Log for #openttd on 9th October 2006:
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00:00:46  <Bjarni> hehe, that survey reminds me of when the company that produces the mars bars made a "scientific" test of their product and made 10 people eat a mars bar each day for half a year. None of them died, so their product prolongs user's expected life
00:00:59  <lws1984> hehe
00:01:45  <Bjarni> then a newspaper wrote "recent research indicates that eating chocolate prolongs life" or something like that
00:02:05  <Bjarni> it could be right
00:02:19  <Bjarni> but it's impossible to tell from that test
00:02:58  <Bjarni> goodnight
00:03:07  <ln-> gn
00:03:09  <lws1984> gnight Bjarni
00:03:21  <Bjarni> I expect you to be busy all night posting stuff that I can actually use when I wake up
00:03:27  <lws1984> yay!
00:03:28  <lws1984> it works!
00:03:30  <Bjarni> like served breakfast
00:03:36  <lws1984> got pas the stdio.h now!
00:03:36  <lws1984> :D
00:03:47  <Bjarni> nice
00:03:59  <Bjarni> then you only got 2 hours until compilation is done
00:04:01  <lws1984> thanks for all your help
00:04:02  <lws1984> :p
00:04:04  <lws1984> 2 hours?
00:04:08  <lws1984> you're  joking, right?
00:04:11  <lws1984> *please say yes&
00:04:24  <Bjarni> actually I think it might be more like 10-20 minutes on that CPU
00:04:36  <Bjarni> but it's just a guess
00:04:49  <lws1984> :p
00:04:51  <lws1984> thanks anyway
00:05:06  <Bjarni> time it
00:05:13  <Bjarni> and tell me the result some other time
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00:25:44  <lws1984> oh for god's sake.. .I think Bjarni might have been right, been 32 minutes now
00:27:56  <ln-> what's your processor?
00:28:45  <lws1984> PowerPC G3, 600Mhz
00:28:45  <lws1984> :p
00:32:24  <lws1984> oh, it finsihed
00:32:31  <lws1984> at 34:21 minutes
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01:45:44  <lws1984> heh.. any devs awake?
01:45:53  <lws1984> got a compiling issue
01:47:41  <DaleStan> lws1984: It usually helps to ask the actual question; a non-dev may know the answer.
01:47:55  <lws1984> ah, true
01:48:03  <lws1984> well, i'm trying to compile the nightly
01:48:10  <lws1984> and I get this error:
01:48:17  <lws1984> make: *** [.OSX/music/qtmidi.o.ppc] Error 1
01:57:29  <ln-> that's not the error.
02:00:39  <DaleStan> lws1984: You'll have to provide an earlier line.
02:01:20  <lws1984> well there a lot for that function
02:01:41  <lws1984> damn.. looks like I need all the SDK's after all
02:02:04  <lws1984> figured it out, it's looking for a QuickTime SDK file that isn't there
02:02:15  <lws1984> note to self: tell Bjarni that I needed a lot of the SDK's
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02:53:30  <Serriaromeo_> lws1984 once you have it all figured out,  make a note on the forum with what you had to do to get all to work,  :-)
02:53:52  <lws1984> aye, I will
02:54:59  <Serriaromeo_> just don't forget to change that obscure setting the source that tells to actully compile and not to mess with your head :-)
02:55:05  <Serriaromeo_> in the source
02:56:07  <Serriaromeo_> nite all
02:56:49  <lws1984> hehe
02:56:51  <lws1984> gnight
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07:55:34  <Darkvater> morning
08:02:37  <Bjarni> morning Darkvater
08:05:47  <Darkvater> Bjarni: r6698 you should call that 'codechange' not cleanup as it changes actual code and (can) introduce bugs
08:06:47  <Darkvater> which it actually did since 1. you can get out-of-bounds access to the array since you don't check the type and 2. 0x10 is Veh_Train
08:07:35  <Darkvater> of course 1.) is invalid if v->type is safeguarded against earlier, higher up in the function
08:07:40  <Darkvater> something I can't check based on the diff
08:11:10  <Bjarni> hmm
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08:11:36  <Bjarni> switch (v->type) {
08:11:37  <Bjarni> ...
08:11:39  <Bjarni> default: NOT_REACHED();
08:11:46  <Bjarni> first thing in that function
08:12:28  <Bjarni> sure if you disable asserts, it can go wrong, but odds are that we will notice this in the nightly builds long before a release
08:12:43  <Bjarni> hmm
08:12:55  <Bjarni> wouldn't hurt to add return there, just in case
08:13:10  <Bjarni> even though I have no idea how it should be activated
08:14:01  <Darkvater> if it's checked before in that function it's good
08:14:20  <Darkvater> it's not a user-function so you can safely assume that once it's ok, it won't go wrong
08:14:36  <Darkvater> if _and only if_ all user input is properly guarded
08:15:18  <Bjarni> the vehicle will stay the same all the way though the function (no replace or anything) and naturally they can't change type in that function either
08:16:55  <Darkvater> then don't do anything
08:20:13  <Bjarni> I tend to add "default: NOT_REACHED();" everywhere where it should not be reached. It's such a simple addition and you never know what it might catch
08:21:25  <Darkvater> that's what the macro is for isn't it?
08:23:28  <Bjarni> yeah, it is :)
08:23:48  <Bjarni> I thought of something. Writing the changelog for 0.5.0 will take ages
08:24:05  <Bjarni> and it will be rather big
08:24:17  <Darkvater> with the added advantage that for windows it also adds assume(0), which will produce faster code
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08:24:46  <lolman> Morning :)
08:24:48  <Bjarni> I think it's a good task for lolman
08:24:57  <lolman> What's a good task?
08:25:06  <Bjarni> [10:23:48] 	<Bjarni>	I thought of something. Writing the changelog for 0.5.0 will take ages
08:25:06  <Bjarni> [10:24:05] 	<Bjarni>	and it will be rather big
08:25:17  <lolman> Ack
08:25:29  <Bjarni> hehe
08:25:40  <lolman> What are the benefits :-D
08:25:58  <Bjarni> it's not like who wants to do it the most, only who wants to least not do it
08:26:29  <lolman> Yeah, I can see it being an awfully nasty thing to have to do
08:26:33  <Bjarni> 	<lolman>	What are the benefits :-D <-- it's obvious for me... I don't have to do it :P
08:26:41  <lolman> And will I have time between all the Defcon?
08:27:05  <Darkvater> writing the changelog will actually be not that hard
08:27:21  <Bjarni> no, it's just boring to read though that long log
08:27:28  <Darkvater> you just have to write down all the new features since 0.4.7 and fixes since May
08:27:43  <Bjarni> are you sure it's not 0.4.5?
08:27:49  <Darkvater> (non-regression fixes)
08:28:01  <lolman> I thought 0.4.7 had a complete changelog Bjarni?
08:28:05  <Bjarni> and check if the fixes aren't mentioned in the changelogs for 0.4.6-0.4.8
08:28:07  <Darkvater> let's see
08:28:17  <Darkvater> Bjarni: " and fixes since May"
08:28:37  <Darkvater> yea, 0.4.5
08:28:52  <lolman> Okies
08:28:59  <Bjarni> it would be more like everything since 0.4.5 excluding the stuff mentioned in the 0.4.[678] changelogs
08:29:06  <Bjarni> you don't have to do it right now
08:29:10  <Bjarni> we are not releasing
08:29:13  <lolman> Now, do I sign meself up to it?
08:29:34  <Darkvater> Bjarni: yes those are the features since 0.4.5 and fixes since May
08:29:35  <Bjarni> actually it was just something I said as a nice greeting :p
08:29:51  <lolman> LOL
08:30:14  <Bjarni> I knew you would say that
08:30:16  <lolman> I'd actually be up for it, would give me something to do :P
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08:30:39  <Bjarni> well, if you really wants to do it, then go ahead
08:30:51  <lolman> I await 0.5.0 ;-)
08:31:07  <Bjarni> read the log for each commit since 0.4.5 and figure if it needs to be in the changelog
08:32:36  <lolman> Need to get a copy of the changelog first, I'm at Sixth Form :P
08:33:09  <Darkvater> lolman:
08:33:19  <lolman> Darkvater, found it ;-)
08:35:13  <lolman> I can see this being a long job lol
08:35:50  <Bjarni> hence my remark about telling that this task will take ages
08:36:13  <lolman> Yes
08:37:02  * lolman wonders what he's let himself in for
08:38:13  <Bjarni> you made me do less work, which is good enough for me ;)
08:38:33  <lolman> Haha
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08:49:03  <Bjarni> lolman: I think it would be best if you stop at a good number like revision 7000 (we will have reached that one long before you are done) and then we can commit a changelog as it is and then we can update it each say 500 revisions so it will not be a huge task again
08:49:17  <Bjarni> because right now it's such a big task that we don't want to do it :p
08:49:27  <lolman> Okies
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08:50:54  <lolman> Damn school connection
08:50:59  <lolman> lol
08:51:16  <Bjarni> heh
08:51:53  <lolman> what rev is 0.4.5, 0.4.7 and 0.4.8?
08:52:03  <Bjarni> there is another thing, that's funny here. I just gave you the task for fun. I didn't think you would actually do it :)
08:52:19  <Darkvater> lolman: look in the tags/ section
08:52:30  <Bjarni>
08:52:45  <lolman> Thanks :)
08:55:22  <Bjarni> we already committed more since 0.4.5 than we did between 0.3.4 and 0.4.5
08:56:19  <lolman> Yep lol
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09:28:19  <peter1138> 09:25 <@Darkvater> with the added advantage that for windows it also adds assume(0), which will produce faster code
09:28:35  <peter1138> Darkvater: is it important that code that's going to crash is faster? ;p
09:30:33  <Darkvater> peter1138: of course :)
09:31:43  <Darkvater> peter1138: assume(0) just skips generating a conditional for the default case (or where you put it), thus saving codesize. If properly safeguarded against higher up it is indeed faster
09:32:29  <Darkvater> gaaaah wtf stupid windows
09:32:30  <Tron_> there's no conditional for the default case
09:32:43  <Tron_> at most it's an unconditional jump, if it isn't just a fallthrough
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09:32:57  <Darkvater> I delete 2 files they go into the recycle bin, then I delete another one and it's delete forever
09:33:00  <Darkvater> hurray :s
09:33:11  <Darkvater> Tron_: unconditinal then :)
09:49:45  <peter1138> morning Tron_
10:02:06  <Darkvater> bbl
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10:59:24  <lolman> Ello again :)
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10:59:58  <Bjarni> hi lolman
11:00:12  <Bjarni> it's nice to see that you read though the first 500 revisions :)
11:00:28  <lolman> Bjarni: lmao
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13:06:51  <Renegade2> hi
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13:09:05  <Renegade2> question: I'm trying to install the linux version, and it complains about needing libSDL; I could install SDL-devel and dependencies through YaST just fine, however, I just want to run a dedicated server, all I could possibly see would be console output - do I even need libSDL, or can I just force install?
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13:12:50  <Bjarni> if you want to install the dedicated server only, you should not need SDL
13:13:10  <Bjarni> make sure that you actually got the dedicated server binary ;)
13:13:58  <Renegade2> I was gonna do openttd -D; there is a seperate package for dedicated servers?
13:15:34  <glx> Renegade2: what did you download ?
13:16:16  <Renegade2> openttd-0.4.8-1.i586.rpm from a random googled FTP server - was the only suse package I found
13:17:57  <glx> hmm this file is not an "official" build :)
13:18:24  <Renegade2> I am aware of that...but there is no official suse package, and I just hate compiling
13:18:51  * Bjarni will not recommend running software of unknown origin
13:19:18  <glx> but it should work with openttd -D
13:19:54  <glx> if not you'll just need libSDL binaries
13:20:06  <glx> as you don't compile
13:20:11  <Renegade2> guessed so, but now you sparked my there a seperate binary available especially made for dedicated servers?
13:20:26  <Bjarni> yeah
13:20:47  <Bjarni> they are compiled with the flag DEDICATED set
13:21:01  <Bjarni> skipping all video and sound code
13:21:06  <Bjarni> or rather, most of it
13:21:25  <Bjarni> the plan is to make it skip all of it
13:21:29  <glx> but only for nightly builds it seems
13:21:42  <Renegade2> so basically, they omit the dependency for video/sound libs and set -D as default?
13:21:44  <Bjarni> hmm
13:22:03  <Bjarni> yeah, for some reason we never made dedicated server binaries in releases
13:22:08  <Bjarni> don't ask me why :)
13:22:26  <Renegade2> so there is no grave difference in performance and/or optimization?
13:22:30  <Bjarni> Renegade2: something like that
13:22:46  <glx> Renegade2: dedicated builds still need -D but SDL dependancy is gone
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13:23:42  <Renegade2> hmm. I'll just try it by force. give me a second...
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13:24:13  <Bjarni> right now dedicated servers do calculate some window drawing data (the windows are never drawn though), but the plan is to skip that for dedicated server binaries and then they really will be faster
13:25:45  <Renegade2> do I need to upload the graphics files to the server, or will -D not check for them?
13:26:11  <glx> you still need graphics files and
13:26:13  <Bjarni> that's also a planned feature: eliminate the need for the grf files since they are actually not used
13:26:23  <Bjarni> they just need to be there
13:26:27  <Renegade2> so all I need lies in future versions?
13:26:40  <Bjarni> now you get it :)
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13:26:56  * Renegade2 cures the present
13:27:01  <Renegade2> curses, even
13:27:25  <glx> can be an empty file though
13:27:44  <Darkvater> damn, took a long time to get back :O
13:28:19  <Bjarni> hi Darkvater
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13:30:47  <Bjarni> Renegade2: it's not top priority as it is right now
13:30:57  <Bjarni> Darkvater: btw how is it going with your path patch?
13:31:04  <Renegade2> well, as long as it works
13:33:27  <roboboy> since when cant we refit planes to cargo
13:33:44  <glx> depends of cargo type
13:34:02  <roboboy> i want to refit to coal
13:36:27  <Darkvater> Bjarni: what ARE you talking about?
13:36:32  * Darkvater whistles innocently
13:36:55  <Bjarni> thought so
13:36:59  <Darkvater> I don't like the way my path-patch took so I donnu if it'll ever be finished
13:37:46  <Bjarni> then I see no reason to make the makefile rewrite wait for it. We will think of something else to make the bundle use the right paths anyway
13:38:01  <Bjarni> like using path stuff from the trunk ;)
13:38:45  <Darkvater> I never said for the rewrite to wait for it
13:38:59  <Darkvater> just TL thought so and I couldn't persuade him
13:39:13  <Bjarni> no, I decided to do so because it sounded promising and just what I needed
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13:44:50  <peter1138> afternoon
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13:45:08  <Darkvater> eya
13:45:43  <Born_Acorn> Hello y'all
13:47:25  <Renegade2> heh
13:47:32  <peter1138> mr chris jones
13:47:46  <Renegade2> no -D without libSDL
13:47:54  <Bjarni> oh mr Jones is back
13:48:41  <peter1138> heh, prissi's code style is ... strange
13:49:03  <Bjarni> it's ... different ... from what we usually do
13:49:06  <Darkvater> it's simutrans-style ^
13:49:11  <peter1138> o_O
13:49:30  <Darkvater> I just love how simutrans code has german and english mixed
13:49:44  <Darkvater> sometimes even within the same functions...variable names, comments, etc *D
13:49:47  <peter1138> heh
13:50:32  <roboboy> gnight
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13:51:01  <Bjarni> we should do that as well as it obviously makes the passenger destination stuff work better
13:51:04  * Bjarni hides
13:51:26  <peter1138> could be worse
13:51:32  <Bjarni> yeah
13:51:34  <peter1138> could be strange danishified-english
13:51:50  <Bjarni> it could be a mix of Engrish and French
13:52:29  <Bjarni> <peter1138>	could be strange danishified-english <-- actually that would be an improvement over Germanified-English
13:52:32  * peter1138 splits up his newgrf bollocks
13:52:41  <Bjarni> as Danish and English are closer than English and German
13:52:52  <peter1138> hmm, technically i don't need a savegame bump...
13:53:01  <Born_Acorn> Passenger and Mail destinations would be the coolies.
13:53:02  <Bjarni> btw did simutrans release source code?
13:53:15  <peter1138> i don't think so
13:53:23  <peter1138> "some" ottd developers have access
13:53:26  <peter1138> apparently
13:53:30  <Bjarni> yeah
13:53:35  <peter1138> how many of them are active, who knows
13:54:04  <Bjarni> I wondered several times about making an OSX port, but in the end, I always just sticked to OTTD
13:54:13  <Darkvater> 'stuck'
13:54:15  <Darkvater> not sticked
13:54:32  <Bjarni> it's your fault
13:54:41  <Bjarni> you tried to set me in SimuTrans comment mode
13:54:43  <Bjarni> :p
13:54:48  <ln-> english and german mixed is still better than hungarian notation!
13:55:17  <Bjarni> or a mix of English and Japanese
13:56:02  <Born_Acorn> The worst is Japanese and Korean!
13:56:14  <ln-> but an OSX port of it nowadays exists?
13:56:37  <Bjarni> they made an OSX port of SimuTrans?
13:56:44  <Bjarni> I don't think so
13:56:49  <Bjarni> not the last time I checked
13:57:22  <peter1138> i dislike their 128x128 graphics pack
13:57:29  <peter1138> it's so... inconsistent
13:57:31  <Bjarni> they need me to do it and as I just said, I didn't do it
13:57:43  <peter1138> heh, they have a beos version
13:57:47  <peter1138> who uses beos? :p
13:58:00  <Bjarni> hmm
13:58:11  <ln-> peter1138: w-ber does.
13:58:12  <Bjarni> BeOS... is that big or little endian?
13:58:30  <peter1138> x86, so...
13:58:36  <peter1138> or is it multiplatform?
13:58:36  <Bjarni> ok
13:58:51  <peter1138> heh, i've not played simutrans since the hajo days
13:59:21  * Born_Acorn is a little endian.
13:59:28  <Born_Acorn> I open my eggs on the little end!
14:00:04  <Renegade2> those server ip configuration it important those are ip #s, or  can I put domains as well?
14:00:06  <ln-> Bjarni:,3145.0.html
14:00:29  <Darkvater> Renegade2: domain's good
14:00:43  <Eddi|zuHause2> <ln-> english and german mixed is still better than hungarian notation! <- did you mean polish notation?
14:01:34  <glx> Renegade2: [servers] section is only used by client
14:02:05  <Renegade2> talking about [network] server_bind_ip and connect_to_ip
14:02:28  <glx> server_bind_ip can be let to
14:02:37  <Renegade2> k
14:02:54  <glx> and connect_to_ip is used by client
14:03:15  <Darkvater> o_O excel......
14:03:19  <Renegade2> so I'm setting stuff I don't need...k
14:03:28  <Darkvater> crappy program thinks it can do regular expressions
14:04:08  <Darkvater> apparently putting a '*' as first character functions as some kind of a wildcard in the replace window o_O
14:04:43  <Bjarni> Darkvater: btw I tried to remove the void casts from some of the free() calls and it went ok, so I committed it. Then MSVS fucked up, so now we know why they were there ;)
14:05:45  <Darkvater> the void was only there to get rid of the 'const' warnings
14:06:07  <Renegade2> dbg: Cannot open savegame for saving/loading.
14:06:07  <Renegade2> Error: network savedump failed
14:06:07  <Renegade2> openttd: openttd.c:76: error: Assertion `0' failed.
14:06:07  <Renegade2> Aborted
14:06:10  <Renegade2> ouch
14:06:22  <Renegade2> wild guess: permission problem?
14:06:28  <glx> probable
14:06:29  <Bjarni> but MSVS showed those warnings and failed to compile because they are set to treat warnings as errors
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14:07:03  <Bjarni> ln-: thanks. I see that they only did it for intel macs as they didn't bother to solve the endian issue or something like that ;)
14:08:38  <Darkvater> Bjarni: which msvs was that, where and which errors?
14:09:23  <glx> was const warnings
14:09:39  <peter1138> Renegade2: needs access to save/autosave/network_server.tmp
14:09:41  <peter1138> (or something)
14:10:04  <Bjarni>
14:10:09  <Bjarni> for Darkvater
14:10:15  <Renegade2> then that folder not being there probably is a problem
14:10:57  <Darkvater> ok firstly
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14:11:03  <Darkvater> warning C4090: 'function' : different 'const' qualifiers
14:11:05  <Darkvater> just as I said
14:11:18  <Darkvater> and secndly, which I have also expressed heavily in my email to you
14:11:23  <Darkvater> Why in the world did somebody throw around a three-deep pointer for anyways? Might be better to strip off the excess pointers and only throw around the one you're using
14:11:56  <Bjarni> that will not do
14:12:48  <Darkvater> yes it will
14:12:49  <Darkvater> ..
14:12:49  <Bjarni> because when I use realloc, the pointer might point to a different location afterwards, so I need a pointer to the array pointer
14:13:11  <Bjarni> and the last * is because the array data is pointers
14:13:57  <peter1138> there's another ***
14:14:05  <peter1138> station_cmd.c:static void FindRoadStopSpot(bool truck_station, Station* st, RoadStop*** currstop, RoadStop** prev)
14:14:08  <peter1138> :)
14:14:23  <Bjarni> Vehicle * is the data in the array, ** is the pointer to the data, and *** is the pointer to the pointer to the array
14:14:58  <Bjarni> if I only use **, I can't return where the function might have moved to if realloc moved it
14:15:09  <Bjarni> I tried that after you mailed me... it simply didn't work
14:15:29  <peter1138> actually you can
14:15:43  <Bjarni> how?
14:15:54  <peter1138> return it instead of returning void
14:15:55  <Bjarni> the arguments are two arrays, so I can't use the return value
14:16:45  <peter1138> huh?
14:16:51  <peter1138> which function are you talking about here?
14:16:52  <Bjarni> if I only had to return one pointer, then I would have used the return value
14:17:34  <peter1138> also
14:17:41  <peter1138> hmm
14:17:46  <Bjarni> BuildDepotVehicleList()
14:17:59  <Bjarni> sometimes the last array is NULL and sometimes two arrays are in use
14:18:14  <Bjarni> for the latter, I can't just use the return value
14:19:13  <Bjarni> besides I don't think it's that bad. Sure you have to think about it for a moment, but if you understands pointers, it's not that tricky
14:19:15  <Bjarni> and it works
14:19:33  <peter1138> well anyway
14:19:37  <peter1138> who's gonna get 6700
14:19:55  <Bjarni> the tricky part is that the array data is pointers, so it generate an extra *
14:20:17  <Bjarni> 	<peter1138>	who's gonna get 6700 <-- somebody with commit access, I presume ;)
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14:20:41  <Bjarni> I will be really surprised if it's not somebody with commit access
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14:21:56  <peter1138> shouldn't we give commit access to everyone?
14:22:11  <peter1138> then we can have cool and exciting features like customizable faces
14:23:30  <Bjarni> that is what jez requested
14:28:42  <CIA-1> Darkvater * r6699 /trunk/readme.txt: -Fixed translator link in readme
14:28:45  <Darkvater> fuck
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14:29:08  <peter1138> hmm?
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14:38:29  <Born_Acorn> The fixed link must have been "fuck", which is a strange URL.
14:39:22  <peter1138> fuck://
14:40:23  <Darkvater> sweet, a new KioSlave ^_^
14:41:20  <peter1138> ottd://somenightlyserver:3979/company1
14:42:00  <Darkvater> that'd be easily codable for windows
14:42:23  <peter1138> o_O
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14:43:46  <Born_Acorn> heh, you click on the link and you join the server. I like it!
14:44:18  <Darkvater> I think it's even only a few registry settings
14:45:07  <CIA-1> peter1138 * r6700 /branches/bridge/ (81 files in 9 dirs): [bridge] - Sync with r6215:6300 from trunk
14:45:45  <peter1138> oh yes, i'm working. yes. that's it.
14:51:16  <Born_Acorn> Yay Bridge BRach
14:51:18  <Born_Acorn> *Branh
14:51:21  <Born_Acorn> *Branch
14:51:24  <peter1138> give it up
14:51:37  <Born_Acorn> Get it on down now
14:51:41  <peter1138> i wonder what was left to do in it
14:52:03  <Born_Acorn> Only the Tronmeister knows that.
14:52:19  <Born_Acorn> Note to Self: Stop adding meister to peoples nicknames.
14:56:13  *** jonty_comp [] has quit [Ping timeout: 480 seconds]
14:57:13  <peter1138> yes sir Born_Acornmeister sir
15:02:26  <Darkvater> exit
15:02:28  <Darkvater> eek
15:02:30  <peter1138> no
15:02:30  <Darkvater> hehe
15:02:32  <peter1138> i don't want to
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15:02:44  <Darkvater> one exit too much ;p
15:02:47  <CIA-1> peter1138 * r6701 /branches/bridge/ (94 files in 9 dirs): [bridge] - Sync with r6300:6400 from trunk
15:11:06  <Renegade2> I still get that "network savedump failed" error...-_-
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15:12:37  <Renegade2> I've looked at the permissions, re-uploaded the graphics/cat, even put a valid network_server.tmp from an earlier local lan game up there...nothing. as soon as I join, the server crashes
15:13:10  <Renegade2> the only thing left is letting the world write to the savegames
15:13:40  <peter1138> hmm
15:13:46  <Darkvater> what user is running the game?
15:13:53  <Renegade2> a "because: ..." part in error messages would be greatly appreciated in the future...
15:14:03  <Renegade2> an extra user called "openttd"
15:14:04  <peter1138> how about trying to save the game manually?
15:14:07  <Renegade2> heh
15:14:16  <Renegade2> nobody's in there
15:14:36  <Darkvater> so can this extra 'openttd' user write/read to/from that dir?
15:14:49  <peter1138> you can save from the server's console
15:14:53  <Renegade2> it's owned by him, and user is set to yeah
15:15:01  <Darkvater> did you actually try?
15:15:25  <Renegade2> since I touch'd the original network_server.tmp, yes
15:16:10  <Darkvater> if the world can write does it work then?
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15:16:21  <Darkvater> cause if it wrks then, the fault is all on your side
15:16:26  <Renegade2> save 1
15:16:26  <Renegade2> Saving map...
15:16:26  <Renegade2> dbg: Cannot open savegame for saving/loading.
15:16:26  <Renegade2> SaveMap failed
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15:16:38  <Renegade2> that was user only
15:16:50  <peter1138> so... got enough diskspace?
15:16:52  <peter1138> or quota space...
15:16:55  <Renegade2> yes.
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15:17:10  <Renegade2> I'll try "dangerous" chmods now
15:17:26  <Darkvater> just run openttd as root
15:17:29  <peter1138> hehe
15:17:29  <Darkvater> it deserves it ^_^
15:17:58  <Eddi|zuHause2> have you checked the permissions on the directory?
15:18:36  <Renegade2> I'd rather not have to explain to my host why the server got 0wn3d through port 3979...
15:18:38  <Renegade2> drwxr-xr-x  2 openttd users 1.0K Oct  9 16:11 autosave
15:19:01  <glx> and save ?
15:19:09  <Renegade2> same, all the same
15:19:35  <Darkvater> << going home :)
15:20:23  <Eddi|zuHause2> << going out
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15:21:22  <Renegade2> hmm...can I relocate the save folder?
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15:21:44  <glx> where is it now?
15:23:05  <Renegade2> .... /usr/share/openttd/save, where the rpm installed it; I suspect maybe /usr/share/ being owned by root is making problems...although I, as that same user, can work in the directory just fine
15:23:47  <Renegade2> (and it is set to rwx for all now)
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15:25:48  <Renegade2> something tells me I'll end up running the server as root...and I'm not sure I like that
15:25:49  <CIA-1> peter1138 * r6702 /branches/bridge/ (127 files in 12 dirs): [bridge] - Sync with r6400:6500 from trunk
15:27:55  <lolman> Hmm, by dad must trust me a lot...
15:27:58  <lolman> my*
15:28:08  <peter1138> hmm?
15:28:22  <lolman> He's paying for his telly and internet through my bank account :-\
15:28:31  <peter1138> bzzzt
15:28:45  <peter1138> what you actually mean is: you must trust your dad a lot...
15:28:51  <lolman> Well both lol
15:29:08  <lolman> I don't want my credit rating fried, and he doesn't want his telly cutting off
15:29:36  <Renegade2> hmmm...not even root is helping...something's very wrong here
15:30:21  <peter1138> so it's not permissions... heh
15:30:29  <peter1138> readonly fs? heh
15:30:36  <peter1138> oh no
15:30:40  <peter1138> you already changed it
15:30:44  <Renegade2> indeed
15:31:48  <glx> try to compile it yourself then
15:33:08  <Renegade2> that'll require millions of depencies...but I could take a look at the source and at least see what openttd.c:76 actually says
15:33:09  <blathijs> Renegade2: Are you sure it tries to save to that directory?
15:33:24  <Renegade2> well...where else would it save?
15:33:43  <blathijs> Renegade2: It's not so bad with dependencies, you can probably get away with just SDL
15:33:53  <blathijs> though zlib would be a good idea too
15:34:10  <glx> SDL is not needed for a server
15:34:20  <glx> so you only need zlib and libpng
15:34:45  <blathijs> libpng is only for screenshots, so not needed either
15:34:54  <blathijs> and zlib is not required, though recommended
15:35:02  <glx> better for savegames
15:35:34  <peter1138> especially for a server ;p
15:35:45  <Renegade2> fine, I'll try it :P
15:35:46  <peter1138> uncompressed savegames sent over the network? yum
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15:40:03  <CIA-1> peter1138 * r6703 /branches/bridge/ (98 files in 5 dirs): [bridge] - Sync with r6500:6600 from trunk
15:42:05  <Renegade2> do I have to/can I ./configure anything?
15:42:32  <Renegade2> ah, see it already
15:43:28  <Renegade2> I knew why I didn't want to do this -_-
15:43:36  <Renegade2> configure doesn't even run
15:45:37  <blathijs> We have configure these days?
15:45:53  <Renegade2> # This 'configure' script is a very easy wrapper around 'make updateconf'
15:45:53  <Renegade2> #  It allows cross-compilers to do their job much more easy.
15:47:31  <glx> just type "make DEDICATED:=1"
15:47:37  <glx> no need to configure
15:47:48  <peter1138> blathijs: yeah, but the one in 0.4.8 is... dodgy
15:48:12  <Renegade2> of for christ's sake
15:48:29  <peter1138> heh
15:48:33  <blathijs> Renegade2: We are actually working on a more standard configure system I think
15:48:43  <blathijs> s/We/Somebody/
15:48:45  <Renegade2>  says goddamn host didn't even install a compiler up there
15:48:50  <peter1138> hehe
15:48:55  * Renegade2 checks
15:49:29  <peter1138> i wish i knew where someone hid the turbo button
15:50:38  <Renegade2> -_- no compiler up there
15:51:01  <Renegade2> something tells me I should just let go.
15:52:10  <peter1138> :(
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15:52:35  <peter1138> try an official build?
15:52:54  <Renegade2> there is none for suse
15:53:02  <peter1138> hmm, only a deb
15:53:18  <peter1138> there's a nightly...
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15:58:41  <CIA-1> peter1138 * r6704 /branches/bridge/ (87 files in 3 dirs): [bridge] - Sync with r6600:6700 from trunk
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16:12:47  <Renegade2> oh well...I'll try this again tomorrow...thanks all who tried to help me...
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16:44:56  <CIA-1> peter1138 * r6705 /branches/bridge/ (misc.c openttd.c saveload.c): [bridge] Move the savegame changes up to version 37, and make it keep the ownership of canals, for compatibility with trunk.
16:51:08  <Born_Acorn> Whenever will the Bridges be finished? :(
16:52:42  <hylje> i was about to ask the same thing
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16:56:01  <peter1138> when the bugs are fixed
16:56:10  <hylje> how buggy is it
17:01:11  *** Zr40 [] has quit [Ping timeout: 480 seconds]
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17:01:30  <Born_Acorn> Where are the bugs?
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17:08:18  <peter1138> i've got one assertion so far
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17:16:53  <Wolf01> hi
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17:24:53  <Darkvater> welcome slaves
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17:26:08  <peter1138> mr vater
17:26:12  <peter1138> mr gone
17:26:33  <Darkvater> eheh
17:26:38  <Darkvater> <switch>
17:27:02  <peter1138> hmm?
17:27:14  <Born_Acorn> hmm.
17:27:28  <peter1138> argh
17:27:32  <Born_Acorn> argh?
17:27:35  <peter1138> debugging vehicle position hash :P
17:28:35  <Darkvater> argh
17:28:40  <Darkvater> that's...horrid
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17:34:49  <peter1138> Darkvater: got a bridge that can be deleted with vehicles on it
17:35:00  <Darkvater> wrong z-height?
17:35:00  <peter1138> (in the bridge branch)
17:35:19  <peter1138> it doesn't check z height, as the vehicle's tile is actually the bridge ramp
17:35:43  <peter1138> voodoo magic involved
17:36:00  <Darkvater> but x_pos, y_pos and z_pos are correct
17:36:06  <peter1138> yeah
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17:40:28  <Tron_> the same logic as for tunnels should work
17:42:06  <Wolf01> peter1138, are you working on the bridge branch?
17:43:09  <peter1138> crap
17:43:17  <peter1138> i just made changes to the wrong directory :)
17:43:55  <peter1138> Tron_: *nod*
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17:52:01  <Darkvater> he peter1138 you were talking about prissi coding style, right? Indeed strange :)
17:52:13  <Darkvater> for(  i=0;  i<st->num_connections;  i++  ) { << never seen this form
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17:53:34  <peter1138> yeah
17:53:37  <peter1138> exactly that line :)
17:53:51  <Darkvater> :)
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18:03:05  <peter1138> weird
18:03:12  <peter1138> it's "forgetting" vehicles are on it
18:03:31  <Darkvater> the alzheimer-bridge
18:08:53  <peter1138> ah
18:09:01  <peter1138> i think it's a fatal flaw in its design
18:09:19  <peter1138> (and the same applies to tunnels... so why don't they break?
18:11:17  <Wolf01> bacause in tunels the train is already on the ground
18:11:23  <Darkvater> isn't bridges only that the x/y/z positions are correct and the veh railstatus says it's tunnel/brdige?
18:11:45  <peter1138> ahhhh
18:11:58  <peter1138> tunnels do check every tile inbetween...
18:12:00  <peter1138> hmm
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18:12:11  <Darkvater> well yes, you DO need to do that
18:12:18  <Darkvater> cause it's all black-hole
18:12:20  <Darkvater> hiya KUDr
18:12:24  <KUDr> hi
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18:13:34  <peter1138> Darkvater: this bridge code only checks the endpoints
18:13:45  <peter1138> on the basis that the v->tile will be one of them
18:13:51  <lolman> Damnit!
18:13:57  <Darkvater> hmm are you in the right branch?
18:14:02  <lolman> Left the changelog I'd done some work on at home :P
18:14:05  <lolman> School*
18:14:06  <lolman> lol
18:14:11  <Darkvater> I would be sure Tron would've coded that properly
18:14:12  <peter1138> but it checks it using the vehicle position hash, which is updated with v->x_pos & y_pos
18:14:20  <peter1138> it works for short bridges
18:14:35  <Darkvater> hmm
18:14:40  <peter1138> when the vehicles are in the middle, it's out of range of the hash for the endpoints
18:14:47  <Darkvater> so why would it fail for long br..
18:14:50  <Darkvater> hehe
18:15:58  <Darkvater> so the hash is sought with v->tile
18:16:37  <Darkvater> I think there's no other solution then to search the whole length of the bridge like with tunnels
18:16:40  <peter1138> indeed
18:17:22  <peter1138> hmm
18:17:27  <peter1138> find vehicle between is pointless to use
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18:17:59  <peter1138> hmm
18:18:01  <peter1138> i think
18:19:25  <peter1138> it loops all vehicles and checks their x_pos & y_pos are between the tiles
18:19:33  <peter1138> whereas we can just compare v->tile...
18:19:44  <peter1138> for the endpoints
18:19:44  <peter1138> hmm
18:21:11  <hylje> you actually work with bridges! *applause*
18:23:10  * lolman kicks self
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18:23:20  <Darkvater> peter1138: he, yeah, you only need to know if a vehicle is *on* a bridge, right?
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18:23:26  <lolman> :P
18:24:08  <peter1138> yeah
18:24:16  <peter1138> actually that would work with tunnels too
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18:25:05  <lolman> jonty-comp, ello
18:25:12  <Darkvater> so why did we not do this before?
18:25:14  <jonty-comp> Hey lolman
18:25:14  <Darkvater> what's the catch?
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18:27:11  <peter1138> well
18:27:20  <peter1138> the catch so far is i can't think of a good name for the function...
18:27:56  <lolman> What does said function do? :P
18:28:06  <peter1138> althoguh it's only used by bridges & tunnels, so i could just modify FindVehicleBetween()
18:29:05  <Darkvater> FindVehicleOnBridge/ FindVehicleInTunnel
18:29:26  <Darkvater> no, that's gay
18:29:52  <peter1138> heh
18:30:03  <Darkvater> you have to be careful with tunnels though
18:30:36  <Darkvater> normally v->tile is the tunnel entrance but if you reverse a vehicle midway, it's tunnel exit (eg v->tile doesn't flip_
18:30:41  <Darkvater> _messy_
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18:37:36  <Darkvater> ok, gotta go.. ice hockey :D
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18:39:29  <peter1138> doesn't matter if you check both ends
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19:34:55  <CIA-1> peter1138 * r6706 /branches/bridge/tunnelbridge_cmd.c: [bridge] - Fix issue where (long) bridges could be removed with vehicles still on them
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19:37:35  <Bjarni> lws1984: did you get your own binary to work at an acceptable speed?
19:37:52  <lws1984> Bjarni: aye, it works perfectly when I compile it myself
19:37:58  <Bjarni> weird
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19:38:09  <lws1984> aye, well, it's not too much of a hassle to compile myself
19:38:12  <Bjarni> the nightly builds works perfectly normal here
19:38:15  <lws1984> only takes about 45 minutes or so
19:38:37  <Bjarni> will it take 45 minutes to update and compile each day?
19:38:49  <Bjarni> or was it including setting up stuff?
19:39:01  <glx> I guess only if window.h or english.txt are changed :)
19:39:27  <lws1984> well, 45 minutes was the original one
19:39:28  * Bjarni got a modified english.txt and window.h in his local copy
19:39:37  <lws1984> i'd guess that upgrading will take less time
19:39:54  <Bjarni> you can try to write "time make" next time
19:40:17  <Bjarni> and it will tell you how long it took when it's done and some info about how the CPU was used
19:40:27  <glx> lws1984: easy to check: svn up -r 6699 && time make
19:40:27  <lws1984> ah, interetsting
19:40:29  <lws1984> thanks
19:40:40  <lws1984> glx: don't feel like compiling now :p
19:40:43  <lws1984> thanks, knew that
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20:16:59  <CIA-1> bjarni * r6707 /trunk/ (aircraft_gui.c lang/english.txt train_gui.c window.h):
20:16:59  <CIA-1> -Feature: [build aircraft window] added buttons to view propeller planes, jet planes or helicopters
20:16:59  <CIA-1> -Codechange: the build aircraft window now generates 3 malleced lists and displays based on those list
20:16:59  <CIA-1>  This is preparation for sorting aircraft
20:17:18  <hylje> zomg
20:17:19  <hylje> features
20:17:30  <hylje> and bridges are one revision closer to trunk!1
20:19:30  <Bjarni> zomg?
20:20:20  <Bjarni> I create a really useful feature and then you say zomg?
20:20:27  <hylje> yes
20:20:31  <hylje> shocked-zomg
20:20:51  <Bjarni> wtf does zomg mean?
20:21:12  <Born_Acorn> It originates from mis-spelling of "omg"
20:21:30  <Born_Acorn> It caught on.
20:21:41  <Bjarni> so not only is it a stupid thing to say, it's also mistyped
20:21:44  <hylje> although z is nowhere near o
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20:23:09  <Born_Acorn> Actually, Bjarni, that's a really good feature. I'll actually get the latest rev and compile to enjoy it's handiness.
20:24:23  <Born_Acorn> /suckup
20:24:28  <Born_Acorn> :p
20:24:29  <Bjarni> it was actually somewhat tricky to code, but I like the result
20:24:49  <Born_Acorn> (no, but really, it's cool)
20:25:27  <Bjarni> if there are jet planes in the list, then they will be displayed when it's opened. If not, then it's propeller planes. If it's a helicopter only airport, then it opens with helicopters and disables the other two buttons
20:26:56  <Bjarni> in theory it should disable the helicopter button if it's a plane only airport, but I didn't find a plane only airport to test on :p
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20:30:19  <Born_Acorn> That makes sense, since helictopters can really land anywhere. (Especially any airfield. :p)
20:31:15  <Bjarni> well, the airport code supports making helicopter free airports, so I wrote code to handle this event
20:31:30  <Bjarni> it's just 3 lines
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20:40:35  <Wolf01> 'night all
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20:44:49  <scrooge> hylje: try writing omg in uppercase, and accidentally place your pinky on the z instead of shift
20:45:44  <hylje> oh well :)
20:45:58  <scrooge> ;)
20:46:24  <scrooge> i was thinking how stupid this zomg thing was the other day until i realized this
20:47:35  * Bjarni got a key between shift and z
20:47:50  <Sacro> | \
20:48:02  <Bjarni> actually it's <
20:48:04  <hylje> ><| key actually
20:48:06  <scrooge> \me to
20:48:10  <scrooge> hummz...
20:48:12  * scrooge to
20:48:17  <scrooge> ahh, it's like this
20:48:18  <Bjarni> *too
20:48:24  <scrooge> never used irc before ;)
20:48:32  <Bjarni> we can see that :p
20:48:42  <SpComb> yomg
20:48:48  <Bjarni> y?
20:48:49  <hylje> xomg!
20:48:54  <SpComb> yomg!
20:48:57  <Bjarni> ok, I'm out of here
20:49:02  <Bjarni> the channel went crazy again
20:49:04  <hylje> ha
20:49:11  <hylje> you will be assimilated ~xomg!
20:49:12  <SpComb> <omg
20:49:21  <SpComb> j00 < omg
20:49:40  <SpComb> 1 will hAx00r j00
20:49:44  <SpComb> hmm
20:49:52  <SpComb> why did I hit the right moues button there?
20:49:52  <Sacro> :o øµg
20:50:00  <SpComb> oh well, at least I didn't have to decide
20:50:14  <hylje> Sacro: omg ~xomg
20:50:20  <SpComb> ü
20:50:30  <SpComb> µ°µ
20:50:45  <hylje> üomg!
20:51:23  <Sacro> æchoo!
21:03:56  * Bjarni just sorted his aircraft build list
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21:10:14  <Eddi|zuHause2> err... my ü key is nowhere near any key in "OMG"
21:10:34  <Eddi|zuHause2> (neither is z)
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21:30:28  <CIA-1> bjarni * r6708 /trunk/ (aircraft_gui.c lang/english.txt):
21:30:28  <CIA-1> -Feature: [build aircraft window] added sort options to the list
21:30:28  <CIA-1> -Fix r6707: solved an issue where scrollcount was not always set correctly
21:31:23  <Bjarni> Born_Acorn: now is the time to get the source and really enjoy the new feature when building aircraft :)
21:31:32  <Born_Acorn> yay!
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21:32:07  <Eddi|zuHause2> NewAircraftListFilterSorting! ;)
21:32:44  <Bjarni> you want to filter as well?
21:32:56  <Bjarni> on top of the 3 type buttons?
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21:42:21  <CIA-1> bjarni * r6709 /trunk/train_gui.c:
21:42:21  <CIA-1> -Fix r6679: [build train window] solved an issue that could lead to trailing empty blocks in the list array
21:42:21  <CIA-1>  Since they were freed with the rest of the array, it only meant that we wasted a few bytes (max 16) while the window were open and we didn't leak memory
21:45:27  <Eddi|zuHause2> no, i meant those buttons with "Filter"
21:48:28  <Bjarni> ...
21:48:45  <Bjarni> you mean you just named a feature I already coded something else or ?
21:49:27  <Eddi|zuHause2> yes ;)
21:49:34  <Bjarni> damn you :P
21:52:33  <Bjarni> 		case 5: /* increase int */
21:52:34  <Bjarni> 			mod = _ctrl_pressed? 5 : 10;
21:52:34  <Bjarni> 			goto do_change_service_int;
21:52:34  <Bjarni> 		case 6: /* decrease int */
21:52:34  <Bjarni> 			mod = _ctrl_pressed?- 5 : -10;
21:52:34  <Bjarni> do_change_service_int:
21:52:44  <Bjarni> let's just say that I have seen nicer code
21:52:57  <Bjarni> goto from one condition to another one
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21:55:18  <Bjarni> goodnight
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21:55:31  <Sacro> :o OH NOES...GOTOS
22:00:24  <Brianetta> Functionally identical to a break.
22:00:34  <Brianetta> Probably compiles to the same code.
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22:15:21  <lolman> Oh Noes...
22:15:54  <Darkvater> peter1138: we don't have a vehicle hash based on tile do we?
22:16:33  <Darkvater> peter1138: would save some FOR_ALL_VEHICLE loops like in r6706
22:17:24  <Darkvater> (*num_planes)      = 0; << *num_planes = 0 doesn't work anymore or what?
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22:22:50  <Sacro> lws1984!
22:23:33  <lws1984> Sacro!
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22:48:42  <pv2b> Darkvater: you never know what operator precedence C has. maybe someone thought C might think *a = 0; is equivalent to *(a = 0);
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22:59:44  <Sacro> night all
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