Config
Log for #openttd on 24th June 2006:
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00:00:15  <CIA-3> richk * r5347 /branch/TGP/industry_cmd.c: [TGP]: Changes to industry_cmd.c to respond correctly to DoCommand flags. Also modified terraforming to be tighter to the industry footprint.
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00:24:11  <Wolf01> 'night
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01:20:40  <bulio> anyone up for some multiplayer?
01:26:37  <Sacro> ahh, Windiz update
01:26:46  <Sacro> bulio: i would, but its 2:30 am an im tired
01:29:52  <bulio> heh
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01:50:25  <bulio> anyone up for some multiplayer?
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03:28:54  <bulio> hey all
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03:39:23  <bulio> how come on some online games I can't unpause the game
03:39:28  <bulio> even though theres no one in the game
03:44:11  <glx> only the server can pause/unpause a game
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07:18:22  <Tron> great, the SVN server is dead
07:22:44  <Tron> fishy... DNS lookup works, reverse doesn't
07:24:34  <Tron> hmhm, at 0907 (UTC+2) the server did work
07:26:35  <MiHaMiX> morning
07:26:39  <MiHaMiX> hi Tron
07:26:46  <Tron> morning
07:27:16  <Tron> orudge's server seems to be belly up
07:30:19  <Tron> traceroute to openttd.org (81.171.98.110), 64 hops max, 40 byte packets
07:30:19  <Tron>  1  * * *
07:30:19  <Tron>  2  217.0.68.38" target="_blank">217.0.68.38 (217.0.68.38" target="_blank">217.0.68.38)  37.381 ms !H *  39.345 ms !H
07:30:40  <Tron> i think the internet is unhappy today
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07:34:17  <MiHaMiX> maybe the problem is caused by those millions who are downloading vista beta2 release :D
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08:08:33  <CIA-3> tron * r5348 /trunk/unmovable_cmd.c: -Fix: A HQ could only be flooded at its northern tile, the other 3 were immune to water
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08:45:29  <TubularBell> Hi. Anyone awake in here?
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08:46:01  <anboni> barely
08:46:08  <TubularBell> Hmm, ok :)
08:46:34  <TubularBell> What would be a good time to ask question in the order of 'I just got the source, installed VC++ Express and now it doesn't work!'-magnitude?
08:47:02  <anboni> for a question of that magnitude, there's never time :)
08:47:12  * TubularBell slaps forehead.
08:47:37  <anboni> if you also have some more details, you'd probably get more useful answers, although I have
08:47:47  <anboni> (sorry, cat sat on keyboard :/)
08:48:01  <TubularBell> I know - this wasn't the question... it was just a description of the type of question.
08:48:03  <anboni> if you also have some more details, you'd probably get more useful answers, although I have  no VC++ knowledge, so i'm not like to be able to help you
08:49:40  <TubularBell> Here comes the real thing: Installed VC Express, Microsoft Platform SDK and (I think) all the other libraries mentioned on the Wiki page. Got myself the Source using Tortoise. Copied graphics. Tried to do a build. Build failed. Reason: 'unresolved external symbols'... no idea what that means, it's my first time dabbling in the c++ pond.
08:50:18  <anboni> does it say exactly what external symbols it couldn't resolve?
08:50:29  <TubularBell> If helpful I can post a list of the external symbols that couldn't be resolved, so anyone interested would be able to figure out which files I'm missing or where I'm going wrong.
08:51:11  <TubularBell> Yes, it does say which ones... but it's a long list so I'd flood the room
08:51:21  <anboni> prolly not a good idea :)
08:51:54  <TubularBell> Got an idea, I'll merge them onto one line and remove the error messages, leaving just the symbols.
08:54:20  <TubularBell> Bleh, still too much. It's in the win32, win32_m, win32_v files though.
08:54:54  <TubularBell> So I'm making the uneducated guess it can't find my Windows Platform SDK somehow, although I've added that one in the directories screen :/
08:55:17  <anboni> hmm.. almost sounds like it's still missing some windows development stuff.. afraid i cant really help you there, never done any C coding on windows
08:55:44  <TubularBell> Ok. Do you know who in here would be likely to know that?
08:57:16  <anboni> no, not really.. i'm sure there's bound to be a few who may have an idea, so if you just hang around a bit and maybe toss up your question again when the channel is a bit more active, i'm sure someone will be able to help you along :)
08:57:42  <TubularBell> Alright :) Thank you very much. Do you do know stuff about openttd development on other platforms than win32?
08:58:06  <anboni> a bit.. i've been dabbling with it on linux for a while now
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08:58:18  <TubularBell> Ok, cool :)
08:58:46  <TubularBell> Sorry for asking so much by the way... Guess it's part of the newbieness.
08:58:55  <anboni> no prob
09:01:13  <TubularBell> Is it supposed to throw lots of warnings when processing the language files, by the way?
09:01:50  <anboni> not sure on windows ;) for me, it only seems to do that when i've removed a string from english.txt and not from the others
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09:02:09  <anboni> bu i'm guessing you're doing a compile on an umodified checkout
09:02:19  <TubularBell> Sounds like that's what happening here.. "Warning: String name 'STR_306B_HELIPORT' does not exist in master file" but indeed, it's unmodified.
09:02:37  <TubularBell> I want it to build first, then we'll see about breaking it.
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09:09:31  <Wolf01> 'morning everybody
09:12:17  <CIA-3> tron * r5349 /branch/0.4/ (6 files in 2 dirs):
09:12:17  <CIA-3> -Backport: r5315
09:12:17  <CIA-3> -Fix: Prohibit altering a road tile while road works are in progress
09:12:17  <CIA-3> This fixes some glitches like "turning" the excavation by adding/removing road bits or removing the road piece
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09:23:15  <TubularBell> Hurrah! It works! :D *does happy-happy dance*
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09:49:03  <CIA-3> tron * r5350 /branch/0.4/town_cmd.c:
09:49:03  <CIA-3> -Backport: r5327
09:49:03  <CIA-3> Use DrawFoundation() for houses
09:49:03  <CIA-3> -Fix: Some graphical glitches on house tiles with foundations
09:49:03  <CIA-3> -Fix: The selection cursor is now aligned with the top of the foundation for house tiles
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10:02:52  <peter1138> can you do the same for stations...
10:03:10  <peter1138> hmm, no, that's something different
10:04:54  <anboni> does anyone have suggestions how to handle my cargomoved statistics in the UI? http://ivory.xs4all.nl/anboni/cargomoved2.png
10:05:25  <Tron> peter1138: me?
10:06:05  <peter1138> i (think) i was thinking of something else...
10:06:37  <peter1138> if you click on the rear part of a station tile that's on a foundation, it clicks on what's behind it
10:06:50  <[Shaman]> http://www.bash.org/?412248 << O_O
10:08:55  <Tron> peter1138: huh?
10:09:27  <Tron> hm, i c
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10:14:32  <Tron> peter1138: this isn't limited to stations
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10:17:21  <peter1138> i was thinking that as i went downstairs, heh
10:18:05  <Wolf01> [12:17:58] <[BosS]> invalid conversion from `int (*)()' to `int (*)()'
10:18:05  <Wolf01> lol?
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11:01:17  <TubularBell> Any developers online?
11:02:13  <Tron> maybe
11:02:30  <TubularBell> Depending on what?
11:02:49  <Tron> that depends
11:03:30  <TubularBell> Hmm. This feels very Matrix-Neo-Vs-Oracle right now.
11:04:46  <TubularBell> Let's put it another way: I'm looking for guidance on altering the unloading code so that it plays along happily with Transfer. Problem is a Full Load vehicle unloads during the next tick because v->cargo_source does match station id (because cargo is in transfer).
11:06:02  <Trenskow> Richlv, ping
11:07:14  <TubularBell> I've already got an idea on how to tackle it, but since this is my first time hacking away on openttd (and c++ in general) some feedback prior to breaking stuff would be welcomed.
11:08:36  <HackyKid> you sure you using the transfer thingy correctly? cause i dont really understand the problem
11:08:50  <TubularBell> Hacky, I can make a savegame for you that demonstrates the problem?
11:09:05  <HackyKid> hmm, ok
11:09:17  <TubularBell> Gimme a minute or three :)
11:13:04  <TubularBell> Alright, how do I get the save to you?
11:13:33  <HackyKid> hmm good question :-p
11:13:48  <TubularBell> It's only 308KB.. email attachment?
11:13:49  <HackyKid> i dont think i can accept dcc here :-(
11:13:58  <HackyKid> hmm, k
11:15:07  <_bitwise> How come there streets in the city are laid out in grids here?  Is that a setting, or did the user do it themself and the town ai respected it? http://www.tt-forums.net//files/c_185.png
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11:17:18  <eleusis> hm
11:18:12  <TubularBell> Looks like a DIY as there are some places where the pattern is broken, _bitwise
11:18:58  <eleusis> is there a command for 'team chat', i.e. talking to others in the same company?
11:21:07  <HackyKid> i think there is
11:21:21  <HackyKid> hmm, shift-enter maybe?
11:21:44  <HackyKid> TubularBell: ah, i see, that indeed should not happen
11:21:50  * eleusis tries
11:22:21  <HackyKid> planes on full-load really never should be unloading...
11:22:23  <eleusis> doesn't seem to do anything
11:22:24  <eleusis> oh well
11:22:24  <TubularBell> I've already found the line of code responsible and figured out the source of the problem.. but I can't oversee the implications of hacking around there.
11:23:02  <TubularBell> It also happens with trains and boats.. and I'm quite sure it could also happen to road vehicles
11:23:13  <[Shaman]> eleusis: there's a client list menu
11:23:18  <[Shaman]> you can select who to talk to from there.
11:23:44  <HackyKid> eleusis: right-click in the client list
11:23:56  <HackyKid> you can choose "speak to company"
11:24:17  <eleusis> ah yes
11:24:19  <eleusis> indeed
11:24:21  <eleusis> thanks
11:25:34  <HackyKid> TubularBell: so, what did you change?
11:27:16  <TubularBell> I had two ideas. 1: Add a check to the unload codepath to see if current order is Full Load. 2: Add a var that stores cargo's original station and 'last station'. Original station would be cargo_source, last station would be the station the plane just picked up from. The check would be done against that instead of cargo_source.
11:27:57  <TubularBell> Umm. I kinda mistranslated what was in my head with idea two.. the var would only store the last station..
11:28:40  <TubularBell> 1 seems most simple and clean, but I'm not sure if other functionality depends on this
11:29:17  <HackyKid> hmm, yeah
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11:31:06  <HackyKid> hmm, giving the airplane order the transfer tag too seems to solve it too
11:31:25  <Zavior> Anyone had problems with lacie external hard drive?
11:31:47  <TubularBell> I tried that.. didn't work for me? You mean putting it at "Transfer and wait for full load" ?
11:32:15  <HackyKid> yeah
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11:32:34  <TubularBell> Lemme check just to make sure... could be there's another special-condition happening here..
11:33:04  <HackyKid> that way, instead of unloading(for money) it will transfer(dump the pax at the station)
11:33:11  <HackyKid> and it will pick em up in the same tick again
11:34:02  <TubularBell> Testing now...
11:34:42  <TubularBell> Doesn't do that for me... even with transfer it just unloads them? :/
11:35:20  <TubularBell> It only seems to go OK if the Transfer puts the plane over it's full-load limit, making it depart.
11:35:36  <HackyKid> hmm, indeed
11:35:42  <HackyKid> well, this is weird :-p
11:36:05  <HackyKid> iirc your example is exactly the kind of thing transfer was designed for
11:36:18  <TubularBell> Exactly :) This is why it bothered me so much :P
11:36:20  <HackyKid> seems really strange it doesnt work.....
11:36:50  <TubularBell> I complained about it some time ago and was pretty much called stupid for not using Transfer properly, even when I thought I was using it the right way :P
11:37:18  <TubularBell> But that time I had no savegame to show what I meant, so perhaps they just misunderstood.
11:38:08  <TubularBell> Anyway, I'll try to fix it by checking for Full Load in the unload-tick and just see if it breaks. Suppose it works, what do I do with my patch? (ie, where do I send it, who tests it, etc?)
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11:39:40  <HackyKid> well....
11:40:38  <HackyKid> you could open a bug on flyspray maybe, and add the savegame and the patch there
11:40:51  <TubularBell> Alright...
11:40:54  <HackyKid> then just keep bug some dev to look at it
11:41:02  <HackyKid> *bugging
11:41:10  <TubularBell> Which dev would be a suitable candidate?
11:41:53  <HackyKid> hmm, probably Celestar, as he made the transfer stuff
11:42:01  <HackyKid> havent seen him around much lately though
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11:46:37  <TubularBell> Compiling... exciting.. my first c++ hack. Let's see if it actually works :)
11:47:15  <TubularBell> How do I make a .diff file out of my modified version of the source?
11:47:30  <Wolf01> use tortoise svn
11:47:40  <TubularBell> Alright.
11:48:07  <Wolf01> right-click on the checkout folder -> make patch
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11:51:29  <TubularBell> HackyKid... it works. As far as I can tell.
11:52:38  <TubularBell> Only thing that might not be OK is the fact that as soon as the next batch of passengers is loaded, the passengers from the busstation lose their source.. but I guess only way to fix this is waiting for Cargo Packets to arrive, right?
11:55:25  <roboman> where did booming granny go
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12:02:21  <_bitwise> boomin granny
12:02:24  <_bitwise> good n' plenty
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12:08:10  <anboni> does anyone know where i could find an old ottd coop savegame named "The Circus"? I cant find it in the coop wiki and on the forums, I only find two references to it but no actual links :/
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12:12:59  <black_Nightmare> anyone seen brianetta?
12:14:10  <Zavior> Nope
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13:04:39  <eleusis> hm
13:04:47  <eleusis> how do i modify diff_custom during the game?
13:05:30  <Qball> you don't you should be working on gtodo2
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13:16:03  *** mode/#openttd [+o Bjarni] by ChanServ
13:16:13  <Bjarni> hi people
13:16:34  <lws1984> what makes you think we're people?
13:16:42  <lws1984> we could easily be androids
13:16:45  <[Shaman]> lo Bjarni.
13:16:48  <lws1984> or aliens
13:16:49  <lws1984> :p
13:17:03  <Bjarni> lws1984: you forgot something
13:17:07  <Bjarni> I know people ;)
13:17:19  <lws1984> what did I forget?
13:17:24  <Bjarni> I am having trouble installing OpenTDD on my mac. I am running 10.4.6. I have got all the required files to run Open TDD and followed all the steps to make sure it works but it still doesn't it doesn't. <-- what to reply to that one...
13:17:42  <Bjarni> maybe something like.... what is the problem :P
13:17:43  <lws1984> do you have the files from the real TTD?
13:18:11  <Wolf01> but... he wants to run OpenTDD, not TTD :P
13:18:32  <lws1984> but he needs some stuff from TTD
13:18:37  <[Shaman]> Work time.. later folks
13:19:16  <Bjarni> maybe he wants to run the x86 binary on PPC hardware or something... the internet never fails to dig up people doing weird stuff
13:19:24  <Wolf01> T - D - D <- XD
13:20:01  <lws1984> well, the x86 binary is universal, isn't it?
13:20:15  <Bjarni> Wolf01: well, that's better than DDT :D
13:20:38  <Wolf01> OpenDDT... cool XD
13:21:09  <Bjarni> lws1984: both yes and no. The nightly builds are available in 3 different files, one PPC, one x86 and one universal (bigger than the others)
13:21:25  <lws1984> aah yes
13:21:57  <Bjarni> and I have no idea what will happen if you try to run x86 only binaries on PPC hardware. I know it will fail, but I don't know what the OS will tell the user
13:22:07  <Bjarni> never tried something that stupid XD
13:22:31  <_bitwise> you would hope it wouldn't be "double click"-able
13:22:57  <lws1984> x86 binaries don't work on PPC hardware
13:23:02  <lws1984> it just doesn't load
13:23:05  <lws1984> in my expierence
13:23:06  <Bjarni> if you run the PPC only binary on x86 OSX, then it will try to emulate and it will make an emulation error. I have no intend of tracking down that error since people can just pick the right binary
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13:59:07  <anboni> could a window have 2 scrollbars?
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13:59:25  <anboni> 2 scrollbars in the same direction, that is
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14:37:55  <Bjarni> <anboni>	could a window have 2 scrollbars? <-- check the replace vehicle windows ;)
14:38:34  <anboni> Bjarni, right, thanks :) i'd been clicking around a bit, but didn't think of checking there :)
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15:23:08  <_bitwise> .join #openttdcoop
15:23:12  <_bitwise> oops :)
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15:44:04  <Sacro> screen scares me :(
15:44:21  <izhirahider> look away then :)
15:44:34  <Sacro> hehe, i just dont see how i can "detach" a process :S
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15:47:02  <_bitwise> screen is a god send
15:47:21  <_bitwise> the only thing that sucks is losing ^A to skip back to the beginning of the line in your shell. :)
15:47:48  <Sacro> i never used that
15:47:48  <Sacro> brb
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16:12:26  <Tron> _bitwise: ^A A
16:14:10  <Sacro> Tron: screen over IRC?
16:20:02  <izhirahider> Sacro: detach? you mean Ctrl-A d ?
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16:23:03  <Sacro> izhirahider: ?
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16:29:20  <izhirahider> Sacro: nevermind :)
16:30:13  <Sacro> izhirahider: im all confuzzled now
16:30:22  <anboni> when i add a button to a window, can i just add it after any other buttons, regardless of position, or should i order the widgets as they are on screen and adjust the switch accordingly?
16:31:11  <glx> anboni: I think you can add it at the end
16:32:06  <anboni> guess i'll do that for now.. if it needs changing (mostly for readability i guess, no technical need it seems), i can always do that
16:32:09  <glx> but for array readability it could be better to add it at the correct position
16:32:42  <anboni> what needs changing? just the order in the array and the case statements in the switch?
16:32:56  <glx> yes
16:33:11  <anboni> that's not too bad then, guess i'll just do it right the first time around :)
16:33:22  <glx> case statements use index in array
16:41:00  <anboni> nasty.. there's also some code somewhere that determines if buttons should be greyed out or not :)
16:41:30  <glx> there's a bitmask for that
16:42:02  <anboni> already found it :) there's a little bit of code that checks available facilities on a station and masks the availibity accordingly
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16:43:19  <anboni> glx, any idea why the station window isn't resizable?
16:44:01  <glx> no, sorry
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16:44:48  <anboni> guess i'm gonna see about fixing that... had been thinking about that in my transfer station, where it's quite annoying to try and scroll through the cargo waiting part :)
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17:07:55  <eleusis> Qball \o/
17:09:07  * Hagbard_Ub is listening to "A'rebours" by Babyshambles on Down In Albion [amaroK]
17:13:33  <Sacro> whoo Babyshambles
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17:40:59  <eleusis> babyshambles?
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18:43:10  <RichK67> hi all
18:43:26  <anboni> hey RichK67
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19:11:07  <anboni> what's the purpose of the uint16 unkA in the Widget struct?
19:11:22  <peter1138> literally, "unknown A"
19:11:39  <peter1138> basically it depends on the widget type
19:12:12  <anboni> hmm.. i see it gets filled with the string index when it's a button
19:13:05  <peter1138> yes
19:13:17  <peter1138> matrices use it to determine the number of boxes
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19:14:53  <anboni> and a matrix widget is basically used for all scrollable lists?
19:15:53  <anboni> hmm.. no, just found an IMGBTN that's also a scrollable list
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19:39:00  <anboni> yay! made the station window vertically resizable :)
19:40:31  <peter1138> and horizontally?
19:41:15  <anboni> just vertically.. didn't really see a point in making it horizontally resizable
19:41:39  <anboni> although i did make it a bit wider than original, to make room for my cargo counters :)
19:43:18  <anboni> http://ivory.xs4all.nl/anboni/stationwindow.png
19:44:44  <anboni> (refresh that image if you had already loaded, to see the ratings tab active too)
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19:51:17  <Ihmemies> anboni, WTF is that
19:51:25  <Ihmemies> your private game? :P
19:56:18  <anboni> yup
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20:11:20  <anboni> hmm.. think i've found a minor copy/paste error in window.h
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20:13:11  <anboni> http://ivory.xs4all.nl/anboni/window_h.diff
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20:26:58  <Ihmemies> can cities grow in desert w/o water/water tower?
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20:33:31  <black_Nightmare> anyone know if there were any planes with larger capacity than the Darwin 300?
20:33:40  <black_Nightmare> this is year 1996 on an online map :p
20:34:20  <black_Nightmare> reason I asked: I wonder if there's a better plane in future because I have way TOO MANY passengers and mail waiting lol
20:34:47  <Wolf01|AFK> use more airplanes
20:34:51  *** Wolf01|AFK is now known as Wolf01
20:35:13  <black_Nightmare> 1700+ passenger and 1500+ mail waiting .. and I'm gridlocking the air above the international airport a few times with tons of Darwin 300's and just barely managed to add a 400pass train shuttle service into the airport
20:35:38  <black_Nightmare> wolf...I wish but I think I'm hitting the maximum traffic point without getting major gridlocks :-S
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20:36:58  <Wolf01> if is the lastest nightly you may wait the 2005 for the intercontinental airport
20:37:00  <black_Nightmare> so wolf..you know if the Darwin 300 was the largest or there's a bigger one in future?
20:37:09  <black_Nightmare> nah its standard 0.4.7 map
20:37:18  <anboni> http://ivory.xs4all.nl/anboni/stationstats.png
20:37:19  <Wolf01> there is the dinger 1000
20:37:39  <Wolf01> i don't remember how many passenger it carries
20:37:57  <valhallazzzw> anboni: nice openttdcoop screenshot :P
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20:38:03  <anboni> valhallazzzw,  :)
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20:38:33  <Ihmemies> \/ FOR VICTORY *WAVES A BIG OTTDCOOP FLAG*
20:38:38  <Ihmemies> they converted it all to maglev!
20:38:50  <anboni> it's the first game i came across that will load in standard trunk :) all my own saves are branches that wont load in trunk anymore :/
20:39:40  <black_Nightmare> wolf....thanks .. I'll try get that plane when it comes out :p
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20:42:45  <black_Nightmare> o0o...I hit 2000+ passengers waiting for a moment then it dropped
20:42:47  <black_Nightmare> :-S
20:44:30  <anboni> so what do you guys think of these station windows and the stats? http://ivory.xs4all.nl/anboni/stationstats2.png
20:47:15  <Wolf01> seems cool
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20:49:29  <anboni> currently, if you resize the station window and the hit the accepts button, the window sizes down to the default size.. should i change that?
20:50:14  <Wolf01> if other resizable windows have the same behaviour... no
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20:50:43  <anboni> i dont really know of other resizable windows that have a button that switches the entire window between two sizes
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20:54:42  <anboni> and another question.. i'm using the traindetails_d struct, which was defined in window.h and used in train_gui.c to pass an argument (selected tab) between the WndProc function and the Draw function...
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20:55:21  <peter1138> yes?
20:55:23  <anboni> i'm wondering if i should make my own stationdetails_d (which would essentially be an exact copy of the traindetails_d) or rather rename traindetails_d to simply details_d or so
20:55:35  <peter1138> yeah, probably
20:55:36  <peter1138> also
20:55:44  <peter1138> it doesn't actually need to be in window.h
20:55:51  <peter1138> just in the train_gui file
20:56:05  <anboni> "probably" on the make my own option, or on the rename option :)
20:56:15  <peter1138> both? ;p
20:56:18  <anboni> lol
20:56:26  <peter1138> make your own, and rename that ;)
20:56:55  <anboni> ok.. i'll hack my own into station_gui then
20:57:07  <peter1138> errrr
20:57:09  <peter1138> yes
20:57:33  <peter1138> 21:56 <@peter1138> just in the train_gui file <-- i meant station_gui :)
20:57:49  <anboni> and maybe i'll submit a seperate patch to move the current traindetails_d from window.h to train_gui.[ch] :)
21:00:59  <anboni> peter1138, care to take a look at http://ivory.xs4all.nl/anboni/stationstats_v1.diff to see if there's any other points i could improve?
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21:23:58  <Wolf01> 'night
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21:29:17  <anboni> hmm... is StationInitialize() reliable called on game load? or only on station creation?
21:30:38  <peter1138> it initializes an individual station
21:30:43  <peter1138> so only on station creation
21:30:51  <anboni> hmpf.. i guess it's not... that means there\'s probably a bunch of variables that are left uninitialized after loading a savegame :(
21:31:14  <peter1138> InitializeStations() is called though
21:32:18  <anboni> does CleanPool() zero out the memory pool allocated for stations?
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21:35:01  <anboni> looks like AddBlockToPool does zero out the blocks it allocates
21:35:47  <anboni> so while strictly speaking the variables dont get initialized when a game loads, those variables will have been set to 0... is that acceptable?
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21:37:48  <peter1138> yes
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21:43:37  <Ihmemies> why i can't make stone in ottd?
21:43:40  <Ihmemies> trees I can, but no stone?
21:43:48  <Ihmemies> :<
21:44:01  <anboni> submit a patch for it
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22:07:01  <valhallazzzw> http://basshunter.m0o.eu/anna/index_en.php zOMG
22:08:42  <Trenskow> valhallazzzw, oh no... is everywhere here :D
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22:08:49  <valhallazzzw> :D
22:19:32  <CIA-3> tron * r5351 /trunk/landscape.c: -Fix: Several graphical glitches at adjacent tiles with foundations. Some borders were missing, some were superfluous
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22:34:42  <Sacro> evening ladies
22:35:50  <Sacro> player_gui.c: In function 'DrawPlayerEconomyStats':
22:35:50  <Sacro> player_gui.c:46: warning: assignment from incompatible pointer type
22:38:45  <Tron> that's a bug in gcc >= 4.0.3
22:38:52  <Sacro> Tron: fix it :P
22:39:04  <Tron> it's a bug in _gcc_
22:39:06  <Tron> not ottd
22:39:13  <Frostregen> =)
22:40:15  <Tron> type qualifier propagation doesn't work properly for struct members which are arrays
22:40:30  <Sacro> hmmm
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22:43:54  <Sacro> :o http://www.reactos.org/media/screenshots/2005/ros027_openttd_01.jpg
22:47:31  * Sacro considers a ReactOS live cd complete with OpenTTD for on the move playing that doesnt need linux...
22:51:19  <ln-> 01:39 < Tron> it's a bug in _gcc_    <---- so?? it's still free software.
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22:52:25  <CIA-3> tron * r5352 /trunk/tunnelbridge_cmd.c: -Fix: Return accurate slope information for tunnels and bridges to fix several foundation graphics glitches
22:53:43  <Tron> where's Waldo? picture before 5351 and now:
22:53:45  <Tron> ftp://tron.homeunix.org/ottd/slope_pre.png
22:53:51  <Tron> ftp://tron.homeunix.org/ottd/slope_post.png
22:55:35  <Eddi|zuHause> hm... somehow those pictures do not load
22:55:43  <glx> Tron: nice
22:56:18  <Tron> Eddi|zuHause: problem of your browser, add a pub/ in the path before the ottd
22:58:02  <Eddi|zuHause> yeah, that works
22:58:07  <Tron> ln-: sure, go ahead, fix it
22:58:29  <Belugas_Gone> very little differences, but yes, it is noticeable :)  Niice work TRon :)
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22:58:47  <Tron> Belugas_Gone: this bugged me for about 5000 revisions
22:58:50  <Belugas_Gone> that is what i call taking care of details
22:59:06  <Tron> "-	// not accurate, but good enough for slope graphics drawing"
22:59:10  <Tron> ^ especially this comment
22:59:10  <Eddi|zuHause> what is the difference near the bus stations?
22:59:17  <Eddi|zuHause> lol ;)
22:59:33  <Tron> Eddi|zuHause: none, just a regression test
23:00:35  <Eddi|zuHause> the picture is weird... reminds me of some escher things
23:01:08  <Tron> it's just about every faulty foundation combination i could think of
23:01:26  <Belugas_Gone> I hope it didn't took you 5000 revisions to find the correct way to fix it, Tron :D
23:01:30  * Belugas_Gone hides
23:01:57  <Tron> nope (:
23:02:09  <Tron> till now it just didn't bother me enough to fix it
23:03:51  <Eddi|zuHause> it bothered me already, but i did not know how to fix ;)
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23:23:21  <CIA-3> tron * r5353 /branch/bridge/ (119 files in 13 dirs): Sync with trunk up to 5352
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