick`>	what do you people do all dau <-- ohh, tricky. How about code something else or making serious work, like schoolwork?
15:28:51  <Bjarni> did you ever think of that?
15:28:59  <ln-> Tron: are you sure free(NULL) is safe with all compilers?
15:29:03  <Bjarni> or maybe you never tried to do schoolwork :p
15:29:42  <Tron> ln-: RTF C standard
15:30:06  <Sacro> that like RTF M?
15:30:35  <Eddi|zuHause2> that is like .rtf files ;)
15:34:56  <Sacro> lol
15:36:19  <Patrick`> I'll still be running my 0.4.5 then
15:36:49  <glx> Patrick`: why not use 0.4.7?
15:37:06  <Patrick`> because the signal gui patch won't apply
15:37:13  <Patrick`> it has some issues with elrails
15:37:20  <Patrick`> that are beyond my means to work around
15:37:29  <glx> elrails are not in 0.4.7
15:37:34  <Patrick`> of course, 0.4.5 has the amusing "dragging north or west won't work"
15:37:52  <Patrick`> I remember finding lots of elrails code when I checked the reject files
15:38:04  <Patrick`> anyway, it's "good enough"
15:38:22  <Patrick`> just a shame that noone else wants these features
15:38:51  <peter1138> i found the signal gui got in the way of the time
15:39:23  <peter1138> +most
15:39:50  <Patrick`> at least autocompletion
15:40:02  <Patrick`> there's no way that could be anything other than saving vast amounts of micromanagemnt
15:41:13  <Eddi|zuHause2> i don't see a point applying the signal gui now
15:41:20  <Eddi|zuHause2> with the approach of a new signalling concept
15:41:37  <Eddi|zuHause2> whoose goal is to get rid of most micromanagement
15:41:39  <Patrick`> ok, granted the gui is dismissable
15:41:44  <Patrick`> Eddi|zuHause2: ooh, go on
15:41:52  <Patrick`> all lines being automagically signalled?
15:42:02  <Patrick`> as in, autosignal completion would be obsolete
15:42:12  <Patrick`> and this'll be pending as soon as newmaps is done :/
15:42:15  <Patrick`> hooray for oss
15:42:17  <Eddi|zuHause2> i believe celestar prepared a pdf somewhere
15:42:32  <Patrick`> yeah, someone remembers seeing a link somewhere
15:42:43  <Patrick`> I expected as much
15:42:58  <Patrick`> I'll be back in 6 months, so you can tell me it's still just as flawed as it was 6 months ago
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15:43:11  * RichK67 cheers
15:43:16  <peter1138> heh
15:43:25  <Eddi|zuHause2> what a great person ;)
15:43:42  <anboni> am i allowed to say "what a moron"? :)
15:43:50  <Eddi|zuHause2> yes, please ;)
15:43:57  <anboni> geeez, what a fucking moron...
15:44:42  <anboni> but it seems his bitching did bring up an interesting subject.. what's this new signalling concept you're talking about? :)
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15:48:06  <Eddi|zuHause2>
15:50:06  <Sacro> the new signals should be more micromanagement, not les
15:51:09  <Eddi|zuHause2> "less mircomanagement" as in "more flexibility with less number of clicks"
15:51:12  <anboni> wow, that signalling stuff looks awesome, that's going to be a lot of fun playing with:)
15:52:18  <anboni> but i dont really see how a (properly designed) signal ui would become obsolete with that concept.. some signals might be called differently and look differently, but you're still going to be placing signals
15:53:27  <Sacro> hopefully will have proper depot areas, trains will be unable to just turn round so will have proper shunting capabilities
15:53:29  <anboni> hmm.. although i guess for long stretches of track, you wouldn't be placing signals every x blocks anymore
15:54:58  <Sacro> noep
15:55:18  <Eddi|zuHause2> well... the way i envision it, it would be like you have a main signal at the end of the track before the junction, and a presignal x tiles before (where x is the breaking distance)
15:55:38  <Sacro> home and distant on UKRS
15:55:43  <Eddi|zuHause2> and then more or less virtual signals along the tracks
15:55:58  <anboni> yeah, that's what i was thinking too
15:56:00  <Eddi|zuHause2> that you would not have to place
15:56:16  <Eddi|zuHause2> neither will have to be stored in the map
15:57:06  <anboni> i just hope it'll get implemented in a way that'll still require thinking when placing those signals around junctions... big part of the fun (for me at least) is designing the junctions with properly placed signals:)
15:57:06  <Eddi|zuHause2> this signalling concept can become intresting
15:57:21  <Eddi|zuHause2> because you will have to balance track speed vs. train density
15:57:39  <anboni> is there anything of a timeline yet?
15:57:53  <Sacro> i think its waiting on YAPF
15:58:14  <Eddi|zuHause2> the timeline basically says YAPF - new signals - proper PBS
15:58:25  <Tron> yeah, dream on
15:58:31  <Eddi|zuHause2> and "when it is done" ;)
15:58:40  <anboni> makes sense, lot of the features in that document would depend on the train knowing way ahead of time where it's going :)
15:58:43  <Sacro> Tron: meaning?
16:00:47  <Tron> let me rephrase: don't hold your breath and wait for it
16:01:25  <Eddi|zuHause2> i don't expect it to be done under 6 months ;)
16:01:38  <anboni> i think the only person who'd hold his breath (and stomp his feet meanwhile) has left the discussion 18 minutes ago :)
16:01:43  <Sacro> well ill try and get more involved now i  have linux set up
16:03:03  <anboni> so basically, the faster yapf gets done, the faster this signalling might get implemented :) is there's a pre-made linux build with yapf included somewhere?
16:05:48  <Sacro> not at the moment, but if you have subversion gcc and sdl you could do it yourself
16:06:23  <anboni> yeah, i guess i could look into that, just figured i'd try the quick 'n lazy way first:)
16:06:55  <anboni> erm.. of course i meant "quick 'n efficient" there :)
16:07:51  <Sacro> nah, self compilation is so much better
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16:19:02  <CIA-3> tron * r4943 /trunk/ (7 files in 3 dirs): uint tile -> TileIndex tile, byte player -> PlayerID player
16:20:07  <[Shaman]> hm
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16:45:08  <anboni> yay, at least my own yapf compile hasn't crashed so far :)
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16:54:48  <Rubidium> Tron Celestar Darkvater: are you aware of the fact that the commandline option -t is not working anymore. This bug is introduced by the configuration subsystem rewrite (r3719-r3726). It can be fixed easily by writing the startyear into the _patches_newgame instead of _patches.
16:55:09  <Rubidium> See
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17:06:45  <Sacro> anyone around?
17:07:01  *** jong [] has quit [Remote closed the connection]
17:07:04  <anboni> sorta, but i bet you're not looking for me :)
17:07:45  *** jong [] has joined #openttd
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17:13:38  <Sacro> anyone, im all aloen :(
17:13:45  <White_Rabbit> does anyone want to host a game on the latest nightly/mini IN?
17:13:51  <White_Rabbit> oh, I'm here
17:14:26  <anboni> something tells me sacro isn't seeing any chat anymore :)
17:15:14  <Sacro> lol im here
17:15:15  <White_Rabbit> Sacro, to remove the auto-ignore trojan, delete the . file in your mirc folder!
17:15:17  <White_Rabbit> ;)
17:15:19  <Sacro> just playing AoM
17:15:35  <Sacro> White_Rabbit: im using ksirc
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17:24:51  <White_Rabbit> multiplayer game, anyone?
17:24:58  * White_Rabbit prods idlers
17:25:15  * Sacro squeaks
17:25:23  <White_Rabbit> wow, I know almost no one here
17:25:39  <Sacro> yeah, wheres the devs even?
17:26:21  * XeryusTC puts Sacro and White_Rabbit back to sleep
17:26:49  * Sacro is playing GTA
17:29:23  * Scia gives White_Rabbit a carrot
17:30:46  * White_Rabbit eats Scia
17:31:50  <Scia> is there no game on brian's server?
17:32:21  <White_Rabbit> yes, but I'm not going in there again, not until it's been restarted
17:32:39  <White_Rabbit> my company was the only not not passworded, so somebody joined it while I was away and ruined the game for everyone
17:32:53  <White_Rabbit> and the whole landscape is messed up
17:33:06  <Scia> again?
17:33:19  <White_Rabbit> yes, but it's been raised down to sea level now :|
17:34:18  <White_Rabbit> do you know Count Olaf? it was he that did it, and I've actually had my company abused by him before
17:34:50  <Scia> i vote for a permban
17:35:04  <Scia> last round was also flooded at the end...
17:35:39  <Scia> do you have an ip?
17:35:42  <Scia> of him?
17:35:54  <Eddi|zuHause2> why can't the company passwords be saved/loaded?
17:36:04  <White_Rabbit> no..but can would I get it when I'm not the server?
17:36:28  <White_Rabbit> how can*
17:36:40  <Scia> donno...
17:36:54  <Scia> clients...
17:37:07  <Scia> but it doesn't show me much info
17:37:12  <Scia> ip: :p
17:38:56  <DaleStan> Eddi|zuHause2: Anything that gets saved would also get transmitted when someone joins a network game. This is not an impossible problem, but it does require some thought towards security.
17:39:21  <Eddi|zuHause2> well... it does not need to save passwords, but rather password hashes
17:40:46  <Eddi|zuHause2> passwords must be transferred for setting/checking anyway
17:41:03  <DaleStan> Yeah. That's the simplest solution (and probably the best one), but no one has done it yet.
17:41:39  <DaleStan> And setting/checking is just client -> server, not server -> all new clients.
17:43:36  <Eddi|zuHause2> yes, of course... but security mechanisms should already be there...
17:44:03  <Eddi|zuHause2> and it's not like security is a totally new concept... everything has been done before
17:44:26  <Scia> White_Rabbit: I think for clients the ip address is on purpose, but maybe the server-admin can look it up on base of the client-id, which you can obtain via the 'clients'-command
17:45:22  <Eddi|zuHause2> but people joining your company and ruin everyone's games just because you were not there at game load is a pretty huge security hole
17:45:54  <glx> not a security hole, just a fair-play problem
17:46:16  <White_Rabbit> I used to always keep my companies password free because I liked co-op with strangers..
17:46:27  <Sacro> DaleStan: i was looking at the openttd security idea on the wiki, it seems very similar to kerberos
17:48:13  <Scia> the dog that guards the gates of the hadess?
17:48:23  <Scia> nice name :)
17:49:00  <White_Rabbit> doesn't that have a C and a U in it? ;p
17:49:17  <Scia> depends
17:49:42  <Scia> the greek alfabet doesn't have a C
17:50:10  <Scia> plus the nominativus of masculine words in greek is *os :p
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17:51:58  <Eddi|zuHause2> "fair-play problem" is just a euphemism for "security hole"
17:52:25  *** Sacro__ is now known as Sacro
17:52:58  <Eddi|zuHause2> i assume "Cerberus" is more like a latin transcription of the greek name
17:53:14  <Scia> correct
17:53:28  <Eddi|zuHause2> C and K are totally exchangable in such words usually
17:54:01  <Sacro> yeah
17:54:09  <Scia> the romans always pronounced a C as a K anyway
17:54:43  <Scia> we now often pronounce those words 'wrong'
17:54:59  <Scia> like ceasar
17:55:15  <glx> caesar :)
17:55:19  <Scia> ceaser is pronounced the same as german kaisar actually :p
17:55:25  <Scia> lol
17:55:29  <Sacro>
17:55:32  <Scia> you're righ glx
17:56:18  <Sacro> anyone have a read of that link? reckon its a good idea to implement it?
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17:57:36  <White_Rabbit> can someone join my R4920 server so I can test the 'clients' command? pass: 123
17:58:06  <Eddi|zuHause2> Single point of failure: It requires continuous availability of a central server. When Kerberos server is down, no one can log in. <- that is a serious reason to not use it
17:58:28  <Sacro> Eddi|zuHause2: tie it into the master server
17:58:39  <Sacro> so if you can fetch the game list, you can authenticate yourself
18:00:25  <Eddi|zuHause2> i think it's a little over the top aproach ;)
18:00:27  <Sacro> the only other problem is the time synchronisation needed, unless you have a central OTTDT
18:01:26  <Sacro> Eddi|zuHause2: well compare it to
18:02:05  <Sacro> they look pretty similar to me
18:04:18  <Scia> White_Rabbit: can't see it
18:04:25  <Scia> the server that is
18:05:41  <White_Rabbit> what about now? the name is 'The Rabbit Hole - Testing'
18:08:18  <Scia> ok
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18:09:14  <Scia> thanks for the kick :p
18:09:18  <White_Rabbit> oops ;)
18:09:24  <White_Rabbit> the console is a fun toy
18:10:14  <White_Rabbit> what happens if the server goes bankrupt? can he restart?
18:10:24  <Scia> hmm :)
18:10:25  <Sacro> not sure
18:10:30  <Scia> interesting question
18:11:02  <White_Rabbit> also, Brianetta's game seems to have no starting company for the server
18:12:46  <Scia> dedicated server
18:12:53  <White_Rabbit> oh
18:13:17  <peter1138> hmm, another pathfinding bug :/
18:15:11  <Eddi|zuHause2> we should probably make YAPF mandatory soon ;)
18:15:36  <Sacro> yay :)
18:15:52  <Eddi|zuHause2> KUDr: i found a problem with YAPF recently
18:16:12  <Eddi|zuHause2> i tried to open the Pile Transport from openttdcoop
18:16:24  <Eddi|zuHause2> and when i enabled YAPF for road vehicles, it hangs
18:18:36  *** angerman_ [] has joined #openttd
18:19:04  <Eddi|zuHause2> (i assume the problems are the 5 vehicles going in circles in the bottom corner, which have no path to target)
18:19:29  <Sacro> brb
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18:25:38  <peter1138> woo, ugly fix
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18:25:49  <peter1138> better check it does fix it...
18:28:12  <peter1138> Tron_: can you come up with a better solution for this?
18:28:16  <ln->
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18:30:16  <Tron> peter1138: hm, if you entered a bridge, just skip to its other end
18:30:33  <Tron> it's pretty safe to assume all bridge tiles inbetween have the correct rail type
18:30:37  <peter1138> that's true
18:30:47  <peter1138> hmm, why doesn't it...
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18:32:44  <Sacro> hmm, i can appear twice
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18:39:07  <peter1138> Tron: something like ?
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19:04:20  <peter1138> or not?
19:05:19  <Born_Acorn> Not. You should commit newsounds instead!
19:06:01  *** Forexs [] has quit [Read error: 110 (Connection timed out)]
19:07:11  <Tron> Born_Acorn: i advise you to stop this kind of spamming
19:07:22  <Tron> peter1138: seems wrong to me
19:07:40  <Tron> the line with the ReverseDiagDir()
19:08:04  <Tron> if it is ==, you don't reach the GetOtherBridgeEnd() line, but you should
19:11:56  <peter1138> hmm
19:13:38  <Tron> maybe
19:13:42  <Tron> switch (tiletype) {
19:14:00  <Tron> and then in the tunnelbridge case a check for bridge && ramp
19:14:05  <Tron> then get the direction
19:14:17  <Tron> and check the 3 direction cases (same, reverse, other)
19:14:34  *** Aankhen`` [n=pockled@] has quit [Connection timed out]
19:14:39  <Tron> what's the problem anyway?
19:15:02  <Tron> i guess it takes the railtype (or random garbage) from below the bridge when going over it
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19:18:07  <peter1138> yup
19:18:26  <peter1138> could just not do that check for bridge middles...
19:19:02  <peter1138> ('that check' being the railtype check)
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19:21:19  <peter1138> hmm, though you still need to check for axis
19:23:53  <Rubidium> Tron, peter1138: the commandline option '-t year' is broken due to DV's patch/option/configuration unification. I've made a patch that makes it behave like it did before:
19:26:49  <Rubidium> any objections against committing it?
19:38:00  <peter1138> nasty extern
19:40:39  <Rubidium> yes, but otherwise you should add the declaration in settings.h and both intro_gui.c and openttd.c should include settings.h
19:41:31  <Rubidium> though that will remove 2 other instances of 'extern Patches _patches_newgame'
19:42:41  <Rubidium> another option would be declaring _patches_newgame in variables.h; same way as _patches
19:45:36  <Rubidium> it's only questionable which is the best solution
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20:38:01  <Celestar> any significant bridge problems?
20:38:41  <Celestar> me->bed();
20:38:43  <Celestar> cu tomorrow
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20:47:52  <Bjarni> me->bed(); <-- I wonder what actions the bed function contains and which of them Celestar intend to use
20:48:10  <Bjarni> I bet it's some sort of switch-case function
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20:50:07  <[Shaman]> none of you happen to have the source of build 4917? miniNIN doesn't really like me trying to use a different build to patch :p
20:50:32  <Bjarni> use svn to get it
20:50:40  <ector> um, part of the point of svn is that you can get any earlier version
20:50:47  <Bjarni> svn up -r 4917
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20:51:30  <[Shaman]> hmf
20:51:37  * [Shaman] goes fiddle with TortoiseSVN then
20:51:38  <ector> or rightclick->tortoisesvn->update to version :P
20:51:57  <Eddi|zuHause2> yeah, r4918 broke the mini_IN
20:52:07  <Bjarni> I guess that works too if you have to use a version for people, who don't know how to type
20:52:30  <[Shaman]> Eddi|zuHause2: eh.. yeh :P
20:52:57  <[Shaman]> Bjarni: Why go console mode if i got this nice shiny mouse? :o
20:52:59  <ector> Bjarni, doing the keyboard navigation for that can be less keypresses than the command line
20:53:18  <Bjarni> but harder to script
20:53:21  <ector> true that
20:53:34  <ector> always that tradeoff with guis
20:53:35  <anboni> ector: shaman's last statement just invalidated yours :)
20:54:22  <Bjarni> also I haven't bothered to go look for a GUI for svn
20:54:25  <ector> true that too :P but also proves that some people will always prefer the GUI version :)
20:54:42  <[Shaman]> Prefer is something different
20:54:51  <Bjarni> cd sp [tab] op [tab] sou [tab]; svn up
20:54:56  <Bjarni> now that's easy :D
20:54:59  *** valhalla1zzw is now known as valhallazzzw
20:55:06  <[Shaman]> I use a gui irc client because i can make it look funky, but i use irssi when i'm at work for the ease
20:55:49  <peter1138> i like RichK67's workaround for pbs on station tiles
20:55:54  <ector> Win+R, D:\dev, tt, [rightclickbutton on kb], downdowndowndownenter :)
20:55:57  <peter1138> (that is, totally ignore the problem)
20:56:14  <ector> because stupid tortoisesvn doesn't put a mnemonic key on it's menu item :(
20:56:14  <Eddi|zuHause2> yeah ;)
20:56:50  <Eddi|zuHause2> you said you had a "proper" workaround?
20:56:53  <Sacro> i was thinking of using eclipse
20:56:57  <peter1138> no :)
20:57:02  <peter1138> well, i do
20:57:22  <peter1138> but oddly enough i've not implemented it
20:57:52  <Eddi|zuHause2> i did not expect that... but could you help RichK67?
20:58:21  <RichK67> hi
20:58:33  <ector> hm, why does unix still call access violations "segmentation faults"?
20:58:36  <RichK67> ive just updated to r4937 locally
20:58:46  <ector> segments haven't been used for a decade or more
20:58:54  <ShadowJK_> what svn revision is 0.4.7?
20:59:08  <Eddi|zuHause2> tags/0.4.7?
20:59:56  <Bjarni> svn export svn:// my_0.4.7_dir
21:00:13  <[Shaman]> right... found file twice.. which isn't there twice o_O
21:00:15  * [Shaman] frowns
21:00:58  <Eddi|zuHause2> [Shaman]: update your tortoisesvn versiopn
21:01:01  <Eddi|zuHause2> -p
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21:01:14  <RichK67> yup - known tortoise fault... needs
21:01:17  <Eddi|zuHause2> i got that yesterday, too
21:01:45  <ShadowJK_> I was hoping to do an svn up -r to minimize download time
21:02:08  <Bjarni> <ector>	hm, why does unix still call access violations "segmentation faults"? <-- for the same reason as the train driver have to blow the (steam) whistle if he notice anybody on the track. He should use a compressed air horn if he lacks a whistle though
21:02:08  <[Shaman]> i have the latest
21:02:15  <Eddi|zuHause2> you could just modify the file by hand instead
21:02:28  <Bjarni> seriously, you can still read stuff like that today o_O
21:02:34  * ShadowJK_ fails to convince svn to up by date
21:02:49  <ector> Bjarni, haha, good analogy :)
21:02:58  <[Shaman]> Eddi|zuHause2: ya.. right :P
21:03:35  <Eddi|zuHause2> i got the error with some .h file... wasn't that hard...
21:04:14  <Eddi|zuHause2> search the patch for "Index: filename.h"
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21:05:57  *** Angst [] has quit ["gn"]
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21:06:22  <[Shaman]> lots of .h files :p
21:06:42  <Eddi|zuHause2> well... tortoisesvn DOES tell you which file...
21:06:52  *** poller [] has left #openttd []
21:07:12  <[Shaman]> true
21:07:16  * [Shaman] tries again
21:07:19  <Eddi|zuHause2> (after you clicked "patch all", the erroneous file is shown red, while all others are grey)
21:07:34  <[Shaman]> that.. explains
21:09:28  <peter1138> Eddi|zuHause2: i could help RichK67, if he asked for it, heh
21:09:49  <Eddi|zuHause2> i can only lead the horse to the water, i cannot make it drink ;)
21:12:07  * ShadowJK_ guesses 4120 for 0.4.7
21:12:24  <[Shaman]> maybe it'll work now >_<
21:12:54  <Eddi|zuHause2> ShadowJK_: you will definitely not get 0.4.7 if you check out r4120 of trunk
21:14:13  * peter1138 -> sleep
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21:15:20  <ShadowJK_> :-(
21:15:37  <ShadowJK_> Eddi|zuHause2, will it be something sufficiently close to not immediately desync? :-)
21:16:00  <Eddi|zuHause2> you need to check out HEAD of tags/0.4.7
21:16:26  <ShadowJK_> bah I was hoping to avoid downloading full sources
21:16:43  <Eddi|zuHause2> you don't need to...
21:16:52  <Eddi|zuHause2> just change the download location
21:17:25  <ShadowJK_> I don't understand svn enough to make it patch from whatever I have now to tags/0.4.7 :-\
21:18:59  <Eddi|zuHause2> right click -> tortoisesvn -> switch...
21:19:29  <Eddi|zuHause2> or look up the corresponding svn commandline option
21:19:44  <Eddi|zuHause2> (read as: RTFM)
21:19:54  <Sacro> to do what?
21:20:25  <ShadowJK_> For a revision control client that advertises offline working, it not having offline help is kinda amusing
21:21:06  <[Shaman]> hmf.. on VC7 only 1 error left... let's try on debian.. if i ever figgure out.. how
21:21:37  <Sacro> [Shaman]: what you trying to figure?
21:22:02  <[Shaman]> Sacro: How to compile C on linux.. since i'm used to using only mono to compile.. which is a walk in the park :P
21:22:22  <Sacro> cd openttd-folder, make :)
21:22:37  <[Shaman]> hm
21:22:39  <[Shaman]> might work :o
21:22:42  * [Shaman] goes upload
21:23:30  <Sacro> what you downloading?
21:24:09  <[Shaman]> eh, trying to manually patch mini_IN on 4917 and compile it on my debian server
21:24:21  <Sacro> ahh, thats easy :)
21:24:23  *** Jenkz [] has quit []
21:25:12  <[Shaman]> not if this is the first time you.. 1) used SVN to patch something, 2) compiled a C app without the use of apt-get, 3) Have no fucking clue what you're doing, 4) Aren't really the sober person in the room..
21:25:25  <Sacro> ahhhh, right
21:25:42  <[Shaman]> It'll work... i hope
21:25:44  <RichK67> shaman - i am working on a new update to Mini IN - dont waste your effort when i will have a new version out soon(ish)
21:25:45  <Eddi|zuHause2> [Shaman]: try the wiki page "compiling on linux"
21:25:49  <[Shaman]> if it does i'll give me another beer :P
21:26:02  <[Shaman]> Eddi|zuHause2: That's no fun :/
21:26:17  <[Shaman]> RichK67: At least then I'll know -how- to apply the patch, unless you'll be providing a debian build :P
21:26:21  <anboni> shaman, i bet you'll be getting another beer regardless of it working or not :)
21:26:25  <Sacro> well, "svn co -r 4917 svn://" "cd trunk" "patch -p0 < mini_in.patch"
21:26:26  <RichK67> okies, true
21:26:34  <Sacro> then finally "make"
21:26:35  <[Shaman]> anboni: I'd have to walk downstairs for that...
21:26:48  <Sacro> apt-get beer :)
21:26:54  <anboni> lol
21:27:02  <[Shaman]> Sacro: I did the svn/patch part on windows :p
21:27:28  <Sacro> [Shaman]: well...thats an interesting idea, i usually do svn/patch under linux/cygwin
21:28:30  <[Shaman]> hmf.. must find switch to make dedicated.. /me goes fiddle with files
21:28:44  <Sacro> make DEDICATED=yes
21:29:14  <[Shaman]> cheers
21:29:26  <[Shaman]> it.. seems to work
21:29:46  <[Shaman]> .. or not
21:29:59  <RichK67> hmm... i have an awkward problem... im getting a very early assert player.h;219   with player=16 on the main title screen... any ideas?  i would guess it is something from the opentitle.dat savegame, but im stumped
21:30:03  <Sacro> "./openttd -d"
21:30:21  <[Shaman]> Sacro: It won't compile :p
21:30:23  <[Shaman]> error xD
21:30:32  <glx> Sacro: no "./openttd -D"
21:30:39  <[Shaman]> aircraft_gui.c:282: error: too many arguments to function `DrawVehicleRefitWindow'
21:30:42  <glx> -d is for debugging
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21:31:13  <Sacro> [Shaman]: whats the error?
21:31:19  <Sacro> glx: ah right :)
21:31:48  <[Shaman]> Sacro: DrawVehicleRefitWindow was 'patched' to something different.. accepting 2 arguments instead of the old 3, at least that's how it looks like :o
21:31:52  <[Shaman]> since everything's passing 3 things
21:32:05  <[Shaman]> or maybe not
21:32:09  <[Shaman]> other way around methinks
21:32:09  <Eddi|zuHause2> hm... stupid tortoisesvn...
21:32:13  <[Shaman]> Eddi|zuHause2: yar
21:32:18  <[Shaman]> <3 VS.NET 2k5
21:32:20  <Eddi|zuHause2> it did not keep the language settings when updating...
21:32:39  <Sacro> gah, kwrite, and gcc ftw!
21:32:52  * [Shaman] tries now
21:33:13  <Eddi|zuHause2> i fail to see the connection between tortoisesvn and VS
21:33:38  <[Shaman]> Eddi|zuHause2: I'm used to VS
21:33:46  <[Shaman]> giving me the abillity to vaguely understand C
21:33:51  <[Shaman]> and modify it so it works xD
21:33:55  <Eddi|zuHause2> that's like saying "fucking car" and answering "i like my TV"
21:33:57  <Sacro> Eddi|zuHause2: both for people who havent heard of cygwin
21:34:14  <[Shaman]> I like my tv.
21:34:46  <glx> I don't like cygwin
21:35:00  <[Shaman]> zlib isn't 'needed' right for a dedicated?
21:35:08  <RichK67> is there a function in Tortoise that lets me remove a patch file based on a supplied diff?
21:35:23  <Sacro> patch -r :)
21:35:44  <RichK67> tortoise - not command lines
21:35:46  <Sacro> [Shaman]: only if you wnt to compress/decompress save files
21:35:58  <[Shaman]> hm.. that might be usefull for a server methinks
21:36:01  *** |Jeroen| [] has quit [Remote closed the connection]
21:36:31  <Eddi|zuHause2> [Shaman]: sending uncompressed savegames through the net is not the fine english way...
21:36:59  <[Shaman]> heh, unless you got a good connection, but even then it still sucks :p
21:38:11  <ShadowJK_> Client #5 is dropped because it took longer than 500 ticks for him to join
21:38:17  <ShadowJK_> ^^^ is that configurable anywhere?
21:38:48  <Eddi|zuHause2> in the network code i assume ;)
21:39:00  <ShadowJK_> bleh
21:39:28  <Eddi|zuHause2> but it might not be the wisest thing to do...
21:39:29  <Rubidium> openttd.cfg, max_join_time?
21:39:50  <[Shaman]> yeh
21:40:05  <[Shaman]> max_join_time = 750 might be worth trying
21:40:31  <ShadowJK_> trying 1000 :-)
21:40:39  <[Shaman]> landscape.o: In function `perlin_noise_2D':landscape.c:(.text+0xda9): undefined reference to `pow'
21:40:42  * [Shaman] sighs
21:40:46  <[Shaman]> time to go 'fiddle' again xD
21:40:52  <RichK67> anyone have any ideas about my player.h;219 assert
21:41:07  <RichK67> shaman; that is a math.h problem
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21:41:13  <ShadowJK_> -lm
21:41:21  <ShadowJK_> pow is in -lm
21:41:51  <[Shaman]> ShadowJK_: You realise that I have no idea what you're talking about, right? :o
21:42:40  <ShadowJK_> it's a flag to the compiler/linker
21:43:02  <ShadowJK_> hm
21:43:05  <ShadowJK_> 1000 no go :)
21:43:12  <[Shaman]> that person got a shitty connection
21:43:13  <[Shaman]> or you do
21:43:19  <[Shaman]> or the savedgame is just toooooo huge :p
21:43:22  <ShadowJK_> yah
21:43:28  <glx> ShadowJK_: is pauseonjoin enabled?
21:43:31  <ShadowJK_> well it's a huge map...
21:43:42  <ShadowJK_> glx, no idea, thanks for the hint!
21:43:43  <[Shaman]> Sacro: ?
21:44:00  <RichK67> can anyone help me???  mini IN has hit a show-stopper here...
21:44:11  <Rubidium> maybe
21:44:34  <RichK67> im getting a very early assert player.h;219   with player=16 on the main title screen... any ideas?  i would guess it is something from the opentitle.dat savegame, but im stumped
21:44:49  <[Shaman]> RichK67: I wish I were good at C so I could help you.. Unfortunatly I can only speculate.. which is as good as playing fetch with a shark and yourself.
21:44:51  <RichK67> i cant find it
21:45:40  <glx> RichK67: you use a patch to change the max number of players?
21:45:40  <Rubidium> do you have a backtrace?
21:45:44  <Eddi|zuHause2> you got the 16 player patch in?
21:46:03  <RichK67> but i know that since r4917, the devs have "helpfully" updated the PlayerID from uint in some places to PlayerID
21:46:19  <RichK67> nope... player 16 is OWNER_NONE
21:46:37  <RichK67> usually from scenarios
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21:46:57  <Eddi|zuHause2> ah...
21:47:51  <glx> hmm I think GetPlayer() is called while it shouldn't
21:47:56  <Rubidium> RichK67: do you have a diff of that broken version?
21:48:09  <glx> you need a back trace to find the caller
21:49:50  <RichK67> hang on... im just trying something... i suspect the broken patch is "local_player_multi.diff".... removing it
21:50:45  <Darkvater> ello peeps
21:50:54  <glx> ello Darkvater
21:51:21  *** Sacro__ [n=Sacro@adsl-213-249-224-245.karoo.KCOM.COM] has joined #openttd
21:51:44  <RichK67> didnt work.... glx can i pm you the patch - its 530K tho
21:52:01  <Sacro__> stupid laptop
21:52:05  <Sacro__> msg NickServ RECOVER Sacro bartsimpson
21:52:07  <Sacro__> :|
21:52:08  *** Sacro__ [n=Sacro@adsl-213-249-224-245.karoo.KCOM.COM] has quit [Remote closed the connection]
21:52:11  <glx> RichK67: all miniIN?
21:52:24  <RichK67> yeah - its what is broken
21:52:28  *** Sacro__ [n=Sacro@adsl-213-249-224-245.karoo.KCOM.COM] has joined #openttd
21:52:31  <glx> ok
21:52:44  <RichK67> something since 4917 in trunk has upset it badly
21:53:02  <Sacro__> did that just paste my whole recover line?
21:53:09  <Eddi|zuHause2> yes ;)
21:53:22  *** Sacro [n=Sacro@adsl-213-249-224-245.karoo.KCOM.COM] has quit [Nick collision from services.]
21:53:24  <Eddi|zuHause2> i suggest changing your password ;)
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21:53:51  <Sacro> bums bums bums :(
21:54:29  <Sacro> changed it, but now ill forget it :(
21:54:55  <[Shaman]> Sacro: You happen to know how come i can't get past this error: landscape.o: In function `perlin_noise_2D':landscape.c:(.text+0xda9): undefined reference to `pow'
21:54:55  <Eddi|zuHause2> hehe ;)
21:55:20  <Sacro> RichK67: ping, looks like a TGP error
21:55:43  <Eddi|zuHause2> missing #include <math.h>?
21:55:47  <RichK67> shaman - you need to enable your math functions in the build
21:55:51  <glx> I guess RichK67 didn't add -lm in Makefile
21:56:28  * [Shaman] goes locate
21:56:43  <Eddi|zuHause2> i never had problems though
21:56:50  <glx> that doesn't cause problem on mingw because libm.a is a dummy lib, but it's not like that on linux
21:57:10  <RichK67> ah
21:57:34  <Eddi|zuHause2> and nobody on linux ever complained?
21:58:22  <glx> maybe no linux user tried it
21:58:41  <Eddi|zuHause2> and if libm.a is a dummy, where are the functions then?
21:58:59  <glx> in msvcrt.dll mainly
21:59:25  <glx> libm.a on mingw is just for makefile compatibility with linux
21:59:52  <Eddi|zuHause2> yeah, i understand that ;)
22:00:21  <[Shaman]> Eddi|zuHause2: Debian > apt-get ;)
22:00:34  <[Shaman]> I wouldn't ever find out if I wasn't so stupid to try to compile this :P
22:01:22  *** shintah [] has quit []
22:01:41  <glx> RichK67: did you send me the diff?
22:01:43  <RichK67> glx: pm sent
22:01:48  <glx> :)
22:02:29  <RichK67> 539K ... am i mad or what to try and maintain it!! ;)
22:03:17  <Eddi|zuHause2> clearly, yes ;)
22:03:33  <[Shaman]> Reading Makefile is depressing...
22:04:03  <Eddi|zuHause2> i would search makefile.config for compiler flags
22:04:12  <glx> RichK67: ok applied without errors, now compiling
22:04:51  <RichK67> its really annoying when it does apply without error, but then has a new CTD moments later .... grrrr
22:05:58  <Sacro> grrr. anyone know how to make a USB mouse less sensative, mines so hard to control, my old PS2 one was never this hard
22:06:24  *** Scia [] has quit [Remote closed the connection]
22:06:46  <glx> RichK67: maybe in road_cmd.c
22:07:09  <glx> line 64
22:08:04  <glx> hmm no it's not here
22:10:08  <[Shaman]> Sacro: Windows or Linux?
22:10:17  <Sacro> [Shaman]: Linux
22:10:32  <[Shaman]> no clue then :/
22:13:16  <[Shaman]> I'm relatively clueless when it comes to Linux
22:13:18  <[Shaman]> my server runs
22:13:21  <[Shaman]> smooth as well
22:13:24  <[Shaman]> but other than that :p
22:13:52  <Sacro> ahh, ive just got round to ditching windows
22:15:05  <[Shaman]> Eddi|zuHause2: Landscape.c does have #include <math.h>
22:16:19  <Sacro> but it will need the lib including
22:16:26  <glx> [Shaman]: it's a linking error
22:16:52  <[Shaman]> which means? (in short)
22:18:14  * ShadowJK_ giggles
22:18:15  <[Shaman]> excuse me appearing to be clueless, but I am :P
22:18:29  <ShadowJK_> I see the bug where keyboard events are lost is still there
22:18:52  <Eddi|zuHause2> [Shaman]: try "make LDFLAGS:=-lm"
22:18:53  <Bjarni> *	ShadowJK_ giggles <--- girlish behaviour detected
22:19:03  <Sacro> [Shaman]: all the math.h contains is a list of all the functions, it needs the libary to say what the functions actually do
22:19:11  <[Shaman]> hm
22:19:12  <Bjarni> since we don't have girls in here, there would only be one kind of person, that could do something like that
22:19:15  <Bjarni> :/
22:19:31  <ShadowJK_> Do you have anything against those kinds of persons
22:19:32  <RichK67> Darkvater ping
22:19:51  <Eddi|zuHause2> you mean guys? ;)
22:19:52  * ShadowJK_ guesses that keyboard state is only checked each game tick or something
22:20:01  <Bjarni> ShadowJK_: you said that, not me
22:20:02  <[Shaman]> Eddi|zuHause2: That just gives another error :p
22:20:08  <[Shaman]> thread.o
22:20:25  <Bjarni> Eddi|zuHause2: not girls = guys.... now that sounds reasonable ;)
22:20:26  <ShadowJK_> what, keyboard state?
22:21:07  <ShadowJK_> I disabled nagle in order to be able to connect, and now trains move a trainlength at a time :)
22:21:24  <ShadowJK_> Plus, keyboard and mouse events are getting more lost than the trains got the first time I played ttd
22:21:35  *** Mukke [] has quit []
22:22:48  <Bjarni> 	<ShadowJK_>	Do you have anything against those kinds of persons <-- actually isn't that a bit sexist? As Eddi|zuHause2 said, not girls would be guys and you starts to assume that I got something against guys
22:22:57  <[Shaman]> [Sacro]: [Shaman]: all the math.h contains is a list of all the functions, it needs the libary to say what the functions actually do << aka, the math lib isn't compiled?
22:23:26  <RichK67> finally!!! ive found a very very very very very rare graphic glitch in new airports.... now to kill it :)
22:23:38  <Eddi|zuHause2> yeah, i wondered about that myself, Bjarni ;)
22:24:04  <ShadowJK_> Bjarni, do you have anything against those kinds of spatulas
22:24:41  <Bjarni> I got something against people, who presume that I could have something against myself
22:25:45  <[Shaman]> Eddi|zuHause2: that make line gives this: thread.o: In function `OTTDCreateThread':thread.c:(.text+0x35): undefined reference to `pthread_create'
22:25:57  <[Shaman]> so basically fixing 1 thing, by un-fixing another :p
22:26:25  <ShadowJK_> -pthread
22:27:08  <ShadowJK_> I'm guessing there's just no way to play ottd with > 900ms of network latency :-)
22:27:46  <[Shaman]> it.. worked O_O
22:28:30  <RichK67> cool - is that r4917 against an r4917 SVN, or modded to current?
22:28:41  <[Shaman]> first
22:28:45  <[Shaman]> with 0 skills :P
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22:32:48  <RichK67> yup, that got it... .now only 1 bug left in new airports :)
22:33:17  <Sacro> [Shaman]: if your linking dynamically -> no, if linking staticly -> yes :)
22:33:21  <Bjarni> you mean the one where planes sometimes circle even if the runway is free?
22:33:27  <Sacro> brb. X Restart
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22:34:02  <RichK67> bjarni: not seen that one... got a savegame?
22:34:17  <Bjarni> got you. I didn't test your patch :p
22:34:30  <Bjarni> but the screenshots look nice
22:34:40  <glx> RichK67: yes I passed the DEP phase :), now the 'real' compile phase
22:34:58  <Bjarni> actually we had such a bug once, but it was not related to your patch
22:35:08  <RichK67> okies - one remaining is that if you try to stop a plane on terminals 7 & 8, it says "cant stop aircraft in flight" ;)
22:35:48  <Bjarni> it turned out that once a plane wanted to go to a depot, it would do so instantly and skip the line of code, that would free the block it was in when it took the decision to head for the depot
22:35:48  *** Tobin [] has quit []
22:36:05  <RichK67> its cos of the dumb way it assumes that the terminals & helipads are all listed in the first 8 motion states and all else is "in flight"
22:36:11  <Bjarni> now that took a while to figure out since it was only detected a long time after it happened when the airport blocked all traffic
22:36:56  <Eddi|zuHause2> i sense a major code rewrite ;)
22:37:06  <RichK67> yeah, ive had similar fun with helicopters changing to go-to-depot heading when about to land
22:37:18  <Bjarni> RichK67: hmm, that could be tricky to solve
22:37:23  *** Sacro [n=Sacro@adsl-213-249-224-245.karoo.KCOM.COM] has joined #openttd
22:37:55  <[Shaman]> now to figgure out why it gives me a wrong-version thingie
22:38:02  <Sacro> lol
22:38:39  <RichK67> bjarni: the terminal 7&8 problem is easy to solve - instead of saying all states > X are in flight, have it also check that state < Y (where Y is the term 7 state)... its nasty hardcoding in a way, but will work
22:38:49  <Bjarni> btw when a place decided to head for a depot (or hangar, which I should have used all along), it did so, but headed there with the inflight pathfinder, but without taking off. It could drive on the ground from one airport to another o_O
22:38:58  <glx> [Shaman]: what is displayed version ?
22:39:07  <RichK67> lol
22:39:37  <Bjarni> and it did so at taxi speed
22:39:47  <Eddi|zuHause2> [Shaman]: the rev.c script could not detect your version?
22:39:47  <Bjarni> hmm
22:40:13  <[Shaman]> glx: Lemme check
22:40:20  <RichK67> yup - its great fun modifying the movement chart and watching aircraft in old games taxi around the local streets ;)
22:40:22  <Bjarni> never tried to place two airports on different islands  and then force this bug to happen. I wonder if the planes would "sail" from one island to another one
22:41:17  <Eddi|zuHause2> what would prevent them? ;)
22:41:49  <Bjarni> I don't know
22:41:56  <Bjarni> but it would be fun to look at
22:42:17  <Bjarni> a plane going though an oil tanker or something like that :D
22:42:47  <Eddi|zuHause2> [Shaman]: if so, try "make RELEASE:=r4917"
22:43:16  <glx> make RELEASE:=r4917M <-- because it's a modified source
22:43:20  <RichK67> ah - ekranoplan :)
22:44:14  <Bjarni> 	<Eddi|zuHause2>	[Shaman]: if so, try "make RELEASE:=r4917" <-- this is dangerous since you can force two different versions of OTTD to work together in a network game and that's pretty bad. Be careful
22:44:18  <glx> RichK67: still "ResetLandscape()" warning in TGP?
22:44:37  <Bjarni> and no, we do not care to listen to problems caused by different versions in a game
22:44:40  <[Shaman]> Eddi|zuHause2: Was more thinking of r4917M :o
22:44:50  <Eddi|zuHause2> whatever ;)
22:44:58  <Eddi|zuHause2> was more meant as an example ;)
22:45:02  <[Shaman]> since the windows version of mini_IN shows r4917m as well :P
22:45:24  <Bjarni> use the same case
22:45:35  <[Shaman]> k
22:45:48  <Bjarni> m != M in the test for valid servers to join
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22:46:09  <Eddi|zuHause2> it's just a string... you can write whatever you want ;)
22:46:18  <Bjarni> not really
22:46:21  <Bjarni> it's actually used
22:46:30  <[Shaman]> it works now
22:46:32  <[Shaman]> i think
22:46:40  <[Shaman]> though now it's Unnamed Server
22:46:44  <Bjarni> a client can only join a server if the strings are identically
22:46:48  <[Shaman]> obviously it didn't read the old config files :o
22:47:29  <Bjarni> to prevent that a client joins a server of a different version without knowing it since it will likely cause a desync
22:48:05  <Bjarni> <[Shaman]>	obviously it didn't read the old config files :o <-- that's odd. Make sure it's at the right location
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22:48:34  <RichK67> cool - final bug in new airports squashed - planes can now be stopped on term7&8
22:49:41  <RichK67> glx: any luck in hunting down the assert?
22:49:59  <glx> compilation not finished yet :)
22:50:11  <RichK67> ouch!
22:50:20  <glx> 233Mhz only
22:50:36  <glx> and windows :)
22:51:00  <RichK67> okies
22:51:16  <[Shaman]> is the map size defined somewhere in openttd.cfg?
22:51:23  <glx> yes
22:52:09  <glx> map_x and map_y
22:52:25  <RichK67> shaman - if using a dedicated server, set the terragen random seed to 0. it then knows to pick a new random number
22:52:56  <Sacro> brb
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22:54:25  <[Shaman]> terragenesis = true , RichK67?
22:54:40  <[Shaman]> since i see no setting for a seed :o
22:55:22  <RichK67> terragenesis = true
22:55:22  <RichK67> oil_refinery_limit = 16
22:55:22  <RichK67> tgen_smoothness = 3
22:55:22  <RichK67> tgen_noise_seed = 50065
22:55:36  <RichK67> those are my current settings
22:55:37  <[Shaman]> noise seed to 0?
22:55:40  <RichK67> yup
22:55:41  *** XeryusTC [n=irc@] has quit [Read error: 110 (Connection timed out)]
22:55:53  <[Shaman]> k
22:58:00  *** Kjetil [i=kjetil@] has quit [Read error: 104 (Connection reset by peer)]
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22:58:36  * Sacro drools over xcompmgr
23:00:46  <[Shaman]> seems to work now \e/
23:00:50  * [Shaman] thanks everybody
23:01:15  <glx> RichK67: warning in station_map.c
23:01:59  <[Shaman]> and then it crashed O_O
23:04:35  <Sacro> lol, lovely
23:04:38  <Sacro> d'oh
23:04:57  <RichK67> glx: yeah, thats pending ;)
23:05:04  <glx> RichK67: you removed the return after assert(IsBuoy_(t));
23:05:11  <RichK67> d'oh
23:05:28  <glx> can break things especially if buoys are used
23:05:54  <RichK67> great, i was told off for my previous bit of code there....
23:06:21  <[Shaman]> dbg: [Sl] Cannot open savegame for saving/loading.
23:06:23  <[Shaman]> o_O
23:06:43  <glx> hmm compiled with zlib?
23:06:52  <[Shaman]> afaik yes
23:07:27  <[Shaman]> make DEDICATED=yes LDFLAGS:=-lm LDFLAGS+=-pthread RELEASE:=r4917M WITH_ZLIB=WITH_ZLIB
23:07:30  <RichK67> shaman - Mini IN will not load non-Mini IN games
23:07:45  <RichK67> its because of the way the patch settings are stored
23:07:58  <RichK67> ok ok - it will load *some*
23:08:04  <[Shaman]> RichK67: I was 'saving' :p
23:08:11  <RichK67> oh!
23:08:19  <glx> access right
23:08:24  <[Shaman]> 777
23:08:24  *** ector [] has quit [Read error: 110 (Connection timed out)]
23:08:26  <[Shaman]> (to test)
23:08:32  <Bjarni> <--- funny, I'm not even sure where the cannibal thing came from, but clearly somebody should read up on history
23:08:40  <Sacro> brb again
23:08:42  <Sacro> :(
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23:09:13  * [Shaman] tries again
23:09:30  <[Shaman]> ok, somehow in an empty map
23:09:31  <glx> you set the same rights in save dir?
23:09:34  <[Shaman]> there was a file named the same
23:09:39  <[Shaman]> as the file i was saving to
23:09:50  <[Shaman]> i re-did the save dir and it worked >_<
23:09:52  * Bjarni feels ignored
23:10:07  <Bjarni> can anybody explain the cannibal reference?
23:10:24  <[Shaman]> Bjarni: Soz, never watched that movie.
23:10:24  <RichK67> lol
23:10:45  <Bjarni> oh, they made some sort of movie
23:10:49  <RichK67> bjarni: film: Silence of the Lambs
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23:11:01  <Bjarni> never ever saw that one
23:11:05  <Bjarni> don't know it at all
23:11:18  <Bjarni> and I'm not sure I want to either
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23:11:52  <RichK67> its good - Anthony Hopkins as Hannibal Lecter   - its more of a mental thriller than a horror. not particularly gruesome, except for 1 scene
23:12:28  <Bjarni> mental thriller..... not my kind of movies
23:12:35  <Bjarni> odds are that I will never watch it
23:12:41  <Bjarni> thanks for the warning
23:12:57  <glx> RichK67: compilation finished, so it should assert on intro?
23:13:12  <RichK67> yup - about 10 secs in
23:13:38  <glx> cannot open airport.grf :)
23:13:38  <RichK67> background game gets up and running, and then poomph
23:13:45  <RichK67> you need the downloads
23:14:16  <glx> miniIN thread?
23:14:39  <RichK67> yup
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23:18:49  <glx> RichK67: doesn't assert but sounds is broken
23:19:04  <glx> s/is/are
23:20:10  <RichK67> problem solved - its that lack of a return STATION_BUOY in station_map... i put it in, and it now works
23:22:02  <RichK67> confirmed... thats it
23:22:19  <RichK67> if i comment the line back out, then it bombs
23:22:29  <glx> but I didn't fixed it :)
23:22:55  <RichK67> yup - it was on my to-do list, and its solved the problem :)
23:25:02  <glx> sound is broken and TGP cannot generate any town
23:26:19  <glx> ok maybe TGP has problem with 64*64 maps :)
23:27:09  <RichK67> err - yeah, it can do...
23:27:18  <RichK67> sound is not my fault guv ;)
23:27:35  <glx> but sound worked before miniIN
23:30:00  <RichK67> well, its the usual thing... it works here. i cant debug your environment ;)
23:30:43  <glx> I just applied the diff on my working checkout :) so I can't find what happened
23:31:14  <RichK67> try deleting the cfg file
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23:32:38  <glx> it works :)
23:32:46  <glx> but that's weird
23:36:11  <RichK67> damn - 64x64 is really bad for TGP - bombing all over the place :(
23:36:57  <glx> mainly because you can have very very small island
23:38:20  <RichK67> yup - i may suggest to devs that TGP defaults to old terrain method for maps with a dimension < 128
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23:39:24  <RichK67> otherwise its pretty much a show stopper - its very hard to bias the randomness of the algorithm
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23:39:46  <RichK67> right - time to go
23:39:50  <RichK67> gn all
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