Config
Log for #openttd on 22nd November 2006:
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00:00:00  <lolman> Sacro, what connnection are you on?
00:00:04  <lolman> -n
00:00:09  <Sacro> lolman: 1MB :(
00:00:15  <lolman> :(
00:00:19  <lolman> That sucks
00:00:25  <tormentum> lol, a bit of a lag spike on that 10mbit eh lolman?
00:00:28  <glx> hehe up to 24MB here
00:00:43  <glx> but I can't reach more than 4MB
00:00:45  <lolman> Nah tormentum, just took my time replying
00:00:48  <lolman> glx, hehe
00:00:53  <tormentum> haha
00:01:00  <Sacro> hey glx
00:01:01  <tormentum> 1.5Mbit ADSL here...
00:01:08  <tormentum> cant wait for cable when i get to canada
00:01:20  <lolman> Cable here...guaranteed 10Mb :P
00:01:36  <tormentum> what about upload?
00:01:40  <lolman> 512k :(
00:01:43  <glx> 1MB
00:01:52  <tormentum> 256k :(
00:02:00  <tormentum> australian DSL sucks
00:02:10  <lolman> UK Cable sucks
00:02:20  <lolman> (Upload wise)
00:03:11  <tormentum> wow, the latest sandbox game has ended... time for a new one
00:03:42  * lolman isn't good enough to play online :P
00:05:01  <tormentum> lol
00:05:10  <tormentum> download the latest save... it's awesome!
00:05:20  <lolman> Nah lol
00:07:07  * Sacro yawns
00:07:42  <lolman> tired?
00:07:54  <Sacro> yup
00:08:43  <iMonkey> Better than mine.
00:11:49  <lolman> lol
00:12:20  <iMonkey> Yay, my internet cut out mid-svn-update, and it apparently dosn't respond to CTRL+C >_>
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00:15:31  <lolman> Brianetta, ello :)
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00:16:57  <Brianetta> (:
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00:25:15  <lolman> Much quieter in here than it was when I used to come in :P
00:26:31  * lws1984 throws a dart at the wall
00:26:36  <lws1984> it is pretty quiet lately
00:27:01  <lolman> Probably less excitement about releases etc lol
00:27:57  <izhirahider> they're up to something
00:28:13  <lolman> No doubt
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00:37:07  <Sacro> night all
00:37:19  <lolman> Night
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00:42:37  <tormentum> time for more of my c++ lessons
00:44:19  <lolman> lol I never got round to starting
00:44:33  <lolman> To learn C++ that is
00:47:40  <tormentum> http://openttdcoop.ppcis.org/wiki/index.php/Image:SandBoxGame7.png << woah
00:47:51  <tormentum> true... but i've been wanting to learn it for ages now
00:48:06  <tormentum> i know c and c#... may aswell learn the bridger :P
00:48:17  <lolman> lol
00:48:25  <lolman> I know none of the 3
00:48:56  <tormentum> do much coding? or mainly gaming? hehe
00:49:05  <lolman> Gaming lol
00:49:15  <lolman> I want to learn how to code though
00:50:32  <tormentum> mm, i've been coding a SimFarm clone for a few months now in c, but theres some code i wanna look at thats in c++
00:50:44  <tormentum> pretty complex stuff too, so i decided to bite the bullet learn it :)
00:50:50  <lolman> Aha
00:51:43  <lolman> I'm learning the basics of VB (crap I know) for my A Level Computing
00:52:39  <tormentum> hehe VB nearly got me expelled in highschool
00:52:48  <lolman> How?
00:53:15  <tormentum> i made a clone of the Novell login client which would popup at a random inverval when it detected netscape running (ranging from 30 seconds to 30 minutes)
00:53:22  <lolman> lolol
00:53:29  <tormentum> it would claim that it had lost the connection to the server and could the user re-login
00:53:43  <tormentum> i installed it on all the compters in the library
00:53:46  <tormentum> was awesome!
00:53:52  <lolman> Hehehe
00:54:08  <tormentum> had a network server to collect unsuspecting n00bs and the like
00:54:29  <tormentum> i made one dastardly oversight though... i spelt Novell wrong
00:54:32  <tormentum> i spelt it Novel
00:54:33  <tormentum> lol
00:54:34  <lolman> How did you get off?
00:54:49  <tormentum> some guy waited around and caught me downloading the info off the server
00:54:58  <tormentum> i was an a grade student
00:55:02  <lolman> Aha
00:55:03  <tormentum> got away with a double major detention
00:55:14  <lolman> Lucky...
00:55:24  <tormentum> but they went all out on the threats and scare tactics... they looked over my list of collected passwords...
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00:55:36  <tormentum> admins, librarians, HEADMASTER
00:55:41  <lolman> :O
00:55:48  <tormentum> ahh, those were the days :)
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03:53:44  <The6thCommandment> hey, Darkvater...
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07:22:56  <mikk36> uhm
07:23:00  <mikk36> only 3 ops left ?
07:28:03  <Rubidium> why would that be a problem?
07:29:29  <Rubidium> chanserv can op people who want to and are allowed to have ops
07:31:24  <tormentum> what are the rules that dictate that/
07:34:20  <Rubidium> first part by requesting ops via pm with chanserv, second by a ACL I guess
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07:49:18  <peter1138> probably being a dev helps
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08:11:51  <blathijs> On Freenode, we usually had no devs, since Freenode policy is to only requist ops from chanserv when you actually need id (IIRC)
08:20:02  *** ufoun [~ty@b07-305a.kn.vutbr.cz] has joined #openttd
08:21:37  <STE1N> yea, why aren't you on freenode?
08:23:37  <Prof_Frink> 'cause someone decided to move
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08:42:26  <Gorre> morning.
08:49:53  <CIA-1> peter1138 * r7236 /trunk/variables.h: -Codechange: remove unused global array _newgrf_files
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09:37:26  <Darkvater> morning
09:37:52  <Tron> yep, definatly morning here
09:39:47  <peter1138> indeed
09:41:22  <Darkvater> second that
09:41:31  <Darkvater> ok, look what I wipped up over night
09:41:51  <Darkvater> http://darkvater.homeip.net/~tfarago/openttd/vehicle_list_wip.png
09:42:10  <Darkvater> mind you that this took me over an hour to code ingame and it's still not really working
09:42:13  <Darkvater> bjarni-code :s
09:42:29  <peter1138> bjarni'd
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09:42:55  <Darkvater> well, besides that. This is what I had in mind for the GUI to look like
09:42:59  <Darkvater> donnu how others feel about it
09:43:43  <peter1138> better, though i dunno about the text "- Choose action -"
09:44:12  <Darkvater> yes, that is a good question which I also had
09:44:19  <Darkvater> I could leave it empty, but that would look wrong
09:44:28  <peter1138> empty is wrong, yes
09:44:30  <Darkvater> and having the last action there seems also a bit strange
09:44:41  <peter1138> indeed
09:44:42  <TheMask96> if you select 'send to depot' will all trains immediately go to the depots? cause that would be catastrofical when you click wrong in the dropdown :)
09:44:51  <Darkvater> TheMask96: yes
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09:45:01  <peter1138> Perform action...
09:45:03  <peter1138> maybe
09:45:09  <peter1138> TheMask96: correct
09:45:10  <Darkvater> that is why I had the brilliant idea over night to flip the two. have replace first depot second
09:45:26  <Darkvater> TheMask96: but 'tis no different from clicking the current button 'accidentally'
09:45:45  <Darkvater> peter1138: so you think there would be needed some caption there, some general one?
09:45:49  <peter1138> which is easy to do, when you're expecting it to show new vehicles...
09:46:03  <TheMask96> true... but clicking a button accidently happends less often then clicking wrong in a dropdown list I think..
09:46:19  <peter1138> i don't think so
09:46:40  <Darkvater> it's actually more work, you have to 1. click, 2. hold mouse and move 3. release mouse
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09:46:55  <Darkvater> it requires a complicated hand-eye combination and refined motorics
09:49:36  <TheMask96> yep.. but I think it happends more often that releasing the mouse button sometimes happends maybe a few pixels in the wrong direction...
09:50:03  <Darkvater> happends?
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09:50:14  <TheMask96> a button sounds more save in my opinion
09:50:46  <Darkvater> 3 buttons don't fit
09:51:11  <Darkvater> I have only ever misclicked a dropdown when openttd was using 100% cpu and thus having a hard time controlling the mouse
09:51:19  <Darkvater> but then the game already is unplayable
09:51:31  <TheMask96> hmm ok
09:51:37  <TheMask96> we will see then :)
09:52:03  <TheMask96> but I think some people will ask for some safety message like 'Are you really sure?'
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10:18:25  <SpComb> names
10:21:23  * blathijs hands SpComb a /
10:27:10  <SpComb> indeed
10:41:20  <roboboy> gnight
10:41:23  * roboboy folds out the bed and locks it into position.
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10:51:11  <Dr_Jekyll> i've installed my original TT (with world editor) but openTTD won't accept the install path for looking for the game gfx
10:51:27  <Dr_Jekyll> isn't my version the TTD version?
10:51:51  <peter1138> well, no
10:51:54  <peter1138> TT isn't TTD
10:52:15  <Dr_Jekyll> hm i thougt TTD is TT with the editor...
10:52:23  <peter1138> nope
10:53:37  <Dr_Jekyll> iss there a possibility to use openTTD with my old version?
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10:54:18  <Darkvater> Dr_Jekyll: no, openttd is only for TTD
10:54:25  <Darkvater> either windows or dos version
10:55:10  <peter1138> who here can speak/write russian?
10:56:37  <Dr_Jekyll> grml
10:57:33  <Dr_Jekyll> what may i do now? is there an update or something like this to upgrade TT to TTD?
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10:58:43  <Darkvater> TT is different from TTD and there is no way to 'uprade'
11:00:33  <Dr_Jekyll> what about the copyrights, may i use openTTD when i copy the gfx 'by hand' (if the gfx are in my version, i don't know)
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11:02:03  <peter1138> it's a different game
11:02:27  <Darkvater> Dr_Jekyll: think of it in terms of Diablo1 and Diablo2. Totally incompatible
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11:15:13  * peter1138 wastes away
11:16:42  <Darkvater> that does not sound too good
11:17:31  <peter1138> i'm starving
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11:33:35  <Rexxie> I get a link error when I try to compile OTTD, says it can't find LIBC.lib...
11:34:12  <Rexxie> This has worked fine before, it failed to work after the UTF-8 branch merged.
11:34:26  <Rexxie> I'm using Visual Studio 2005 on Windows XP, if that's any help.
11:34:43  <Rubidium> what revision do you have?
11:35:30  <Rexxie> I just updated to the latest
11:35:36  <Rubidium> and have do you have the latest 'openttd-useful.zip' as that zip has been updated fairly recently.
11:35:54  <Rexxie> as, I didn't know that
11:36:03  <Rexxie> I'll give that a shot :)
11:39:06  <Rexxie> hmm, the last openttd-useful.zip I can find is updated in 2004...
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11:40:07  <Rubidium> hmm
11:40:56  <Rubidium> Rexxie: http://sourceforge.net/project/showfiles.php?group_id=103924&package_id=114307
11:41:18  <Rexxie> ah, many thanks
11:42:14  <Rexxie> someone should update the link on dev.php :)
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12:54:29  <Darkvater> so have you been revived peter1138 ?
12:55:11  <Darkvater> Rexxie: the correct link is on the wiki, but I'll update the website as well
12:56:00  <Darkvater> KUDr_wrk: see, it was a good thing not to ignore LIBC :)
13:06:58  <Darkvater> website updated
13:16:05  <peter1138> just bought lunch ,heh
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13:50:37  * HMage is having a _very_very_ late breakfast
13:51:34  * Darkvater looks at clock
13:51:35  <Darkvater> 3PM
13:52:14  * peter1138 remembers he uploaded "the patch"
13:53:33  <Darkvater> THE patch ;)
13:54:25  <peter1138> hmm, why isn't VS starting...
13:54:51  * peter1138 does it manually
13:55:46  <Darkvater> :O it's broken
13:56:07  <Darkvater> ever since I installed a SP for VS2005 it screws up the watch/debug/call panels at the bottom
13:56:20  <peter1138> damn that dmksctrl.h
13:56:23  <peter1138> what's that in?
13:57:45  <peter1138> oh, music gubbins
13:58:27  * peter1138 disables
13:59:16  <peter1138> hmm, dxguid.lib
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14:04:43  * peter1138 gives up
14:05:05  <Darkvater> he, dx not working? :)
14:05:37  <peter1138> apparently so
14:06:02  <Darkvater> he, what'd you do?
14:06:10  <peter1138> tried to use it, i guess
14:06:18  <Darkvater> I can send you my DX folders when i'm at home
14:06:19  <peter1138> normally i use gcc on another machine
14:06:43  <Darkvater> ~1 or 2 MB
14:07:42  <Darkvater> so what is THEis patch we're talking about?
14:08:01  <peter1138> newgrf saveload
14:08:32  <peter1138> hmm
14:08:40  <peter1138> should i bump the saveload version?
14:09:02  <Darkvater> not necessary as it's a new chunk but I think it should
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14:14:17  <CIA-1> rubidium * r7237 /trunk/ (genworld.c genworld.h tgp.c): -Fix: TGP landscape generation could leak memory if aborted during the generation of the heightmap.
14:18:08  <Darkvater> so eh peter1138 where is this patch :)
14:18:15  <Darkvater> or is it without GUI?
14:21:19  <CIA-1> tron * r7238 /trunk/lang/ (30 files in 2 dirs): Remove two unused strings
14:25:05  <peter1138> it's without gui
14:25:10  <peter1138> it's just the saveload stuff
14:25:48  <Darkvater> ah
14:26:02  <peter1138> hello tron
14:26:32  <peter1138> i'm going to have to do a full recompile now ;(
14:27:24  <Tron> this is technically incorrect
14:27:33  <Tron> not all files depend on table/strings.h
14:28:15  <Tron> only 79 do
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14:31:27  <Darkvater> o_O
14:31:34  <Darkvater> we forgot to poolerize name-arrays
14:32:17  <Darkvater> http://darkvater.homeip.net/~tfarago/openttd/                                                                                          24,67          All
14:32:20  <Darkvater> hmm
14:32:40  <Darkvater> http://darkvater.homeip.net/~tfarago/openttd/0.5.0_todo.txt #36
14:33:54  <Tron> this doesn't help that much
14:33:57  <peter1138> i volunteered for it
14:34:01  <peter1138> but i wasn't going to pool them
14:34:15  <Tron> then the limit is 1048
14:34:16  <peter1138> just increase the limit from 512 to 2048
14:34:19  <Tron> s/1048/2048/
14:34:26  <peter1138> do you need more names than that? heh
14:34:30  <peter1138> hmm
14:34:48  <Darkvater> what's wrong with poolerize?
14:36:01  <Tron> i think the whole concept is broken
14:36:30  <Tron> towns for example should have a plain string as name, period
14:36:35  <Darkvater> well besides the concept of its implementation, making it dynamic is a good thing
14:36:52  <Tron> Darkvater: no, abandoning the whole concept is a Good Thing(tm)
14:37:03  <peter1138> hmm, direct stringyness
14:37:04  <Darkvater> you mean name_array no?
14:37:11  <Tron> yes
14:37:19  <Tron> static translations should stay as they are
14:37:39  <Tron> atm you can't change the name generation algo for townsb
14:37:55  <Tron> because all games using this name scheme will be immediatly semi-broken
14:38:07  <Tron> because suddenly duplicate names could exist
14:38:41  <Tron> so it should just be a plain string
14:38:59  <Tron> and if it's a plain string anyway, no need for some magic name list IDs for custom names is needed, either
14:39:42  <Darkvater> hmm, but then you end up with more logic higher up?
14:40:02  <Darkvater> eg you couldn't just do drawstring(v->name) because it can be a char* or a StirngID
14:40:42  <Tron> towns is just an example
14:41:09  <Tron> no "named" thing should use IDs
14:41:12  <peter1138> you'd need more logic, yes
14:41:32  <peter1138> unless you use DoDrawString, heh
14:41:58  <Tron> of course you call a text drawing function which takes a char*
14:42:14  <Tron> not temporarily wrap it into an id or something stupid like that
14:42:18  <peter1138> or use the lovely SetDParamStr()
14:43:09  <Darkvater> so you mean that everything with a name is a char*
14:43:25  <Darkvater> eg all automatic vehicle-names, factory-names, towns, station-names, etc.?
14:43:51  <Tron> factories have no name in this sense
14:44:07  <peter1138> heh
14:44:28  <peter1138> i'd rather not go back to that
14:44:36  <peter1138> vehicle names did used to be char*
14:44:45  <Darkvater> they did?
14:44:50  <peter1138> (for newgrf vehicles, anyway)
14:44:51  <peter1138> yes
14:44:59  <peter1138> it only supported english
14:45:26  <peter1138> first version of stations used char* too
14:45:41  <peter1138> that only supported english too
14:45:55  <peter1138> and the dropdown menu was "fun"
14:46:08  <peter1138> name_array's a bit different though
14:46:09  * Gorre has returned, [gone/52m 26s]
14:46:16  <peter1138> because there're no translations for that
14:47:16  <Tron> not vehicle type names, but vehicle names
14:47:36  <peter1138> ah
14:47:42  <peter1138> of course
14:47:54  <Darkvater> so the proposal is to store everything in char* which you can rename yourself?
14:48:09  <Darkvater> I wonder how that is going to work out with 'rename engine'
14:48:15  <peter1138> instead of using name_array
14:48:23  <Tron> Darkvater: this doesn't work anyway
14:48:25  <peter1138> Darkvater: well, your string saving changes will support it now ;)
14:49:16  <Darkvater> it doesn't? Well if it did
14:49:41  <Tron> drop it
14:50:02  <Tron> it's a misfeature
14:50:06  <peter1138> renaming vehicle types is... yes
14:50:27  <peter1138> and the whole load/save feature for that which was never implemented
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14:54:12  <peter1138> ok
14:54:18  <peter1138> so shall i do that? heh
14:55:00  <peter1138> well, at least try it
14:55:05  <Darkvater> ok, just up it to 2K then and then we can decide later about what to change it to
14:55:16  <Tron> i don't think it should be done right now
14:55:20  <Darkvater> unless of course someone has lotsa time to do it properly
14:55:29  <peter1138> not pre-0.5, no
14:55:35  <Darkvater> already a *lot* of people complain they run out of custom names
14:55:50  <peter1138> damn those 2048x2048 custom named scenarios
14:56:19  <Tron> peter1138: well, i could increase the memory consumption by factor 20
14:56:25  <Tron> that would solve the problem for some time
14:56:38  <peter1138> hmm?
14:56:49  * Tron starts copying Simutrans source code
14:56:52  <Darkvater> :)
14:57:04  <peter1138> :P
14:57:21  <hylje> :o
14:57:26  <hylje> wonders of gpl?
14:57:28  <Darkvater> we should not undertake this whole thing pre-0.5, right? We should do something about the size, right?
14:57:33  <peter1138> simutrans is not gpl
14:57:38  <hylje> k
14:57:56  <Tron> i wouldn't do anything before 0.5
14:58:00  <Tron> get the bugs fixed
14:58:03  <Tron> and release it
14:58:20  <Tron> any other change just has good chances of introducing more bugs
14:58:24  <Darkvater> we need more names imho
14:58:39  <Darkvater> simply upping 512 > 1024/2048 will not add more bugs
14:58:48  <Tron> are you sure?
14:58:56  <Darkvater> 95%
14:59:01  <peter1138> you need to increase the limit
14:59:04  <Tron> that's 5% short
14:59:12  <peter1138> then you need to loop through everything that contains a string id
14:59:19  <peter1138> and limit it to the first 512
14:59:27  <Darkvater> ..
14:59:28  <Tron> actually i would say it's about 55% short
14:59:35  <Tron> 50% safety margin
14:59:56  <peter1138> Darkvater: there's a "skip" parameter that appears to be totally useless
15:00:12  <peter1138> however, it means string ids are already in the 0-2048 range
15:00:18  <peter1138> just it loops at 512
15:00:35  <peter1138> (well, masks the upper bits off)
15:00:48  <Tron> OTTD has an A20 gate!
15:01:02  <peter1138> heh
15:01:15  <hylje> http://bash.org/?707848
15:01:42  <Darkvater> well fine if we don't want limit-increase, then we don't
15:01:49  <Darkvater> we can always do it for 0.5.1
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15:02:13  <peter1138> Darkvater: i'm just saying it's a bit more than just upping the limit
15:03:25  * peter1138 wonders how many arrays need to be scanned for custom string ids
15:03:40  <peter1138> might be easier to postpone it and do it tron's way
15:04:51  <Darkvater> fine
15:05:58  <peter1138> well one savegame mess around instead of two
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15:14:29  <Darkvater> we have another issue to take care of: windows nightly builds
15:14:33  <Darkvater> !seen weirdo
15:14:34  <_42_> Darkvater, Weirdo (~truelight@145.118.72.134) was last seen quitting #openttd.tgp 17 hours 51 minutes ago (21.11. 21:23) stating "Quit: night" after spending 2 hours 19 minutes there.
15:14:42  <Darkvater> hmm
15:17:39  <Zevensoft> is manhattan distance used for cargo payments?
15:20:55  <peter1138> still this yapf thing, yes?
15:22:01  <KUDr_wrk> one revert would solve it easily..
15:22:25  <peter1138> no, it should work ;p
15:22:39  <Darkvater> it should not be the solution
15:23:51  <KUDr_wrk> not solution just workaround for win32 nightlies
15:24:20  <Darkvater> workaround as in comment out? that is not a workaround it's the same as a revert
15:25:22  <Darkvater> can _anyone_ tell me why FS doesn't show the title of the bugreport when you are actually reading it?
15:25:25  <Darkvater> gaaaaah!\
15:25:38  <peter1138> it does?
15:25:54  <Darkvater> it doesn't
15:26:01  <peter1138> does for me
15:26:02  <Darkvater> (at least when you aren't logged in)
15:26:15  <peter1138> nope, does it logged out too
15:26:26  <Darkvater> where?
15:26:33  * Darkvater must be blind or something
15:26:34  <peter1138> on the, uh, title
15:26:38  <Darkvater> OMG
15:26:46  <Darkvater> invisble text :s
15:27:00  <peter1138> it's black text here
15:27:12  <Darkvater> it's invisible with invisible background
15:27:14  <Darkvater> fkcni IE
15:27:21  <peter1138> IE7?
15:27:23  <peter1138> it works in IE6
15:27:33  <Darkvater> not here
15:34:38  <peter1138> this is the lamest webservice ever
15:35:15  <peter1138> paramstring = userid & "|" & password & "|" & data & "|" & moredata & "|" & etc
15:35:31  <peter1138> result = ws.somefunction(paramstring)
15:35:41  <peter1138> wtf comes up with this shit...
15:36:40  <Darkvater> sounds nifty ;p
15:36:44  <Naksu> peter1138: a sadist
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15:39:11  <Darkvater> peter1138: show us more code!
15:42:24  <Darkvater> man, i should've bought google stock back in 2004
15:42:44  <Darkvater> only 0 and two years later i would've made a 500% return
15:42:58  <hylje> only
15:43:10  <Darkvater> now where did I put that time-machine
15:52:36  <Zevensoft> damn this guy, hes got 3 forests around 1 station
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16:06:28  <Ailure> ghsgfgsdhahaha
16:06:33  <Ailure> just found a farm and a oil well
16:06:42  <Ailure> inside a huge metropolis that grew thanks to a computer
16:06:50  <peter1138> ...
16:07:03  <peter1138> happnes
16:08:03  <Ailure> heh
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16:08:05  <Ailure> as a side effect
16:08:08  <Ailure> that farm have no farmland
16:08:13  <CIA-1> tron * r7239 /trunk/ (airport_gui.c dock_gui.c rail_gui.c road_gui.c): Enumerate the widgets in the airport, dock, rail and road toolbars
16:09:17  <Ailure> guess the farmers
16:09:22  <Ailure> refuses to sell their land or something
16:09:33  <Ailure> but not their farmland
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16:30:13  <Zevensoft> hrm exit signals act weird
16:30:28  <Zevensoft> it seems they dont care if a path is actually possible
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16:51:54  <Brianetta> Zevensoft: No, they do not care.
16:52:21  <Brianetta> If they did care, none of the clever priority lane signalling schemes you see on the forum would work.
16:54:43  <Zevensoft> I'm trying to figure out 2 way forking :(
16:55:04  <Zevensoft> atm it kinda works
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17:28:53  <Wolf01> ello
17:40:27  <Eddi|zuHause3> Zevensoft: only PBS care about paths
17:42:21  <Eddi|zuHause3> the other signals only care about connected components (aka signal blocks)
17:43:24  <Eddi|zuHause3> it's one of the features that makes PBS so great
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18:16:55  <CIA-1> tron * r7240 /trunk/road_cmd.c: -Fix: Always display the excavation of roadworks even when fully zoomed out (they are quite noticable) or "full details" are off (they are part of the game mechanics)
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18:26:47  <Darkvater> ola
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18:27:39  <Tron> if every bug was that easy
18:28:11  <Tron> i just moved 3 lines 6 lines down ^^
18:29:46  * HMage scratches his head on three calls to setlocale() in strtolower()
18:30:27  <glx> HMage: backup, change, restore :)
18:31:09  <HMage> I don't think it'll be cheap to do so many setlocale() calls and without ill side effects
18:31:30  <HMage> how often is strtolower() called?
18:31:46  <Darkvater> 10 times in all if you're unlucky
18:32:48  <HMage> during the whole game experience from launch to closing the game?
18:33:29  <Darkvater> yes
18:33:51  <Darkvater> well ok, perhaps even less
18:34:16  <Eddi|zuHause3> i have a comment to that button vs. dropdown discussion: it is way easier to misclick lines on top of each other (in a dropdown list) than buttons next to each other
18:34:21  <HMage> ok
18:34:31  <Eddi|zuHause3> because the height is much less than the width
18:35:01  <Eddi|zuHause3> besides, dropdown lists are bad, because you need 2 clicks, instead of one
18:35:19  <Eddi|zuHause3> i hate the "advanced orders" patch in the miniin for that, too
18:35:35  <Darkvater> dropdowns are for options that you don't use continously
18:36:25  <Darkvater> 3 buttons don't fit and 2 rows of options is ugly
18:38:57  <Darkvater> Rubidium: that callback for tgp why did you add a NULL-callback at the end of generateterrainperlin? The whole thing is finished then, I don't see any sense in it
18:39:27  <Tron> apropos generateterrainmess
18:39:32  <Tron> it still leaks its thread!
18:39:57  <Darkvater> well, I"m not even talking about that
18:41:10  <Rubidium> cause there is no need to call the callback when it's not necessary anymore
18:41:53  <Darkvater> well there is a call just before to FreeHeightMap() so you could rename abort to end
18:42:21  <Darkvater> and resetting the callback is not such a good design imho when everything goes well
18:45:49  <Rubidium> that might be true, but makes it less clear that the callback will be called on an abortion
18:46:03  <Darkvater> then we should rename the callback :)
18:46:35  <Rubidium> to AbortAndEndCallback?
18:46:37  <Darkvater> TerrainGenerationCleanup() or something
18:46:56  <Darkvater> ...end....clenaup...callback
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18:51:20  <Rubidium> that would mean that the deallocation used for the initial stage is done when the game is really starting
18:53:14  <Darkvater> you can call the 'abortcallback' at the end of the function
18:53:25  <Darkvater> yes, that would be the same as now, only extra indirection
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18:53:59  <Darkvater> but at least more logic imho
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18:54:35  <Darkvater> or the 'abortcallback' should be put into the 'endgeneration'-callback
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18:58:03  <Rubidium> Darkvater: you know that no callback is called at the end of GenerateTerrainPerlin?
18:59:24  <Darkvater> there is another callback function
18:59:52  <Rubidium> that one is used totally different
18:59:53  <Darkvater> gw_done_proc
19:00:14  <Darkvater> that is when done, so freeheightmap can be freed there no?
19:00:51  <Rubidium> that callback is already used
19:01:17  <Darkvater> yes, call the other one after that
19:01:23  <Darkvater> or am I missing something completely?
19:01:55  <Rubidium> you want to stack callbacks? or make a list of callback to execute?
19:02:51  <Darkvater> can't find atm where callback done is called, but abort (eg cleanup) can be called after that
19:02:55  <Rubidium> the callback I added was just for when the generation would be aborted, so you can set global settings back, free memory etc.
19:05:20  <Rubidium> I wouldn't mind if someone splits his map generation algorithm into two distinct stages and has two abort procedures (one for each stage)
19:05:49  <Rubidium> but when you are going to use the callback to clean in a correct situation, it might get troublesome.
19:06:20  <Darkvater> well it depends. usually whatever cleanup you do on abortion you have to do at the end as well
19:06:23  <Rubidium> oh, and with the two distinct stages I meant things like using TGP and some kind of algorithm to make a nicer spread of industries throughout the map
19:06:52  <Rubidium> then you might need two different abort functions and thus need stacking of the abort functions
19:07:37  <Tron> please don't make it more complicated than it already is
19:07:38  <KUDr> or we can remove the callback and do abort/cleanup different way
19:08:18  <Tron> get the problems fixed or 0.5 will be ready for christmas ... next year
19:09:02  <Tron> the whole thing is a mess and needs to be redone, but we probably can't get rid of it anymore before 0.5
19:09:12  <Rubidium> true, but that would mean redesigning large parts of the backbone of OpenTTD to (correctly) work with threads.
19:10:28  <Darkvater> well I think it could be done the same way as the saveload thread communicates with the main thread
19:11:17  <Tron> i just wanted a terrain generator any a nice window to flip all its little switches. but no, somebody had to play the mule and do N things at once
19:11:49  <Tron> Darkvater: i don't even like that
19:12:20  <hylje> messaging!
19:15:53  <Rubidium> what does make OTTD_SendThreadMessage any better/more thread safe than the current implementation in genworld?
19:16:53  <Tron> nothing
19:17:00  <Tron> it's both plain ugly
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19:19:01  * KUDr agrees with Tron (can't belive, but it is true :)
19:32:16  *** iMonkey is now known as MaulingMonkey
19:32:50  <MaulingMonkey> Oh whoops, I should be using my other nick here >_>  (fiddling around with my iBook settings for my extended thanksgiving stay)
19:32:55  *** MaulingMonkey is now known as PandaMojo
19:32:59  <lolman> Evening :)
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19:49:18  <Gorre> Im need to buy some trees @ amazon :/ - http://www.gorre.info/blender/hq/006_pre_pre_alpha_trees_anyone.png
19:50:00  <Wolf01> looks good
19:50:07  <peter1138> evenininging
19:50:46  <Wolf01> peter1138! nothing... :/
19:50:52  <peter1138> hmm?
19:50:54  <peter1138> nothing?
19:54:12  <Wolf01> i was writing something about the eyecandy patch, but i think i'm being too much *insert a word here (sacro will insert "stupid" or "italian")* if i continue to ask every little thing
19:54:57  <lolman> Stupid AND Italian, knowing Sacro
19:54:58  <peter1138> oh
19:56:18  <peter1138> well some sort of spec is being thought about for it
19:56:24  * HMage randomly builds trees around the channel
19:56:35  <peter1138> your rating needs improving?
19:56:46  * hylje changes into a dragon and burns said trees
19:56:55  <peter1138> Appalling!
19:57:01  * HMage changes into another dragon and burns hylje
19:57:15  <HMage> I just felt like to
19:57:37  * lolman turns into a hosepipe and puts hylje out
19:58:19  * hylje dodges
19:58:29  <lolman> You're on fire...
19:58:34  <lolman> lol
19:58:43  <HMage> 1 minute lag for hylje :)
19:59:00  <lolman> Yep lol
19:59:06  <HMage> hylje: you're out of sync.
19:59:30  * hylje quits: Desync Error
19:59:46  * HMage paused the game (client exiting)
19:59:49  * HMage unpaused the game
20:00:30  * lolman pauses the game (client joining)
20:00:43  * HMage can't move
20:01:05  * lws1984 unpaused the game
20:01:17  <lolman> The client never joined :P
20:01:39  *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has joined #openttd
20:01:42  *** mode/#openttd [+o Bjarni] by ChanServ
20:01:43  <lolman> :o
20:01:46  <HMage> rofl, imagine that IRC servers pause all traffic when client joins until he's fully in the system
20:01:48  <lolman> Oh noes...
20:02:00  <lolman> HMage, ouch
20:02:19  *** Stormcape [~storm@d206-116-189-59.bchsia.telus.net] has joined #openttd
20:02:42  * HMage pauses the internets
20:02:47  <Bjarni> hey lolman is back
20:02:56  <lolman> Indeed lolman is back :)
20:03:00  <Bjarni> we (didn't) miss you
20:03:04  <lolman> haha
20:03:13  <peter1138> mr Bjarni
20:03:21  * HMage configures a patch to omit data inside braces
20:03:22  * lolman has been (and still is) incredibly busy
20:04:07  <Bjarni> jerking off do not count as being too busy to be on IRC
20:04:25  <lolman> Bjarni, Sixth Form work lol
20:05:02  <HMage> maybe he was playing openttd?
20:05:19  <lolman> That I wasn't doing
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20:17:25  <peter1138> Bjarni: what's your excuse then?
20:17:45  *** Tron [~tron@p54A3CE84.dip.t-dialin.net] has quit [Ping timeout: 480 seconds]
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20:58:16  <Bjarni> <peter1138>	Bjarni: what's your excuse then? <-- I got the greatest one ever, but why should I tell you guys?
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21:23:25  <Eddi|zuHause3> Gorre: i kinda like that $ sign (OTTD symbol) on the roof ;)
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21:48:58  <Wolf01> 'night
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22:03:50  <Gorre> Eddi|zuHause3: ~ 1 hour of work, iv never really figured out how to work with textures
22:03:54  <Gorre> thanks anyway
22:03:57  <Gorre> (good night)
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22:48:01  <Darkvater> !openttd commit
22:48:05  <_42_> Commit by tron :: r7240 /trunk/road_cmd.c (2006-11-22 18:16:50 UTC)
22:48:06  <_42_> -Fix: Always display the excavation of roadworks even when fully zoomed out (they are quite noticable) or "full details" are off (they are part of the game mechanics)
22:48:08  <peter1138> !openttd sleep
22:48:18  <Darkvater> gn :)
22:48:20  <peter1138> nini
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22:53:45  *** Tron_ is now known as Tron
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23:05:56  <kampasky> peter1138: ping? any reason why you didn't apply the patch you've given me?
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23:25:45  <CIA-1> KUDr * r7241 /trunk/table/namegen.h: -Fix: czech town name generator now uses proper diacritics (Hadez)
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