Log for #openttd on 17th October 2006:
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03:39:37  <CIA-1> belugas * r6793 /trunk/music_gui.c:
03:39:37  <CIA-1> -Fix(5464): When checking items on an array, make sure to respect boundaries(jez).
03:39:37  <CIA-1> Made some comments code style compliant
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06:27:35  <peter1138> 3rd rail!
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07:33:09  <CIA-1> peter1138 * r6794 /trunk/train_gui.c: - Fix: In the train detail window, split up articulated parts if they can contain cargo. This allows us to show the full cargo contents.
07:37:15  <roboboy> is there any mention of third rail anywere else
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08:07:33  <peter1138> hmm
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10:06:42  <mikk36> nice :P
10:06:42  <mikk36>
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10:49:42  <peter1138> sometimes i wish C# had a preprocessor
10:50:26  <Tron> nobody stops you from using cpp to preprocess cs files
10:50:48  <peter1138> true
10:51:38  <Tron> at least there's #define and #if in C#
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10:53:00  <Zr40> peter1138: what are you trying to do?
10:56:25  <Zr40> personally, I haven't had any need for preprocessing cs files so far
11:06:15  <peter1138> i'd like typedefs for a start, heh
11:06:20  <peter1138> and defines
11:06:22  <peter1138> but, heh
11:06:27  <peter1138> also
11:06:40  <peter1138> Propellers / Jets / Helicopters
11:06:42  <peter1138> is bogus
11:07:00  <peter1138> my airships are helicopters
11:07:18  <peter1138> and my airbus a320 isn't propeller driven
11:07:25  <Zr40> as for the typedef: using Foo=Bar;
11:07:31  <Zr40> defines: why? :)
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11:16:05  <DaleStan> Preprocessor macros, maybe?
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11:18:19  <DaleStan> There are times when calling a function just won't do. Like when the callee needs write access to seven different variables from the calling function. Sure you can do that, but then the function call gets horribly unwieldy.
11:18:46  <DaleStan> Or you can just invoke the macro and hardcode the variable names.
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11:39:13  <Zr40> DaleStan: that's solved with ref arguments
11:39:41  <DaleStan> With seven of them? That are the same for every single call?
11:40:56  <DaleStan> You're going to have a tough time convincing me that typing out a seven-argument function-call is preferable to typing InvokeMacro().
11:41:54  <Zr40> in that case, I would pass a data structure instead
11:42:17  <DaleStan> But that means constructing the data structure first.
11:42:31  <Zr40> macros, especially this kind of them, are unsafe and prone to breaking
11:42:36  <DaleStan> And, in my case, I didn't have one.
11:42:53  <Zr40> you already have the variable definitions.
11:43:02  <Zr40> move them into a new struct
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11:43:45  <DaleStan> And then change all hundred-plus accesses? I don't think so. Not without a #define to automate it anyway.
11:44:04  <Brianetta> mornafternooning
11:44:09  <Zr40> what are you doing with hundreds of lines in a single function anyway?
11:44:54  <peter1138> heh, some code has to actually do stuff sometimes
11:45:14  <Brianetta> You can reduce the number of lines significantly by just removing all the carriage returns
11:45:21  <Zr40> yeah, but how about splitting that huge function into smaller, more understandable units?
11:45:41  <Brianetta> Zr40: Have you seen the code in question?  Perhaps it's easy to understand.
11:45:54  <Zr40> Brianetta: no, I haven't.
11:46:07  <Brianetta> Might be an idea just to look at what sort of code it is
11:46:18  <Zr40> but as I understand it this is a hypothetical discussion
11:46:28  <DaleStan> It's anything but.
11:46:37  <Brianetta> If it's hypothetical, you can't comment on why a code block is hundreds of lines long
11:46:38  <Zr40> ok, it isn't :)
11:46:38  <DaleStan> ... understandable, that is.
11:46:53  <DaleStan> But the code in question is, or was, part of NFORenum.
11:48:16  <Zr40> which file/revision? :)
11:49:35  <DaleStan> Probably before it was checked in; The one in renum.cpp@HEAD is invoked five times and requires the same three variables every time.
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11:52:46  <Zr40> flush_buffer?
11:53:07  <DaleStan> Yep.
11:54:24  <DaleStan> And, on a completely different side of the coin, we have the macros I use in messages.h and data.h
11:55:17  <DaleStan> messages.h defines three completely different things, depending on what you #define before #including it; data.h, two different things.
11:56:08  <Zr40> I see at least two possible solutions in C#
11:57:09  <Zr40> the first one is creating a class, moving process_file and flush_buffer there and making the needed variables local
11:57:55  <Zr40> the second one is defining an anonymous method, which would work about the same as the macro, but needs .net 2.0
11:59:10  <Zr40> I mean, the calling code would look about the same
12:00:04  <DaleStan> Ah. That's where I was coming from. In 1.0, flush_buffer required six arguments from process_file.
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12:00:23  <DaleStan> I guess I've cleaned things up since then.
12:02:22  <DaleStan> ... Except that at the time, it was main, not process_file.
12:03:38  <DaleStan> And for the macros in messages.h/data.h? For the various invocations, see the #defines in messages.h, messages.cpp and command.cpp/data.h and data.cpp.
12:06:13  <Zr40> hmm
12:06:28  <Zr40> in messages.cpp, START_MESSAGE is redefined, but is never used afterwards
12:06:51  <DaleStan> It isn't reused when messages.h is re-#included?
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12:07:02  * DaleStan investigates.
12:07:14  <Zr40> oh, there
12:07:20  <roboboy> bye
12:08:55  <DaleStan> Basically, messages.h pre-processes to one big enumerator by default.
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12:10:21  <DaleStan> But messages.cpp makes it preprocess to an array of struct messageData, one for each member of the enumerator.
12:11:06  <DaleStan> And command.cpp makes it construct to an array of integers, which are usually the same as their index, but occasionally (in the case of MESSAGE_EX) are instead the index of the master message for multi-line messages.
12:11:47  <Brianetta> I have a cramped desk, and a HUGE pot of Earl Grey in front of my keyboard
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12:13:09  <Zr40> well, a literal port isn't possible here
12:13:26  <DaleStan> data.h/data.cpp do the same thing as messages.h/messages.cpp, except that data.cpp generates an array of struct dat
12:15:31  <Zr40> I'm not sure that code is actually understandable by others :)
12:16:25  <DaleStan> For better or for worse, that's the way a lot of my code works. Easy for me, because I wrote it, and needs paragraphs of comments to explain.
12:20:08  <DaleStan> Patchman uses the macros-to-hide-implementation to much better effect in TTDPatch's lang-files (lang/*.h).
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12:55:52  <KUDr> all: request for comments:
12:58:32  <hylje> openttd: newgrf_engine.c:870: GetCustomEngineSprite: Assertion `cargo != GC_INVALID' failed.
12:58:33  <peter1138> bit rail specific
12:58:35  <hylje> Keskeytetty
12:58:55  <hylje> r6761
12:58:59  <hylje> dbsetxl
13:01:46  <hylje> and when building a self-discharging hopper
13:03:26  <Darkvater> KUDr: coding style ;)
13:03:28  <Darkvater> +			if (ftd.best_bird_dist != 0) {
13:03:28  <Darkvater> +				path_not_found = true;
13:03:28  <Darkvater> +			}
13:03:33  <Darkvater> one line please
13:03:38  <peter1138> picky
13:03:42  <peter1138> at least it's using { }
13:04:08  <KUDr> ok, i thought it is more safe with {}
13:04:45  <Darkvater> I'll have to trust on the workings on you people cause my WC is such a mess I don't dare to apply a patch
13:04:59  <Darkvater> if (ftd.best_dir_dist != 0) path_not_found = true;
13:05:32  <Darkvater> hehe, judging from the thread bobingabout got quite on your nerves ;p
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13:07:25  <peter1138> i'm not surprised
13:07:44  <KUDr> yes, nothing can make me so angry except human stupidity
13:07:57  <Darkvater> :)
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13:08:21  <peter1138> hylje: which hopper?
13:08:50  <hylje> a self-discharging hopper
13:08:57  <peter1138> yes, which?
13:09:03  <hylje> im aware of just one
13:09:03  <peter1138> there are two
13:09:07  <hylje> lemme check
13:09:09  <peter1138> one with a 50mph limit
13:09:13  <peter1138> and one with a 75mph limit
13:09:19  <peter1138> and, what engine?
13:09:34  <peter1138> also, what climate
13:09:37  <hylje> we dont have speed limits enabled. BR 38
13:09:55  *** Belugas_Gone is now known as Belugas
13:09:57  <hylje> the hopper does look a bit broken though
13:10:01  * Brianetta rubs bobingabout all over KUDr
13:10:01  <hylje> i could provide a screenie
13:10:27  <peter1138> what year?
13:11:08  <Brianetta> Is the roadmap right about PBS in 0.5, or has that schedule been altered?
13:11:28  <Eddi|zuHause3> shouldn't a BR 38 be a passenger locomotive?
13:11:29  <hylje> 1954
13:11:41  <hylje> Eddi|zuHause3: i dunno. we just use it :P
13:11:56  <Eddi|zuHause3> yeah, understandable without speed limits...
13:12:00  <KUDr> Brianetta: will need to be altered i guess
13:12:06  <hylje>
13:12:28  <Brianetta> unless there's a spurt of inspiration
13:13:30  * Born_Acorn can inspire
13:13:38  <Brianetta> Is there work in progress on the new signalling yet?  If so, I'll be happy to check out that branch and assist with any structured testing.
13:13:42  * Born_Acorn gets the baseball bat , the can of oil, and the matches
13:13:56  * Born_Acorn gets the rope and the chai
13:13:58  <Born_Acorn> r
13:14:06  <Brianetta> Born_Acorn: Just offer to apply those items to bobingabout, and KUDr will work 24/7 in gratitude.
13:14:13  <Born_Acorn> So. Who needs inspirin?
13:14:29  * Born_Acorn sends his goons after bobingabout
13:14:48  <Born_Acorn> bobingabout is too silly to be tortured. He'd do it wrong.
13:14:53  <KUDr> Brianetta: no, i am not so militant
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13:15:19  <Brianetta> awww
13:15:30  <Brianetta> Shall we just do bobingabout anyway?
13:15:34  <Brianetta> It'd be fun
13:15:50  <KUDr> for fun? then yes
13:16:37  <Darkvater> SWEeet
13:17:28  <Darkvater> hmm guys what would we think of a SendWindowClickEvent(Window *w, byte widget_index) function?
13:18:08  <Darkvater> it would execute an action of a click-widget on a keypress for example. Eg press enter and it does SendWindowClickEvent(w, 5). Do the same thing as if you have pressed widget 5
13:18:12  <Darkvater> avoids code duplication
13:20:15  <Born_Acorn> <-- Type in "OpenTTD"
13:20:16  <Born_Acorn> heehe
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13:21:35  <Darkvater> yes, yes!
13:21:35  <Darkvater> Status, Security, Fame - openttd, all revolve around this 'golden fleece'. Just as a dog will return to its own sick, society will return to openttd, again and again.
13:21:38  <Darkvater> I knew it!
13:21:52  <Born_Acorn> heehee
13:21:54  <Brianetta> I really, really like OpenTTD. Until recently considered taboo amongst polite society, it is yet to receive proper recognition for laying the foundations of democracy.
13:21:55  <Belugas> Darkvater: I do not like the idea.  Click and Key events should be separate...
13:22:09  <peter1138> hylje: you didn't answer my climate question
13:22:20  <Darkvater> Belugas: it is optional
13:22:28  <Born_Acorn> Let us consider the words of that silver tongued orator, award winning journalist Xaviera Lionel Forbes Dickinson 'Political idealists must ideally deal, for I daily list my ideals politically.' [2] He was first introduced to OpenTTD by his mother. If OpenTTD be the food of politics, play on.
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13:23:00  <peter1138> but you've got snow?
13:23:04  <Darkvater> eg take for example the network gui window. For keypress and widget click the code for action is duplicated. Sending a click event on pressing 'enter' for example would solve this
13:23:25  <Belugas> Darkvater: haa... ok, then... although i've got work been done on unifying the events orders
13:23:31  <Belugas> in that case, i agree
13:23:53  <Darkvater> of course... it might be better to put the keypress into the widget table and handle it centrally
13:23:55  <Belugas> it wold be like doing, in delphi, Button1.Click
13:23:59  <Darkvater> yes
13:24:07  <hylje> peter1138: alpine
13:24:51  <Born_Acorn> The issues involving SendWindowClickEvent(Window *w, byte widget_index) function has been a popular topic amongst scholars for many years. Advancments in SendWindowClickEvent(Window *w, byte widget_index) function can be linked to many areas. Remarkably SendWindowClickEvent(Window *w, byte widget_index) function is heralded by shopkeepers and investment bankers alike, leading many to state that its influence on western cinema has not been given proper
13:24:58  <Born_Acorn> It's a strange thing.
13:25:20  <Darkvater> see, I *am* a genius
13:25:59  <Born_Acorn> Your contributions to western cinema should be rewarded.
13:26:22  <Belugas> Yes Master... Indeed Master
13:27:13  <Born_Acorn> "At one stage or another, every man woman or child will be faced with the issue of Belugas."
13:27:15  <Born_Acorn> :o
13:30:39  <XeryusTC> <peter1138> hylje: you didn't answer my climate question <- the basic point is, when using the dbset + alpine grf and playing in the alpine climate (arctic) then you'll get OTTD to crash when building a locomotive + random (refitable) wagon and sending the train out to run
13:30:50  <XeryusTC> although i don't know if you need to send out the train
13:31:13  <peter1138> hylje: alpine? we don't have an alpine climate
13:31:49  <Darkvater> MB's newgrf replacement
13:31:55  <XeryusTC> peter1138: it's the arctic climate when you use the alpine grf
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13:32:27  <hylje> XeryusTC: building the wagon crashes
13:35:11  <XeryusTC> indeed it does
13:35:21  <XeryusTC> but the crash happens when you add a locomotive
13:37:25  <XeryusTC> peter1138: we got openttd: newgrf_engine.c:989: GetVehicleCallbackParent: Assertion `cargo != GC_INVALID' failed. again
13:37:40  <hylje> this time server died too
13:38:23  <XeryusTC> what i did was: 1) build a self-discharging hopper (comes with the DB set)  2) added a steam loc (BR01)  3) saw the connection lost dialog
13:40:04  <Eddi|zuHause3> does it happen with electric engines also?
13:40:11  <XeryusTC> dunno
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13:40:37  <XeryusTC> that was on my todo list though
13:40:53  <XeryusTC> but i guess it will as we've always had these troubles with the alpine climate
13:41:21  <Eddi|zuHause3> last time i tried alpine, it did not even show the DBSet engines...
13:41:30  <Eddi|zuHause3> but that might be half a year ago
13:41:51  <XeryusTC> same thing
13:43:53  <peter1138> alpinew isn't actually supported
13:45:12  <Brianetta> [13:44] <XeryusTC> make a self discharging hopper
13:45:12  <Brianetta> [13:44] <XeryusTC> and added a locomotive
13:45:12  <Brianetta> [13:44] <XeryusTC> = instant crash
13:45:30  <Brianetta> peter1138: If you want to talk about this, the sandbox is crashing on demand
13:45:38  <peter1138> doing what?
13:46:02  <peter1138> (with what, heh)
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14:53:24  <CIA-1> peter1138 * r6795 /trunk/ (newgrf.c newgrf_engine.c newgrf_engine.h): - NewGRF: Add support for cargo-specific wagon overrides.
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14:58:19  <CIA-1> egladil * r6796 /branches/32bpp/ (fileio.c fileio.h): [32bpp] -Enable fileio to handle seeking in tar files.
14:58:35  <peter1138> woo
14:59:45  <Darkvater> o_O
14:59:54  <Darkvater> is he real?
14:59:56  <XeryusTC> peter1138: is r6795 a fix for our little problem?
15:00:24  <peter1138> no
15:00:25  <egladil> Darkvater: no, i'm just a figment of your imagination
15:00:47  <Darkvater> egladil: ah good.. can that imagination follow the coding style ;)
15:02:16  <egladil> that depends
15:02:23  <egladil> has it changed since i last read it?
15:02:34  <Darkvater> that depends
15:02:38  <Darkvater> when have you last read it?
15:03:24  <Darkvater> but even the very first style was not set to do 'if(bla)' but 'if (bla)'
15:03:37  <egladil> i don't know, in may or june maybe
15:03:45  <Darkvater> then there's no excuse :)
15:03:57  <egladil> well, i'll just have to fix it then
15:04:10  <Darkvater> the spacing for if/for, etc. is not only bad but also inconsistent, sometimes if (, other times if(
15:04:24  <Darkvater> if your if only has one line and it's short, put it on one line
15:04:30  <Darkvater> eg
15:04:30  <Darkvater> if(*end != 0)  173	      return false;
15:04:41  <Darkvater> if (*end != 0) return false;
15:04:48  <Darkvater> if you have an if/else always use {}
15:04:56  <Darkvater> fileio.c:203
15:05:31  <Darkvater> FioReadLine seems very rich with indendtation
15:05:56  <Darkvater> perhaps assert_compile() check TarHeader
15:06:43  <glx> ifs in IsZero() should use only one line :)
15:06:59  <Darkvater> well all over the diff
15:08:09  <egladil> well, i'll fix it
15:08:10  <Darkvater> sorry egladil if all you got as comment to your commit is critcism
15:08:22  <egladil> no problem :)
15:09:05  <peter1138> hard to please, see
15:09:20  <glx> egladil: will it support compressed tar later ?
15:10:10  <egladil> yes
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15:18:12  <CIA-1> egladil * r6797 /branches/32bpp/ (Makefile gfx.c newgrf.c spriteloader32.c spriteloader32.h): [32bpp] -Enable loading of png graphics packaged in uncompress tar files.
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15:21:37  <Eddi|zuHause3> are there any examples what one can do with r6795?
15:22:00  <Eddi|zuHause3> (what wasn't possible before)
15:22:08  <peter1138> Eddi|zuHause3: the maglev in ukrs shows the correct graphics
15:22:18  *** guru3 [] has joined #openttd
15:22:20  <peter1138> (for mail/valuables)
15:22:52  <CIA-1> egladil * r6798 /branches/32bpp/fileio.c: [32bpp] -Fixed (hopefully) the totally disastrous coding style of r6796.
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15:23:06  <peter1138> egladil works quickly :D
15:23:11  <peter1138> shame about the long break... heh
15:25:21  <egladil> hmm. seems like svn ate half of my file...
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15:25:46  *** DaleStan_ is now known as DaleStan
15:32:09  <CIA-1> egladil * r6799 /branches/32bpp/spriteloader32.c: [32bpp] Restore the part of spriteloader32.c that went missing when it was first commited.
15:33:02  <Darkvater> egladil: r6798 much better :D
15:33:16  <Darkvater> dammit, photoshop doesn't want to oboot anymore :(
15:33:37  <glx> egladil: you didn't eol-style
15:33:39  <Darkvater> hehe egladil r6799...
15:33:41  <glx> +set
15:34:06  <Darkvater> svn ps svn:eol-style native <filelist>
15:35:22  <Darkvater> hmm do we really have to be this strict?
15:35:26  <Darkvater>  error("Sprite '%u' uses an unsupported type.", info->id);
15:36:05  <egladil> well, if it continues it might be missing a sprite later on
15:36:50  <egladil> glx: what file is missing eol-style?
15:37:46  <DaleStan> egladil: Personally, I'd set eol-style on *, and then svn st to find out which ones changed.
15:38:10  <glx> egladil: none (I didn't check carefully ;) )
15:38:12  <egladil> because i have a "*.c = svn:eol-style=native;svn:keywords=Id" line in my ~/.subversion/config file, so it should be set on all of them
15:38:20  <Eddi|zuHause3> hm... i need a random number...
15:38:22  <egladil> (i have a similar line for *.h"
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15:40:29  <KUDr> all: PF based "Train # is lost" message is ready to commit: <- should i do it or it needs to wait?
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15:42:21  <peter1138> KUDr: what about non-rail traffic?
15:42:30  <peter1138> road vehicles can get lost too...
15:42:34  <KUDr> hmm, maybe later
15:42:44  <peter1138> or was that not in the old version either?
15:42:53  <peter1138> hmm, guess not
15:42:54  <KUDr> the former "Train is lost" was for trains only
15:42:55  <peter1138> yes
15:43:10  <peter1138> then i've no objections, so long as it can easily be made generic
15:43:29  <KUDr> can be made the same way
15:43:46  <KUDr> not as generic
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15:45:05  <KUDr> using another variable for "flags" - it is now in "u.rail.flags"
15:45:17  <KUDr> vehicle status is full
15:45:52  <KUDr> but with ships it will not be so easy
15:46:13  <KUDr> the "path guessing" is pretty common for ships
15:46:20  <peter1138> heh
15:46:34  <KUDr> except you use buoys
15:46:41  <KUDr> close to each other
15:47:09  <Brianetta> KUDr: "Ship is trapped in a pond!"
15:47:13  <KUDr> so only  for RVs it makes sense
15:47:27  <KUDr> heh
15:47:28  <peter1138> nod
15:47:51  <Brianetta> "DANGER: Road vehicle has been diverted to land at sea level"
15:48:17  <KUDr> "RV has been stolen"
15:48:38  <Brianetta> Does YAPF let me make RVs scared of level crossings yet?
15:49:00  <KUDr> it is there i guess
15:49:16  <KUDr> you must change the setting in config
15:49:34  <Brianetta> npf_crossing_penalty = 30000
15:49:34  <Brianetta> That was the one I had
15:49:47  <Brianetta> but YAPF made the trains scared instead, at first
15:50:10  <KUDr> road_crossing_penalty = 300
15:50:14  <Brianetta> cool
15:50:17  <KUDr> for RVs
15:50:21  <Brianetta> add a couple of zeros to that...
15:50:25  <KUDr> let it be 3000
15:50:26  <Brianetta> splendid
15:50:30  <Brianetta> why?
15:50:36  <KUDr> and the effect should be seen
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15:50:42  <Brianetta> 30000 is much less likely to be reached
15:50:50  <KUDr> hehe
15:50:52  <KUDr> true
15:51:00  <KUDr> try it
15:51:03  <Tron> this has severe performance implications
15:51:10  <KUDr> yes
15:51:11  <Brianetta> In the NPF games I played, road vehicles used level crossings IFF there was no other route
15:51:32  <Brianetta> I'd rather they took a long, long detour
15:51:44  <Tron> the higher the penalty the more will A* look into the wrong direction - with exponential complexity in time
15:51:47  <Brianetta> than got blown up by somebody's 600kmh maglev
15:51:50  <KUDr> Brianetta: looking for detour makes it CPU expensive
15:52:08  <KUDr> especially if there is no other close way
15:52:16  <Brianetta> suits me (:
15:52:26  <Brianetta> I'd build a bridge
15:52:31  <peter1138> as long as there is always a detour that's sensible it should be alright, no?
15:52:42  <KUDr> with close bridge it is not so bad
15:53:05  <Brianetta> It's mainly to prevent vehicles from getting killed en masse when somebody makes roadworks
15:53:21  <Brianetta> It's OK to prefer a bridge, but of the brodge gets blocked, they all die
15:53:27  <KUDr> peter1138: depends on what it does mean "sensible"
15:53:43  <Brianetta> so I want them to abhor level crossings to a fanatical degree
15:54:19  <KUDr> Brianetta: then remove the road from such crossings
15:54:35  <Brianetta> KUDr: It's almost always town expansion that makes the crossings
15:54:43  <Brianetta> they aren't my roads, and they join each other
15:54:49  <KUDr> you can prevent it
15:54:56  <KUDr> i.e. signals
15:55:00  <Brianetta> yuck
15:55:10  <peter1138> a penalty works nicely :)
15:55:11  <Brianetta> I have long signal blocks
15:55:34  <peter1138> KUDr: sensible == not going > 10-15 tiles in the wrong direction
15:56:06  <Brianetta> Depends on your degree of sensible.  I'd rather my vehicles went 1,000 tiles the long way around
15:56:07  <KUDr> peter1138: then the penalty should be like 5000
15:56:10  <Brianetta> if they live
15:56:25  <peter1138> i'd rather crossings closed earlier ;)
15:56:36  <Brianetta> It's highly unlikely that they'll successfully find a 30,000 point route
15:56:53  <peter1138> of course, implementing look-ahead was never easy
15:57:00  <Brianetta> Crossings will close when KUDr makes the path cross them, in good time (:
15:57:13  <peter1138> i did it with pbs once
15:57:18  <peter1138> that's an easy hack
15:57:42  <Brianetta> The new default-to-red signal strategy should make closing level crossings easier
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15:58:02  <Brianetta> if the pathfinder sets a path over a level crossing, dingdingding
15:58:15  <KUDr> could be
15:58:21  <Brianetta> s/sets/reserves/
15:58:32  <peter1138> reserves, yes. that's how i did it with pbs
15:58:54  <peter1138> what happens when you've got a crossing just after a junction?
15:59:12  <KUDr> it is not problem to look ahead in PF and close it
15:59:31  <peter1138> close all possible, just in case? hmm
15:59:34  <KUDr> you can see what route was planned
15:59:41  <peter1138> but the route can change :)
15:59:44  <KUDr> it is unlikely that the plan will chnage
16:00:13  <KUDr> so still there will be some chance of crash, but much lower
16:00:20  <Brianetta> The route will change only if the player is mucking about with layout
16:00:42  <KUDr> or due to "load balancing"
16:00:49  * Brianetta nods
16:01:33  <peter1138> also, what about a crossing across two lines?
16:01:41  <peter1138> irl the whole thing would close as one
16:02:25  <KUDr> Brianetta: if i commit the new "train is lost" feature, can you please test it on your server?
16:02:50  <Brianetta> My server?
16:02:53  <KUDr> peter1138: more difficult
16:03:05  <KUDr> Brianetta: yes
16:03:09  <Brianetta> I don't have one
16:03:13  <KUDr> nightly
16:03:16  <KUDr> aha
16:03:20  <KUDr> why?
16:03:23  *** znikoz [z_-niko-_z@] has joined #openttd
16:03:24  <KUDr> you had one
16:03:25  <Brianetta>
16:03:30  <Brianetta> I closed it down months ago
16:03:37  <KUDr> ahh
16:03:46  <Eddi|zuHause3> hm... how about: a track with road crossing has a speed limit of 140(?) km/h
16:04:03  <Eddi|zuHause3> no modern high speed line has road crossings
16:04:37  <Brianetta> Competitors would deliberately build level crossings to slow down trains
16:05:05  <Brianetta> The UK has level crossings at full line speed
16:05:13  <Eddi|zuHause3> maybe special rail type that prevents building roads on them
16:05:28  <Brianetta> Everybody would use t
16:06:06  <Brianetta> If there were speed limits, people would simply put signals all over the place, or they would dig a trench and auto-slop their track onto it
16:06:07  <peter1138> KUDr: i run a nightly
16:06:28  <Brianetta> I'll happily assist with testing once I get in tonight
16:06:31  <KUDr> peter1138: good, so will you update it tonight?
16:06:34  <peter1138> yes
16:06:38  <KUDr> ok
16:06:45  <KUDr> so i will commit it
16:07:09  <KUDr> hopefully it will not make others angry
16:07:12  <znikoz> peter1138: at where i can get NEW strgen.exe(win32). i want build ukrainian.lng from txt-file
16:07:14  <peter1138> i doubt it
16:07:39  <peter1138> 'NEW' as in with utf-8 support?
16:07:43  <znikoz> no
16:07:45  <peter1138> oh
16:07:48  <KUDr>  <peter1138> i doubt it <- from which direction should i undertand it?
16:08:00  <Brianetta> he doubts that there will be anger
16:08:01  <peter1138> KUDr: i doubt it'll make anyone angry
16:08:04  <peter1138> maybe jez :0
16:08:09  <KUDr> ok
16:08:11  <KUDr> thanks
16:08:20  <Brianetta> It's fun to wind jez up
16:08:35  <peter1138> well, it's not hard
16:08:54  <Eddi|zuHause3> maybe you should put up jez against bobingabout ;)
16:09:10  <peter1138> znikoz: there doesn't appear to be a prebuilt one. hmm.
16:09:11  <Brianetta> They only wind up the thinkers
16:09:13  <Belugas> he shuold be quiet, there are two commits with jez's name on it...
16:09:15  <Brianetta> not each other
16:09:18  <znikoz> peter1138: i dont know with ot without i WANT see lng file bcz i cant check my translation
16:09:50  * Brianetta attempts to parse what znikoz said...
16:10:01  <peter1138> ah, it does need utf8. hmm.
16:10:30  <znikoz> i think i dont need utf8
16:11:18  <peter1138> STR_0001_OFF_EDGE_OF_MAP                                        :{WHITE}?? ?????? ?????
16:11:21  <peter1138> it does :)
16:11:28  <peter1138> so, hmm.
16:11:40  <znikoz> STR_0001.... it is OK
16:12:06  <znikoz> why it is UNFINISHED?
16:12:34  <peter1138> because it needs utf8 support which isn't in the standard game yet
16:13:04  <znikoz> but i cant TEST it...
16:14:28  <glx> <-- get the utf8 version here :)
16:14:42  <glx> but it's not up to date with trunk
16:14:55  <znikoz> i download it but its not help me
16:15:05  <peter1138> i will compile strgen for it
16:15:13  <peter1138> i take it you're using windows?
16:15:14  <znikoz> thanks ;)
16:15:24  <znikoz> yes win
16:16:10  <peter1138>
16:16:25  <peter1138> this is only for the version that glx listed
16:16:26  <CIA-1> KUDr * r6800 /trunk/ (8 files in 3 dirs): -Feature change: [train is lost] message is now generated immediately when pathfinder can't find the path. (thanks MeusH, peter1138 and Brianetta for ideas and help).
16:16:49  <Brianetta> (:
16:16:59  <KUDr> not good?
16:17:14  <Brianetta> (-:
16:17:23  <KUDr> aha
16:19:04  <peter1138> his face is on the wrong way :D
16:19:20  <KUDr> yes
16:19:43  <KUDr> something is wrong with it - direction
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16:21:27  <znikoz> <peter1138>       i cant download it :(
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16:23:10  <Wolf01> hi
16:23:50  <peter1138> hmm
16:24:06  <peter1138> crap, my webserver's broken
16:24:11  <peter1138> znikoz: can you accept DCC?
16:24:58  <znikoz> file type ignored.....mail
16:25:34  <znikoz> peter1138: or send strgen.ex         :)
16:26:03  <peter1138> like that
16:26:28  <znikoz> yes
16:26:53  <Wolf01> 16:03:26 <@Darkvater> KUDr: coding style  ;)
16:26:56  <Wolf01> 16:03:28 <@Darkvater> +			if (ftd.best_bird_dist != 0) {
16:26:56  <Wolf01> 16:03:28 <@Darkvater> +				path_not_found = true;
16:26:56  <Wolf01> 16:03:28 <@Darkvater> +			}
16:26:56  <Wolf01> 16:03:33 <@Darkvater> one line please
16:26:56  <Wolf01> path_not_found = (ftd.best_bird_dist != 0)
16:27:11  <Wolf01> :P
16:27:56  <Wolf01> (i was at work, sometimes when i hav e nothing to do i look into the logs)
16:28:05  <znikoz> peter1138: try now dcc send
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16:31:36  <DaleStan> <Wolf01> path_not_found = (ftd.best_bird_dist != 0) <-- Not equivalent. The original leaves path_not_found as true if it was true before the if statement. This doesn't.
16:32:16  <Wolf01> only in c...
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16:32:22  <peter1138> ...
16:32:23  <Wolf01> i don't know c
16:34:01  <Belugas> [12:35] <Wolf01> only in c...  <---- Not only in c, in Pascal too...
16:34:10  <Wolf01> in java not
16:34:20  <Wolf01> and i'm used to java
16:34:36  <peter1138> in java it would do the same as in c
16:34:51  <Wolf01> always used it and always worked
16:35:13  <peter1138> yes, but it's not the same as the if statement
16:35:19  <Tron> if (x != 0) y = true; is not the same as y = (x != 0);
16:35:24  <Tron> not in C and neither in Java
16:35:38  <Tron> it is rather y |= (x != 0);
16:36:17  <DaleStan> path_not_found = true; ftd.best_bird_dist=0;
16:36:17  <DaleStan> path_not_found = (ftd.best_bird_dist != 0) // path_not_found is now false
16:36:22  <Wolf01> yes thanks, i'll continue to use it as before, you'll continue with your manner
16:36:55  <Belugas> the idea is to NOT touch the path_not_found (or y in tron's example) if bird_dist (or x in tron's example) == 0
16:37:02  <DaleStan> path_not_found = true; ftd.best_bird_dist=0;
16:37:02  <DaleStan> if (ftd.best_bird_dist != 0) path_not_found = true; // path_not_found is still true
16:38:02  <Wolf01> my teacher teached me as i know, if you use bits or what you want i don't know
16:38:15  <Tron> it simply is _not_ the same
16:38:33  <Wolf01> say it to my teacher
16:38:37  <Wolf01>
16:38:50  <Tron> oh, yeah, teachers tell the eternal truth
16:38:51  <Tron> sure
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16:40:04  <Belugas> Wolf01, it has nothing to do with manners of programming, it is all about logic.  Change a value when another one has a certain value
16:40:11  <Eddi|zuHause3> y = x?true:y;
16:41:34  <Wolf01> i'm in the middle of coding wars, in another channel they say that is equal
16:41:43  <Eddi|zuHause3> it's not
16:42:02  <Eddi|zuHause3> the behaviour differs if the if(.) case is not met
16:42:05  <peter1138> which channel? :D
16:42:08  <DaleStan> Wolf01: Compile the two examples I just entered, and follow them with a printf that outputs path_not_found.
16:42:16  <Wolf01> another server
16:42:17  <Belugas> #basic
16:42:28  <DaleStan> And see for yourself whether the results are the same.
16:42:38  <peter1138> Wolf01: it is the same if you had an else that was the value to false. maybe that's what you are thinking of?
16:42:44  <peter1138> -was+set
16:43:42  <Wolf01> yes, maybe
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16:46:16  <peter1138> heh
16:46:27  <peter1138> B.N.SmatZ butchered our pools ;(
16:46:36  <znikoz> peter1138: creating lng file passed without ANY errors. GOOD!!!. But when I run ttd->GameOptions->Language i cant see ukrainian :(
16:46:53  <peter1138> make sure the lng file is in the lang directory, not lang/unfinished
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16:47:10  <znikoz> it is in lang
16:47:25  <peter1138> or there may be too many langs, so try deleting some others
16:49:23  <znikoz> <peter1138: deleted lang is disapear but ukr I not see.. :)
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16:49:39  <webfreakz> hi
16:49:48  <webfreakz> how about an update to the mini-in branche?
16:49:50  <peter1138> :/
16:50:00  <peter1138> webfreakz: are you offering?
16:50:22  *** Tron [] has quit [Ping timeout: 480 seconds]
16:50:30  <webfreakz> will it break that much then?
16:50:50  <peter1138> probably
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16:51:20  <glx> webfreakz: just check how many fixes have been commited since the 32 widgets limit is gone :)
16:51:41  <Eddi|zuHause3> there was at least one savegame bump, that's gonna need special handling, and a lot of gui stuff
16:51:41  <webfreakz> how could i update it locally?
16:51:50  <Eddi|zuHause3> "svn merge"
16:51:55  <webfreakz> maybe i've some spare time tomorrow
16:52:30  <Eddi|zuHause3> it's 300 revisions, that's gonna need some time ;)
16:53:11  <webfreakz> should i use MERGE or DRY-RUN in tortoiseSVN?
16:53:42  <KUDr> DRY-RUN will show you conflicts
16:54:01  <webfreakz> merge then?
16:54:12  *** Mordi is now known as djup
16:54:12  <Eddi|zuHause3> just merge would not do much good, even if you resolve all the conflicts it shows
16:54:22  <KUDr> merge will apply those conflict to your sources
16:54:26  <Eddi|zuHause3> it cannot know about logical conflicts
16:54:53  <KUDr> true
16:55:05  <Eddi|zuHause3> like the savegame version issue
16:55:15  <KUDr> it should be done by somebody who is aware of all MiniIN differencies
16:56:05  <Eddi|zuHause3> you should probably do it step by step, not all 300 revisions at once
16:56:38  <Eddi|zuHause3> read through the diffs, and check if it might affect any patches
17:00:07  <webfreakz> sounds not so easy then
17:01:07  <Eddi|zuHause3> well, most changes are probably easy
17:01:17  <Eddi|zuHause3> but some require that you actually know what you are doing
17:03:09  <Eddi|zuHause3> you might even come across a miniin-patch that was applied to trunk (usually not exactly the same), so you'd have to revert that patch before the synch
17:04:22  <webfreakz> yeah maybe the measurement tool
17:05:36  <KUDr> measurement tool is in trunk?
17:05:43  <glx> yes
17:05:49  <KUDr> wow
17:07:12  <webfreakz> it's great :)
17:07:25  <KUDr> hmm, how can i use it?
17:07:34  <webfreakz> euhm
17:07:42  <webfreakz> there's an option in the configure_patches menu
17:07:46  <Eddi|zuHause3> there's a patch setting somewhere
17:07:56  <Belugas> in Interface
17:08:20  <webfreakz> it says:
17:08:29  <KUDr> found!
17:08:30  <Belugas> and everytime you drag with a buildng tool, the measurememt shows up
17:08:34  <Belugas> nifty
17:08:35  <webfreakz> 'show a measurement tooltip when using various built tools'
17:08:37  <webfreakz> on/off
17:08:41  <KUDr> NICE!
17:08:43  <KUDr> thanks
17:09:00  <webfreakz> all by MeusH :)
17:09:13  <hylje> :O
17:09:15  <hylje> its nice
17:09:32  <Sionide>
17:10:13  <Eddi|zuHause3> gnah... thousands of lang errors...
17:10:44  <CIA-1> peter1138 * r6801 /trunk/train_gui.c: - Fix (r6619): Always disable the train refit button. It will be enabled later if refitting is possible.
17:11:45  <znikoz> peter1138: Who can made ukrainian.lng for meeeeee :(
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17:18:03  <CIA-1> peter1138 * r6802 /trunk/lang/ (27 files in 2 dirs): - Fix (r6800): Remove now unused 'lost train' strings from all language files.
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17:19:23  <KUDr> peter1138: thanks i didn't know it must be done manually
17:20:11  <peter1138> i think WT2 can handle it
17:20:22  <peter1138> but truelight gets upset if there are lots of warnings when the nightly comes :)
17:20:35  <KUDr> aha
17:21:24  <Darkvater> I still need to change tile-measurement to show nothing when highlight is only 1-tile
17:21:34  <Darkvater> so far it's only for autorail
17:22:14  <peter1138> Eddi|zuHause3: heh... nice timing there :)
17:23:14  <Eddi|zuHause3> yes, i'm gonna recompile now just to not get the warnings anymore :p
17:23:27  <peter1138> won't take long, i didn't change english.txt
17:23:37  *** PandaMojo [] has quit [Ping timeout: 480 seconds]
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17:24:05  <Darkvater> anyone has an idea what NF_NOEXPIRE is used for?
17:24:11  <Darkvater> for news messages
17:24:23  <Darkvater> it is set/unset unconditionally  but never checked against
17:27:07  <Eddi|zuHause3> there's something that bugged me for ages: when you move windows near each other, they get put right next to each other, but new windows that pop up have a distance to previously open windows, that's kinda inconsistent...
17:28:36  <webfreakz> Darkvater: NF_NOEXPIRE is online used 4 times
17:28:44  <webfreakz> Find all "NF_NOEXPIRE", Subfolders, Find Results 2, "Entire Solution", "*.*"
17:28:44  <webfreakz>   G:$games\#openttd_sources\trunk\news_gui.c(258):	ni->flags = (byte)(flags >> 8) | NF_NOEXPIRE;
17:28:44  <webfreakz>   G:$games\#openttd_sources\trunk\news_gui.c(366):	ni->flags &= ~(NF_NOEXPIRE | NF_FORCE_BIG);
17:28:44  <webfreakz>   G:$games\#openttd_sources\trunk\news_gui.c(508):		ni->flags |= NF_NOEXPIRE | NF_FORCE_BIG;
17:28:44  <webfreakz>   G:$games\#openttd_sources\trunk\news.h(58):	NF_NOEXPIRE  = 0x20,
17:28:45  <Darkvater> hmm I think it's stale..any reference to it was removed in r80
17:28:46  <webfreakz>   Matching lines: 4    Matching files: 2    Total files searched: 302
17:28:58  <Darkvater> webfreakz: you don't think I can do a 'find in all files'?
17:30:03  <Darkvater> webfreakz: besides, that says nothing. Some people just love to use magic numbers and NF_NOEXPIRE won't even show up then
17:30:14  <Darkvater> so all I can say: good job spamming :)
17:30:56  *** webfreakz [~Ronald@] has left #openttd []
17:31:40  <Darkvater> did I hurt him?
17:31:54  <Tron> not enough, he was able to leave
17:32:03  <Darkvater> :)
17:32:19  <peter1138> argh
17:32:35  <peter1138> have our clocks gone back or something?
17:32:42  <peter1138> code that was working fine last week isn't now :/
17:32:47  <peter1138> i set a date of 24/10/2006
17:32:55  <peter1138> and it comes back with 23/10/2006 23:00
17:34:12  <Tron> tiem zone?
17:34:17  <Tron> s/tiem/time/
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17:35:39  <Eddi|zuHause3> conversion between summer and winter time?
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17:59:44  <CIA-1> Darkvater * r6803 /trunk/ (economy.c news.h news_gui.c players.c station_cmd.c):
17:59:56  *** scia [] has quit [Ping timeout: 480 seconds]
18:00:06  <Darkvater> OMG I left off the commit message :s
18:00:22  <Darkvater> I can't believe tortoise doesn't warn about this
18:01:39  <glx> and you forgot the don't commit time :)
18:01:48  <Darkvater> ack
18:01:52  <Darkvater> well bad luck
18:02:34  <Eddi|zuHause3> !openttd commit
18:02:37  <_42_> Commit by Darkvater :: r6803 /trunk/ (5 files) (2006-10-17 17:59:41 UTC)
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18:08:50  <Darkvater> so what's the don't-commit-time?
18:09:10  <Eddi|zuHause3> 20:00 +- 15 minutes
18:09:18  * Darkvater is waiting...
18:14:30  <Darkvater> !openttd commit
18:14:31  <_42_> Commit by Darkvater :: r6803 /trunk/ (5 files) (2006-10-17 17:59:41 UTC)
18:14:33  <_42_> -Codechange: Substitute magic numbers by an enum for the news windows
18:14:38  <Darkvater> there ya go :)
18:15:40  <CIA-1> Darkvater * r6804 /trunk/ (news.h news_gui.c): -Codechange: Remove the unused NF_NOEXPIRE flag.
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18:21:38  <CIA-1> maedhros * r6805 /branches/newhouses/ (135 files in 9 dirs): [NewHouses] -Sync with trunk r6709:r6804
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18:36:51  <CIA-1> miham * r6806 /trunk/lang/ (catalan.txt danish.txt finnish.txt french.txt swedish.txt):
18:36:51  <CIA-1> WebTranslator2 update to 2006-10-17 20:36:04
18:36:51  <CIA-1> catalan - 1 fixed, 9 changed by arnaullv (10)
18:36:51  <CIA-1> danish - 13 changed by ThomasA (13)
18:36:51  <CIA-1> finnish - 5 fixed, 8 changed by hapo (13)
18:36:52  <CIA-1> french - 1 fixed, 6 changed by belugas (6), glx (1)
18:36:52  <CIA-1> swedish - 5 fixed by daishan (5)
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18:40:08  <Zr40> what's this don't-commit-time about?
18:40:27  <hylje> the time the commit was not committed
18:40:56  <peter1138> the commit with no message
18:42:12  <Zr40> huh?
18:42:57  <Zr40> I'm referring to <@Darkvater> so what's the don't-commit-time?
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18:48:13  <Belugas> there is a time frame that is called the don't-commit-time, required for the safe operations of the nightlies build
18:48:51  <Belugas> means, do not commit then, who knows what it will break on the nightlies build
18:49:01  <Darkvater> it'll break nothing
18:49:15  <Belugas> mister Maedhros: nicely done :)
18:49:23  <Darkvater> it is just set so that other people who are making nightlies can get the same revision
18:49:47  <Maedhros> Belugas: :)
18:51:50  <Zr40> Darkvater: that's really no problem... just specify the date to checkout
18:52:07  <Darkvater> it wasn't me who came up with this
18:52:09  <Zr40> and time, of course :)
18:53:14  <scia_> !log
18:53:15  <SpComb> Logs:
18:53:15  <scia_> !logs
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19:04:30  <MeusH> hi
19:04:43  *** Trenskow [] has joined #openttd
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19:09:25  * Maedhros wonders what he's cocked up to get a town population of -3,242
19:12:46  <CIA-1> miham * r6807 /trunk/lang/ (6 files in 2 dirs): (log message trimmed)
19:12:46  <CIA-1> WebTranslator2 update to 2006-10-17 21:11:51
19:12:46  <CIA-1> bulgarian - 20 fixed, 1 deleted by kokobongo (21)
19:12:46  <CIA-1> dutch - 1 fixed by webfreakz (1)
19:12:46  <CIA-1> hungarian - 2 fixed by miham (2)
19:12:48  <CIA-1> polish - 1 fixed by meush (1)
19:12:48  <CIA-1> spanish - 1 fixed by eusebio (1)
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19:23:50  <CIA-1> maedhros * r6808 /branches/newhouses/town_map.h: [NewHouses] -Fix (r6603): If a house is completed, the bits used for the construction tick are reused for something else, so don't attempt to access them.
19:24:47  <KUDr> MiHaMiX: ping
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19:26:15  <MeusH> Guys, is someone still intrested in this (old) ?
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19:28:57  <Brianetta> peter1138: Is Fuzzle down?
19:31:00  <Born_Acorn> yay newhouses
19:34:25  <Maedhros> mmm. that's better - my town has a positive population again :)
19:34:35  <hylje> negative pop? yay
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19:35:50  <CIA-1> egladil * r6809 /branches/32bpp/openttd.vcproj: [32bpp] -Add 32bpp sprite loader to msvc project.
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19:40:34  <Lehti> hey
19:41:08  <MeusH> hi Lehti
19:41:18  <Lehti> i had a sort of bug: i was playing online and i owned 75% of a company with a value around 23 billion euros
19:41:24  <Lehti> when i sold the shares i lost money :F
19:41:38  <Lehti> i suppose that is a known bug?
19:43:08  <glx> version please :)
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19:44:30  <Lehti> the newest? :D
19:44:37  <peter1138> Brianetta: yeah, libphp4 mod something or other is b0rked
19:44:38  <MeusH> nightly?
19:44:47  <MeusH> or 0.4.8?
19:44:53  <Lehti> yes
19:44:56  <MeusH> what do you see in the main menu?
19:45:01  <Lehti> that's my version
19:45:12  <MeusH> yes what? 0.4.8? :P
19:45:14  <peter1138> Maedhros: would that explain the 'flashing' of graphics i had, or is that something else?
19:45:16  <Lehti> yep :p
19:45:44  <Lehti> i lost all my money on that buggy share trade :D
19:46:01  <Lehti> normally i would've gained billions out of it, but.. i'm sad :(
19:51:38  <MiHaMiX> KUDr: pong
19:52:16  <KUDr> MiHaMiX: what characters are alowed in czech?
19:52:44  <MiHaMiX> KUDr: don't know, sorry, I'm a hungarian :)
19:52:46  <KUDr> many of czech chars are not used
19:53:02  <KUDr> list of supported UTF chars?
19:53:07  <MiHaMiX> KUDr: but officially czech should be utf8
19:53:14  <KUDr> it is
19:53:22  <MiHaMiX> KUDr: all utf8 chars are supported in UTF8 languages
19:53:27  <MiHaMiX> KUDr: and by WT2, too.
19:53:32  <KUDr> but it depends on what our fonts can show
19:53:47  <MeusH> What's progress (from struct Vehicle) for?
19:53:49  <Maedhros> peter1138: what do you mean by flashing? i doubt this will have fixed it, but you never quite know...
19:53:49  <MiHaMiX> KUDr: otherwise, our builtin fonts are using iso8859-11
19:53:54  <KUDr> ohh, really? all?
19:54:00  <MiHaMiX> KUDr: almost all
19:54:15  <KUDr> ok
19:54:18  <KUDr> thanks
19:54:32  <MiHaMiX> KUDr: KUDr actually, we're gone off the road of standards, and using an own codepage, which only resembles iso8859-11
19:55:12  <MiHaMiX> KUDr: why?
19:55:26  <KUDr> I am translating now
19:55:42  <KUDr> and wondered why it is in pseudo czch
19:56:08  <KUDr> there are 30 strings missing
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19:56:32  <KUDr> hadez seems to be off-line
19:56:35  *** MeusH [] has quit [Read error: Connection reset by peer]
19:56:36  <MiHaMiX> KUDr: yes, but you can try out czech chars
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19:56:49  <MiHaMiX> KUDr: wt2 will refuse to allow chars which is not acceptabke
19:56:56  <MiHaMiX> s/ke$/le/
19:57:09  <KUDr> good! this is what i needed to know!
19:57:11  <KUDr> thanks
19:57:18  <MiHaMiX> KUDr: nm :)
20:00:05  <KUDr> WT2 accepts all
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20:01:03  <MiHaMiX> KUDr: hmm, in this case they are either supported by OpenTTD or not =:-D
20:01:12  <KUDr> hehe
20:01:18  <hylje> o
20:01:35  <MiHaMiX> KUDr: commit them to DB, and I'll commit to SVN
20:01:49  <MiHaMiX> KUDr: and we can easily determine whether they're supported
20:01:52  *** linus [] has quit [Ping timeout: 480 seconds]
20:01:56  <KUDr> ok
20:02:31  <peter1138> utf8 branch :D
20:02:48  <KUDr> aha, some are refused
20:03:04  * peter1138 ponders syncifying it
20:03:16  <KUDr> peter1138: trunk doesn't support utf-8 chars?
20:03:20  <peter1138> no
20:03:24  <KUDr> ah
20:03:24  <hylje> yet
20:03:25  <peter1138> utf8 branch does, of course
20:03:25  <KUDr> ok
20:03:32  *** lws1984 [] has quit [Quit: Lost terminal]
20:04:48  <peter1138> Maedhros: answer is no, it doesn't fix it :/
20:08:27  <KUDr> ok, Czech » Fix strings - 32 strings pending
20:08:49  <Maedhros> peter1138: hmm. are the buildings that are flashing supposed to be animated, or does it happen to all of them?
20:09:21  *** Born_Acorn [] has quit [Remote host closed the connection]
20:09:29  <peter1138> i think i've found the issue
20:09:39  <hylje> was it a shrubbery
20:09:45  <MiHaMiX> KUDr: ok, working on wt2 currently, to better recognise returning data from SVN and update DB accordingly
20:10:03  <MiHaMiX> KUDr: i'll commit your work soon, say, within 10 mins
20:10:07  *** Born_Acorn [] has joined #openttd
20:10:28  <KUDr> MiHaMiX: it can wait for regular commit
20:10:29  <peter1138> yup
20:10:46  <peter1138> MiHaMiX: did you ever do the lng file export feature? :)
20:11:47  <MiHaMiX> peter1138: will do, but the top 3 item has precedence over that. I think I'll wait the UTF8 branch to be merged into trunk with that.
20:11:57  <MiHaMiX> peter1138: so the ball is at your side, hurry up :D
20:12:03  <peter1138> eek :P
20:12:03  <hylje> hehe
20:12:32  <MiHaMiX> ok, let's give it a try
20:13:55  <CIA-1> peter1138 * r6810 /branches/newhouses/newgrf_house.c: [NewHouses] - Fix: Ensure all relevant resolver object settings are cleared before use. This solves the issue of 'random' things happening.
20:14:04  <Born_Acorn> yay newhouses
20:15:27  <Maedhros> peter1138++
20:15:41  <Maedhros> btw, did you get any further with your big newhouses cleanup patch?
20:15:51  <peter1138> erm
20:15:53  <peter1138> well it works
20:16:03  <peter1138> the result isn't any different
20:16:09  <peter1138> but it only requires one resolve when drawing
20:16:20  <peter1138> which is, i think, how it should work
20:16:39  <Maedhros> well, it looked a lot better than my code, at least ;)
20:16:46  <peter1138> and don't think any of those sprite values can be callback results
20:17:02  <peter1138> :)
20:17:07  <peter1138> yours works ;p
20:17:28  <Maedhros> well, there is that :)
20:17:45  <peter1138> mind you, so did the old resolver system
20:17:47  <MiHaMiX> KUDr: khmm....
20:17:48  <peter1138> but only for trains
20:17:55  <Maedhros> i need to try and work out why new house loading stages aren't being shown though...
20:17:56  <peter1138> and even then, not that well
20:17:57  <KUDr> hmm
20:18:02  <MiHaMiX> KUDr: could you please visit Languages Menu -> Czech -> Manage
20:18:18  <MiHaMiX> KUDr: and commit your session-pending modifications to the DB of WT2?
20:18:27  <MiHaMiX> KUDr: until then I'm unable to commit..
20:18:37  <KUDr> aha
20:18:47  <peter1138> Maedhros: what do you get?
20:19:22  <KUDr> MiHaMiX: Page Loading...
20:19:22  <KUDr> Please wait!
20:19:24  <Maedhros> erm...
20:19:30  <Maedhros> they work now :-/
20:19:38  <Maedhros> previously i only got the final stage
20:19:40  *** MeusH [] has joined #openttd
20:19:44  <Maedhros> oh well :)
20:19:45  <MiHaMiX> KUDr: use Mozilla Firefox pls.
20:19:49  <peter1138> i'm only getting the first stage. hmm.
20:19:51  <KUDr> ojj
20:19:57  <peter1138> of the hospital, anyway
20:19:58  <KUDr> i don't have such
20:20:11  <peter1138> but that's with my patch
20:20:25  <Maedhros> the hospital doesn't work too well for some reason
20:20:25  * peter1138 reverts and tests
20:21:10  <MiHaMiX> KUDr: i'm sorry, in this case tell me which browser are you using and the exact JS error
20:21:30  <MiHaMiX> KUDr: the problem must be connected with the AJAX technique I use in manage page
20:21:52  <peter1138> Maedhros: strange
20:22:03  <peter1138> Maedhros: i only get the first stage without my patch... but it's different
20:23:20  <KUDr> MiHaMiX: Line 583, Char 3, Object doesn't support this property or method
20:24:20  <Maedhros> peter1138: has your patch changed since i last saw it?
20:24:25  <peter1138> nope
20:24:30  <MiHaMiX> KUDr:   if (lsXML == false) {
20:24:31  <MiHaMiX>     return;
20:24:31  <MiHaMiX>   }
20:24:43  <MiHaMiX> KUDr: the return is in the line 583 :D
20:24:54  <KUDr> hmm
20:25:07  <KUDr> on ?
20:25:26  <MiHaMiX> KUDr: no, on the JS lib.. ahh.
20:25:40  <MiHaMiX> KUDr: what browser are you using?
20:25:51  <KUDr> IE6 i guess
20:25:56  <Born_Acorn> :O
20:25:59  <Born_Acorn> boohissboo
20:26:04  <Born_Acorn> :p
20:26:10  <KUDr> yes build 2900
20:26:23  <MiHaMiX> KUDr: could you please use a _browser_?
20:26:36  <MiHaMiX> KUDr: I mean, Mozilla Firefox
20:26:46  <KUDr> i will install some
20:26:56  <MiHaMiX> KUDr: would be great.
20:27:01  <KUDr> :)
20:27:07  <hylje> i dont like browsers
20:27:08  <MiHaMiX> KUDr: IE6 support is dropped.
20:27:14  <MiHaMiX> KUDr: maybe IE7
20:27:30  <MiHaMiX> KUDr: but I didn't have a chance to test WT2 with IE7
20:27:53  <KUDr> it is ok
20:28:11  *** |Jeroen| [] has quit [Remote host closed the connection]
20:31:40  <Maedhros> peter1138: i get exactly the same with and without your patch -{,out}_patch.png
20:32:42  <peter1138> hmm
20:33:07  <MiHaMiX> KUDr: please notify me when you committed your changes to DB
20:33:58  <peter1138> oh
20:34:19  <KUDr> MiHaMiX: how to commit?
20:34:45  <KUDr> aha select for commit
20:34:47  <MiHaMiX> KUDr: in Manage, see the pending in session
20:34:54  <peter1138> Maedhros: well that's easy to fix :)
20:35:02  <Maedhros> yay!
20:35:03  <peter1138> implement var 46 :)
20:35:05  <MiHaMiX> KUDr: use the buttons on the bottom of the loaded page to select all
20:35:15  <peter1138> (if you return 0, it shows the correct building)
20:35:33  <KUDr> MiHaMiX: ok: The following strings are committed to the DB successfully!
20:35:36  <Maedhros> peter1138: oh, "easy" :-P
20:35:55  <peter1138> make it return 0, and see what you get
20:36:07  <CIA-1> miham * r6811 /trunk/lang/ (5 files in 2 dirs):
20:36:07  <CIA-1> WebTranslator2 update to 2006-10-17 22:35:27
20:36:07  <CIA-1> american - 1 fixed by WhiteRabbit (1)
20:36:07  <CIA-1> bulgarian - 50 fixed, 1 changed by kokobongo (51)
20:36:07  <CIA-1> czech - 30 fixed by KUDr (30)
20:36:08  <CIA-1> estonian - 5 fixed by vermon (5)
20:36:08  <CIA-1> finnish - 1 fixed by kerba (1)
20:36:25  <Maedhros> oooh, nice
20:36:34  <peter1138> yeah
20:36:38  <Wolf01> 'night all
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20:37:42  <peter1138> the callbacks appear to work better now
20:37:46  <peter1138> (or that's just luck)
20:38:35  <peter1138> i don't get tons of cathedrals, anyway
20:39:07  <Maedhros> ah, cool
20:39:27  <Born_Acorn> yay newhouses
20:41:25  <Maedhros> ok, (on a different tangent) is there any reason i've missed that this won't work?
20:41:46  <Maedhros> (i'm fed up with towns demolishing my cathedrals :-P)
20:42:55  <peter1138> hehe
20:43:01  <MeusH> goodbye
20:43:22  <peter1138> dunno about the change on line 361
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20:43:51  <Maedhros> curses. that's the bit i'm not sure about, either
20:44:57  <Belugas> reminds me, peter1138 : do we have to imlement more then just variable for houses?
20:45:27  <Belugas> +s
20:45:28  <peter1138> well, there are callbacks and the animation stuff to handle
20:46:52  <peter1138> 361 is just to stop the AI removing protected buildings?
20:46:53  <Belugas> agreed, but callbacks require variables, and htat is where my question comes from
20:47:11  <peter1138> well, ok
20:47:17  <peter1138> we need to implement variables
20:47:18  <Maedhros> peter1138: yes
20:47:21  <Belugas> ai and towns, i guess
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20:50:14  <Belugas_Gone> night all
20:50:18  <Born_Acorn> <-- Woo
20:50:22  <Maedhros> yeah, towns too
20:50:24  <Maedhros> night Born_Acorn
20:50:27  <Maedhros> er...
20:50:29  <Born_Acorn> :o
20:50:30  <Maedhros> night Belugas_Gone
20:50:39  <Born_Acorn> I'm going to bed already? :p
20:50:46  * Maedhros looks at his tab key and whistles innocently
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20:55:57  *** DaleStan [~Dale@] has quit [Ping timeout: 480 seconds]
21:01:19  <CIA-1> egladil * r6812 /branches/32bpp/ (96 files in 5 dirs): [32bpp] -Sync r6563:6700 from trunk.
21:02:02  <Born_Acorn> No doubt there'll be "I can't bulldoze this building" complaints.
21:02:04  <peter1138> `
21:02:18  <Born_Acorn> you bugger! I can't click that!
21:02:22  <peter1138> :/
21:02:29  <Born_Acorn> :p
21:02:32  <peter1138> console key not needed in irc
21:02:49  <Born_Acorn> That's why I can't click it. :(
21:03:25  <peter1138>
21:03:25  <peter1138>  :P
21:04:52  <peter1138> (dunno why the hanging glass towers are still appearing)
21:05:36  <Maedhros> Born_Acorn: it doesn't stop people bulldozing houses, just towns and the ai
21:05:52  <Born_Acorn> I noticed them when I checked out a build last week.
21:05:59  <Born_Acorn> Hanging glass everywhere!
21:06:31  <Maedhros> peter1138: nice :)
21:09:12  <peter1138> yeah, some bug somewhere ;p
21:09:21  <Born_Acorn> I've played RCT2 for too long
21:09:28  <Born_Acorn> I must pan when the mouse is near the edge
21:09:33  * Born_Acorn turns it on
21:09:37  <peter1138> weirdo
21:09:43  <Born_Acorn> :(
21:10:28  <Born_Acorn> Bleh. Nobody cares for my new roadset. :(
21:10:43  <peter1138> i do!
21:11:24  *** Hagbarddenstore [] has quit [Remote host closed the connection]
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21:12:06  <Born_Acorn> Then post a comment of appraisal in my mega thread of doom!
21:13:15  <Lehti> mega thread of doom... :o
21:13:23  <CIA-1> glx * r6813 /branches/32bpp/openttd_vs80.vcproj: [32bpp] -Fix: MSVS80 project file
21:13:37  <Born_Acorn> You haven't seen my mega thread of doom?
21:13:42  <Lehti> no
21:13:49  <Born_Acorn> <-- It's right there!
21:13:52  <Lehti> sounds fatal
21:14:18  <Lehti> oh gawd, it's huge
21:14:25  <Born_Acorn> In the world of computing, fatal is just a minor annoyance.
21:15:36  *** e1ko [] has quit [Quit: Chatzilla 0.9.67+ [SeaMonkey 1.0.5/2006091003]]
21:15:50  <Brianetta> [22:15] <sandbox> Snicklefritz: please remind me what's BBH mean?
21:15:52  <Brianetta> Not good )-:
21:16:52  <Born_Acorn> Big Boobs are Hawt
21:16:56  <Born_Acorn> ?
21:17:13  <peter1138> nini
21:17:27  <Born_Acorn> I'm not a ninny
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21:19:40  <Lehti> hmm, if i buy another company's shares, does the other company's owner get the money? :D
21:20:05  <Lehti> i've mostly just played normal TTD, so I'm not quite familiar with everything in OpenTTD yet
21:20:54  *** DaleStan_ is now known as DaleStan
21:23:51  <Born_Acorn> Unfortunately, no. :p
21:24:07  <Born_Acorn> In MP, it's more for investment.
21:24:18  <Born_Acorn> (Buy when small, sell when big)
21:25:55  <Brianetta> Buy small, never sell
21:26:01  <Brianetta> That company's only getting bigger
21:26:17  <Brianetta> and if it gets smaller, you'd lose money by selling
21:27:54  *** Zr40 [~Zirconium@] has quit [Quit: Leaving]
21:29:16  <Born_Acorn> Why never sell? You only lose money by buying then. :p
21:29:25  <Lehti> :)
21:29:29  <Lehti> buty
21:30:07  <Lehti> heh, i think i told it here earlier: i bought 75% of a company when it was worth ~60,000,000 and tried to sell when it was worth 23 billion, but lol I lost all my money!
21:30:11  <Brianetta> Truth be told, selling shares has kept my company afloat before now
21:30:31  <Lehti> a nasty bug :(
21:38:11  <Darkvater> peter1138: r6810 memset(&res, 0, sizeof(*res))?
21:39:01  <glx> no because res-> = town; on previous line
21:39:24  <Darkvater> well then set it after zeroing :)
21:39:44  <Darkvater> but ok, I see the whole file now not just the diff
21:41:27  * Maedhros wonders what the point of town_cmd.c:348 is, since the tile seemingly has to be a town building...
21:43:10  <Maedhros> admittedly one of my friends did have a car crash through one of the walls of his house and into the living room, but unfortunately openttd doesn't support that :-P
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21:47:16  <Darkvater> anybody wanna test my client_playas patch?
21:47:17  <Darkvater>
21:47:49  <Darkvater> just run a network game and see if joining/new companies/spectators work, chat is to the right person, console cmds, work, etc.
21:48:01  <Eddi|zuHause3> vamos a la playa?
21:48:20  <glx> play_as :)
21:48:47  <Darkvater> I think I got all the cases, but you never know :(
21:55:35  <Maedhros> Darkvater: no problems here
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21:56:02  <Darkvater> Maedhros: so I can blame you when something goes wrong? :P
21:56:27  <Maedhros> hehe, curses. should have seen that coming ;)
21:56:35  <Darkvater> well, let's hope I didn't forget any..been a bitch to fix
21:56:43  <Darkvater> all these -1, +1 or none everywhere
21:56:53  <Darkvater> just so that playas could be 1 for company 1 with index 0
21:58:40  <Maedhros> yeah, it looks... easy to mess up O_O
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22:12:18  <Maedhros> good night
22:12:42  *** Maedhros [] has quit [Quit: leaving]
22:13:38  <Darkvater> gn
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22:16:50  <CIA-1> Darkvater * r6814 /trunk/ (10 files):
22:16:50  <CIA-1> -Codechange: For network games ci->client_playas was always p->index + 1. To
22:16:50  <CIA-1>  correctly handle this ci->client_playas - 1 was used all over the code making
22:16:50  <CIA-1>  it pretty confusing at times. Use proper one-on-one values now. Special handling
22:16:50  <CIA-1>  is only needed for user-output to not to confuse users.
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22:21:15  <CIA-1> miham * r6815 /trunk/lang/czech.txt:
22:21:15  <CIA-1> WebTranslator2 update to 2006-10-18 00:20:47
22:21:15  <CIA-1> czech - 3 changed by KUDr (3)
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22:52:57  <Serriaromeo> cool, just figured out how to see what the changes where for a given revision with tortoisesvn
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23:07:50  *** Belugas [~Jfranc@] has joined #openttd
23:07:50  *** mode/#openttd [+o Belugas] by ChanServ
23:07:55  <Born_Acorn> It's a Belugas!
23:08:00  *** Belugas [~Jfranc@] has quit []
23:08:28  *** jez [] has joined #openttd
23:08:37  <Belugas_Gone> it WAS a belugas ^_^
23:08:47  <jez> hi
23:09:13  *** wonea [] has left #openttd []
23:09:57  <Born_Acorn> :o
23:10:02  <Born_Acorn> It's a jez!
23:10:24  <jez> i didn't fall off a tree.
23:12:46  <Born_Acorn> Fine, It's a Belugas_Gone then!
23:13:01  <Born_Acorn> If it's not a Belugas
23:16:48  <Bjarni> the Belugas is gone
23:17:13  <Bjarni> <jez>	i didn't fall off a tree. <-- really?
23:17:24  <jez> actually i think i did
23:17:27  <Bjarni> that settles that betting then
23:17:39  <Bjarni> err
23:17:59  <Bjarni> you must have hit your head pretty bad if you are unsure if the event took place
23:18:15  <jez> a stupid question deserves a stupid answer
23:19:17  <Bjarni> or maybe the question is meant to fit the person being asked :P
23:19:42  <jez> ooh, aren't we a cheeky streak of bacon today?
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23:34:17  <CIA-1> Darkvater * r6816 /trunk/ (10 files):
23:34:17  <CIA-1> -Codechange: Some coding style, variable localization, const correctness.
23:34:17  <CIA-1> -Codechange: 'quited' is not a word, use has_quit instead for NetworkClientState
23:47:37  <jez> wow
23:47:41  <jez> world's most f*cked up videos 2
23:47:43  <jez> on Bravo
23:47:47  <jez> then Adult Swim
23:47:54  <jez> aka. World's most f*cked up cartoons
23:50:13  <Eddi|zuHause3> what exactly are you talking about?
23:50:22  <Naksu> cartoon network i assume
23:50:27  <jez> Bravo...
23:50:40  <Naksu> well i wouldnt know anything about either
23:51:01  <jez> really damn disturbing videos
23:51:10  <jez> like a guy getting utterly beaten up by a bull
23:51:22  <jez> and a guy smashing his head trying to jump tons of cars on a motorbike
23:51:50  <Eddi|zuHause3> in what part of the world does one watch such crap?
23:52:46  <jez> BANG
23:52:48  <jez> motorway crash!
23:52:52  <jez> the UK
23:52:57  <jez> :-)
23:53:28  <jez> they only seem to show ones that people survive
23:53:34  <jez> it's always, "incredibly they survived"
23:54:02  <Bjarni> I once saw a guy on TV die
23:54:22  <Bjarni> he drove a lorry across a railroad crossing right in front of a freight train
23:54:50  <Born_Acorn> They always show that
23:55:01  <Bjarni> his cargo of petrol exploded and the lorry cab was destroyed right away
23:55:08  <Born_Acorn> They also show bodies in streets.
23:55:09  <Bjarni> the train continued like nothing happened
23:55:12  <Born_Acorn> But that's it.
23:55:32  <Born_Acorn> Bjarni, the train is probably pure steel.
23:55:45  <Bjarni> it was a GM diesel
23:55:49  <Bjarni> like GP38 or something
23:55:59  <Born_Acorn> The Lorry would have been aluminium or some crap
23:56:14  <jez> Bjarni: are you sure you're not remembering a crash from OpenTTD? :-)
23:56:16  <Bjarni> yeah, but still, the petrol exploded
23:56:23  <jez> i can't remember the last time there weren't a few driver deaths
23:56:30  <Born_Acorn> So, like dropping a fridge on a paper cup, really.
23:56:50  <Born_Acorn> (a paper cup with a bit of nitro in it)
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23:57:30  <Bjarni> it was some sort of "we have to stop people from not waiting for the train to pass" educational videos
23:57:47  <Bjarni> -s
23:58:04  <Eddi|zuHause3> oh, so it's a parody on staplerfahrer klaus :p
23:58:25  <jez> ooh
23:58:28  <jez> another daredevil crash
23:58:44  <Bjarni> they also showed security cam, that took two pics/sec. In one pic, a car was in the middle of the track and in the next pic, the train was at that location. They didn't touch each other o_O
23:58:46  <jez> aw it's ended

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