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Log for #openttd on 10th October 2006:
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00:01:48  <CIA-1> belugas * r6710 /branches/newhouses/ (89 files in 3 dirs): [newhouses] -Synch with trunk r6597:r6709
00:02:06  <Born_Acorn> yay!
00:02:10  <Born_Acorn> Newhouses!
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06:05:05  <Tron> Darkvater: the best part is the parameter, which is const, just to cast it away
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06:19:04  <peter1138> i wondered about that...
06:19:51  <CIA-1> miham * r6711 /trunk/lang/ (8 files in 2 dirs): (log message trimmed)
06:19:51  <CIA-1> WebTranslator2 update to 2006-10-10 08:19:02
06:19:51  <CIA-1> catalan - 14 fixed by arnaullv (14)
06:19:51  <CIA-1> estonian - 45 fixed by vermon (45)
06:19:51  <CIA-1> french - 9 fixed, 9 changed by glx (18)
06:19:53  <CIA-1> galician - 3 fixed by Condex (3)
06:19:53  <CIA-1> german - 1 fixed by Neonox (1)
06:20:19  <peter1138> Darkvater: no, we don't
06:20:31  <peter1138> Darkvater: but it's only executed twice...
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06:38:10  <mikk36> (09:19:51) (CIA-1) estonian - 45 fixed by vermon (45) <-- ??
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06:41:46  <peter1138> a guy called vermon fixed 45 strings for estonian, apparently
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06:45:35  <peter1138> what is "??" about it?
06:45:52  <robobed> peter1138 your mp server went down this morning
06:46:07  <robobed> and it doesnt show in the ingame list
06:46:07  <peter1138> so it did
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06:46:15  <peter1138> segfault. hmm.
06:46:34  <peter1138> guess i'll have to run it in a debug session
06:49:18  <eleusis> get a coredump!
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07:57:15  <CIA-1> bjarni * r6712 /trunk/ (6 files): -Code cleanup: renamed buildtrain_d to buildvehicle_d as it's used for all vehicle types
07:57:19  <CIA-1> miham * r6713 /trunk/lang/ (7 files): (log message trimmed)
07:57:19  <CIA-1> WebTranslator2 update to 2006-10-10 09:56:34
07:57:19  <CIA-1> catalan - 7 fixed by arnaullv (7)
07:57:19  <CIA-1> danish - 12 fixed by ThomasA (12)
07:57:19  <CIA-1> dutch - 8 fixed by webfreakz (8)
07:57:21  <CIA-1> hungarian - 9 fixed by miham (9)
07:57:23  <CIA-1> italian - 9 fixed by sidew (9)
08:01:48  <Darkvater> Tron: hehe, don't get me started :)
08:03:13  <peter1138> lord vater
08:03:21  <Darkvater> Saint Petrus
08:03:36  <Darkvater> Bjarni: could I interest you in some more cleanup?
08:04:49  <Darkvater> Bjarni: like using proper ingrisch for example? 'descending' is the word not 'decenting' :)
08:05:00  <Darkvater> which I guess you wanted it to mean :O
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08:14:33  <CIA-1> bjarni * r6714 /trunk/ (aircraft_gui.c engine.c rail_cmd.c train_gui.c):
08:14:33  <CIA-1> -Codechange: replaced a direct manipulation of windows with InvalidateWindowData() in rail_cmd.c
08:14:33  <CIA-1>  Moved the actual modification of railtype to WE_INVALIDATE_DATA in the train depot handler
08:14:33  <CIA-1> -Codechange: added SetWindowDirty() to WE_INVALIDATE_DATA as it made no sense to update the list without making the window dirty
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08:24:33  <CIA-1> bjarni * r6715 /trunk/ (roadveh_gui.c ship_gui.c):
08:24:33  <CIA-1> -Fix r6714: roadvehicle and ship building windows are now also marked dirty when getting a WE_INVALIDATE_DATA event
08:24:33  <CIA-1>  This will make the windows mark dirty again when a new vehicle is available or one is removed from the list (again)
08:24:55  <peter1138> bjarni's a commit-machine
08:27:09  <Bjarni> well, those issues are fairly fast to solve :)
08:34:16  <CIA-1> bjarni * r6716 /trunk/ (aircraft_gui.c train_gui.c): -Code cleanup: [aircraft/train build windows] fixed a spelling mistake in the widget names (the game itself is unaffected by this)
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08:46:27  <MeusH> hi
08:47:52  <MeusH> I'm looking for help according to trains choosing right/wrong way
08:48:25  <MeusH> is there any way to "pentalize" a route so vehicles don't choose it unless it's the only valid route to the destination?
08:49:10  <MeusH> since speedsignals do not exist, and I' constantly changing waypoints in many, many orders is sick...
08:49:31  <MeusH> how about a tile modifier...
08:50:15  <MeusH> I think there are two ways to do that: to place a dummy waypoint with a flag to penatlize the route, or place a completly new "thing" (that would take one bit in map array) that penatlizez a route
08:50:32  <MeusH> have you thought about something like that, ever?
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08:51:17  <MeusH> Does level crossing penatlize trains, too?
08:51:56  <peter1138> penalize
08:52:31  <Darkvater> hmm penutlice
08:52:39  <Darkvater> peanut even
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08:55:16  <Darkvater> peter1138: perhaps a v->tile hash might be useful. there are quite a few loops which check for v->tile==tile in some form
08:56:05  <Tron> there are two major flaws in the vehicle position code
08:56:17  <Tron> - ->[xy]pos and ->tile get async
08:56:27  <Darkvater> then again... it's mostly gui
08:56:28  <Tron> - the position hash depends on the graphics
08:56:40  <Darkvater> Tron: yes, I was thinking of a secondary hash
08:56:55  <Darkvater> useful for windows and tunnels/bridges (especially in bridge/ branch)
08:56:58  <Tron> i suggest fixing it instead of duplicating
08:57:25  <Darkvater> you can't fix it when tunnels/bridges are portals
08:58:01  <Darkvater> of course then you would need fixing the portals ;p
08:59:14  <peter1138> Tron: it needs duplicating
08:59:23  <peter1138> the position hash is also for drawing
09:00:40  <Tron> that's no reason for duplication
09:00:41  <peter1138> if we fix it to use tile, then drawing will be broken
09:00:49  <Tron> negative
09:01:01  <peter1138> how so?
09:01:37  <Tron> there's quite some margin when deciding the drawing rectangle
09:01:48  <Tron> this is exactly for stuff which is partially visible
09:02:23  <peter1138> if you ignore what the bridge branch does, then it's probably ok
09:03:12  <Tron> that is the first problem
09:03:17  <Tron> where pos and tile get async
09:04:35  <Tron> bah, i just removed the last parameter from about 740 function calls
09:04:53  <Tron> manually it would have taken an hour at least
09:05:09  <Tron> a 3 line shell script did it in less than 5 seconds
09:05:14  <Darkvater> ok, whom can I blame for Warning	16	warning: STR_8805: Param idx #2 '<empty>' doesn't match with template command 'STRING1'	c:\Documents and Settings\tomi\Desktop\openttd\lang\czech.txt	2531
09:05:19  <Darkvater> FUCKING ANNOYING
09:06:06  <peter1138> Tron: why 'bah'?
09:06:28  <Tron> because the parameter was pointless in the first place
09:06:31  <Darkvater> Tron probably wants to waste time ;p
09:06:31  <peter1138> ah
09:06:40  <peter1138> Darkvater: that's why we're here :)
09:06:54  <Tron> it was a flag, which always had to be set anway, otherwise nothing would happen
09:07:09  <peter1138>   6624     bjarni STR_8805
09:07:09  <peter1138>   :{RIGHTARROW}{SETX 10}{COMMA}: {STRING1} {STRING1}
09:07:13  <peter1138> Bjarni: hide ;)
09:07:19  <Tron> i'm just waiting for the compile to finish, to see if i caught all calls
09:07:30  <Darkvater> whohoo +1 to bjarni :S
09:08:11  <peter1138> Tron: are you saying the bridge branch method needs fixing?
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09:08:59  <Tron> well, i just modelled it like the tunnels
09:09:18  <Tron> i didn't want to touch the pos hash
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09:09:54  <peter1138> i was wondering if it was possible to "do the right thing" by following the z_pos
09:10:16  <Tron> btw: the hash should operate on Vehicle*, not VehicleID
09:10:22  <peter1138> but that might end up more awkward
09:10:35  <Tron> results in way cleaner code
09:10:37  <peter1138> hmm
09:12:21  <peter1138> but larger... and saving 16 bytes is important apparently ;)
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09:17:00  <Darkvater> is it ? :)
09:17:29  <loman> Morning :)
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09:22:41  <Darkvater> he, DirectX SDK got from 300MB in february to over 500MB in August
09:22:44  <Darkvater> wtf
09:23:03  <Darkvater> this is just gay
09:23:13  * Darkvater copies directx files from vs2003
09:23:47  <peter1138> o_O
09:23:54  <MeusH> do level crossings penalize trains, too?
09:25:54  <Darkvater> no but I think they do penalize road vehicles
09:26:51  <MeusH> Darkvater, do you think there is some way to penalize trains so they don't take some route? (besides building waypoints)?
09:27:06  <Darkvater> no idea
09:27:30  <peter1138> they do with yapf
09:28:02  <MeusH> thanks peter1138 - I'm going to build many level crossings on my route, then :)
09:28:05  <MeusH> Like adding some property for a dummy waypoint so that if it's set to true (1), it penalizes trains?
09:28:13  <peter1138> it has rail_crossing_penalty and road_crossing_penalty
09:28:19  <MeusH> great
09:28:22  <MeusH> well I g2g
09:28:23  <MeusH> bye
09:28:24  <MeusH> thanks
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09:28:41  <peter1138> which is not hard to find in the config... *sigh*
09:29:27  <Darkvater> ah, dont' tease him ;)
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09:33:54  <peter1138> of course, i'm only assuming that it's used
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09:40:23  <CIA-1> Darkvater * r6717 /trunk/ (gfxinit.c table/sprites.h): -Codechange: move OPENTTD_SPRITES_COUNT into table/sprites.h to use it from there.
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09:49:44  <peter1138> Darkvater commits!
09:49:54  <Darkvater> a miracle ;p
09:49:58  * peter1138 attempts to debug a perl script
09:50:12  <peter1138> it was working, but now it's not
09:52:38  <peter1138> says it's timing out
09:52:44  <peter1138> but it's only taking 1 second to do that
09:52:53  <Darkvater> nice timeout ;p
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09:57:21  <Naksu> peter1138: maybe it has 1 sec timeout? :O
10:01:23  <peter1138> hmm
10:04:12  <CIA-1> bjarni * r6718 /trunk/ (depot_gui.c vehicle_gui.h):
10:04:12  <CIA-1> -Codechange: added function to get the line height for a vehicle type
10:04:12  <CIA-1> -Fix r6513: [depot window] fixed incorrect line height for large ships
10:04:12  <CIA-1> -Fix r6513: [depot window] fixed incorrect resizing of the sell button
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10:07:42  <peter1138> ships have different heights?
10:09:03  <peter1138> hmm
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10:11:44  <CIA-1> bjarni * r6719 /trunk/depot_gui.c: -Code cleanup: [depot window] removed line that assigned 0 to a var, that's already 0
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10:13:16  <Bjarni> 	<peter1138>	ships have different heights? <-- oops, should have said "large vehicles" (ships and aircraft)
10:14:52  <peter1138> ahh
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10:31:17  <Darkvater> whohoo, my new mouse-receiver is in
10:31:21  <Darkvater> let's see if it workz
10:32:00  <Darkvater> Bjarni: how about fixing those string?
10:32:44  <Darkvater> OMG
10:32:46  * Darkvater tests
10:32:54  <Darkvater> it cannot
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10:39:54  <peter1138> it cannot?
10:39:59  <peter1138> same problem?
10:40:37  <Darkvater> not yet but they sent a receiver with exactly the same PN
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10:51:27  <lolman> orudge!
10:56:29  <orudge> Hello
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11:23:08  <Darkvater> dammit I keep trying to move windows in windows with ALT ;p
11:26:33  <PandaMojo> !seen Celestar
11:26:35  <_42_> PandaMojo, Celestar (~Jadzia_Da@galadriel.td.mw.tum.de) was last seen quitting #openttd 5 weeks 18 minutes ago (05.09. 11:08) stating "Quit: leaving" after spending 37 minutes there.
11:26:49  <Darkvater> he'll be back soon
11:27:01  <Darkvater> once he gets through a thousand emails orso
11:27:19  <PandaMojo> Heh.
11:27:31  <PandaMojo> I thought he was supposed to be on vacation by now :D
11:27:42  <Darkvater> he's back
11:27:54  <PandaMojo> Just not comming to channel then?
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12:09:05  <lolman> Afternoon :)
12:18:57  <CIA-1> miham * r6720 /trunk/lang/ (7 files): (log message trimmed)
12:18:57  <CIA-1> WebTranslator2 update to 2006-10-10 14:18:03
12:18:57  <CIA-1> american - 9 fixed by WhiteRabbit (9)
12:18:57  <CIA-1> catalan - 3 changed by arnaullv (3)
12:18:57  <CIA-1> danish - 2 fixed, 67 changed by ThomasA (69)
12:18:59  <CIA-1> dutch - 1 fixed by habell (1)
12:18:59  <CIA-1> estonian - 27 fixed by t2t2 (27)
12:19:44  <Darkvater> Bjarni: !
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12:59:26  <Darkvater> he, where's MeusH when you need him
12:59:50  <Darkvater> peter1138: ping
13:01:06  <peter1138> pong
13:01:09  <Darkvater> peter1138: have a very important question for you. We have this table _tileoffs_by_dir[]. which corresponds to enum Direction. What identifier do you think I should use for offset {0,0}, eg Direction none?
13:01:50  <Darkvater> It would greatly simplify the tile measurement lookup tables cause instead of unreadable and confusing {1,1}, {-1,0} etc identifiers you would simply have DIR_S and DIR_NE
13:02:00  <Darkvater> but sometimes I need {0,0}. so what to use for that
13:02:15  <peter1138> DIR_NONE?
13:02:37  <Darkvater> hmm not 4 letters ;p
13:02:49  <SimonRC> DIR_XX
13:03:02  <Tron_> be _very_ careful when you add this enum
13:03:14  <Tron_> it must be after all the regular directions
13:03:26  <Darkvater> Tron_: yes that would be the second question which I am actually asking
13:03:34  <Tron_> there's quite some magic which depends on the directions being 0-7
13:03:55  <Darkvater> it should be after DIR_END but DIR_END would need a value as well then in tileoffs_by_dir
13:04:03  <Tron_> there's even a connection between Axis, DiagDir and Direction
13:04:15  <Darkvater> SimonRC: where'd you learn to count? :)
13:04:50  <Darkvater> or just leave it and have
13:04:50  <Darkvater> 		/* Start */ {1, 0}, {1, 1}, /* HT_DIR_X  */ {0, 1}, {1, 1}, /* HT_DIR_Y  */
13:04:51  <Darkvater> 		/* Start */ {1, 0}, {0, 0}, /* HT_DIR_HU */ {1, 0}, {1, 1}, /* HT_DIR_HL */
13:04:55  <Darkvater> instead of
13:04:56  <Darkvater> eh
13:05:12  <Darkvater> DIR_SW, DIR_S, DIR_SE, DIR_S
13:05:23  <Darkvater> DIR_SW, DIR_NONE, DIR_SW, DIR_S
13:07:49  <Tron_> tradeoff:
13:07:52  <Tron_> #define STEP_SW {1, 0}
13:07:55  <Tron_> #define STEP_S {1, 1}
13:07:56  <Tron_> ...
13:08:08  <Tron_> /* Start */ STEP_SW, STEP_S, ...
13:08:21  <SimonRC> "step" seems neater than "dir"
13:08:36  <Tron_> different meaning
13:08:41  <Tron_> DIR_xx are  really directions
13:08:50  *** Tron_ is now known as Tron
13:09:13  <Darkvater> thasdfasdfasdfage
13:09:18  <Darkvater> great lost my connection :s
13:09:51  <Darkvater> Tron: well I want direction of step 1. doing STEP_ would be kinda duplicate, no?
13:10:38  <Tron> you convert the TileDiffC back to a direction?
13:10:52  <Darkvater> yes
13:10:58  <Darkvater> ToTileIndexDiff
13:11:16  <Darkvater> funniy using DIR_S etc would mean a double lookup ;p
13:15:45  <Darkvater> meh, I'll just leave it
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13:41:04  <roboboy> peter1138 are you arround
13:41:21  <roboboy> i keep suddenly getting desynced from your server
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14:05:32  <roboboy> gnight
14:05:43  <CIA-1> Darkvater * r6721 /trunk/ (viewport.c viewport.h): -Codechange: some comments, aligning, types and variable localization.
14:05:50  *** roboboy is now known as robobed
14:05:58  <Brianetta> Yey!  A tidy-commit!
14:07:05  <Darkvater> now where is this meshs
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14:25:19  <peter1138> you want his measurement stuff?
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15:02:46  <CIA-1> bjarni * r6722 /trunk/ (7 files):
15:02:46  <CIA-1> -Codechange: [aircraft build window] moved aircraft build window to a file of it's own
15:02:46  <CIA-1>  Also made some changes to it so it should be easier to unify all the build vehicle windows
15:03:00  <Darkvater> peter1138: I want him to meticolously test it
15:03:01  <Darkvater> Bjarni: !!!
15:03:12  <Darkvater> Bjarni: can you fix the strings already?
15:03:20  <Bjarni> ...
15:03:33  <Darkvater> don't ... but fix'em
15:03:43  <Bjarni> what are you talking about. I fixed the stuff you mentioned... I think
15:04:26  <Bjarni> !openttd log 6716
15:04:26  <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd
15:04:26  <orudge> !logs
15:04:27  <_42_> Bjarni: r6716 log: -Code cleanup: [aircraft/train build windows] fixed a spelling mistake in the widget names (the game itself is unaffected by this)
15:05:13  <Bjarni> if it was something else, then tell me
15:05:19  <Darkvater> lang/czech.txt:2530: warning: STR_8804: Param idx #2 '<empty>' doesn't match with template command 'STRING1'
15:05:25  <Darkvater> yes that certainly sounds fixed :O
15:05:38  <Darkvater> just compile langs
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15:06:40  <lws1984> :o
15:07:16  <CIA-1> glx * r6723 /trunk/openttd.vcproj: -Fix r6722: forgot openttd.vcproj
15:09:30  <CIA-1> glx * r6724 /trunk/openttd.vcproj: -Fix r6723: respect alphabetical order
15:09:43  <glx> oups :P
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15:13:45  <CIA-1> bjarni * r6725 /trunk/lang/ (7 files): -Fix r6624: fixed some translated strings to apply to the added {STRING} in english.txt
15:14:59  <Darkvater> Bjarni: that is much better. donnu why it had to take so long
15:15:35  <Bjarni> well, it certainly helps to know that the issue is ;)
15:15:46  <Darkvater> I cannot imagine how one can miss it
15:15:57  <Darkvater> just compiling only brings it up
15:16:02  <Darkvater> there is no magic to it
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15:19:01  <Bjarni> when dreams come true
15:19:08  <Bjarni> we got no more user errors :D
15:19:11  <Darkvater> ...
15:19:50  <peter1138> what about bjarni-errors?
15:20:21  <Bjarni> the only way to make certain that you never break anything is to never do anything
15:20:49  <Bjarni> I reject not doing anything, hence I have to break something once in a while
15:21:24  <Darkvater> Bjarni: breaking stuff is allowed, leaving it broken for 3 weeks! is not
15:22:01  <peter1138> Bjarni: http://fuzzle.org/o/namesorter.diff
15:22:15  * Bjarni was unaware that he was the one, who broke it
15:22:31  <peter1138> (you don't need globals to be able to use statics)
15:22:48  <Bjarni> it happened around the same time as wt2 made poor commits and generated warnings that way. I thought it was leftovers from that
15:23:24  <peter1138> (and i'm not sure what this STR_JUST_STRING is for... you've already got a string id, so why not use that directly)
15:23:37  <peter1138> ((note, i've not tested this...))
15:23:44  <Bjarni> heh
15:24:24  <Bjarni> well, I copied the code from the vehicle list name sorter as it's well tested by now and then I just gave it different strings to work on
15:25:16  <peter1138> o_O
15:25:29  <peter1138> and who wrote that? heh
15:25:36  <peter1138> urgh
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15:26:30  <ln-> who should i complain to about strings in the English lang file?
15:27:09  <Born_Acorn> peter1138, it was me!
15:27:09  <Darkvater> better not
15:27:14  <Darkvater> cause it's 'whome'
15:27:15  <Darkvater> whom
15:27:52  <ln-> yes, you are probably right.
15:28:08  * Bjarni blames Born_Acorn for writing odd code
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15:28:40  <Darkvater> peter1138: donnu it seems all other sorters use this global static thingies starting with townnamesorter
15:29:10  <Bjarni> I think ludde/vurlix wrote this
15:29:15  <ln-> 15:28 < ln-> i'm talking about "TTDPatch compatible nonstop handling:"
15:29:15  <ln-> 15:29 < ln-> which is a silly string, because it assumes you know 1) what is TTDPatch, 2) how does it handle nonstops.
15:29:18  <ln-> 15:29 < ln-> and if you don't know, you have no idea what it means.
15:29:34  <Bjarni> heh
15:29:35  <ln-> 15:30 < ln-> and it's not like the meaning is so complex it couldn't be explained with a few words.
15:29:36  <Bjarni> good point
15:31:35  <ln-> who wants to come up with a new explanation string?
15:32:34  <Bjarni> you
15:32:44  <ln-> whose semantics could be something like "the trains stop only at stations listed on their schedule."
15:33:18  <peter1138> unless it's non-stop
15:33:23  <peter1138> in which case it doesn't stop there
15:33:29  <peter1138> UNINTUITIVE
15:34:12  <ln-> very
15:35:18  <Born_Acorn> You smell!
15:35:48  <Noldo> what is the other kind of non-stop?
15:36:08  <peter1138> it goes to the station and doesn't stop at any others on the way
15:36:20  <peter1138> which makes more sense
15:36:38  <peter1138> "non-stop to waterloo" means you stop at waterloo, not skip it
15:36:44  <peter1138> (although it would be messy if you did)
15:37:15  <Tron> solution: remove the switch altogether and replace it by proper distinct orders
15:37:50  <Tron> the switch is the TTDp bithackery way
15:38:13  <ln-> Tron: it's happening again! the fact that i completely agree with you on something. :)
15:40:30  <ln-> yes, the setting would make a lot more sense if it could be set to each train individually.
15:40:59  <ln-> and i think a patch to do so exist... though it may not be network-safe.
15:41:22  <peter1138> non-network-safe is useless :)
15:41:28  <blathijs> 17:36 < peter1138> "non-stop to waterloo" means you stop at waterloo, not skip it <-- One could say "non-stop past waterloo", though
15:41:46  <peter1138> blathijs: you could, but you'd be looked at funny :)
15:41:56  <peter1138> blathijs: you'd just say "non-stop to $station_past_waterloo"
15:42:34  <Noldo> no stoping on the way could be 'experss' and going trough, but not stopping could be 'via'
15:42:57  <blathijs> yes, that
15:43:07  <Darkvater> non-stop means that you don't stop anywhere to your destination
15:43:23  <Darkvater> wouldn't it?
15:43:30  <Noldo> well
15:43:36  <Darkvater> non-stop to A << go to A and only stop at A for the first time
15:43:38  <blathijs> In short: Non-stop is ambigious
15:43:48  <Noldo> blathijs: so true
15:43:52  <blathijs> The name "non-stop", that is
15:43:53  <Darkvater> that is what non-stop is, at least here in Holland
15:44:12  <peter1138> Darkvater: yeah
15:44:15  <blathijs> It can be used to describe to distinct concepts, which both have value in OpenTTD
15:44:57  <peter1138> 'ttdpatch compatible' non-stop is just using stations as waypoints
15:45:43  <Noldo> can waypoint waypoints be multitrack?
15:46:09  <CIA-1> bjarni * r6726 /trunk/build_vehicle_gui.c:
15:46:09  <CIA-1> -Codechange: [vehicle build window] cleaned up the name sorter (mainly by peter1138)
15:46:09  <CIA-1>  Now both names are checked against the cache (instead of just one of them) and we got rid of some global vars
15:51:29  <Darkvater> hmm wouldn't stricmp() be better?
15:51:35  <Tron> strcasecmp
15:51:43  <Darkvater> eh
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15:55:17  <peter1138> doesn't make much difference
15:55:27  <peter1138> hmm, actually it does
15:55:36  <Darkvater> it does for engines
15:55:39  <peter1138> yeah
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16:04:20  <Eddi|zuHause3> how much sense would it make to call that switch "non-stop treats stations as waypoints"?
16:05:05  <Eddi|zuHause3> it's problematic to find a decent short description
16:05:09  <Eddi|zuHause3> because it is doing 2 things
16:05:34  <Bjarni> yeah
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16:48:21  <Sacro> hmm, some 13 year old polish girl just called me on skype :\
16:48:30  <hylje> :o
16:48:35  <Noldo> Sacro: why?
16:48:38  <hylje> she must be desperate
16:48:42  <hylje> to call sacro
16:48:47  <Noldo> true
16:49:02  <Sacro> :o
16:49:06  <Sacro> thats nasty
16:50:13  <lws1984> what, calling you? aye
16:51:16  * peter1138 hmms at ...
16:51:24  <peter1138> (foo + 1U > bar)
16:51:37  <peter1138> isn't (foo >= bar) better? ;)
16:51:48  <hylje> yes
16:51:52  <hylje> you found a WTF
16:52:50  <Noldo> peter1138: if there is something special about the situation making the +1 > more logical somehow
16:53:02  <Noldo> can't really think any situation where that might aply
16:53:56  <blathijs>  possibly overflow related
16:54:04  <blathijs> considering the "U"
16:55:57  <DaleStan> Devs: (TTDPatch-compatible non-stop) TTDPatch solves part of this problem by changing the text to "Route through {STATION}", instead of "Go to {STATION} (non-stop)."
16:56:32  <Sacro> DaleStan: makes more sense... either that or Go Via
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16:57:41  <Eddi|zuHause3> hm.. i would still understand "via" as "stop there"
16:57:57  <Sacro> Eddi|zuHause3: yeah... that did just occur to me
16:58:10  <DaleStan> The tough part is changing the text in the appropriate circumstances, not figuring out what that alternative text should say.
16:58:21  <Wolf01> hi
16:58:29  <Sacro> DaleStan: surely a simple if/else should cover it?
16:58:38  <Sacro> in the window drawing code
16:59:05  <peter1138> DaleStan: changing the text is easy...
16:59:15  <Eddi|zuHause3> a simple switchstatus?string1:string2 should do
16:59:29  <Sacro> peter1138: when the correct switch is flicked?
17:00:21  <peter1138> interesting
17:00:26  <peter1138> SetDParam(1, (order->flags & OF_NON_STOP) ? STR_GO_NON_STOP_TO_WAYPOINT : STR_GO_TO_WAYPOINT);
17:00:33  <peter1138> when do we ever stop at waypoints...
17:00:43  <Sacro> peter1138: heh...true
17:00:58  <Sacro> be nice if you could... make interesting passing places
17:01:24  <DaleStan> Well, the non-stop flag can be meaningfully applied to waypoints with TTDPatch non-stop turned off.
17:01:30  <Eddi|zuHause3> could make for a nice "if signal=red, stop here" marker
17:01:57  <Sacro> :D Stop here whilst lights are red
17:02:12  * Sacro plans on stealing one of them when next drunk
17:02:15  <peter1138> DaleStan: oh, true :)
17:02:21  * peter1138 slaps self
17:02:52  <Eddi|zuHause3> what would that setting do then?
17:03:45  <DaleStan> Route through {WAYPOINT}, and do not stop at any intermediate stations.
17:03:53  <Sacro> does anyone know of a UK pc parts supplier that accepts paypal
17:04:30  <Eddi|zuHause3> oh, of course ;)
17:05:49  <Sacro> multi track waypoints
17:06:13  <peter1138> we have them, graphically
17:07:51  <peter1138> which isn't much use, granted :)
17:08:30  <Sacro> no...not really
17:13:42  <Brianetta> Waypoints would be better if they could be placed wherever signals can be placed, instead of just on the straights
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17:19:26  <CIA-1> glx * r6727 /trunk/player_gui.c: -Fix r6619: don't disable inexistant widget
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17:22:06  <Eddi|zuHause3> Brianetta: that creates quite some problems with 2 parallel tracks on the same tile
17:25:24  <Brianetta> Eddi|zuHause3: You mean, like the signals manage not to?
17:25:42  <Eddi|zuHause3> signals also have problems there
17:25:51  <Brianetta> Only in type of signal.
17:25:56  <Eddi|zuHause3> like you can't have pre- and exit- signals
17:26:01  <Brianetta> like I said
17:26:22  <Brianetta> There's only one type of waypoint.  you just need to be able to have more than one on a tile like that.
17:26:56  <hylje> easter egg request: add a snake accident for planes
17:27:58  <Noldo> hehe
17:28:42  <lws1984> *snicker*
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17:31:14  <Wolf01> yeah DL:10kbps UL:34kbps
17:31:35  <Eddi|zuHause3> better than mine :p
17:31:54  <Wolf01> impossible
17:32:11  <Eddi|zuHause3> i have down:7,9 and up:4,9
17:32:23  <Wolf01> is not KiloBytes, is KiloBits
17:32:33  <Eddi|zuHause3> oh
17:32:38  <Eddi|zuHause3> yeah
17:32:44  <Eddi|zuHause3> then not ;)
17:33:02  <Wolf01> so is like 1.2kb//5.2kb
17:34:04  <Wolf01> every day the speed decrease and my rage increase
17:34:17  <Eddi|zuHause3> get a better provider ;)
17:34:25  <Sacro> heh, i have DL:2mbps, UL: 384kbps
17:35:08  <Wolf01> is not the provider itself, but the provider don't want to mantain the ((very)rusty) lines
17:36:16  <Eddi|zuHause3> you'd love east germany... in the 90's, everything got rebuilt with brand new fibre glass lines
17:36:28  <Eddi|zuHause3> but the telekom won't offer DSL on those :p
17:36:48  <peter1138> well no, they're fibre...
17:37:55  <Eddi|zuHause3> well, they also won't offer any other broad band access...
17:38:04  <Wolf01> ottd (trunk) supports the planeset version for the patch?
17:38:16  <Eddi|zuHause3> it should
17:38:29  <hylje> we use planeset in coop
17:38:33  <hylje> r6668
17:39:04  <Wolf01> i used the remix version, but is really old
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17:53:11  <CIA-1> bjarni * r6728 /trunk/train_cmd.c: -Fix r6651: solved issue where moving rail vehicles in a depot could read from a NULL pointer
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18:08:46  <Darkvater> where is this pole?
18:10:51  <Darkvater> peter1138: he I just love r6726 commit messae: "_mainly_ by peter1138"
18:11:00  <Darkvater> I guess pressing the commit button also counts as work
18:11:40  <DaleStan> Well, somebody has to do it.
18:12:02  <peter1138> i hope he tested it
18:12:03  <peter1138> cos i didn't
18:12:32  <Darkvater> we'll know when the bugreports start pouring in ;p
18:15:42  <Darkvater> :O 'Find All References'
18:15:50  <Darkvater> another very handy feature of VS2005
18:15:54  <Darkvater> like like, very much
18:16:07  <Darkvater> he, a bit buggy ;p
18:16:36  *** |Jeroen| [~jeroen@dD5E03E97.access.telenet.be] has joined #openttd
18:18:07  <Darkvater> can anyone explain to me what STR_JUST_STRING is?
18:18:11  * Darkvater is kinda confused
18:18:35  <peter1138> it takes a string and outputs a string
18:18:37  <peter1138> or something
18:18:41  <peter1138> i dunno where that come from
18:19:14  <Darkvater> pretty eh...weird
18:22:59  <Darkvater> seems it came from network_server for the company name
18:23:26  <Darkvater> where TL was probably too lazy to make a custom string
18:23:38  <Darkvater> and then bjarni just managed to horribly abuse it
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18:33:02  <Bjarni> ?
18:33:22  <Darkvater> yes, you
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18:33:41  <Bjarni> I know I'm Bjarni
18:33:44  <Bjarni> that's not the issue :p
18:33:44  <hylje> cat /dev/urandom >> STR_JUST_STRING
18:33:52  <Bjarni> it was more like the abuse part
18:34:27  <Darkvater> should I be happy to see what you are doing to the code then?
18:35:28  * Darkvater blows up silently
18:35:31  <Darkvater> bb today
18:35:37  <hylje> silently failing :(
18:35:43  <Darkvater> if anyone sees meush slap him for not showing up ^^
18:35:46  * Bjarni wonders what code Darkvater is talking about
18:36:04  <Bjarni> it's not like I only committed once in the last week :p
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18:54:02  <Wolf01> uhm the zeppeling got stuck at a commuter airport
18:55:35  *** Spoco [Spoco@dsl-083-102-066-19.lohjanpuhelin.fi] has quit []
18:59:36  <Wolf01> another bug, r9728 crashes when clicking on new aircraft button
19:00:40  <Wolf01> (with the planeset grf)
19:01:14  <Bjarni> r9728?
19:01:17  <DaleStan> I think you're a couple thousand revisions in the future there , Wolf01.
19:01:18  <Bjarni> how do you know? :)
19:02:49  <Bjarni> I mean, I would like to know what bugs I have to include in the future
19:02:58  <Bjarni> makes it easier to solve them :)
19:03:14  <Wolf01> ehm... 6728
19:03:19  <Nigel> haha
19:03:59  <Nigel> nightly. down?
19:04:05  <Nigel> hmmm, maybe not
19:04:20  <Wolf01> yes, nightly
19:04:25  <Nigel> t'was having a sleep
19:04:40  *** Sacro [~ben@adsl-83-100-203-9.karoo.KCOM.COM] has joined #openttd
19:04:53  <Bjarni> what kind of crash?
19:04:56  <Bjarni> and what year?
19:05:56  <Wolf01> 2016, windows error (send report to microsoft)
19:06:21  <Bjarni> I don't think Microsoft will fix a bug that I likely made
19:06:29  <Bjarni> I mean after all they fail to fix their own bugs :p
19:06:47  <Wolf01> i think so too
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19:23:54  <Bjarni> Wolf01: I can't reproduce that crash
19:24:22  <Wolf01> try with planeset for the patch
19:24:34  <Wolf01> and/or in tropic climate
19:26:50  <Bjarni> tropic is also working correctly
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19:27:10  <Bjarni> planesetw_459.grf <-- is that the file you tried?
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19:31:06  <DaleStan> Bjarni: I suspect it's the TTDPatch version: PlaneSetw.grf.
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19:31:39  <Bjarni> then it sounds like a newgrf issue
19:32:19  <Bjarni> specially since the download page got a OpenTTD version, which I read as the patch version use unsupported actions
19:32:47  <DaleStan> It does. It uses actions unsupported in 0.4.8.
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19:34:21  <peter1138> i just had it crash
19:34:55  <peter1138> it *did* work
19:35:10  * peter1138 investigates
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19:36:27  <lws1984> Sacro!
19:38:05  <Sacro> lws1984!
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19:40:41  <Bjarni> still stable for me
19:41:06  <Bjarni> except the planes look a bit odd. They got some lines over them
19:41:28  <Wolf01> 6699 support it, i was playing with it
19:42:19  <peter1138> voila
19:42:29  <Bjarni> well, I tried it in 6728
19:42:31  <peter1138> (*planes)[(*num_planes)++] = eid;
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19:42:35  <peter1138> you have a pointer obsession
19:42:40  <peter1138> *planes == 0x0
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19:43:01  <Bjarni> that should not be possible
19:43:09  <peter1138> *num_planes == 0
19:43:13  <peter1138> plane_length == 5
19:44:10  <peter1138> i wish i knew what you were doing
19:44:16  <Bjarni> o_O
19:44:36  <Bjarni> looks like realloc failed
19:44:40  <peter1138> what is with the casts everywhere?
19:46:04  <Bjarni> they kill warnings
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19:48:33  <peter1138> *sigh*
19:51:18  <Bjarni> can you get it to crash each time?
19:52:14  <peter1138> prinif (*num_helicopters == helicopter_length) ExtendEngineListSize((const EngineID**)helicopters, &plane_length, 5, NUM_AIRCRAFT_ENGINES);
19:52:24  <peter1138> plane_length --> helicopter_length
19:52:36  <peter1138> prinif? wtf?
19:52:43  <peter1138> oh... -prin :P
19:53:21  <Bjarni> bahh
19:53:50  <Bjarni> do you think I should remove all the const stuff as well?
19:54:33  <peter1138> why is it const?
19:55:34  <Tron> <advertisement> I'm hacking a bit on a Jagged Alliance 2 port: http://ja2.dragonriders.de/index.html </advertisement>
19:55:47  <Bjarni> because I used to get flamed when I didn't use const when somebody else thought I should
19:56:11  <peter1138> ooh
19:56:53  <Bjarni> and then I decide to add too many const, the same source just broadcasts advertises, it seems
19:57:26  <Bjarni> hmm
19:57:35  <Bjarni> wtf is Jagged Alliance 2?
19:57:37  <Bjarni> :)
19:57:42  <peter1138> a game
19:58:17  <Bjarni> ohh really
19:58:29  <Bjarni> I would never have guessed that :p
19:58:32  *** scia [~scia@AveloN.xs4all.nl] has quit [Read error: Connection reset by peer]
19:58:36  <Bjarni> but what kind of game?
19:58:45  <Bjarni> does it contain steam locomotives? :)
19:58:51  <Wolf01> turn based game, like x-com
19:58:57  <peter1138> http://en.wikipedia.org/wiki/Jagged_Alliance
19:59:05  <peter1138> Tron: do you need the original data? ;)
19:59:17  <Wolf01> i loved the demo of ja1
19:59:19  <Tron> yes
19:59:52  <Bjarni> oh well
19:59:59  <peter1138> Wolf01: that's all i had :(
20:00:07  <Bjarni> I presume it lacks an OSX port as well
20:00:12  <peter1138> Wolf01: i remember it cos it was one of those rare games that supported the GUS
20:00:48  <Tron> Bjarni: yes, mainly because it has many x86isms. It won't run on anything non-little endian non-32bit for now
20:01:17  *** lws1984 [~lwslade@ip68-9-157-1.ri.ri.cox.net] has joined #openttd
20:01:27  <Bjarni> I thought so
20:02:11  <Sacro> lws1984!
20:02:43  <Wolf01> fortunately i still have a good old 386 to play old games (and do music a little with the e-keyboard)
20:03:01  <lws1984> Sacro!
20:03:15  <Bjarni> Wolf01: ever heard of DosBox? :)
20:03:34  <Tron> ah, Mr. Nelson is sucking up my bandwidth
20:04:06  <Wolf01> with dosbox there isn't the same feel as an old 386 hardware to punch when the game is slow
20:04:06  *** Serriaromeo_ [~Serriarom@mptc-69-152.mptelco.com] has quit [Ping timeout: 480 seconds]
20:04:17  <Bjarni> heh
20:04:33  <peter1138> moi? :)
20:05:36  <Tron> i hope you have a JA2 installation, otherwise it's pretty pointless
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20:07:58  <peter1138> well you did advertise it ;p
20:09:33  <peter1138> if you were a text file, where would you live?
20:10:05  <Sacro> hmm, what are the OpenTTD recommended specs?
20:10:51  <hylje> 60-core 500GHz
20:10:55  <hylje> and it might run
20:10:56  <Sacro> 60?
20:11:05  * Sacro goes to find the Uni's beowolf cluster
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20:12:07  <CIA-1> bjarni * r6729 /trunk/build_vehicle_gui.c:
20:12:07  <CIA-1> -Fix r6707: [build aircraft window] solved a crash when using a grf set with a buildable helicopter with a lower EngineID than the first buildable plane
20:12:07  <CIA-1>  Also removed a lot of const cast as they mess up the code and didn't help much
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21:13:55  <Wolf01> 'night all
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21:46:46  <Nigel> how complete is the PBS branch?
21:48:21  <Brianetta> Nigel: YAPF is done, PBD isn't.
21:48:27  <Brianetta> s/D/S/
21:49:33  <Nigel> hmmm, i might have a look at the code soon, see if i can help with it
21:49:44  <Sacro> Nigel: KUDr is due back in a month
21:49:52  <Sacro> and afaik he has got LUA scripting working
21:50:20  <Brianetta> Default-red signals.
21:50:22  <Brianetta> I can't wait.
21:50:30  <KUDr> :)
21:50:34  <KUDr> me too
21:50:58  <Brianetta> (:
21:51:12  <Sacro> KUDr: would realistic deceleration be linked into YAPF?
21:51:30  <Nigel> Brianetta, that'd be nice
21:51:38  <KUDr> dunno how it works => dunno
21:51:39  <Brianetta> Nigel: It's on the cards
21:52:05  <Brianetta> Sacro: I'd say it should only depend on the signals.  If there's a yellow state, the train should slow down, ready to stop at the next one.
21:52:07  <Sacro> "We're currently experiencing some technical difficulties. We should be back live in the afternoon (GMT), so please bear with us."
21:52:31  <Nigel> PBS is for .5 or .6?
21:52:37  <Brianetta> If it overshoots... that's the player's problem.
21:52:42  <Sacro> Brianetta: yes, it will decelerate when it hits a yellow signal, so you can leave a gap to the junction, give it chance to clear before he gets there
21:52:46  <Nigel> ahhh, nvm, .5
21:52:53  <Sacro> yep... i can see that being fun to judge
21:53:05  <Sacro> and i can finally see a point for brake vans
21:53:17  <Brianetta> Long signal blcoks.  Safer, but trains slow down for longer.
21:53:31  <Sacro> but more realistic
21:53:50  <Brianetta> Depends whether drivers can "see" a signal from x tiles away
21:53:51  <Sacro> and maybe with PBS reservations, could have multi-headed semaphores
21:54:18  <Sacro> hmm, maybe have a 3-5 square viewing distance in a straight line
21:54:22  <Sacro> but not around corners
21:54:31  <Brianetta> Let's not make it hard to code
21:54:41  <Sacro> true
21:54:50  <Sacro> well, its not that hard,
21:54:58  <Brianetta> Four tiles, giving eight to stop from yellow sighting to red signal
21:55:16  <Sacro> if ( deltax=0 || deltay=0 ) then driver->canSee(true)
21:55:31  <Brianetta> if a train's stopping distance is more than 8 tiles
21:55:38  <Sacro> what about hills?
21:55:39  <Brianetta> then the player must consider longer blocks
21:57:09  <Sacro> hmm, longer/faster/heavier trains would need longer gaps
21:57:34  <Brianetta> indeed they would
21:57:53  <Brianetta> KUDr: Is there a plan for a yellow state?
21:58:02  <Sacro> yes, it is planned
21:58:14  <Brianetta> Cool.  Simplest way would be,
21:58:15  <KUDr> yes, but step by step
21:58:16  <Sacro> or distant/home signals with semaphores
21:58:18  <Brianetta> pass a yellow, begin braking.
21:58:32  <Brianetta> Crawl at no more than 30 to next signal.
21:58:34  <KUDr> i would like to begin with tile-edge signals
21:58:39  <Brianetta> If it's green, resume line speed.
21:58:44  <Brianetta> If yellow, keep crawling.
21:58:47  <Brianetta> If red, stop.
21:58:49  <KUDr> but i dunno how to draw them
21:58:58  <Brianetta> KUDr: Tile edge - I love you.
21:59:03  <Brianetta> Sincerely.
21:59:10  <Sacro> KUDr: dont worry about drawing, there are plenty of skilled artists
21:59:13  <Brianetta> yes
21:59:17  <Brianetta> poke people
21:59:25  <Sacro> Bobingabout did some really nice semaphores
21:59:27  <KUDr> Sacro: not for artists
21:59:36  <Sacro> oh, you mean drawing code?
21:59:42  <Brianetta> Oh, you mean plcing a sprite in an awkward positin
21:59:50  <peter1138> drawing them is easy
21:59:54  <Brianetta> er, I lost some vowels there
21:59:56  <KUDr> Sacro: this is coding task - draw sprite
22:00:20  <peter1138> tile-edge signals brings us a whole new world of savegame-conversion-hell
22:00:29  <KUDr> peter1138: ok, i will ask you for help then
22:00:48  <Brianetta> peter1138: Time to dump old saved games (:
22:00:49  <Sacro> peter1138: well... maybe its such a major change then people wont mind making new savegames
22:00:54  <Brianetta> muahahahahaha, etc
22:01:00  <KUDr> peter1138: i know - savegames are my only the nightmare there
22:01:00  <peter1138> that won't go down well
22:01:24  <Brianetta> I have no saved games from old versions, except my nightly archive
22:01:29  <Brianetta> which I only kept for the site
22:01:51  <Brianetta> I don't get attached to a game.  It reaches 2090, and that's me done.
22:02:04  *** MeusH [~MeusH@host-ip18-138.crowley.pl] has joined #openttd
22:02:24  <Brianetta> so yeah, Polish people are cool.
22:02:27  <Brianetta> Oh, hi MeusH
22:02:34  <MeusH> hello
22:02:37  <MeusH> hi Brianetta
22:02:42  <MeusH> what's up with poles now?
22:02:52  <Sacro> Brianetta: is that step 1 in "How to make people paranoid"?
22:02:53  <Bjarni> they are from Poland
22:02:54  <Brianetta> Don't worry, that was staged for your paranoia.
22:02:56  * glx slaps MeusH ([20:35:43] <@Darkvater> if anyone sees meush slap him for not showing up ^^)
22:03:21  <MeusH> Darkvater! Excuse me Master!
22:03:29  <Sacro> wtf, theres something on tv about real dolls...
22:03:37  <peter1138> Brianetta: i think it goes past 2090 now :)
22:04:02  <Bjarni> I wondered if I should do that, but then I realised that it would just make me a doll and Darkvater would hold the strings, so I didn't do it
22:04:07  <MeusH> by the way (peter1138), how about realistic acceleration patch http://www.tt-forums.net/viewtopic.php?t=22995 ? I saw your input there.
22:04:14  <MeusH> I know, Darkvater wants to measure!
22:04:23  <Sacro> teeheeheee...
22:04:32  <Bjarni> sure
22:04:52  <Bjarni> either that or you want a qdb quote
22:05:17  <Bjarni> I'm not going to add it
22:05:38  <Sacro> heh
22:05:54  <Bjarni> simply because I'm not posting quotes about perverse activities
22:06:06  <Bjarni> anyway, I'm off
22:06:07  <Sacro> is that my job?
22:06:08  <Bjarni> goodnight
22:06:15  <glx> night Bjarni
22:06:16  <Bjarni> Sacro: if you want to :p
22:06:42  <MeusH> goodnight Bjarni
22:06:49  * Sacro giggles at Prof_Frink and the speak like a pirate day quote
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22:38:19  <MeusH> goodnight
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