Config
Log for #openttd on 8th September 2006:
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00:58:00  <orudge> I'm here
00:58:05  <orudge> oh, wait
00:58:16  <Dark_Elf> lol
00:58:45  <Dark_Elf> autorenew = true
00:58:45  <Dark_Elf> autorenew_months = 12
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00:58:55  <Dark_Elf> That is the config, I thought it wouldn't work with a save
00:58:58  <Dark_Elf> so I started a new game
00:59:01  <Dark_Elf> but still nothing
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01:01:13  <Dark_Elf> I tried -12 months as well
01:01:56  <glx> that's for old vehicles, and I think you need a certain amount of money for it
01:02:18  <Dark_Elf> I have tried 0, 100,000 and 200,000
01:02:38  <Dark_Elf> and yes that is what my concern is. I have vehicles that are like 26 years old
01:02:50  <Dark_Elf> like 150 and I am not to excited about replacing them manually
01:03:16  <glx> hmm the breakdowns are disabled?
01:03:24  <Dark_Elf> I had them set at none
01:03:31  <Dark_Elf> they still breakdown though
01:04:06  <glx> they breakdowns with breakdowns off?
01:05:02  <Dark_Elf> yeah
01:05:16  <Dark_Elf> oh wait
01:05:19  <Dark_Elf> no they are at reduced
01:05:20  <Dark_Elf> whoops
01:06:17  <glx> do vehicles visit depot by themself ?
01:07:29  <Dark_Elf> I set all vehicles to service after completing their routes
01:10:00  <glx> so they visit depots
01:10:08  <Dark_Elf> yes
01:10:22  <glx> but they are not replaced when they should
01:10:28  <Dark_Elf> nope
01:10:50  <Dark_Elf> I have had OpenTTD before and it worked I dunno what is wrong this time
01:11:25  <glx> hmm what is your version?
01:11:28  <Dark_Elf> 4.8
01:11:40  <Dark_Elf> should the money not be at 0?
01:12:53  <Dark_Elf> and will it work with saves? I could try starting a new game again I suppose
01:16:27  <glx> I don't know why it fails :(
01:16:56  <glx> and I don't have time to try to reproduce
01:17:41  <Dark_Elf> well I can try again I suppose
01:17:57  <Dark_Elf> can I just ask what the difference between -12 and 12 months is? is -12 before and 12 after the expire date?
01:18:08  <Eddi|zuHause2> yes
01:18:24  <Dark_Elf> and breakdowns affects renewing?
01:18:30  <Eddi|zuHause2> did you try setting this from inside the game?
01:18:40  <Dark_Elf> yes I did
01:18:47  <Dark_Elf> I also looked at the config file
01:18:58  <Dark_Elf> autorenew = true
01:18:58  <Dark_Elf> autorenew_months = 12
01:18:58  <Dark_Elf> autorenew_money = 0
01:19:09  <Dark_Elf> I have tried -12 months btw
01:19:17  <glx> [03:18:32] <Dark_Elf> and breakdowns affects renewing? <-- no, but if breakdowns are off, another patch option can affect depot visiting
01:19:17  <Eddi|zuHause2> what is inside the config file might be overridden by values saved in the game
01:19:54  <Dark_Elf> ah alright Eddi, so if I make changes it doesn't affect my save?
01:20:23  <Eddi|zuHause2> it might not... i am not sure... not all patch options get saved
01:20:24  <glx> to modify settings in savegame, you need to change them ingame
01:21:21  <glx> autorenew settings are modifiable in game
01:21:40  <Dark_Elf> the save is -12 months at 0,000 minimum
01:21:53  <glx> how much money do you have?
01:22:23  <Eddi|zuHause2> is autorenew switched on?
01:22:37  <Dark_Elf> yes
01:22:47  <Dark_Elf> I have 51 million
01:23:03  <glx> repaid all loan?
01:23:13  <Dark_Elf> oh yes
01:24:19  <Dark_Elf> oh wait
01:24:22  <Dark_Elf> I turned it off
01:24:25  <Dark_Elf> and turned it back on
01:24:27  <Dark_Elf> now they are doing it
01:24:56  <glx> I read that somewhere :) I think it's a known thing
01:24:57  <Eddi|zuHause2> hm... yes... there was mentioning of such a bug
01:25:22  <Eddi|zuHause2> i'd blame Bjarni ;)
01:25:46  <Dark_Elf> ah well thank you very much for your help and time
01:25:49  * glx should store that somewhere in his head for the next time
01:26:06  * Dark_Elf waves
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03:40:56  <CIA-2> belugas * r6422 /branches/XTDwidget/ (67 files in 7 dirs): [XTDwidget] -Synch with trunk r6388:6421
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03:59:42  <CIA-2> belugas * r6423 /trunk/widget.c: -Codechange: Replace two magic numbers by appropriate enum/define value
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04:49:01  <robobed> hello
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05:01:47  <PandaMojo> Another crash! :(
05:02:11  <PandaMojo> This time I was merging another train into the second one.
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05:10:15  <Tron> DaleStan_: did  you see my comment about endianness?
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05:32:29  <DaleStan_> Tron: Yes, I did; thanks.
05:32:36  *** DaleStan_ is now known as DaleStan
05:33:02  <Tron> DaleStan: and the diff? (not related to endianness)
05:35:09  <DaleStan> The one touching sprites.cc and sprites.h?
05:35:36  <DaleStan> I saw it, just forgot about it.
05:37:07  * DaleStan commits.
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07:13:33  <PandaMojo> ...wtf?  VS2k5 isn't finding any assignments of a window->viewport >_>
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07:22:59  <PandaMojo> Oh geeze, industry generation takes forever in debug mode 0_o
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08:05:12  <peter1138> hmm
08:05:50  <peter1138> when did it start starting new games zoomed out?
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08:30:30  <pumpkin> Hello. iŽm trying to understand some bits of the openttd-code. TrainController(Vehicle *v) in Train_cmd.c gets called every XY ms, right ? For each and every moving train on the whole map ?
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08:35:04  <peter1138> yes
08:37:17  <pumpkin> thanks.
08:40:35  <Darkvater> jk
08:41:53  <peter1138> dv?
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08:45:54  <Darkvater> peter1138: checking if I was actually here ;p
08:45:58  <Darkvater> peter1138: since TGP
08:47:03  * grimrc went to the doctor this morning and is sad since the doctor sounded ignorant about thyroid hormone like the last one
08:48:22  <guru3> isn't that the one in the neck?
08:48:49  <grimrc> yep
08:49:07  <grimrc> the one which makes you feel tired and ill if it's low
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09:19:54  <Bjarni> Sacro: I need somebody with your skills
09:20:16  <Bjarni> http://devs.openttd.org/~bjarni/autoreplace_no_loop.diff <-- see if you can think of some odd way to break this one
09:20:35  <Sacro> Bjarni: your getting desperate :p
09:20:54  <Bjarni> The numbers in the autoreplace windows should always stay correct. It's your job to find a condition where it fails
09:21:15  <Bjarni> <Sacro>	Bjarni: your getting desperate :p <-- no, I just need somebody with the skill to break everything
09:21:27  <Bjarni> and then you showed up
09:22:09  <Sacro> heh, i know a few ways to break OpenTTD
09:22:45  <Bjarni> I meant doing something to make an incorrect count in the autoreplace window when this patch is applied
09:23:41  <Bjarni> now it caches the number of each engine type you own instead of counting them each time the window redraws. Now I need to find whatever condition (if any) it fails to cache correctly
09:24:00  <Prof_Frink> Bjarni: Found a condition where it breaks: When I fuck with it.
09:24:35  <Bjarni> let me clarify: try to break it WITHOUT altering the source code ;)
09:25:22  <Prof_Frink> :p
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09:32:17  <Sacro> heh, was just reading qdb, an sneezed an i must of hit the home button, then wondered why i had deja vu
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09:37:45  <peter1138> must of?
09:39:01  <Sacro> peter1138: s/of/have
09:39:06  <Sacro> /
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09:39:45  <peter1138> oh
09:39:45  <peter1138> 've
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09:46:50  <mattfury> i think i found a bug
09:46:51  <mattfury> http://img243.imageshack.us/img243/6361/sinburgspringstransport11thmay1950tz7.png
09:49:24  <Darkvater> peter1138: ETA?
09:49:52  <peter1138> of?
09:51:54  <Darkvater> he
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09:51:56  <Darkvater> LDSA
09:52:05  <Darkvater> ASLD
09:52:07  <peter1138> oh
09:52:08  <peter1138> adsl
09:52:09  <Darkvater> what the!
09:52:11  <peter1138> yesterday
09:52:15  <Darkvater> LSDA
09:52:24  <Darkvater> does it work?
09:52:28  <peter1138> no :P
09:52:38  <Darkvater> I knew I was right
09:52:41  <Darkvater> no sync?
09:52:45  <peter1138> nothink
09:53:18  <Darkvater> :(. I had that years ago. Got my ADSL modem, hooked it up then looked at it day after day after day for the damn led to stop blinking
09:53:46  <ln-> the led is supposed to blink.
09:53:59  <mattfury> should i submit a bug report?
09:54:01  <ln-> leds like blinking, they are happy when they blink.
09:54:23  <mattfury> RX - recieving, TX - transmitting
09:54:52  <mattfury> i got a town with a population of 0
09:54:59  <mattfury> o_0
09:55:15  <Darkvater> ln-: the sync led is suppsed to be on continously
09:56:44  <mattfury> ill submit a bug report
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09:59:14  <mattfury> http://bugs.openttd.org/task/335
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10:01:25  <Eddi|zuHause3> when my DSL got installed, they gave a call that they'd shut down telephone service for a few minutes
10:01:39  <Eddi|zuHause3> that was only few days after i got the modem
10:02:32  <Eddi|zuHause3> that was 7 years after i moved here, and tried to get DSL for the first time ;)
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10:05:57  <mattfury> it took two weeks for our adsl to be installed.
10:06:02  <mattfury> no problems
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10:15:04  <mattfury> lol "ping timeout 480 seconds" ..
10:15:34  <mattfury> /ctcp mattfury ping
10:15:40  <mattfury> someone ping me please?
10:16:08  <Sacro> Ping reply from mattfury: ? second(s)
10:16:22  <mattfury> yeah i got the same
10:16:24  <DaleStan> * Ping reply from mattfury: ? second(s)
10:16:33  <mattfury> >1000ms?
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10:16:34  <mattfury> :P
10:16:38  <Eddi|zuHause3> [CTCP] CTCP-PING Antwort von mattfury empfangen: 2 seconds.
10:16:39  <DaleStan> Whatever, that means.
10:16:47  <DaleStan> s/,//
10:17:05  <mattfury> meh, im downloading at 55kb/s strong.
10:17:17  <mattfury> on a 512kbps connection
10:17:25  <Eddi|zuHause3> that is more than my entire capacity
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10:18:35  <Sacro> i usually get around 320 max
10:18:40  <Sacro> thats B
10:18:46  <Sacro> kB even
10:19:00  * DaleStan hugs his connection.
10:19:00  <DaleStan> Reliably tests at over 1.25Mbps; peaks at ~3.5Mbps
10:19:21  <mattfury> stfu im aussie :p
10:19:36  <Eddi|zuHause3> stuff you?
10:19:38  <Sacro> oh noes...an aussi!
10:19:44  <Sacro> Eddi|zuHause3: not quite
10:19:49  <mattfury> not an austrian-
10:20:26  <Eddi|zuHause3> i was in austria a few times :)
10:21:17  <Progman> someone here with a svn-account? found a typo
10:21:57  <DaleStan> Progman: Post a diff to http://bugs.openttd.org
10:22:28  <Progman> a diff for one missing space?
10:23:14  *** Eddi|zuHause3 is now known as Eddi|zuHause
10:23:32  <Eddi|zuHause> that is what diffs are for :)
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10:24:10  <DaleStan> Unless it's in the lang files. Then talk to MiHaMiX about getting a webtranslator2 account instead.
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10:24:44  <CoRnJuLIOx> do maglevs in the latest version of openttd slow to a crawl when going up a bridge?
10:25:28  <DaleStan> Only if you have "Realistic" accelleration set incorrectly, and no, I don't know which way is incorrect.
10:26:07  <CoRnJuLIOx> ok i set realistic acceleration to on...lets see what happens
10:26:23  <CoRnJuLIOx> hell yes its better
10:26:49  <Darkvater> < lunch
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10:47:42  <CIA-2> bjarni * r6424 /trunk/ (10 files):
10:47:42  <CIA-2> -Codechange: [autoreplace] removed a loop though all vehicles from each time the window is redrawn
10:47:42  <CIA-2>  To do this, the player struct contains an array, that contains the count of each engine type that the player owns
10:47:42  <CIA-2>  Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved)
10:47:42  <CIA-2>  It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
10:48:56  <CoRnJuLIOx> speaking of patches, someone should write the powerful economy patch into the stable build or something, so i can stop playing with a version thats 1000 revisions old.
10:49:38  <Eddi|zuHause> *built </peter> ;)
10:50:35  <Sacro> ?
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10:58:23  <Sacro> i <3 MiniIN
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11:16:03  <AsterixMG> hi @all
11:20:50  <Sacro> hey
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11:27:36  <grimrc> lo
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11:29:22  <grimrc> is there a way to use WE_KEYPRESS to tell if ctrl has been pressed down, or released up (not tapped, but held down or released from a held down pos.)
11:29:46  <grimrc> as in, a change of the ctrl key status
11:31:52  <AsterixMG> don't know, but there must be something like that, cause there is such a thing for the shift-key to speed up the game
11:32:27  <grimrc> ahhh cool; thanks for the tip
11:33:15  <peter1138> that's in the main game loop, i think
11:33:23  <grimrc> mygrep -i 'shift press'
11:33:23  <grimrc> variables.h:VARDEF bool _shift_pressed;  // Is Shift pressed?
11:33:25  <grimrc> hehe
11:34:53  <grimrc> actually that's not the one
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11:38:10  <Eddi|zuHause> just also store _last_shift_pressed and check for last != current
11:38:40  <grimrc> that's what I thought Eddi|zuHause, with _ctrl_pressed, but that needs another global and might be considered hackish
11:39:12  <Eddi|zuHause> well... that IS how it works ;)
11:39:40  <grimrc> yeah might be only way actually
11:42:07  <AsterixMG> grimrc, what do you need it for?
11:42:44  <grimrc> the rail depot window; I'm making ctrl+drag highlight the vehicles involved, rather than just highlighting the vehicle clicked as it currently does
11:43:18  <CIA-2> miham * r6425 /trunk/lang/ (hungarian.txt turkish.txt):
11:43:18  <CIA-2> WebTranslator2 update to 2006-09-08 13:42:53
11:43:18  <CIA-2> hungarian - 8 fixed by miham (8)
11:43:18  <CIA-2> turkish - 7 fixed by edokan (7)
11:43:50  <AsterixMG> grimrc, if its for a window you can store it in the window-data and don't need a global
11:44:27  <grimrc> oh cool; what window data am I allowed to change
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11:45:30  <grimrc> byte custom[WINDOW_CUSTOM_SIZE]?
11:46:07  <AsterixMG> yeah, thats the one i use... you should check if some of the bytes are used otherwise
11:46:27  <AsterixMG> if not you could use w->custom[0]
11:47:06  <CIA-2> miham * r6426 /trunk/lang/hungarian.txt:
11:47:06  <CIA-2> [langchanges] WT2 screwed up hungarian translations, because server ran out of disc space (nightlies took up too much space).
11:47:06  <CIA-2> First step: restore hungarian languagefile
11:47:11  <AsterixMG> if some are used, put it in the first unused :)
11:47:52  <AsterixMG> lol, server ran out of disc-space :P
11:48:40  <grimrc> oh I get the whole something_d now; that struct is used to order byte custom[array]
11:49:16  <Sacro> hmm, on a plane is it red = left, green = ruight, or vice versa
11:49:20  <grimrc> typedef struct {
11:49:20  <grimrc> 	VehicleID sel;
11:49:20  <grimrc> } traindepot_d;  ------ add a new one in here?
11:50:10  <CIA-2> miham * r6427 /trunk/lang/hungarian.txt:
11:50:10  <CIA-2> WebTranslator2 update to 2006-09-08 13:49:45
11:50:10  <CIA-2> hungarian - 8 fixed by miham (8)
11:50:43  <MiHaMiX> AsterixMG: not funny at all, do you know how muc disc space does the nightly build require?
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11:51:04  <grimrc> is it the latest nightly builds, or all of them?
11:51:36  <MiHaMiX> all of them
11:51:42  <MiHaMiX> nightly.openttd.org
11:52:20  <AsterixMG> hmm, you mean old nightlies are not deleted? argh
11:52:29  <MiHaMiX> AsterixMG: and well, I was not exact.. server did not run out of disc space, just the allocated disc space was too little
11:52:45  <Tron_> is there a particular reason to keep old source tar balls?
11:52:46  <MiHaMiX> AsterixMG: so I've allocated a bit more
11:52:51  <grimrc> wow yeah - all the sources
11:52:53  <Tron_> except for wasting gigabytes of memory
11:52:59  <MiHaMiX> Tron_: memory?
11:53:07  <MiHaMiX> Tron_: source -- no reason.
11:53:07  <CIA-2> bjarni * r6428 /trunk/vehicle_gui.c: -Codechange: [autoreplace] removed duplicated code to draw the info text in the autoreplace window
11:53:22  <MiHaMiX> Tron_: since can be easily restore the source from svn?
11:53:25  <Tron_> MiHaMiX: memory? ?
11:53:28  <MiHaMiX> s/\?//
11:53:32  <AsterixMG> i think it should be enough to have the last months nightlies or so
11:53:38  <MiHaMiX> Tron_: discspace...
11:53:47  <Tron_> that's just a kind of memory
11:54:04  <MiHaMiX> Tron_: yes, but in this case, we should call it as 'hardware' :D
11:54:05  <Tron_> throw the old source tarballs away
11:54:33  <Tron_> well, tapes, RAM and processor registers are hardware, too
11:54:37  <Bjarni> <MiHaMiX>	Tron_: yes, but in this case, we should call it as 'hardware' :D <-- like say  SD-RAM is not some kind of hardware :P
11:54:37  <grimrc> a hard disk has more memory than normal RAM funnily enough
11:54:51  <Tron_> Bjarni: hey, how much faster is it? a millisecond per year?
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11:55:35  <Bjarni> Tron_: I didn't mention anything about increasing speed in this commit. I just removed duplicated code so it's clear what happens
11:55:40  <MiHaMiX> Tron_: will do so, but not now.. I've allocated 10g to the nightlies, and will do a general reorganisation later
11:55:45  <MiHaMiX> Alltaken: hi
11:55:49  <Sacro> heh, i seemt o have a broken level crossing, the lights dont stop flashing
11:55:58  <Tron_> Bjarni: and made it error prone, because updating this happens /somewhere/
11:56:06  <grimrc> Sacro: save that game then
11:56:23  <Bjarni> oh that commit
11:56:36  <Alltaken> hi
11:56:44  <AsterixMG> hi Alltaken
11:56:49  <Tron_> and don't talk about any speedups
11:56:51  <Darkvater> MiHaMiX: yeah I think last 2 months is more than enough
11:57:06  <Tron_> the video loop got noticably faster, because it runs millions of times per second
11:57:08  <MiHaMiX> Darkvater: ok
11:57:25  <Tron_> the other stuff just a few thousand times per minute at most
11:57:29  <Tron_> that's simply nothing
11:59:30  <Tron_> i'm a compiler constructor and i can barely tell what makes thing faster, so don't presume you can without any hard numbers backing up this claim
12:00:40  <Tron_> i've seen things like removing a redundant command in an inner loop making things twice as slow
12:01:04  <peter1138> mmm, compiler bugs :)
12:01:25  <Tron_> no, it was an assembler statement
12:01:39  <peter1138> oh
12:01:45  <peter1138> hmm
12:01:47  <grimrc> which compiler?  was the redundant command good for some kind of alignment/pipelining thing?
12:01:50  <peter1138> cpu bugs? heh
12:01:55  <ln-> bitshifting is the key to great speedups.
12:01:57  <Tron_> the processor simply executed the loop way slower without the redundant command
12:02:12  <Tron_> grimrc: the compiler doesn't matter, it's assembler!
12:02:26  <grimrc> Tron_: just interested in your work
12:02:28  <Tron_> ln-: not on the first generation Pentium 4
12:03:30  <Tron_> grimrc: the comand was a repeated compare. the processor probably failed at result forwarding the condition over basic block boundaries
12:03:36  <grimrc> darn; WE_KEYPRESS isn't triggered for a change of _ctrl_pressed :o(
12:03:59  <Tron_> uh, what change?
12:04:08  <grimrc> lifting or pressing ctrl key
12:04:36  <grimrc> if I toggle my ctrl key, I have to tap another key on the keyboard to trigger WE_KEYPRESS
12:04:41  <Tron_> assigning a value to _ctrl_pressed doesn't cause any WE_ messages
12:04:45  <Tron_> it's just a global variable
12:04:59  <Tron_> WE_KEYPRESS is just for letters and stuff
12:05:24  <Brianetta> The artificial distinction between character keys and mask keys.
12:05:31  <grimrc> I was hoping _ctrl_pressed would be up to date and toggling ctrl key would trigger WE_KEYPRESS
12:05:35  <Tron_> it's not artificial
12:05:45  <Brianetta> Not if you're on a LISP machine
12:05:54  <Brianetta> but it's artificial on a modern keyboard
12:05:55  <Tron_> WE_KEYPRESS just just not for physical pressed keys
12:06:07  <grimrc> I have to use WE_MOUSELOOP?
12:06:15  <Tron_> so the name is rather bad
12:06:30  <Brianetta> yeah, ok
12:06:33  <Brianetta> bad name (:
12:10:40  <CIA-2> bjarni * r6429 /trunk/vehicle_gui.c:
12:10:40  <CIA-2> -Fix: [autoreplace GUI] selecting an empty line will now deselect the engine instead of selecting the first in the list (consistent with all other windows)
12:10:40  <CIA-2> -Fix: [autoreplace GUI] engine info is now drawn in the right side even if the left list is empty
12:12:32  <peter1138> oh, you fixed that first one finally ;p
12:13:04  * Bjarni has no idea why he added the code to break this in the first place
12:13:25  <Bjarni> I guess it must be because it was the first GUI stuff I ever made
12:13:32  <Bjarni> now it just didn't make any sense anymore :P
12:13:44  <Bjarni> and was not needed
12:14:33  * Brianetta waits for new signals (:
12:14:40  <Brianetta> and shared tracks ):
12:14:47  <Darkvater> yaaay o/
12:15:53  <Bjarni> Darkvater: your two bug reports turned out to be caused by the same piece of code, so I had no choice but to fix both in the same commit... I guess we can live with that ;)
12:16:18  <Darkvater> :)
12:16:26  <Darkvater> only downside is that it took about a year
12:16:47  <Sacro> whoo newsignals
12:17:02  <Bjarni> well, nobody talked about it before now and for some strange reason I didn't notice myself
12:17:35  <Bjarni> I guess I never had the need to deselect the selection or look at an empty list
12:17:49  <peter1138> i bet you never even play the game
12:17:59  <peter1138> you just write code, benchmark and commit...
12:18:10  <Darkvater> *evil*
12:18:13  <Bjarni> how did you know?
12:19:22  <Bjarni> bbl lunch
12:19:38  <Bjarni> (a bit late though, but I'm hungry anyway)
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12:20:58  <AsterixMG> peter1138, benchmark? are you sure? :P
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12:32:52  <grimrc> I think this patch is clean and a good candidate for miniin or trunk: http://bugs.openttd.org/task/337
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12:48:51  <Darkvater> grimrc: when you release the ctrl-key you keep dragging a single wagon if I am right
12:49:09  <Darkvater> so just using _ctrl_pressed during WE_PAINT should do it
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12:53:41  <Born_Acorn> You paint, they paint, he paints, she paints, we all paint!
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13:08:19  <Bjarni> <AsterixMG>	peter1138, benchmark? are you sure? :P <-- I do... sometimes. I did a lot regarding the cocoa video driver
13:08:32  <Bjarni> I also test for memory leaks once in a while
13:08:50  <Belugas> good day all
13:08:50  <Bjarni> specially when I touch code regarding malloc ;)
13:08:57  <Bjarni> good day friend
13:09:24  *** Nigel [~Nigel@202.154.147.176] has quit [Ping timeout: 480 seconds]
13:09:58  <peter1138> calloc(1, sizeof(*Bjarni));
13:10:25  <Bjarni> that would be the size of your finger
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13:10:36  <Bjarni> since you allocate space for the pointer only ;)
13:11:21  <peter1138> bzzt
13:11:55  <Darkvater> Bjarni: what ARE you talking about?
13:12:25  * Belugas is friend of Bjarni
13:12:30  * Belugas is friend of peter1138
13:12:36  * Belugas is friend of glx
13:12:44  * Belugas is friend of ...
13:12:45  <Belugas> shut up
13:13:02  <hylje> :E
13:13:05  <Bjarni> who is shut up?
13:13:25  <Bjarni> and wouldn't it be Shut Up, since it appears to be a name
13:13:27  <Bjarni> :P
13:17:47  <Born_Acorn> He might know these guys : http://en.wikipedia.org/wiki/Stoppit_and_Tidyup
13:19:53  <Darkvater> Bjarni: I hope you realize that Bjarni is a pointer and the *dereferences this pointer
13:20:05  <Darkvater> therefore sizeof(*bjarni) will get you the whole deal
13:20:14  * Darkvater wouldn't trust bjarni with any pointers
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13:45:17  <Bjarni> hmm
13:45:24  <Bjarni> Darkvater might have a point there
13:45:55  <Bjarni> bbl
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13:48:45  <ln-> what do openttd coding style guidelines say about accessing arrays with the '1[array]' syntax instead of 'array[1]'?
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13:51:51  <Naksu> do you have to use 1[array]?
13:52:16  <ln-> no, but it is possible.
13:52:29  <glx> it looks weird
13:55:02  * Belugas agrees with glx
13:55:28  <Belugas> if it is not in the coding style, might be wise to not use it ;)
13:56:03  <Darkvater> 1[array] works?
13:56:07  * Darkvater goes testing this
13:56:35  <ln-> sure it does.
13:57:12  <Darkvater> he, never knew
13:57:20  <Darkvater> why would you want to do this?
13:57:46  <ln-> no reason, just asking :)
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14:02:37  <CoRnJuLIOx> i just noticed, in the finances screen, theres a field named "other" what expenses does "other" cover?
14:02:55  <grimrc> Darkvater: I needed the rail depot window to redraw whenever ctrl key was released or pressed; I tried WE_KEYPRESS but that doesn't trigger when ctrl key is toggled, so I put the test in WE_MOUSELOOP; WE_PAINT only happens when the window is being repainted, right?  I need to force repaint when ctrl toggled
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14:04:08  <Belugas> SetWindowDirty?
14:04:13  <grimrc> ye[
14:04:14  <grimrc> yep
14:04:32  <grimrc> actually, I've thought of a better place to put the ctrl key test
14:06:56  <grimrc> actually, no I haven't
14:06:59  <Eddi|zuHause> CoRnJuLIOx: things like loan interest, bribing, other things ;)
14:07:26  <CoRnJuLIOx> ohhhh, "other" things
14:07:48  <CoRnJuLIOx> i had to bribe a bunch of towns to let me build
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14:11:35  <Darkvater> grimrc: I see. Don't think it makes much sense though. The use of CTRL is advanced, and when you get there to use this advanced feature, you don't need being pampered by extra highlighting
14:13:17  <Eddi|zuHause> i do think this could be useful...
14:13:31  <Eddi|zuHause> for people who "accidently" stumble over this feature ;)
14:14:30  <Darkvater> they wouldn't even know what itis
14:14:38  <Darkvater> probably complain that it's a bug
14:14:45  <Darkvater> like when you press CAPSLOCK in a debug build
14:15:23  <glx> isn't shift the fastforward in debug build?
14:15:28  <Darkvater> yes
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14:15:49  <glx> what does CAPSLOCK in debug ?
14:16:36  <glx> Bjarni: you did it again
14:16:36  <glx> ===> Compiling vehicle_gui.c
14:16:36  <glx> vehicle_gui.c: In function `ReplaceVehicleWndProc':
14:16:36  <glx> vehicle_gui.c:788: warning: ISO C90 forbids mixed declarations and code
14:19:44  <Darkvater> glx: try it :)
14:20:37  <glx> nice garbage on screen :)
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14:24:33  <grimrc> I think the ctrl highlighting looks prettier and more correct
14:24:37  <grimrc> but I'm biased
14:25:47  <Darkvater> good job bjarni: you managed to not even get memset right
14:27:33  <Darkvater> r6428: wow, nice loop you gt there
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14:28:13  * Darkvater gets back to work
14:28:53  <ln-> Darkvater: are you trying to insult bjarni?
14:29:18  <Darkvater> is this trying?
14:29:21  <Darkvater> I need try harder
14:31:20  <ln-> what good does it do to insult him?
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14:39:01  <peter1138> why const on non-pointers?
14:40:48  <peter1138> "draw_locomotive" o_O
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14:43:24  <CoRnJuLIOx> how do you get rid of a train wreck?
14:43:31  <Eddi|zuHause> wait
14:43:42  <CoRnJuLIOx> that the only way?
14:43:50  <CoRnJuLIOx> argh. stupid me for forgetting to put the signal up
14:44:40  <peter1138> heh
14:45:24  <CoRnJuLIOx> more like "boom"
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14:52:23  <ln-> let's have an "Insult Bjarni" day, shall we? that would enhance the processes of the project.
14:53:01  <peter1138> i've a better idea
14:53:08  <peter1138> ln-: you utter cock
14:53:47  <ln-> i'm no bird.
14:54:16  <peter1138> damn
14:54:19  <grimrc> but, I only know one other type of cock
14:54:30  <peter1138> cockles
14:54:33  <grimrc> *bah bum tschhhh*
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15:34:08  <CoRnJuLIOx> does the game run even when the window is out of focus or minimized?
15:36:28  <ln-> probably yes. often in fast-forward mode.
15:38:46  <CoRnJuLIOx> you mean it switches to fast forward mode when out of focus, or it will only run out of focus while in fast forward mode?
15:39:38  <ln-> it switches to fast forward mode.
15:40:13  <ln-> hmm, maybe not anymore. it used to.
15:45:17  <ln-> does any of you have a dual screen system?
15:45:21  <ln-> peter1138: e.g. you, you chicken?
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15:58:16  <jez> How was the default AI in openTTD implemented?
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16:00:08  <peter1138> well, yes, i do
16:04:36  <ln-> OTTD works quite nicely on two screens in fullscreen mode, doesn't it? (at least under linux)
16:06:03  <jez> depends how you mean by works
16:06:10  <jez> not much point in playing in single player
16:06:38  <ln-> huh?
16:07:04  <ln-> is there no point in having e.g. 2048x768 resolution?
16:07:26  <jez> no challenge
16:07:29  <Belugas> i'm on dual screen, single player and i love it full blown.
16:07:32  <grimrc> anyone know how to get allocated a spare spriteID?
16:07:40  <Belugas> it's for the aesthetics :)
16:07:59  <grimrc> I want to construct a new sprite from 2 old ones
16:08:09  <ln-> Belugas: do you like the fact that the statusbar and toolbar are splitted to bo both screens?
16:08:22  <Belugas> i do not care :)
16:08:33  <grimrc> ln-: should they be duplicated?
16:09:06  <Belugas> naaaa....
16:09:16  <Belugas> just move your eyes left or right :)
16:09:29  <ln-> grimrc: i prefer having them centered on my left screen, but duplicating is an alternative, too.
16:09:45  <ln-> in fact i have a patch that centers them on the left screen.
16:09:56  <Belugas> although... i wonder if the status bar should follow the movements of the toolbar...
16:10:23  <grimrc> how does SDL use 2 screens?  I was trying to find out if it's possible to get SDL to make more windows (that can be moved over each other or not)
16:10:45  <hylje> you just stretch the damn window to both screens
16:10:52  <grimrc> oh heh
16:10:58  <ln-> or press alt-enter so it expands itself to both screens.
16:11:10  <grimrc> not what I was looking for
16:12:00  <ln-> SDL's cvs version may support more than 1 window.
16:12:47  <grimrc> just wondering if you could free windows in openttd so they could be moved outside the main viewport
16:13:33  <ln-> anything is possible with a computer, but after how much work...
16:13:56  <grimrc> ln-: SDL knowledge can be an asset
16:14:01  <Belugas> my dual screen installation is a bit peculiar...  Both screens are joined as one big desktop.  My Window status bar spawn across both displays
16:14:02  <grimrc> someitmes
16:14:47  <ln-> Belugas: ain't that a little silly? do your applications know about the two physical screens' boundary at all?
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16:16:39  <Belugas> ln- : i do not find it silly, rather comfy.  I find silly having my task bar only on one screen and not the other...
16:16:59  *** Zr40 [~Zirconium@zr40.xs4all.nl] has joined #openttd
16:17:02  <Belugas> and yes, my apps are aware of the differences between the two screens
16:17:14  <Belugas> Matrox made a fine job with that card :)
16:17:22  <grimrc> xserver?
16:18:05  * Belugas wonders what grimrc means by that
16:18:13  <grimrc> you run x11?
16:18:21  <Belugas> nope.  Win XP
16:18:27  <grimrc> ohh
16:18:52  <grimrc> nobody's perfect
16:19:07  <Belugas> well... tell that to my boss :)
16:19:12  <grimrc> hehe
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16:19:24  <Belugas> XP is fine for me, since it is the OS our customers are using :)
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16:19:55  <Belugas> and i'm a lot more happy with XP then with NT 3.51, NT 4
16:20:06  <jez> how can you people bear to have such a great game with such a bad AI? :-)
16:20:06  <grimrc> sure; you didn't tell me how to contact your boss
16:20:30  <grimrc> jez: are you going to do something about it?
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16:21:39  <grimrc> dear Belugas's boss, unix is the besta!!!1!
16:22:18  <jez> why would i, i dont have the skill
16:23:37  <grimrc> you could eventually: http://www.google.co.uk/search?hl=en&q=C+tutorial&btnG=Google+Search&meta=
16:25:00  <jez> erm, i can program in C
16:25:04  <jez> i don't have the skill to create a good AI
16:25:36  <Belugas> Dear grimrc, thuis is Beluga's boss. Thanks for you interest in our systems.  Good idea, we are going to throw away years and years of research, knowledge base and customers.  Indeed Linux/Unix is so much easier to maintain/operate then XP...
16:25:38  <grimrc> neither do I
16:26:05  <Belugas> Oh... for sure, we would have to rewrite entirely our 1 millions/lines of Delphi code in... what... C?
16:26:16  <grimrc> in bash of course
16:26:20  <jez> hmm
16:26:38  <hylje> PERL!
16:26:41  <grimrc> what's spriteid 0 for
16:26:42  <jez> i shoule take a look at that alpha AI they were doing.  although i'd prefer a plugin module AI system
16:26:43  <jez> scriptable AI
16:27:39  <jez> although then you'd have to implement a script interpreter
16:27:44  <grimrc> is this relevant jez? http://libgpmi.org/docs/gpmi_openttd/index.htm
16:28:05  <grimrc> jez: some of use want to use lua
16:28:28  <grimrc> for the script language
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16:29:06  <jez> is this who wrote that alpha AI that's in the patches section?
16:29:07  <Wolf01> hi
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16:32:41  <jez> grimrc: aw, shame they havent offered a decent AI
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16:44:11  <grimrc> oh he's gone
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16:47:29  <Bjarni> <ln->	let's have an "Insult Bjarni" day, shall we? that would enhance the processes of the project. <-- it appears so. If I didn't commit anything, nobody would be upset
16:47:57  <hylje> hah
16:53:56  <AsterixMG> Bjarni, got time to talk?
16:54:25  <Bjarni> maybe
16:54:35  * Bjarni goes to get his calendar
16:54:48  <AsterixMG> tell me when that maybe changes to yes ;)
16:55:08  <Bjarni> well, the calendar didn't tell me what to do now
16:55:22  <Bjarni> it didn't say IRC or development :/
16:55:44  <AsterixMG> bad bad calendar
16:57:03  <AsterixMG> so now your brain has to decide
16:57:06  <Bjarni> ok, screw unlisted stuff in the calendar
16:58:46  <Bjarni> AsterixMG: so what do you want to say?
16:59:20  <AsterixMG> did you look at the patch tonight?
16:59:33  <AsterixMG> any comments on it?
16:59:40  <Bjarni> I haven't done it tonight
17:00:33  *** Mucht|zZz is now known as Mucht
17:00:35  <AsterixMG> hehe, was a bit late or actually early morning :)
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17:02:23  <AsterixMG> ok, theres one more thing: i want to show the number of vehicles scheduled for a station in the statswindow, too.
17:02:34  <AsterixMG> theres two possible ways of doing this
17:03:42  <AsterixMG> first: use buildvehiclelist to make a list and only display the number of found items (this would be needed to be done everytime a stats-window is opened, so i think its a bad idea)
17:04:03  *** webfreakz [~Ronald@195.73.147.226] has joined #openttd
17:04:05  <webfreakz> hi
17:04:18  <webfreakz> MSVS2005 bugs me about this:
17:04:19  <webfreakz> vehicle_gui.c
17:04:19  <webfreakz> .\vehicle_gui.c(788) : error C2275: 'byte' : illegal use of this type as an expression
17:04:19  <webfreakz>         g:$games\#openttd_sources\trunk\stdafx.h(184) : see declaration of 'byte'
17:04:19  <webfreakz> .\vehicle_gui.c(788) : error C2146: syntax error : missing ';' before identifier 'i'
17:04:20  <webfreakz> .\vehicle_gui.c(788) : error C2065: 'i' : undeclared identifier
17:04:37  <Darkvater> home
17:04:48  <webfreakz> compiling fails after that
17:04:48  <Wolf01> i want to set up the environment to code something for the NDS, there is anybody that uses the NDS SDK and OTTD with the same installation of MSYS?
17:04:54  <Darkvater> you cannot define variables after assignments
17:05:16  <webfreakz> ah
17:05:22  <AsterixMG> second: make a counting-function that counts them on load/startup and keep track of the number later on (just like you do with vehicle-types), which is what i thin is better
17:05:27  <Darkvater> Bjarni: while you're at it, fixing the vehicle_gui bug, can you also remove the redundant parameter you've added and correct memset?
17:05:32  <webfreakz> i moved the line 2 lines upwards and it compiles now
17:05:49  <webfreakz> is it commited to SVN already?
17:06:23  *** DaleStan_ [~Dale@74.132.217.232] has joined #openttd
17:06:50  <AsterixMG> webfreakz, i think you don't have to put that on flyspray :)
17:07:06  *** Rexxie [~rexxars@ti131310a080-13372.bb.online.no] has quit [Quit: edgepro: There are two kinds of people, those who finish what they start and so on.]
17:07:10  <AsterixMG> but its not committed yet
17:07:54  *** DaleStan [~Dale@74.132.217.232] has quit [Ping timeout: 480 seconds]
17:07:54  <webfreakz> asterixmg, i wasn't about to put it on flyspray :)
17:08:30  <AsterixMG> hmm, no tab-completion, webfreakz?
17:09:07  <AsterixMG> i would be too lazy to type the whole name then ;)
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17:13:15  <webfreakz> asterixmg, you mean when typing 'asterixmg' ?? but GAIM doesn't have such a feature
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17:14:06  <AsterixMG> even this crappy mozilla-built-in-client has tab-completion :)
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17:16:59  <Bjarni> <Darkvater>	Bjarni: while you're at it, fixing the vehicle_gui bug, can you also remove the redundant parameter you've added and correct memset? <-- err, I read the manual for memset and set it as I thought was correct, so I don't know what you want it to look like :s
17:18:46  <Bjarni> AsterixMG: having a cache to avoid too many loops would be nice if you can manage to keep the content of the cache up to date. If you allow the cache to contain incorrect data, then it's no good ;)
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17:19:55  <AsterixMG> Bjarni, keeping it up to date should work (i already did it with my old stats-patch)... so theres one question: should i make it a separate patch or include it in the already existing one?
17:20:52  <AsterixMG> doing it in a separate one would be easy and leave the current one as is
17:21:39  <Darkvater> void *memset(void *s, int c, size_t n);
17:21:48  <Born_Acorn> I hate how trains which carry Mail in the heads but have passenger carriages load the mail, and leave with no passengers. Is that changeable?
17:21:48  <Darkvater> The  memset()  function fills the first n bytes of the memory area pointed to by s with the constant byte c.
17:21:52  <AsterixMG> (even though i already put in a string telling that it will be there in the futute)
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17:22:27  <Darkvater> Bjarni: *n* bytes of memory. Your array is *NOT* _n_ bytes, but has ENGINE_NUM elements of a certain size
17:22:37  <Darkvater> Bjarni: this size happens to be uint16 which is *2* bytes
17:23:34  <Bjarni> oops
17:23:36  <Bjarni> hmm
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17:23:47  <Darkvater> I donnu what manual you've read but I suggest to dump it
17:23:50  <Bjarni> it appeared to work anyway for some reason
17:23:54  <Born_Acorn> It's poo. I started this service to carry passengers, not mail
17:23:55  <Born_Acorn> booo
17:24:19  <Darkvater> Bjarni: if you call resetting only half or your array working, then yes
17:25:52  <AsterixMG> hmm, memset... maybe i should do some TIC-TOC to find out if it is faster in my case or not :)
17:26:29  <AsterixMG> Darkvater, the count in TOC tells how often to test it?
17:26:44  <Bjarni> Darkvater: no, I mean I tested it and it appeared that I got 0 on the rest of the array as well for some reason
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17:27:26  <Darkvater> AsterixMG: the count says after how many iterations should something be printed
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17:28:00  <Darkvater> I doubt that
17:28:13  <AsterixMG> ah, okay, so i have to take care its called often enough :)
17:28:25  <Darkvater> it depends
17:28:32  <Darkvater> or just give it TOC("asterix testing", 1)
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17:31:25  <Bjarni> Darkvater: memset(p->num_engines, 0, sizeof(p->num_engines)); <-- do you mean it should look like this?
17:31:58  <glx> ENGINE_NUM * sizeof()
17:32:25  <glx> hmm I'm wrong :)
17:32:26  <Darkvater> glx: since when?
17:32:53  <glx> Darkvater: since my brain is broken :)
17:33:53  <Bjarni> sizeof(p->num_engines) <-- this is sizeof the whole array, right?
17:34:00  <Darkvater> you either do sizeof(p->num_engines) or ENGINE_NUM * lengthof(p->num_engines)
17:34:05  <Darkvater> Bjarni: but go test it bjarni
17:34:18  <Bjarni> ENGINE_NUM * sizeof(sizeof(p->num_engines[0]))
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17:34:50  <Darkvater> o_O
17:34:51  <Bjarni> Darkvater: you see, I test it for vehicles with index more than 200 and it appears to work
17:35:09  <Darkvater> it doesn't work
17:35:10  <Darkvater> period
17:35:37  <Darkvater> sizeof(p->num_engines) << use this preferrably
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17:36:55  <Bjarni> <Darkvater>	it doesn't work <-- then explain how it can be set to 0, altered to more than zero and then resetting the player, it's magically 0 again
17:36:58  *** UserErr0r [UserErr0r@c-67-186-212-30.hsd1.ut.comcast.net] has quit [Ping timeout: 480 seconds]
17:37:17  <Darkvater> just try this
17:37:18  <Darkvater> 	p->num_engines[TOTAL_NUM_ENGINES - 1] = 1337;
17:37:18  <Darkvater> 	memset(p->num_engines, 0, TOTAL_NUM_ENGINES);
17:38:05  <Darkvater> << bbl
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17:38:28  <Darkvater> and if it works for you for some totaaly bizarre reason, think about the others who do not use your magic machine
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17:51:07  <Tron_> Darkvater>  memset(p->num_engines, 0, TOTAL_NUM_ENGINES); <--- TOTAL_NUM_ENGINES * sizeof(*p->num_engines) please
17:51:37  <Tron_> nvm
17:52:20  <AsterixMG> hmm, memset seems to be slower than my own initialization-loop :/
17:54:49  <publunch> lagginess
17:55:54  <AsterixMG> hmm, i dont think its lag thats responsible for the average of 200 tries for memset being twice the time than for my loop
17:57:25  <AsterixMG> seems to be a good example for compiler-magic...
17:59:51  <AsterixMG> anyone around that has a big savegame for nightlies, can compile a patch and wants to do a benchmarking-test for me on a platform other than winXP? :P
18:04:29  <grimrc> don't all volunteer at once
18:05:05  <scia> ok, playing ottd in multiplayer mode was a mistake :(
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18:13:48  <AsterixMG> hmm, ok seems that a functioncall is the thing thats slow... if i completely replace my functioncall by the memset its a little bit faster, but not much (well, maybe my savegame is too small, too)
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18:42:36  <RichK67> ping Darkvater
18:42:58  <AsterixMG> hi RichK67, doing some work on miniin?
18:43:12  <RichK67> not right now - sometime this weekend though
18:44:25  <AsterixMG> good, then i still have time to get my stats-patch right :)
18:44:55  <RichK67> sure - ive been watching that ... sort of like waypoint stats on steroids ;)
18:45:50  <AsterixMG> RichK67, i've seen those wp-stats... well, it looks quite similar to the way i did them back in my old stats-patch :)
18:46:12  <RichK67> do consider whether you want to save the stats in the same way wp does
18:46:23  <AsterixMG> you don't like the colours?
18:46:45  <RichK67> what colours?
18:47:07  <AsterixMG> the colours of the stats
18:47:24  <AsterixMG> they are the same as in my post in the dev-forum
18:47:42  <RichK67> ah - ive not applied the patch yet - im sort of watching the forum; any screenies are useful
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18:48:28  <AsterixMG> hmm, yeah i should make some up-to-date ones :)
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18:51:32  <publunch> colors
18:51:38  <publunch> hehehe
18:53:43  <AsterixMG> its only "colors" in amerikan english afaik
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18:59:11  <Bjarni> AsterixMG: why do you speak corrupted English?
18:59:51  <AsterixMG> Bjarni, i don't: i used "colours" like i learned at school :)
19:00:32  <Bjarni> amerikan english <-- it's "American English"
19:00:40  <RichK67> colours is correct English English... or even International English... its only in American English its colors
19:02:06  <AsterixMG> argh, didn't notice that typo
19:02:50  <Bjarni> it was not a typo, it was corruption
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19:05:07  <AsterixMG> Bjarni, new diff for you to look at: http://mitglied.lycos.de/kuttler/ottd/station_stats_6.diff
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19:06:22  <AsterixMG> and for everyone interested here's a current screenshot of the stats-window: http://mitglied.lycos.de/kuttler/ottd/stats_window.png
19:07:17  <AsterixMG> hmm, forgot to remove the vehicle_gui.c-fix before creating the patch :)
19:07:22  <Rubidium> AsterixMG: you do not have to number the STS_VEH_ALL till STS_VEH_TYPES in the enum in stations.h
19:08:44  <AsterixMG> Rubidium, how should i do it then? i don't want to use magic numbers
19:09:31  <Rubidium> just remove the '= <number>' from those enums I just mentioned
19:10:31  <AsterixMG> does it still numer them? i use them later on in a calculation, too
19:10:36  <AsterixMG> *number
19:11:03  <Rubidium> station_gui.c, StationStatsWndProc: please do not add { } in cases _unless_ you introduce variables and need to be at the beginning of scope/block
19:11:12  <Rubidium> it automagically numbers them
19:11:38  <Rubidium> the first become = 0, the rest 'previous value + 1'
19:12:35  <AsterixMG> ah, ok, didn't know that yet
19:13:25  <Rubidium> and remove the tabs between 'case <number>:' and the comment in StationStatsWndProc, one space is enough
19:15:15  <Rubidium> maybe you should rename STS_VEH_TYPES to something like STS_VEH_TYPE_COUNT or STS_NUMBER_OF_VEH_TYPES to make the name more descriptive
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19:38:16  <CIA-2> bjarni * r6430 /trunk/players.c: -Fix r6424: fixed failure to init the whole array of engines when starting a new player
19:39:08  <Bjarni> luckily since this data is not saved, incorrect data will be corrected by saving and then loading that savegame :)
19:39:48  <AsterixMG> you forgot to fix vehicle_gui.c :)
19:40:12  <Bjarni> ...
19:40:21  <Bjarni> what's wrong with vehicle_gui.c?
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19:40:39  <AsterixMG> btw, diff updated with the suggestions Rubidium made (hopefully i didn't miss some)
19:40:44  <Bjarni> ok, I know issues, but it's likely not what you are talking about
19:41:07  <AsterixMG> byte i; is after initialising values
19:41:25  <Bjarni> ...
19:41:28  <AsterixMG> lin 788
19:41:28  <Bjarni> not again :(
19:41:50  <AsterixMG> just move it up 2 lines
19:41:57  <hylje> :3
19:43:16  <CIA-2> bjarni * r6431 /trunk/vehicle_gui.c: -Fix r6424: removed a declaration after statement in ReplaceVehicleWndProc()
19:43:30  * Bjarni kicks gcc
19:43:41  <Bjarni> it stopped showing me the warning about that issue :(
19:44:10  <izhirahider> woohoo
19:44:26  <Rubidium> AsterixMG: there is no need to add the number in a comment after an enum; it only gets outdated if somebody decides to put a enum in between
19:44:28  <Bjarni> and it works perfectly good except on windows
19:44:28  <AsterixMG> hehe, for me this warning is treated as error -> no compile
19:44:44  <Bjarni> but I don't even get a warning...
19:44:55  <Rubidium> Bjarni: what compiler do you have?
19:45:04  <Bjarni> I used to, but not anymore for some odd reason
19:45:06  <Bjarni> gcc 4
19:45:27  <Bjarni> i686-apple-darwin8-gcc-4.0.1 (GCC) 4.0.1 (Apple Computer, Inc. build 5341)
19:46:16  <Bjarni> I lacked this warning when using gcc 3.3. When I updated to 4, I got it and now it's gone again
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19:46:56  <Rubidium> strange, can it be that the makefile does not pass the right flags?
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19:47:58  <Rubidium> AsterixMG: StationStatsWndProc, the code under the STS_VEH_ALL enum is indented one tab too much
19:49:26  <AsterixMG> grmbl, yeah, removed the { } and forgot to change the indentation :/
19:50:19  <Rubidium> you can remove the '{' and '}' in station_gui.c about line 880
19:50:36  <Bjarni> hmm
19:50:39  <Bjarni> CC_VERSION is 40
19:50:47  <Rubidium> and please look at the coding style for comments
19:51:28  <hylje> :E
19:52:49  <AsterixMG> Rubidium, i know that the comments are not yet done right :)
19:54:33  <AsterixMG> but what { } do you mean? could you tell me the line before or after, Rubidium ?
19:54:41  <Rubidium> after
19:58:24  <AsterixMG> Rubidium, you mean that around case 14?
19:58:51  <Rubidium> hmm, yeah, meant those, but I now see the allocation
19:59:02  <Rubidium> though the allocation is not needed
19:59:21  <AsterixMG> ah, ok, i thought i was blind cause i didn't find them :)
19:59:44  <Rubidium> ShowStationStatsWindow(GetStation(w->window_number)) and the break is enough
20:00:31  <CIA-2> bjarni * r6432 /trunk/os/macosx/Makefile: -Fix r4987: [OSX] added CCFLAGS to OSX targets as well
20:00:53  <Bjarni> KUDr missed adding it to the part without ifdef OSX :(
20:01:03  <Bjarni> now I get that warning again
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20:02:10  <KUDr> hmm
20:02:33  <KUDr> CCFLAGS tells me nothing
20:02:45  <Bjarni> makefile stuff
20:03:00  <Bjarni> maybe I should look into the branch to see who really skipped the OSX targets
20:03:15  <Bjarni> but it's not important
20:03:21  <KUDr> yes, but why do you think that i forgot something when i don't understand it at all
20:03:47  <KUDr> repair it if you see problem
20:03:51  <Bjarni> revision 4987 is the YAPF merge
20:04:02  <KUDr> i don't have OSX as well as most users here
20:04:30  <Bjarni> I fixed the issue, but I had to break compilation on windows to really investigate this issue
20:04:44  <KUDr> ohh
20:04:47  <AsterixMG> lol
20:04:55  <KUDr> so it doesn't work now?
20:05:19  <Bjarni> I have been missing warnings since the merge, but I just fixed the issue
20:05:26  <Bjarni> with the commit I did 5 minutes ago
20:05:33  <KUDr> aha
20:05:39  <KUDr> good
20:05:43  <KUDr> thanks
20:05:54  <AsterixMG> i would have noticed if windows didn't work :)
20:06:10  <Bjarni> I didn't notice that it didn't give me the warnings until other people complained that I committed stuff with warnings in it and I didn't get them
20:06:19  <hylje> make a release with note "Please note that windows builds are broken, will be fixed at next release."
20:06:41  <KUDr> :)
20:07:35  <Bjarni> oddly enough the nightly build appears to have compiled
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20:08:03  <Rubidium> only MSVC are configured with 'treat warnings as errors'
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20:08:19  * Bjarni blames Bill for this issue
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20:10:04  * smeding blames Bill for everything
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20:11:00  * Bjarni wonders how smeding will argue for blaming Bill for the start of WW1
20:11:16  <smeding> he went back in time to kill Franz Ferdinand
20:11:24  <Bjarni> ahh
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20:11:46  * Bjarni wonders how to blame Bill for the birth of smeding
20:12:03  <smeding> who says i was born
20:12:04  <Bjarni> smeding: you just got a new father?
20:12:12  <smeding> i was built in a lab. :<
20:12:20  <smeding> and Bill egged my creator on to do it.
20:12:25  <smeding> by going back in time, of course.
20:12:42  <Bjarni> Bill killed the dinosaurs?
20:13:08  <Bjarni> Bill killed Hitler?
20:13:54  <Bjarni> now that's logical. He read in the history books that Hitler had to be shot and he will travel back in time, shoot Hitler and return before anybody sees him
20:14:23  <Bjarni> now if Bill gets run over before he makes that journey, then what?
20:14:38  <hylje> Superman is Hitler
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20:15:14  <smeding> Bjarni: seeing as Hitler got shot, it doesn't happen. self-fulfilling phrophecy thing.
20:15:18  <Bjarni> hylje: only in Finland :P
20:15:46  <hylje> no, according to the comic canon
20:15:48  <smeding> also, he will elongate his life but stage his own death using technology he brings himself from the future, to which he got by not dying
20:16:08  <Bjarni> how ironic
20:16:19  <Bjarni> windows dies all the time, but the creator of windows can't die
20:16:46  <hylje> isnt it
20:17:08  <hylje> and also according to superman canon, superman-hitler did do teh holocaust
20:17:25  <smeding> oh and eventually Bill dies, but he builds a robot of himself to do the job
20:17:31  <Bjarni> hylje: you did the holocaust
20:17:41  <hylje> o srsly?
20:17:41  <Bjarni> I will just have to write that story
20:17:44  <Bjarni> brb
20:17:52  <smeding> in 4000 years he will be controlling earth and every prospect of its future using time manipulation
20:18:13  <smeding> and then a small group of time rebels battle the odds and defeat him
20:18:18  <smeding> which is why he isn't everywhere here.
20:18:24  <Bjarni> back
20:18:50  <Bjarni> the story about how a normal boy turned into a mass murderer
20:19:04  <Bjarni> once upon a time, there was a boy named hylje
20:19:16  <hylje> lolocaust
20:19:22  <hylje> this will be amusing
20:19:29  <Bjarni> he grew up and found that he didn't like a group of people
20:19:37  <Bjarni> so he ordered some men to kill them
20:19:40  <Bjarni> they did
20:20:08  <Bjarni> and now we all know that hylje did the holocaust, because we just read it in this story
20:20:43  <Bjarni> the end
20:21:07  <hylje> :>
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20:22:18  <Bjarni> you see, reading fiction can teach you a whole lot about history
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20:29:59  <Bjarni> great, now I have two vehicle_gui.c files open
20:30:17  <Bjarni> which one is the one in the working dir that I'm working in....
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20:38:52  <Bjarni> writing "the end" was not the same as we should end this channel. You guys are allowed to speak
20:40:27  <smeding> i'm asleep. sorry about that
20:40:36  <smeding> well, my brain is, obviously my fingers are moving to type
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20:47:12  <Eddi|zuHause> <Born_Acorn> I hate how trains which carry Mail in the heads but have passenger carriages load the mail, and leave with no passengers. Is that changeable? <- there is somewhere a setting "full load only waits for one cargo", you could switch that off...
20:53:25  <jez> yes
20:53:34  <jez> in the patch configuration i believe
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21:50:09  <ln-> she sounds unbelievably self-confident considering the circumstances: http://www.youtube.com/watch?v=oVqV1ygs1ow&NR
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21:53:37  <Eddi|zuHause> grr... i thought i had that sound problem sorted :(
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21:55:59  <AsterixMG> ok, diff updated, got a bit bigger due to me adding some more comments (hopefully i didn't break any indentations)... do the comments look better now, Rubidium?
21:56:03  <grimrc> so with palettes, it's basically impossible to add 2 sprites together to make a bigger one?
21:57:34  <AsterixMG> grimrc, huh? what are you trying to do (well, i don't know much about the sprite-system anyway ;) )
21:57:59  <grimrc> add 2 sprites together to make a bigger one, to use as the cursor
21:58:08  <Rubidium> AsterixMG: /** */ is usually used for comments of functions and global variable as those comments get in the generated documentation. For inline comments you should use /* */
21:58:31  <Rubidium> and please start sentences with a capital letter
21:59:49  <Rubidium> the /// comments in station.h are not right; /// denotes doxygen documentation, while you just commented out some enum values (might even be better to remove them and add them when needed)
22:00:05  <AsterixMG> Rubidium, hmm, according to the wiki coding-style there is only /** but not /*, regarless of what the comments are for
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22:01:12  <Rubidium> try to align your comments (unless you have to add lots of spaces)
22:02:54  <Rubidium> AsterixMG: just after the 'typedef enum Birds' example the coding style talks about comments, and the whole section is about documenting functions/structs etc.
22:03:08  <Wolf01> 'night all
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22:03:58  <AsterixMG> Rubidium, ah, i overlooked those lines and went straight down to code-documentation
22:04:44  * Darkvater looks strangely at Bjarni
22:04:50  <Rubidium> I do not blame you as it's not very easy/obvious to see
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22:07:21  <Darkvater> Bjarni: how about removing the superflouous parameter you've added?
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22:08:28  <grimrc> should other train engines be made to age?  wagons??
22:08:58  <ln-> Darkvater: what file and line are you talking about?
22:09:24  <Darkvater> http://svn.openttd.com/cgi-bin/trac.cgi/changeset/6428
22:09:36  <Darkvater> should not be that hard to figure out
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22:10:13  * Darkvater mumbles something unintelligle
22:10:15  <Darkvater> ble
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22:10:55  * Darkvater is also blind
22:10:57  <Darkvater> heh
22:11:25  * Darkvater has been tricked by peter1138
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22:13:01  <CIA-2> rubidium * r6433 /trunk/ (industry_cmd.c industry_map.h): -Codechange: replace some magic numbers (industry gfx indices) by enums.
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22:13:54  <Eddi|zuHause> öh... what was that?
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22:14:42  <AsterixMG> just a little net-split :)
22:15:45  <Eddi|zuHause> "little"...
22:15:57  <Eddi|zuHause> it threw me off the network :p
22:16:17  <ln-> Darkvater: elaborate.
22:16:24  <Eddi|zuHause> 00:09] <Eddi|zuHause> the DBSetXL talked about wagons aging, but i do not know what that means <- did that come through?
22:16:32  *** mikk36_ [mikk36@pc231.host1.starman.ee] has quit [Ping timeout: 480 seconds]
22:16:38  <ln-> negative
22:16:51  <Eddi|zuHause> well, now it did ;)
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22:17:54  <AsterixMG> Eddi|zuHause, if i remember correctly it means that there are wagons that become outdated just like engines
22:18:37  <AsterixMG> there are speedlimits for wagons in dbsetxl and you get wagons with higher speedlimits later
22:18:48  <Eddi|zuHause> whatever that meant, it seems to be a feature that is not implemented ;)
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22:20:52  <Eddi|zuHause> very interesting... the lyrc site has lyrics for Star Wars Main Theme
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22:21:11  <Bjarni> <Darkvater>	Bjarni: how about removing the superflouous parameter you've added? <-- what is it this time?
22:22:42  * Bjarni wonders if there is a codec for cryptic Darkvater messages freely available on the net
22:23:36  <Bjarni> 	<Eddi|zuHause>	very interesting... the lyrc site has lyrics for Star Wars Main Theme <-- URL?
22:24:02  <Eddi|zuHause> hm... don't know... the lyrc script of amarok found it...
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22:25:33  <Eddi|zuHause> http://lyrc.com.ar/en/tema1en.php?hash=32b64cc697ade413d54c70ee6f208a4f
22:25:34  <Bjarni> :/
22:25:38  <Bjarni> then I want the URL of amarok ;)
22:25:40  * Bjarni never manage to find good lyric sites
22:25:44  <Bjarni> never searched hard for them either though
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22:26:04  <Bjarni> that's an awesome song
22:26:10  <Bjarni> I really like the contents
22:26:15  <Bjarni> it's such a touching story
22:28:08  <grimrc> where does the 'wagon speed limits' patch store its speed limit settings? in a wagon's max_speed?
22:29:04  <Bjarni> wagons are actually locomotive with 0 HP. This means they got a max speed as well (usually 0)
22:29:33  <Bjarni> if you enable speed limits, then use a set with wagons, that got their max speed set to something else than 0 ;)
22:29:46  <grimrc> really?  what about cur_speed?
22:30:15  <grimrc> cur_speed != 0 for wagons will (sometimes) trigger a bug in the rail depot window
22:30:29  <Bjarni> look in vehicle.h. They got the same vars as the engines
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22:30:40  <Bjarni> they don't use half of it, but they got it
22:30:53  <Bjarni> they even got a pointer to orders (always NULL)
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22:31:38  <grimrc> yeap; well the details are on flyspray anyway
22:31:57  <Eddi|zuHause> powered wagons are also fun ;)
22:32:17  <Bjarni> yeah
22:32:40  <Bjarni> except when they decides to move on and you failed to connect them to a locomotive or steering car
22:32:47  <Bjarni> oh, you meant in the game
22:32:47  <Eddi|zuHause> the DBSet has a lot of trains that have the engine as middle part, and steering wagons before and after it
22:33:24  <Eddi|zuHause> well, i have not much to do with real railways ;)
22:33:42  <Bjarni> Eddi|zuHause: do you happen to know a site like the lyric one, but with nodes?
22:34:00  <Eddi|zuHause> ?
22:34:22  <Eddi|zuHause> you mean "notes", as in what musicians read?
22:34:23  * Sacro squeeks
22:34:35  <Bjarni> yeah
22:34:51  <Bjarni> for the piano or something like that
22:34:51  <Eddi|zuHause> not really...
22:34:56  <Sacro> sheet music? i tend to use midis and disect them
22:34:56  <Eddi|zuHause> maybe google can find some
22:34:57  *** Osai^2 is now known as Osai
22:35:15  <Eddi|zuHause> those things are usually copyright protected
22:35:23  <Bjarni> Sacro: tip: don't print mp3 files
22:35:36  <Bjarni> it will print the hex and it will not make any sense
22:35:51  <Bjarni> (not that it makes a huge difference in your case)
22:35:55  <Eddi|zuHause> midi files can be converted into readable notes
22:36:05  <Eddi|zuHause> by programs like capella
22:36:10  <Bjarni> nice
22:36:23  <Sacro> or even a hex editor, midi aint hard to read
22:37:14  <Bjarni> the thing about printing mp3.... that is what the paper taped on the wall next to the printer at uni says
22:37:36  <Bjarni> it appears that somebody have been trying to print the hex values of an mp3 file o_O
22:39:00  <Eddi|zuHause> lol ;)
22:39:32  <jez> Bjarni: does openTTD support GPMI plugins?
22:39:35  <Eddi|zuHause> i have also heard, that there are LaTeX packages for writing music ;)
22:39:37  <Bjarni> no
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22:39:48  <AsterixMG> hmm, if someone trys to print an mp3 he/she probably doesn't know what "hex" is either ;)
22:39:58  <Eddi|zuHause> even for compiling them into midi
22:40:10  <jez> Bjarni: why not
22:40:54  <Bjarni> AsterixMG: here is the bad part.... it's a technical university, so most people if not all can read hex and programming courses are mandatory
22:41:09  <Bjarni> jez: because
22:41:13  <AsterixMG> :P
22:41:44  <Eddi|zuHause> printing a 5MB file is probably a lot of pages ;)
22:41:48  <jez> wouldnt that allow plugin AIs though?  that would be good
22:41:57  <ln-> now, now, you cannot expect that much of students.
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22:43:13  * AsterixMG is tired and goes to bed now
22:43:18  <AsterixMG> good night @all
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22:44:08  <Bjarni> jez: the thing is... GPMI is not done and the people wondering about adding GPMI to OpenTTD have dropped that idea
22:44:35  <Bjarni> !log
22:44:46  <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd
22:44:46  <Bjarni> !logs
22:45:04  <jez> Bjarni: is there an easier way to add scriptable AIs?
22:45:53  <Eddi|zuHause> yes, take $next_best_script_interpreter and integrate it into openttd
22:46:24  <Eddi|zuHause> the good thing is, you don't need to be able to script AIs to build an interpreter
22:47:20  <jez> i dont know which is harder
22:47:42  <Bjarni> I'm not doing either of those two tasks, so I will never know :P
22:48:30  <Eddi|zuHause> nothing is hard, if you have the right background
22:48:38  <jez> perpetual motion
22:48:48  <glx> jez: windows user ?
22:49:24  <jez> yep
22:49:31  <glx> get libgpmi-0.8.1 from http://sourceforge.net/projects/libgpmi and use http://libgpmi.org/~glx/openttd-0.4.5.gpmi-0.8.1.zip
22:49:43  <jez> yeah
22:49:49  <glx> so you can play with the old gpmi version
22:49:57  <jez> shame that'd have to be used alongside the main version, or you couldn't play multiplayer
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22:50:41  <Bjarni> goodnight
22:50:51  <Belugas_Gone> night :)
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23:12:16  <Sacro> arrrhhh, how to undo in vim
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23:19:29  <jez> lol
23:20:50  <jez> may i suggest http://www.kcomputing.com/kcvi.pdf
23:25:48  <Sacro> ?
23:26:04  <jez> see it?
23:26:20  <Sacro> sorry, im just cursing
23:26:48  <jez> hum
23:26:58  <jez> by the way, are you interested in coopetetive play?
23:31:39  *** Osai is now known as Osai^zZz
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23:47:07  <ptk^^> hey
23:47:36  <ptk^^> there is now open server with new united states map, you will need latest nightly build to play on it
23:48:18  <Eddi|zuHause> you might have more success to notify the target audience by posting that on the forum
23:49:02  * Sacro goes to bed... nn all
23:49:06  <jez> Sacro: you there?
23:49:12  <Sacro> jez: almost
23:49:12  <Eddi|zuHause> (or is that notifying? i never know how extravagant english grammer can be at times ;))
23:49:21  <jez> Sacro: are you interested in coopetive play?
23:49:23  <Sacro> Eddi|zuHause: by notifying
23:49:33  <Sacro> or "if you notify"
23:49:45  <Sacro> jez: maybe, but not tonight
23:49:46  <Eddi|zuHause> no, "by" sounds not like what i meant
23:49:53  <jez> Sacro: you're listed on the ladder
23:50:00  <Sacro> buh?
23:50:14  * Sacro needs sleep
23:50:38  * glx gives sleep to Sacro
23:50:43  <Sacro> glx: thanks
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23:50:48  <jez> http://openttdcoop.ppcis.org/wiki/index.php/Coopetition
23:50:52  <jez> hum
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