Log for #openttd on 3rd December 2006:
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00:00:31  <bulio|> :P
00:00:55  <Eddi|zuHause2> gah, next time i play a 32x daylength game, i should start in 1922 instead
00:01:32  <Eddi|zuHause2> BR 92 are so damn slow, and E62 so damn expensive
00:01:56  <webfreakz|aw4y> cya :)
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00:02:17  <bulio|> I finally built a very successful network for the first time :P
00:02:47  <bulio|> main place is a coal drop with 7 stations, around 30 trains going to it from every coal station on the map, no traffic
00:02:56  <bulio|> 8 coal stations link on to a mainline
00:03:05  <bulio|> and some busses and airports to boot
00:03:44  <KUDr> peter1138: ping
00:03:49  <Eddi|zuHause2> i don't want to build successful networks, i want to build realistic networks
00:04:22  <Eddi|zuHause2> pinging someone at this hour can be very unhealthy :)
00:04:54  <glx> he's playing so I think he can reply :)
00:05:18  <bulio|> This one is realistic
00:05:30  <bulio|> all the trains go to a mainline, then to one main drop area
00:06:45  <Eddi|zuHause2> either something is wrong with town growth, or something is wrong with the advanced town patch
00:06:53  <Eddi|zuHause2> i have a city of around 30 buildings
00:06:59  <Eddi|zuHause2> 15 of which are theaters
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00:08:09  <bulio|> whats the advanced town patch do?
00:08:36  *** CIA-1 [] has quit [Ping timeout: 480 seconds]
00:08:56  <Eddi|zuHause2> make towns grow in more natural shape
00:09:10  <Eddi|zuHause2> i.e. at least 2x2 squares of houses
00:10:44  <Eddi|zuHause2> gah, i always press 'A', and then realize there is no "Autoroad" feature, and end up with the "Autorail" feature instead :(
00:11:15  <peter1138> pong
00:11:20  <KUDr>
00:11:40  <KUDr> can you please try it?
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00:13:30  <peter1138> hmm
00:13:42  <peter1138> either that vp != NULL applies to the whole switch block or not at all
00:13:52  <KUDr> no
00:13:54  <glx> why build vehicle list sometimes goes empty ???
00:14:18  <KUDr> it can be NULL only if ZOOM_NONE
00:14:23  <glx> I mean it's full of trains and wagons and suddenly it's empty
00:14:29  <KUDr> and for switch it is ok
00:14:56  <Sacro> glx: i just got that too...
00:15:14  <glx> I got it 4 times in a row
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00:15:18  <KUDr> peter1138: but if you want you can change it as you like
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00:16:28  <peter1138> i will investigate in the morning
00:16:40  <KUDr> ok
00:21:16  <glx> it happens the first day of each month indeed
00:21:20  <peter1138> yeah
00:23:16  <glx> and this time the list rebuilt itself after I replied to a 'do you want to test new vehicle' message
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00:24:49  <Eddi|zuHause2> smells like a missing/wrong cache update
00:32:22  <glx> [01:21:23] <+glx> it happens the first day of each month indeed
00:32:22  <glx> [01:23:22] <+glx> and this time the list rebuilt itself after I replied to a 'do you want to test new vehicle' message
00:32:22  <glx> Sacro: ^^
00:33:16  <Sacro> glx: ooh is it?
00:33:21  <Sacro> i didnt check the date
00:34:00  <glx> and I tried with news disabled and autosave disabled (still happens)
00:39:23  <Sacro> ah right
00:39:27  <Sacro> thats a bug then
00:44:17  * roboboy has to go in a few mins
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00:55:26  <jotham> how do you make a town that hates you like you?
00:55:32  <jotham> i really want the forest next to this town
00:55:45  <glx> destroy trees and replant them
00:56:32  <jotham> says i can't clear the forest
00:57:12  <glx> not the forest ;) the trees around the town :)
00:57:17  <jotham> oh
00:58:05  <jotham> so trees influence puyblic perception? cool, i always built them cause i liked them, didn't know it influenced the game
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01:11:22  <jotham> can you suppress all those economy popups
01:11:28  <jotham> feels like i have an IM client open :\
01:13:32  <Brianetta> Yes
01:13:40  <Brianetta> Click-hold on the newspaper icon
01:13:44  <Brianetta> go to message settings
01:13:49  <Brianetta> and turn them off
01:13:54  <jotham> ahh cheers, missed that
01:14:11  <Brianetta> It's not exactly obvious (:
01:22:50  <Eddi|zuHause2> "sie müssen erst den nippel durch die lasche ziehn..."
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01:24:20  <Eddi|zuHause2> (that's from a song of Mike Krüger)
01:33:29  <Eddi|zuHause2> hm... <- something is wrong here
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01:41:23  <Brianetta> Vehicle build list in the depot keeps going empty.  Pissing annoying.
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01:42:29  <Eddi|zuHause2> hm... the catenary is drawn properly in trunk, but not in miniin
01:43:24  <Eddi|zuHause2> but the problem must be quite new...
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01:53:17  <glx> <Brianetta> Vehicle build list in the depot keeps going empty.  Pissing annoying. <-- yep the first day of each month
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02:02:37  <Eddi|zuHause2> and it only affects straight crossings, not diagonal crossings
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02:37:48  <Eddi|zuHause3> i don't think i can figure this one out... night
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05:06:41  <wjarok> hi
05:07:22  <wjarok> I was wondering if there is a way to password protect the AI companies on a multiplayer server?
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05:20:18  <jotham> wish you could transfer goods from one vehical type to another
05:20:50  <wjarok> what do you mean?
05:21:17  <jotham> well i have lots of livestock and grain that i want to send to the coast by truck, then pick it up by ship and move it down to the factory
05:21:25  <wjarok> you can do that
05:21:31  <jotham> oh really
05:21:32  <jotham> :o
05:21:33  <wjarok> put a truck depot touching the dock
05:21:55  <jotham> ok
05:21:56  <jotham> cheers
05:21:57  <wjarok> and click transfer and unload
05:22:05  <wjarok> it will read "transfer and leave empty"
05:22:20  <wjarok> in the orders list
05:31:42  <Ailure> [06:09] <wjarok> I was wondering if there is a way to password protect the AI companies on a multiplayer server?
05:31:51  <Ailure> I thought playing with AI on multiplayer were generally risky
05:31:57  <Ailure> and thaqt the AI in the latst version is broken too
05:32:14  <Ailure> I'm not sure what broke the AI
05:32:17  <Ailure> it used to be only stupid
05:32:31  <Ailure> but now it's totally broken too, and  rarely ever see a company not bankrupting itself
05:32:40  <Ailure> and before they would at least survive
05:35:21  <Ailure> well
05:35:32  <Ailure> one way would be joiing the same company as the AI in question
05:35:34  <Ailure> set a password
05:35:41  <Ailure> then close that client
05:35:49  <Ailure> you can start severeal sessions of openTTD on the same computer
05:35:52  <Ailure> but that might break the AI
05:35:59  <Ailure> if a human player joins the same company :/
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05:37:16  <Armon> \o/
05:37:33  <Ailure> funny how so many dedicated servers that is up
05:37:38  <Ailure> but so few clients using them
05:38:36  <Ailure>
05:38:44  <Ailure> and there's servers still running 0.4.5
05:38:56  <Ailure> and 0.4.7
05:40:36  <wjarok> doesnt seem to be a problem so far
05:40:43  <wjarok> that arent all that smart and can only use trucks
05:40:47  <wjarok> but its something
05:40:59  <Ailure> eh both the new and old ai
05:41:03  <Ailure> is plagued by some strange problem
05:41:09  <Ailure> where it stops working
05:41:11  <Ailure> after a fw years
05:41:19  <wjarok> ok i havent watched it long enough tho
05:41:25  <Ailure> it might be normal for the new AI
05:41:34  <Ailure> but I do remember quite well that the old AI usually survived a whole game
05:41:48  <wjarok> and yes im trying to run dedicated, so joined each company to change the pw, is tedious
05:41:58  <Ailure> heh
05:42:03  <wjarok> yea the old ai could beat me some times
05:42:07  <Ailure> lol
05:42:09  <wjarok> im not super skilled tho
05:42:13  <Ailure> the old AI get's handicaps
05:42:17  <Ailure> which is why
05:42:23  <Ailure> it can beat some novice players
05:42:26  <wjarok> i like things that look pretty, rather then are functional
05:42:43  <wjarok> and efficiency seems to be counter productive in ttd
05:43:25  <Ailure> depends on what you mean with effeciencity
05:43:31  <Ailure> well some things that would be seen as effecient IRL
05:43:34  <Ailure> isn't in openTTD
05:43:49  <Ailure> but even then I say that effecient is actually important :P
05:44:07  <Ailure> I played it for over 10 years now heh
05:44:19  <Ailure> but it's probably only the last five I got anywhere good due to the one-way signals
05:44:28  <Ailure> orginal TT didn't have one-way signals
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05:44:47  <Ailure> so you were forced to do rather awkard train networks
05:45:15  <Armon> Hey, tell me, is C++ code welcome into the OpenTTD codebase?
05:45:52  <Armon> Uh-oh. Do I get kicked for asking that? ;)
05:47:24  <Ailure> It's like asking if it's ok
05:47:31  <Ailure> to make french fries out of potato
05:47:41  <wjarok> i played the game for 3 years or so when it came out
05:47:49  <wjarok> i used to play it every weekend
05:48:05  <Ailure> for me it goes up and down
05:48:11  <wjarok> i totally forgot about it until about 4 months ago, when a friend of mine stumbled across open
05:48:12  <Ailure> played th eorginal game alot
05:48:17  <wjarok> its a crapload of fun
05:48:19  <Ailure> lost intrest but discovered about TTD
05:48:24  <wjarok> and internet / lan is too cool
05:48:24  <Ailure> read about it
05:48:33  <Ailure> decided to download it, and had alot of fun with it
05:48:43  <Ailure> one-way signals and diffrent climates to play with does make a diffrence
05:48:48  <wjarok> i cant wait for some of the nightly upgrades to go live
05:48:52  <Ailure> my first game was trying the alpine climate
05:49:06  <Ailure> howso?
05:49:16  <wjarok> not sure what the time frame is on releases, seeing that i havent been in this community that long
05:49:25  <wjarok> mainly, the heightmaps
05:49:32  <Ailure> oh
05:49:35  <Ailure> going into stable?
05:49:37  <Ailure> well hehe
05:49:44  <wjarok> well hey, i can dream
05:49:52  <Ailure> I almost always sue the nightly
05:49:58  <Ailure> at least when I play with UKRS
05:50:05  <wjarok> its too cool to use actual topo data to build ttd maps
05:50:05  <Ailure> since being able to replace wagons is so damn useful
05:50:09  <Ailure> on a set that have several of them
05:50:10  <wjarok> it still blows my mind
05:50:38  <Ailure> hehe
05:50:51  <Ailure> I plan to actually make a scenario
05:50:56  <Ailure> when I have time
05:51:00  <Ailure> based on topographical data
05:51:11  <Ailure> I probably use the biggest size avaible too so it will be really big
05:51:27  <Ailure> and I probably make towns scarce
05:51:34  <Ailure> becuse I honstly beliv that even with a low setting
05:51:41  <Ailure> openTTD is too generous with teh number of towns
05:51:55  <wjarok> i agrees
05:52:00  <Ailure> But then I guess low assumes that you're playing on the orginal 255x255 size
05:52:10  <Ailure> so it makes sense
05:52:13  <Ailure> but not for bigger maps
05:52:35  <Ailure> I would like playing on a 512x512 map with maybe max ten towns
05:53:37  <Ailure> I have a few ideas on what I could contribute
05:53:50  <Ailure> over this christmas :P
05:54:24  <Ailure> I have a adaptable code style
05:54:30  <Ailure> so that shouldn't be a problem
05:55:14  <Armon> Hey, are any of you aware of OpenTTD being forked to another game?
05:55:34  <Ailure> I would be willing to work in the New AI, but I suspect work was suspended until the new map array was done
05:55:36  <Ailure> or something
05:55:42  <Ailure> and nope
05:55:54  <Ailure> I hadn't heard of any fork at all
05:56:05  <Ailure> unless you consider Mini-in to be a fork.
05:56:49  <Armon> A'ight, just asking, because I've thinking about re-implementing Settlers II, and playing OpenTTD the other day I realized that the functionality is very similar in many ways.
05:57:10  <Ailure> ah heh
05:57:17  <Ailure> I was thinking the same a few weeks ago
05:57:18  <Armon> In fact, the more I think about it, the more I see what they have in common, Settlers II and TTD.
05:57:25  <Ailure> but realized it probably was better in the long run
05:57:28  <Ailure> for the game I had in mind
05:57:32  <Ailure> to make it from scratch
05:57:56  <Armon> Was that a re-make of an oldie?
05:58:03  <Ailure> ah nope
05:58:22  <Ailure> just some economic/industrial simulator
05:58:29  <Ailure> inspired by Simisle and transport tycoon
05:58:40  <Ailure> just wanted to see if I could do a simuulator of a fictional economical system
05:58:49  <Ailure> I just like seeing things to move
05:58:55  <Ailure> I don't care if it would be realistic :)
05:59:22  <Ailure> UKRSI seems to work similar on what I had in mind
05:59:31  <Ailure> then it works similar how industries is in simisle
05:59:38  <Ailure> you feed a industry a raw material
05:59:52  <Ailure> and it produces something in a certain ratio
06:00:22  <Ailure> and have a max amount per day
06:00:30  <Ailure> it can "convert" material
06:00:38  <Ailure> dependant on factors such as how huge workforce it have :)
06:02:51  <Ailure> anyway, i'm going to sleep.
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06:52:07  <Tefad> word
06:52:10  <Tefad> ltns
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08:16:52  <Wolf01> ello
08:29:32  <Tefad> so, where can i find some heightmaps for using?
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09:34:21  <jotham> hum, strange bug? all my trains are going back and forward in their stations instead of going to their destinations, even though it's all clear
09:36:12  <Progman> check if the tracks have erail or not
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09:59:17  <ln->
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10:20:44  <LordOfThePigs> Hello!
10:21:07  <LordOfThePigs> Can anyone help me sort out my savegame compatibility problems?
10:21:30  <LordOfThePigs> I'm thinking peter1138, since he is the one who posted on the forums
10:21:54  * LordOfThePigs hopes it's not too early in the morning in europe
10:23:03  <LordOfThePigs> hm... sounds like there's nobody there
10:23:16  <LordOfThePigs> ta tada tada...
10:26:40  <tokai> jotham: maybe it switched to new pathfinder and you have >=90° courves in your railtracks?
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10:33:10  <LordOfThePigs> Can anybody help?
10:38:29  <Rubidium> LordOfThePigs: maybe I can help
10:40:38  <Rubidium> what is the problem you've got?
10:41:51  <LordOfThePigs> Well, I was wondering what peter1138 was saying about the savegame changes
10:42:17  <LordOfThePigs> Since it seems that now the patch settings are stored into the savegame and that the subsidiary patch did not do that correctly
10:42:24  <LordOfThePigs> but it seems like I've figured it out
10:43:09  <LordOfThePigs> Although I still don't understand when it's appropriate to use SDT_CONDVAR versus SDT_VAR
10:44:59  <Rubidium> SDT_VAR should only be used if the variable exists in _all_ savegame revisions, unless we're talking about new chunks (which you most likely won't introduce); so if you add some variables to engines, patches, towns, stations, ... you should (always) use SDT_CONDVAR
10:48:22  <LordOfThePigs> I see
10:48:30  <ln->
10:48:41  <LordOfThePigs> what about this one then:
10:48:42  <LordOfThePigs> SDT_VAR (Patches, heightmap_rotation, SLE_UINT8, S, MS, 0, 0, 1, 0, STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION, NULL),
10:49:02  <LordOfThePigs> HeightMap rotation?
10:49:32  <Rubidium> oh, the exception... the patch variables that are _not_ stored in the savegame do not need SDT_VAR
10:50:11  <Rubidium> and heightmap rotation is for when you load a heightmap; a heightmap is [] whereas the map is more <> so you have to rotate 45 degrees clockwise or counterclockwise
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10:53:17  <peter1138> why is that even a patch setting? heh
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10:53:38  <Rubidium> because some maps look better counterclockwise and others look better clockwise
10:54:32  <LordOfThePigs> Hmm... That probably means that my previous subsidiaries savegames are broken by my new settings
10:54:36  <LordOfThePigs> wait a sec
10:55:02  <LordOfThePigs> If I was never using SDT_CONVAR, were my patch settings stored into the savegame or not?
10:56:01  <peter1138> Rubidium: yes, but there's no need for that to be a patch setting, heh
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10:59:17  <Rubidium> peter1138: why would the terragenesis parameter need to be a patch setting? (exactly the same question)
10:59:59  <Rubidium> or the tree placer algoritm, or ...?
11:00:26  <Rubidium> I would say because you would like to save the user preferences
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11:13:09  <LordOfThePigs> ( peter1138 ): so basically, if I bump the savegame revision and correctly use SDT_CONDVAR
11:13:35  <LordOfThePigs> that will make the new version of the subsidiary patch incompatible with old subsidiary patch savegames?
11:14:09  <peter1138> yes
11:14:24  <peter1138> it will be compatible with trunk games though
11:14:50  <LordOfThePigs> ok
11:15:05  <roboboy> gnight
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11:15:14  <LordOfThePigs> that also means that I have to keep one savegame revision ahead of trunk
11:15:20  <Rubidium> LordOfThePigs: keeping subsidiary patch savegames with compatible with trunk and itself is a quite difficult task
11:15:41  <LordOfThePigs> and that everytime the tunk bunmps its revisions, the subsidiaries old games won't be loadable?
11:15:57  <Rubidium> yes, unless you're doing quite a bit of magic ;)
11:16:04  <LordOfThePigs> ouch...
11:16:18  <LordOfThePigs> this patch must really get into trunk soon..
11:16:30  <LordOfThePigs> It's been out there for 2 years after all
11:16:39  <LordOfThePigs> And I'm still maintaining it
11:17:03  <Rubidium> LordOfThePigs: you can look at the way the trunk & miniin compatability are done
11:17:37  <LordOfThePigs> Well, If I have to add that kind of tricks to my patch, it will never get commited
11:17:38  <Rubidium> MiniIN support all trunk and all MiniINs with a savegame revision higher than the savegame revision of trunk
11:17:46  <LordOfThePigs> and I've already been waiting for 2 years
11:18:09  <LordOfThePigs> OpenTTD devs hate tricks
11:18:14  <LordOfThePigs> and I respect that
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11:20:32  <LordOfThePigs> Oh well
11:20:55  <LordOfThePigs> I just really hope that the devs will sometime merge the patch to trunk
11:21:07  <LordOfThePigs> because I've been maintaining it for 2 years
11:21:26  <LordOfThePigs> other people have also maintained it, which proves that this is something the community pretty much want
11:21:28  <LordOfThePigs> s
11:21:49  <LordOfThePigs> Otherwise, the patch would just have died like so many others
11:24:04  <Rubidium> one small suggestion, to make maintaining it till a trunk merge easier: add an enum { SUBSIDIARY_SAVEGAME_VERSION = 41 } to saveload.h and use SUBSIDIARY_SAVEGAME_VERSION instead of 41 in all the places where you use SDT_CONDVAR; if trunk then gets a savegame bump you can easily increase the savegame version (you will not miss changing 41s in 42s)
11:24:37  <Rubidium> and just before merging with trunk you can replace those easily with one search and replace
11:26:38  <LordOfThePigs> right
11:26:46  <LordOfThePigs> not a bad idea ;)
11:27:04  <LordOfThePigs> Ok, now I did all the changes from SDT_VAR to SDT_CONDVAR
11:27:49  <LordOfThePigs> but now I get many null pointers on my variables
11:28:45  <Tefad> sweet, i just figured out how to get LOCAL terrain into openttd
11:28:46  <Tefad> : D
11:28:48  <LordOfThePigs> when I try to open the patch settings window
11:29:18  <Tefad> also, the imagemap code is buggy. crashes 50% of time i try to open a file
11:29:25  <Tefad> heightmap i mean
11:29:59  <Rubidium> Tefad: a file or the same file?
11:30:11  <Tefad> i will have more info.
11:30:16  <Tefad> just one for now
11:30:19  <Tefad> i'm about to create another
11:30:30  <Tefad> it was 1024x1024
11:30:35  <Tefad> should i try larger or smaller?
11:30:43  <Rubidium> LordOfThePigs: can a take a look at your latest diff?
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11:33:03  <Rubidium> Tefad: it shouldn't matter
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11:33:34  <Rubidium> just give me a file that always crashes and I'll try to take a look at it
11:33:45  <Tefad> one file crashes it 50%
11:33:51  <Tefad> and this is for r-current
11:34:15  <Tefad> i'm about to generate a second file
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11:39:18  <LordOfThePigs> Ok, whatever I found the problem
11:39:25  <LordOfThePigs> wrong parameter order
11:39:27  <LordOfThePigs> ...
11:39:31  <LordOfThePigs> shoot me...
11:40:09  <Rubidium> I don't have a gun and I think the range of a gun would not be enough to reach you ;)
11:40:33  <LordOfThePigs> where do you live?
11:40:38  <Rubidium> Netherlands
11:40:43  <LordOfThePigs> Yeah
11:40:55  <LordOfThePigs> 8000km makes me feel safe :)
11:41:05  <LordOfThePigs> I'm in china now
11:41:13  <LordOfThePigs> and I'm going out for dinner
11:41:20  <LordOfThePigs> bye
11:41:23  <Rubidium> have fun
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11:41:53  <Nigel> lol
11:43:00  <Tefad> foom again
11:43:06  <Tefad> sometimes it outright crashes
11:43:15  <Tefad> i get a malloc no-no in the terminal
11:43:16  <Nigel> LordOfThePigs, rifle do? :P
11:43:16  <Nigel> *riffle
11:43:16  <Nigel> bleh, not my day today
11:43:23  <Tefad> or it just freezes
11:43:59  <Tefad> Rubidium: are you able to accept via IRC DCC or is email preferred
11:44:06  <Tefad> file size ~50KB
11:44:47  <Rubidium> DCC should work
11:45:15  <Tefad> hmm two maps i have same problems.. same source but different data in each (graphics editor work)
11:45:35  <Rubidium> what kind of imagetype is it? bmp or png?
11:45:39  <Tefad> png
11:45:56  <Tefad> here goes
11:47:00  <Tefad> if you're interested, i think ottd wants clockwise palette
11:47:15  <Tefad> or rather, these are in 'clockwise' form
11:47:42  <Tefad> they load in either direction
11:47:45  <Tefad> (eventually)
11:49:32  <Rubidium> strange, it loads fine in my version
11:49:41  <Tefad> you on linux?
11:49:44  <Rubidium> yes
11:49:56  <Rubidium> did you compile it yourself?
11:49:59  <Tefad> 7326?
11:50:00  <Tefad> yes.
11:50:25  <Rubidium> what version of libpng do you have?
11:50:31  <Tefad> moment.
11:50:33  <Rubidium> libpng-config --version
11:50:43  <Tefad> 1.2.10
11:50:55  <Tefad> gimp likes it anyway
11:51:02  <Tefad> unless gimp uses something else
11:51:52  <Rubidium> can you edit Makefile.config so it has DEBUG:=3 (line 13)?
11:52:07  <Tefad> ok.
11:52:26  <Rubidium> and compile, and then run it in gdb and look whether you can get a stacktracee
11:52:40  <Rubidium> and send me that stacktrace in PM
11:52:48  <Rubidium> got to go for a while, though ;)
11:52:52  <Tefad> it doesn't terminate though
11:53:01  <Tefad> sometimes malloc gives messagse
11:53:05  <Tefad> and sometimes it doesn't
11:53:14  <Tefad> in any event, ottd just crashes
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11:53:19  <Tefad> freezes rather
11:53:30  <Tefad> also i remember quite a few bugs don't surface when debug is enabled : x
11:53:44  <Tefad> sneaky ones  eh ; )
11:54:10  <Tefad> yeah i had good luck with that one just now
11:54:12  <Tefad> trying again
11:54:26  <Tefad> borked!
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11:55:17  <Tefad> ah ha
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12:07:06  <Maedhros> bah. does anyone here have ttdpatch working with wine? and if so, which wine version?
12:07:34  <Tefad> to avoid having to do so, i use openttd . . .
12:08:12  <Maedhros> heh, so do i, but i want to run ttdpatch as well ;)
12:09:33  <Eddi|zuHause3> you might have more success asking over at #tycoon?
12:10:20  <Maedhros> yeah, i guess
12:18:06  * KUDr kicks CIA-1
12:18:08  <CIA-1> ow
12:18:10  <CIA-1> KUDr * r7327 /trunk/road_cmd.c: -Fix: [YAPF] missing YAPF cache notification when building road on rail (new crossing) or removing road from crossing
12:18:35  <Nigel> heh
12:23:55  <Brianetta> Somebody see my network on Peter's server
12:24:00  <Brianetta>
12:24:06  <Brianetta> It uses that signalling scheme
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12:24:23  <Brianetta> which effectively means that all signals are always red (:
12:27:12  <valhallasw> :D
12:27:20  <valhallasw> what server/rev?
12:27:32  <Brianetta> 7326,
12:27:42  <valhallasw> 7326 O_o
12:28:08  <Brianetta> What's up?
12:28:23  <valhallasw> the coop server is outdated ;)
12:28:28  <Brianetta> very
12:28:37  <valhallasw> no newgrf I suppose?
12:28:42  <Brianetta> It also has very knacky chat
12:28:47  <Brianetta> Lots of newgrf
12:28:57  <valhallasw> :o.
12:37:01  <blathijs> oeh, we have a caching pathfinder now? :-D
12:37:17  * valhallasw pokes brianetta
12:37:19  <Brianetta> (:
12:38:31  <valhallasw> I should be doing important things.
12:38:38  <valhallasw> like optics.
12:39:05  <Brianetta> My network becomes inefficient when I forget where trains are
12:39:05  <blathijs> KUDr: oeh, we have a caching pathfinder now? :-D
12:39:14  <Brianetta> My safety protocol is to let them all stop, and recalculate
12:39:30  <valhallasw> blathijs: finally! *grin*
12:39:36  <KUDr> blathijs: it was always caching
12:39:55  <blathijs> it was? How efficient :-)
12:40:20  <KUDr> only in MP the cache is invalidadet more often, so CHR dropped from >90% to ~80%
12:40:22  <peter1138> except for the clearing of the cache every tick :)
12:40:39  <peter1138> i need to do a call back for freight trains switch
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12:40:41  <blathijs> What does it cache? Shortest routes from tile to tile?
12:40:54  <KUDr> no, segment costs
12:40:57  <peter1138> changing it mid-multiplayer game will cause desyncs
12:41:04  <blathijs> ah, yes
12:41:07  <KUDr> segment == from junction to junction
12:41:11  <blathijs> That's what I meant :-)
12:41:24  <KUDr> so cost calculations are much faster
12:41:58  <KUDr> peter1138: every tick is really not so bad
12:42:00  <blathijs> Does it also cache then end point of a segment? Or do you still need to traverse the entire segment?
12:42:28  <KUDr> in busy networks it still has CHR above 80%
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12:42:56  <blathijs> You clear the cache every tick?
12:43:06  <KUDr> blathijs: yes, endpoint is part of that cached info
12:43:23  <blathijs> Sounds like a well thought out implementation. I like it :-)
12:43:24  <peter1138> blathijs: it did, but it's fixed now
12:43:28  <KUDr> yes, in MP it is cleared every frame
12:43:28  <peter1138> at least, i think it is
12:43:35  <Brianetta> I just crashed two trains
12:43:39  <peter1138> now it is only cleared when a client connects, right?
12:43:40  <Brianetta> There's an investigation
12:43:48  <KUDr> no
12:44:00  <blathijs> Clearing the cache every tick will make sure you can do very dynamic pathfinding
12:44:01  <KUDr> i think it is not fixed
12:44:05  <blathijs> based on signal states etc.
12:44:11  <blathijs> so I'd consider it a feature :-)
12:44:27  <KUDr> signal states are different problem
12:44:59  <KUDr> for look-ahead i don't use cached info when number of signals passed < 10
12:45:22  <KUDr> or what ever you have set as max_loo_ahead_signals
12:45:31  <KUDr> +k
12:45:32  <peter1138> oh
12:45:35  <peter1138> i thought you had :/
12:45:50  <KUDr> no, i still dunno how to do that
12:46:16  <KUDr> to clear it on the server and on all clients in the same moment
12:46:56  <blathijs> Hmm? Do the caches need to be in sync, then?
12:46:57  <KUDr> but in MP with 1000 trains YAPF consumes <3% of total CPU load
12:47:22  <KUDr> blathijs: due to design bug yes
12:47:30  <KUDr> i did mistake in design
12:47:39  <blathijs> (I'd say keeping the cache around between ticks won't give you too much of a speed boost, though)
12:47:40  <KUDr> segment begins too early
12:47:41  <hylje> gogog yapf2
12:47:44  <peter1138> blathijs: if the segment costs are not the same, then it'll choose different paths
12:47:59  <blathijs> KUDr: But, is fixing that design bug not an option?
12:48:28  <KUDr> cache would be in sync if segment started just one tile after where it starts now
12:48:28  <blathijs> peter1138: yeah, but the idea of a cache is that it just caches whatever would be calculated otherwise
12:48:50  <blathijs> but that is a problem, how/
12:48:51  <KUDr> blathijs: i tried and stuck in loop
12:48:53  <peter1138> weird... i just switched to fullscreen and it didn't redraw
12:49:10  <KUDr> it is too much effort to win 0.1% CPU
12:49:24  <blathijs> KUDr: Sounds like an interesting problem. I'd look at it if I had the time ;-)
12:49:49  <blathijs> True, though it not only wins you some cpu, but also fixes a bug ;-p
12:50:18  <KUDr> bug is "fixed" in different way now
12:50:26  <KUDr> so it works
12:50:41  <KUDr> and you know: "never touch running system"
12:50:54  <blathijs> hehe
12:50:55  <KUDr> it would mean whole debugging round again
12:51:11  <peter1138> i'm still concerned about our ongoing late desyncs
12:51:17  <KUDr> so it is really too much effort and headache
12:51:44  <KUDr> late desyncs? because of YAPF?
12:52:24  <blathijs> Yeah, I never got around to implementing cache in NPF due to the headache it gave me, only thinking about it ;-p
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12:53:16  <KUDr> blathijs: when i started i realized the complexity, but i already promised it
12:53:22  <blathijs> hehe
12:53:58  <blathijs> Thinking of it now, I do see that it reduces the performance load of the pathfinder by a _lot_
12:54:17  <KUDr> not really
12:54:24  <blathijs> not?
12:54:30  <KUDr> without cache it is +1%
12:54:41  <KUDr> so 4% instead of 3
12:54:48  <KUDr> sometimes more
12:54:59  <KUDr> depends on how long segments you have
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12:55:26  <KUDr> on large map with large segments it can be 10% instead of 3%
12:55:48  <blathijs> even with cache?
12:56:02  <KUDr> cache 3%, no cache 10%
12:56:11  <blathijs> I'd say with cache only the number of segments and their connections are important, not the length
12:56:16  <blathijs> ah, like that, yes
12:56:17  <KUDr> with the same CHR
12:56:35  <KUDr> and same cache invalidating strategy
12:57:02  <Tefad> rawr!
12:57:08  <Tefad> stomping bugses
12:57:42  <blathijs> KUDr: Well, 10% -> 3% is a significant performance gain
12:57:56  <KUDr> yes, on large coop maps
12:58:20  <blathijs> in particular, caching makes the time complexity of YAPF depend on the number of segments instead of the number of tiles/tracks
12:58:29  <KUDr> but still without cache it is much faster than NPF
12:58:47  <KUDr> probably because of the segment calculation
12:58:54  <Brianetta> I have to save money
12:58:58  <KUDr> i process whole segment at once
12:59:05  <KUDr> not each track piece
12:59:06  * Brianetta stops trains while they wait for authorization
12:59:51  <blathijs> KUDr: Yeah, NPF is a very elegantly and clean A* pathfinder, which makes it very flexible and very slow :-)
13:00:16  <blathijs> But by the time it finished it, I no longer had enough free time to properly optimize it
13:00:31  <KUDr> blathijs: yeah. I wanted to have YAPF also so elegand but i totally failed
13:01:16  <KUDr> YAPF works, is fast, flexible, but not so clean and elegant
13:01:53  <KUDr> maybe late somebody will make YYAPF
13:02:05  <KUDr> that will combine all pluses
13:02:23  <blathijs> hehe
13:02:42  <Eddi|zuHause3> or all minuses :p
13:02:48  <blathijs> UPF, the Ultimate PathFinder :-)
13:03:15  <KUDr> yeah
13:03:59  <hylje> ya^2pf
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13:04:28  <hylje> or even YaPF2.0 Beta
13:06:11  <KUDr> do we still need new pools?
13:06:16  <Darkvater> hi guys
13:06:20  <KUDr> i am playing with some:
13:06:22  <KUDr> Pool: alloc/dealloc rounds per second:  37735000
13:06:22  <KUDr> Crt:  alloc/dealloc rounds per second:   2557000
13:06:54  <KUDr> hello master
13:07:00  <CIA-1> rubidium * r7328 /trunk/genworld_gui.c: -Fix: memory corruption. The 'Load Heightmap' window does not have TerraGenesis configuration buttons and it does have only 29 widgets, not at least 33. Thanks to Tefad for finding this bug.
13:07:25  <peter1138> lord vater
13:08:41  <blathijs> KUDr: What are those numbers?
13:09:46  <KUDr> pool/crt number of allocs/deallocs per second when allocating 10000 objects and the freeing them one by one and this all 1000x
13:09:54  * peter1138 has so far wasted this morning 1) play ottd and 2) pulling down a blown over fence
13:10:04  <peter1138> +ing
13:10:17  <blathijs> KUDr: what's Crt?
13:10:26  <KUDr> C run-time
13:10:31  <KUDr> malloc/free
13:10:48  <blathijs> ah, this is current pool vs Crt?
13:10:52  <KUDr> yes
13:11:05  <KUDr> my new pool i made for another project
13:11:21  <blathijs> ah :-)
13:11:42  <blathijs> Care to put my new pool to the test?
13:11:51  <KUDr> yes
13:12:02  <KUDr> we can compare
13:12:06  <KUDr> and see
13:12:16  <KUDr> this is without the indexing
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13:12:21  <KUDr> only alloc/dealloc
13:12:38  <KUDr> so if you can give me some i can try it too
13:12:41  <Darkvater> pompom
13:12:41  <blathijs> I reckoned
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13:12:48  <Darkvater> lord Peter
13:13:31  <Darkvater> so have we figured out what causes the zoom-in-bug?
13:14:08  <KUDr> Darkvater:
13:14:20  <Darkvater> what is the problem?
13:14:48  <KUDr> missing update of viewport::virtual_left/_top
13:15:02  <Darkvater> so why does it work if I zoom in slowly?
13:15:05  <KUDr> when scrolling/zooming
13:15:12  <blathijs> KUDr:[ch] should be the latest version
13:15:22  <KUDr> prbably it gets updated on redraw
13:15:47  <KUDr> but here we can have more than just one zoom per frame
13:16:02  <Darkvater> 'probably'...
13:16:47  <blathijs> KUDr: You might need to rip out a few openttd specific things, though :-)
13:16:58  <KUDr> blathijs: downloading
13:17:09  <KUDr> we will see
13:17:19  <Darkvater> KUDr: ditch if (vp != NULL)
13:17:32  <KUDr> hehe
13:17:38  <KUDr> remove it and will see
13:17:50  <KUDr> really nice
13:18:10  <KUDr> it took me almost hour to figure it out
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13:19:23  <Darkvater> ha
13:19:29  <Darkvater> he
13:19:57  <Darkvater> ZOOM_NONE
13:20:10  <blathijs> KUDr: I'm cleaning up the files right now, hold on
13:20:18  <KUDr> ok
13:21:21  <peter1138> the vp != NULL test should apply to the switch block too
13:21:26  <Darkvater> no
13:21:27  <peter1138> probably
13:21:28  <peter1138> hmm
13:21:39  <blathijs> KUDr: Redownload them, the should be standalone now
13:21:42  <peter1138> well, maybe an assert ;p
13:21:53  <Darkvater> if you were pedantic it should, but if you ZOOM_IN or ZOOM_OUT a viewport needs to be present
13:21:53  <KUDr> blathijs: ok, thanks
13:22:13  <Darkvater> actually vp should never be NULL until someone added the ZOOM_NONE hack
13:22:38  <peter1138> and who was that? ;p
13:22:52  <Darkvater> either dominik or truelight
13:23:59  <Darkvater> KUDr: comment vp NULL part with ZOOM_NONE part and why you must check for it and commit
13:24:07  <Darkvater> (after you've added space in WP(w, vp_d)
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13:24:49  <KUDr> ok, the WP() is copy/pasted :)
13:24:58  <Darkvater> no excuse
13:25:08  <Darkvater> or you should've labelled it wip :)
13:25:11  <KUDr> yes, sir!
13:26:28  <peter1138> oh yes
13:26:34  <peter1138>
13:26:49  <peter1138> why bjarni used a var to mark a rebuild as necessary
13:27:12  <peter1138> invalidatedata is run not as the local player
13:27:35  <Maedhros> 404 ;)
13:27:36  <peter1138> could also be fixed by setting current player to the local player in the invalidatedata call
13:27:39  <KUDr> Darkvater:
13:27:40  <KUDr> 	if (vp != NULL) { // the vp can be null when how == ZOOM_NONE
13:27:40  <KUDr> 		vp->virtual_left = WP(w, vp_d).scrollpos_x;
13:27:40  <KUDr> 		vp->virtual_top = WP(w, vp_d).scrollpos_y;
13:27:40  <KUDr> 	}
13:27:47  <peter1138> lol
13:27:47  <KUDr> is it ok?
13:27:51  <peter1138>
13:27:55  <peter1138> silly names ;)
13:28:08  <peter1138> KUDr: C style comment :)
13:28:17  <KUDr> no
13:28:18  <peter1138> i'd put it on the line before
13:28:22  <Darkvater>  /* Viewport can be NULL when used with zoom ZOOM_NONE hack */
13:28:29  <KUDr> it is not on standalone line
13:28:40  <KUDr> read guidelines
13:29:07  <peter1138> which you followed for blob.hpp? ;)
13:29:29  <Darkvater> *fight*!
13:29:48  <peter1138> damn, ships are sooo slooow :(
13:30:05  <KUDr> 1) blob.hpp is C++, 2) original blob.hpp was made for another project
13:30:17  <Darkvater> so peter1138: about that's 404
13:30:41  <peter1138> second url isn't
13:31:30  <Darkvater> peter1138: use EngineID
13:31:52  <peter1138> hmm
13:31:56  <peter1138> yes
13:31:57  <peter1138> old functions ;p
13:32:28  <Darkvater> why did you use _local_player in train_gui?
13:32:41  <Wolf01> since you are fixing the zoom thing, why not adding 2 more zoom levels? (i tried, but i broke all)
13:32:45  <Darkvater> oh wait, it's the same in prob
13:32:49  <peter1138> that's the thing
13:33:46  <peter1138>
13:33:51  <peter1138> is an alternative fix
13:33:53  <peter1138> or
13:34:10  <Darkvater> so guys, a question about the fonts...should I go back to registry hacking?
13:34:18  <KUDr> guys, please help me to compose some less stupid log message than "-Fix: [GUI] jumping viewport when viewport zoomed in/out quickly"
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13:35:17  <Darkvater> hmm peter1138 I think I like perhaps.diff better
13:36:21  <Darkvater> KUDr: -Fix (rxxxx): Invalid viewport position on quick zoom?
13:36:35  <KUDr> thanks
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13:38:11  <peter1138> ok
13:38:32  <peter1138> or do it how bjarni had it originally, heh
13:39:06  <KUDr> who found the zoom problem?
13:39:36  <Darkvater> why? did that person write the fix?
13:39:43  <peter1138> loads of people
13:39:46  <KUDr> hmm
13:39:48  <peter1138> you fixed it, that's all that matters
13:39:55  <KUDr> :)
13:40:21  <KUDr> ok, done
13:40:29  <CIA-1> KUDr * r7329 /trunk/main_gui.c: -Fix (r7157): Invalid viewport position on quick zoom
13:42:34  <peter1138> hmm
13:42:43  <peter1138> we don't have a typedef for vehicle type, do we
13:43:57  <Darkvater> no
13:46:13  <peter1138> Wolf01: fixing zoom position is not really at all related to adding 2 more zoom levels....
13:46:53  <Wolf01> tidy up the code and maybe i could add them... one day
13:51:31  <Darkvater> peter1138: perhaps.diff..that's supposed to be a fix for the month-end-disappearance-of-build-vehicle-list, right?
13:57:34  <peter1138> yeah
13:57:36  <peter1138> does it work? ;p
13:58:05  <Darkvater> haven't tested...but as I was about to go fix that bug and saw that the player was wrong I thought it is a fix for that
13:58:21  <Darkvater> it should fix it as you use _local_player in the GUI which is valid
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13:59:48  * Darkvater rewrites windows font retrieval
14:01:27  <Darkvater> grrr...that also sucks
14:01:34  <Darkvater> I guess I'll have to sort the fontlist
14:05:58  <Brianetta> Experiment was a success.
14:06:12  <Brianetta> Manual control of trains lead to accidents.
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14:16:24  <Darkvater> hmm KUDr can I extern C++ in a C file?
14:16:43  <Darkvater> think not
14:17:06  <KUDr> no, only opposite
14:17:35  <KUDr> whole file can be extern "C" except one function for example
14:17:45  <Darkvater> k
14:18:10  <Darkvater> thought of using Blob for storing resigtry values
14:18:32  <KUDr> you can wrap it
14:18:45  <Darkvater> well thinking what the best way is
14:18:54  <KUDr> C++ rules
14:19:06  <Darkvater> current idea: loop registry, find names similar to what I want, store them, then sort them and retrieve first matching one
14:19:07  <KUDr> you can use C syntax
14:19:13  <Faux> Just rename everything to .cpp. :)
14:19:14  <KUDr> except when callin blob
14:19:21  <Darkvater> perhaps I should: loop registry, strip parentheses, match exact
14:19:34  <KUDr> hmm
14:19:56  <Darkvater> but match exact isn't too good either cause of ttc files :(
14:20:02  <KUDr> there is CStrA for strings
14:20:09  <mikk36> damnit
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14:20:21  <mikk36> can't connect to my own game any more :(
14:20:36  <Darkvater> KUDr: it is not a C problem, C++ with string class would still have the same prob
14:20:36  <mikk36> desync or connection lost all the time
14:23:29  <mikk36> yay...
14:23:44  <mikk36> what is that message ?
14:23:45  <mikk36> [1851730] Client #99 is slow, try increasing *net_frame_freq to a higher value!
14:24:58  <mikk36> and how can i make it tolerate more ?
14:26:49  <Darkvater> seems the client is too slow
14:26:54  <Darkvater> old pc, high load, can't keep up
14:27:21  <mikk36> well
14:27:27  <mikk36> neither actually
14:27:42  <mikk36> server is P4 1.6 @ 2.5, 512MB RAM (2/3 free)
14:27:43  <Darkvater> well that's what the msg means
14:27:46  <mikk36> connection is 10/10
14:27:48  <Darkvater> client 99
14:27:51  <Darkvater> not the server
14:27:59  <mikk36> home: 2048/256
14:28:05  <mikk36> and a fast pc
14:28:22  <mikk36> neither has its connection loaded
14:28:49  <mikk36> still.. can i make it tolerate more ?
14:29:35  *** Sionide [] has quit [Ping timeout: 480 seconds]
14:30:07  <mikk36> also.. it uploads the map to me only at 1.5Mbps not full-speed
14:31:22  <mikk36> and.. how can i enter console commands on gui game ?
14:31:46  <mikk36> ahh got it
14:32:24  <Rubidium> Darkvater: do you have a running MSVC 2003?
14:33:01  <Darkvater> yes
14:33:31  *** Gonozal_VIII [] has quit [Ping timeout: 480 seconds]
14:33:51  <Rubidium> could you please test whether on MakefileRewrite works?
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14:34:24  <Darkvater> hmm
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14:34:29  <Darkvater> why did you
14:34:32  <Darkvater> +AdditionalIncludeDirectories="..\objs\langs"
14:34:33  <Darkvater> ?
14:34:46  <Darkvater> -				IgnoreDefaultLibraryNames="LIBC.lib"
14:34:46  <Darkvater> +				IgnoreDefaultLibraryNames=""
14:34:47  <Darkvater> ?
14:35:27  <Rubidium> I moved the location where the strings.h table will be generated to
14:35:36  <Darkvater> because?
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14:35:42  <Rubidium> that one was, if I'm correct, to be the same as trunk
14:36:11  <Darkvater> #include "table/strings.h"
14:36:15  <Darkvater> not langs/table/strings.h
14:36:16  <Rubidium> I didn't like objs/table/.. where you have objs/strgen and objs/Win32
14:37:05  <Rubidium> objs/langs/... makes more sense (there is a langs.vcproj) and strgen.vcproj as 'dependencies' to the main application
14:37:07  <Darkvater> if you change it you have to change all source files as well
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14:37:30  <Darkvater> unless you use additional include directories magic which I would recommend not to do
14:37:34  <Rubidium> Darkvater: the same change works without changing source-code in MSVC 2005
14:38:29  <Darkvater> it's looking for strings.h in table/strings.h not langs/table/strings.h
14:39:09  <Rubidium> so if it is in objs/langs/table/strings.h and you make objs/langs an include directory, it works perfectly fine
14:39:17  <Darkvater> eh
14:39:23  <Darkvater> I don't want to make it an include directory
14:39:37  <Darkvater> that's the whole point
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14:39:57  <Darkvater> it's a table, a string-table to be exact and is in a very good place with all the other table files
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14:40:41  <Rubidium> true, however, that would break the assumption that all files in src/ are not generated
14:40:56  <ln-> player_gui.c: In function 'DrawPlayerEconomyStats':
14:40:56  <ln-> player_gui.c:44: warning: assignment from incompatible pointer type
14:41:05  <Darkvater> also why was langs changed to Release|Win32? all the language files are Generated with Debug|Win32
14:41:35  <Rubidium> because strgen is also Release|Win32
14:41:50  <Darkvater> langs isn't
14:42:01  <Darkvater> it's debug and all languages are built in debug-langs-mode
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14:42:12  <Darkvater> unless you change them to release they'll all fail
14:42:33  <Darkvater> -				IgnoreDefaultLibraryNames="LIBC.lib"
14:42:33  <Darkvater> +				IgnoreDefaultLibraryNames=""
14:42:35  <Rubidium> I've updated the .sln too
14:42:37  <Darkvater> and this of course
14:43:08  <Darkvater> frankly I don't see the point in the biggest part of the diff
14:43:33  <Rubidium> that latest piece is to make it 'in-sync' with trunk
14:44:12  <Darkvater> the LIBC change more like un-syncs it
14:44:28  <Rubidium> how?
14:44:48  <Rubidium> line 61 of trunk/openttd.vcproj: IgnoreDefaultLibraryNames=""
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14:45:29  <Darkvater> oh wait.. pof
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14:46:11  <Darkvater> you'll have to give me a few moments though to test it because I need some cleaning up to do here
14:46:16  <Darkvater> not enough space for a new WC
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14:47:32  <Rubidium> ok, but about table/strings.h, should it be generated to src/table/strings.h (which is 'against' the 'no generated files in src') or to a separate directory in objs/ ?
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14:47:58  <Rubidium> and should strgen & langs be Release|Win32 of Debug|Win32 (doesn't really matter, though)
14:49:05  <Darkvater> for langs it makes absolutly no difference...strgen always was debug
14:49:10  <Darkvater> but that doesn't really matter
14:49:38  <Darkvater> Rubidium: right now strings.h is put into ../objs no?
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14:49:49  <Darkvater> don't see the problem with that
14:49:50  <ln-> i wish to register a complaint
14:50:03  <Rubidium> right now into ../objs/table/strings.h
14:50:27  <Rubidium> though I want it to be in ../objs/langs/table/strings.h and the buildlog in ../objs/langs/
14:50:52  <Rubidium> ln-: about what?
14:50:57  <Darkvater> what else is in ../objs/table?
14:51:07  <Rubidium> nothing
14:51:14  <Darkvater> keep it there then
14:51:34  <ln-> Rubidium: about a segmentation fault.
14:51:37  <Rubidium> where should the buildlog for langs go to?
14:52:03  <Rubidium> ln-: any way to reproduce?
14:53:51  <ln->
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14:54:35  <ln-> ok, i've pasted stuff about this earlier too. and the problem is that a suitable resolution is not found. yet it shouldn't segfault even in that case.
14:54:58  <Rubidium> yup
14:56:46  <Rubidium> ln-: can you tell me what value _num_resolutions has?
14:57:33  <ln-> zero
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14:59:30  <Rubidium> no resolutions... that's strange
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15:00:16  <Rubidium> ln-: do you only have very low (<640x480) resolutions?
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15:01:54  <ln-> rubidium: this is a twinview configuration with two screens, one of them having 1680x1050, the second 1024x768. yet oddly enough, the 1024x768 is not defined anywhere in xorg.conf, it "just works".
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15:06:33  <Rubidium> can you give me a list of resolutions returned by SDL? For example by adding: for (i = 0; modes[i]; i++) printf("%i, %i\n", modes[i]->w, modes[i]->h); between line 108 and 109
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15:09:11  <Sacro> Rubidium: line 108.5?
15:11:40  <Rubidium> Sacro: could be, but anything between 108 and 109 (both exclusive) is ok for me
15:11:46  <ln-> Rubidium: only one line printed, and that's: 2704, 1050
15:12:11  <SpComb> Logs:
15:12:11  <Sacro> !logs
15:12:18  <ln-> (2704 = 1680+1024)
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15:16:15  <Rubidium> ln-: does fix the segfault?
15:19:33  <ln-> well yeah, it doesn't segfault anymore, but the the game doesn't respond to any keys either. it turns the game window and the second screen black.
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15:20:04  <Rubidium> yikes
15:22:14  <Darkvater> peter1138: so how about that perhpas.diff/
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15:23:35  <xyz> help
15:23:51  <xyz> i just updated the source code
15:23:55  <ln-> Rubidium: dunno what should it do if no resolutions are available.. perhaps it should refuse to even try switching to fullscreen and keep to the windowed mode.
15:24:05  <Rubidium> ln-: ok, I've found another solution, can you redownload, reapply and retest the diff?
15:24:10  <xyz> and now i receive this errors while compiling
15:24:11  <xyz> gfx.obj : error LNK2001: unresolved external symbol @GetUnicodeGlyph@8
15:24:11  <xyz> gfxinit.obj : error LNK2001: unresolved external symbol @InitializeUnicodeGlyphMap@0
15:24:11  <xyz> newgrf.obj : error LNK2001: unresolved external symbol @SetUnicodeGlyph@12
15:24:11  <xyz> build_vehicle_gui.obj : error LNK2001: unresolved external symbol @EngList_Create@4
15:24:11  <xyz> build_vehicle_gui.obj : error LNK2001: unresolved external symbol @EngList_Add@8
15:24:13  <xyz> build_vehicle_gui.obj : error LNK2001: unresolved external symbol @EngList_Count@4
15:24:13  <xyz> build_vehicle_gui.obj : error LNK2001: unresolved external symbol @EngList_Sort@8
15:24:15  <xyz> build_vehicle_gui.obj : error LNK2001: unresolved external symbol @EngList_Destroy@4
15:24:15  <xyz> build_vehicle_gui.obj : error LNK2001: unresolved external symbol @EngList_RemoveAll@4
15:24:17  <xyz> train_gui.obj : error LNK2001: unresolved external symbol @EngList_SortPartial@16
15:24:17  <xyz> .\Release/openttd.exe : fatal error LNK1120: 10 unresolved externals
15:24:30  <Darkvater> xyz: what did you use?
15:24:40  * Brianetta erects a sandbag wall against the flooding
15:25:04  <Rubidium> ln-: my latest diff tries to do that :), though I hoped the first diff did solve it to, though apparently it didn't
15:25:23  * Sacro sniggers at the word "erect"
15:25:38  <xyz> Microsoft Visual C++ 2005   76542-000-0000011-00125
15:25:38  <xyz> Microsoft Visual C++ 2005
15:25:55  * Darkvater checks
15:28:24  <Darkvater> xyz: VS2005 in release mode works perfectly here. Try a full rebuild
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15:29:03  <xyz> ok
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15:33:26  <xyz> did i mention that i got a conflict in the "openttd.vcproj" while updating?
15:33:50  <xyz> and the errors are stil there
15:34:19  <Darkvater> wow, I wonder how you can have errors "insert sarcasm here"
15:34:34  <Darkvater> revert your working copy or fix the conflict
15:34:43  <Darkvater> should be pretty obvious I think
15:34:48  <blathijs> :-)
15:36:29  <ln-> Rubidium: ok, much better. perhaps it could also say something about the reasons for not switching to fullscreen.
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15:39:41  <Sacro> Bjarni!
15:39:59  <Bjarni> Sacro!
15:40:02  <Bjarni> bah
15:40:03  <Sacro> has anyone fixed the vehicle list bug yet?
15:40:15  <Bjarni> what bug?
15:40:27  <Darkvater> Sacro: peter is about to commit it
15:40:28  <Sacro> the vehicle list gets emptied at the start of each month
15:40:46  <Sacro> Darkvater: oooh good :)
15:48:42  <CIA-1> peter1138 * r7330 /trunk/ (8 files):
15:48:42  <CIA-1> -Fix (r7304): Data invalidation doesn't always happen as the local
15:48:42  <CIA-1> player, resulting in an empty vehicle purchase list. Specify the player
15:48:42  <CIA-1> as an argument to IsEngineBuildable()
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15:50:58  <Rubidium> ln-: something like ?
15:53:19  <xyz> ok fixed the conflict but still one error left:
15:53:21  <xyz> LINK : fatal error LNK1104: cannot open file 'LIBC.lib'
15:53:50  <hylje>  your libc is broken
15:54:12  <xyz> but the compiler was working with the old opettd version
15:54:12  <Darkvater> xyz: get latest
15:54:15  <Darkvater> see the website
15:54:18  <xyz> aha
15:54:30  <xyz> so that's it :P
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15:54:51  <xyz> can you post the link
15:55:00  <Darkvater>
15:55:09  <xyz> ok thx
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15:55:58  <ln-> Rubidium: looks reasonable.
15:57:06  <wjarok> (re asking this question from last night) I was wondering if there is a way to password the AI companies on a multiplayer server?
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15:57:38  <Darkvater> no
15:57:54  <Darkvater> unless you join the AI company, password it, and rejoin as new company
16:00:18  <Rubidium> Darkvater: what about , the diff in sdl_v.c fixes the following segfault:, the other part tells the user what happened.
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16:01:33  <Darkvater> hmm I would be more happy with a DEBUG() msg
16:03:13  <Rubidium> but would the user population be more happy with that?
16:03:42  <Darkvater> probably
16:03:57  <Darkvater> DEBUG(misc, 0)
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16:06:20  <Darkvater> Rubidium: do you have vc2005 or shall I test that as well?
16:06:37  <Rubidium> I do have VC2005
16:06:43  <Rubidium> in VMware
16:06:47  <Darkvater> k
16:06:51  <Darkvater> hmm
16:06:58  <Darkvater> projects\langs.vcproj failed to open
16:07:02  <Darkvater> not a good sign
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16:10:10  <Rubidium> that's strange
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16:11:10  <Rubidium> Darkvater: more happy with ? ln- does this give a message on the console?
16:12:00  <Darkvater> Rubidium: isn't _num_resolutions == 0 double?
16:12:18  <Rubidium> no, it can fail due to other reasons too
16:12:32  <Darkvater> ah, ok then
16:12:41  <Darkvater> 0)("Co < spac there and it's good
16:13:03  <ln-> Rubidium: it does.
16:13:19  <Rubidium> ok
16:13:28  <ln-> but in case ottd is not executed from the console, the poor user doesn't get any feedback.
16:14:09  <Darkvater> the poor user will then run in debugging mode to find out
16:14:40  <ln-> very bad UI design.
16:15:41  <Darkvater> I am sorry but the function is not supposed to fail
16:16:14  <ln-> BUT IT DOES.
16:16:43  <Darkvater> and even if it does cause I run openttd in 683x777 I don't want an annoying error message popping up every time
16:17:13  <ln-> popping up every time you press alt-enter?
16:17:34  <Darkvater> yes
16:18:04  <ln-> isn't that something like continuing bashing your head against the wall after you have noticed it hurts?
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16:19:45  <Darkvater> ln-: what's your problem?
16:20:43  <ln-> sorry, i just can't understand that you would keep pressing alt-enter after you have noticed it doesn't work and it causes a popup.
16:21:14  <Darkvater> cause I'm spastic? Who knows; there are stupid users evyerwhere
16:22:02  <ln-> i consider it a lot more annoying that a piece of software silently ignores my orders and doesn't give me *any* hints on why something failed.
16:22:25  <ln-> you don't even know if you were pressing the correct key combination.
16:22:31  <Darkvater> the hint is there if you set verbose high enough
16:22:40  <Darkvater> which is exactly what most sfotware does
16:22:47  <Noldo> wtf?
16:23:55  <ln-> counter example:
16:23:57  <ln-> $ cat asdasd.txt
16:23:59  <ln-> cat: asdasd.txt: No such file or directory
16:24:14  <Darkvater> you're welcome to fork
16:24:22  *** luckz [] has quit [Ping timeout: 480 seconds]
16:24:30  <ln-> but maybe Darkvater's cat command just prints nothing?
16:25:46  <ln-> Noldo: ?
16:26:29  <Noldo> I really don't see console output as a part of ui in a program that is mostly graphical
16:26:57  <ln-> Noldo: I don't either.
16:26:58  <Darkvater> mplayer
16:27:38  <ln-> you know, i'm a little annoyed by these "Cannot build tunnel... not enough cash" popups. maybe those could be disabled.
16:27:50  <Darkvater> go right ahead
16:27:50  <ln-> so the tunnel just wouldn't appear, no errors given.
16:28:43  <ln-> or better, it would give me more money and build it.
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16:31:11  <ln-> Darkvater: besides, since "the function is not supposed to fail" (Farago, 2006), how could you possibly ever get annoyed by "error message popping up every time"?
16:31:27  <Darkvater> becaseu there is none
16:31:35  <ln-> every time that something that never happens does happen?
16:31:43  <wjarok> thx darkvater for your earlier response, i had to wander a away for a moment
16:32:45  <ln-> Rubidium: the patch of yours may be too hot stuff for the trunk.
16:33:11  <Rubidium> that's why I'm waiting till the heat wave is over ;)
16:33:35  <peter1138> heee
16:33:41  <peter1138> transfers with gradual loading are sweet :)
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16:34:15  <ln-> peter1138: what do you say?
16:34:52  <peter1138> i say transfers with gradual loading are sweet
16:35:27  <ln-> we are not in the candyland
16:35:43  <peter1138> fortunately
16:42:13  <Darkvater> Rubidium: found anything for the langs project yet?
16:42:41  <Rubidium> not yet
16:42:55  <blathijs> Can someone test a diff on VC for me?
16:43:18  <ln-> is it annoying?
16:43:32  <ln-> not that i'd have VC.
16:43:37  <blathijs> it's just a few renames
16:43:53  <blathijs> I just search replaced, also in the project files
16:43:57  <blathijs> not sure if that works, though
16:44:00  <blathijs>
16:44:30  <blathijs> Darkvater: Could you try, perhaps?
16:45:12  <Darkvater> he
16:45:36  * Darkvater keeps switching repos
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16:46:59  <Darkvater> blathijs: oldpool?
16:47:05  <blathijs> yes
16:47:06  <Darkvater> tortoisesvn fails to patch
16:47:11  <blathijs> wtf?
16:47:41  <blathijs> It's just svn diff against current revision
16:48:02  <Darkvater> there's no oldpool file
16:48:08  <blathijs> no, its new
16:48:15  <glx> did you svn add it?
16:48:26  <blathijs> or actually, it's just a rename of pool
16:48:27  <Darkvater> if it's new you cannot put diffs in it
16:48:38  <blathijs> why not? :-S
16:48:56  <Darkvater> new is always a full file
16:49:03  <blathijs> Darkvater: perhaps you can just create an empty oldpool.h and .c ?
16:49:08  <blathijs> and then apply the patch?
16:49:10  <Darkvater> I think tortoisesvn doesn't like it
16:49:23  <Darkvater> it's a copy of pool.[ch] you say?
16:49:33  <blathijs> yes, with a few modifications
16:49:42  <blathijs> the diff contains the full file, with modifications I think
16:50:10  <Rubidium> Darkvater: I think I've found the lang issue; it should work now
16:50:17  <Darkvater> no diff just contains just the modifications
16:50:30  <blathijs> hmm
16:50:33  <Darkvater> blathijs: what are you interested in? if it compiles?
16:50:37  <blathijs> yes
16:50:45  <blathijs> if the VC project still works
16:51:02  <blathijs> I've just search replaced by in the project file
16:51:36  <blathijs> Darkvater: Lemme know if it works, gtg
16:51:38  <blathijs> bbl
16:53:49  <Darkvater> it I think that's a yes (blathijs)
16:53:52  <Darkvater> Rubidium: diff?
16:54:00  <Rubidium>
16:56:02  <Brianetta>
16:56:04  <Brianetta> for peter1138
16:56:14  <Darkvater> something's pretty wrong I think
16:56:26  <peter1138> coo
16:56:38  <Darkvater> Error	1	fatal error C1083: Cannot open include file: 'functions.h': No such file or directory	c:\Documents and Settings\tomi\Desktop\clean\string.c	5
16:57:18  <Rubidium> Darkvater: hmm, ok, going to look at that after dinner
16:57:22  <Darkvater> hmm trunk of makefile_rewrite is also broke
16:57:23  <Darkvater> n
16:57:34  <Rubidium> ok, will look into it
16:57:36  <Darkvater> donnu who did it cause the last time I worked with it it did work
17:03:36  *** pecisk [] has joined #openttd
17:06:01  <peter1138> doo be doob
17:11:13  *** Zahl [] has joined #openttd
17:14:30  <XeryusTC> <peter1138> doo be doob <- no boob?
17:16:08  <Noldo> duuba duuba duabbaa
17:16:59  *** Rens2AFK is now known as Rens2Sea
17:17:08  <Brianetta> peter1138: What does your welcome message?
17:17:15  <hylje> shoop da whoop
17:17:20  <Brianetta> tum ri tum
17:17:27  <Brianetta> er, ti, I mean
17:17:34  <peter1138> hmm?
17:17:43  <Brianetta> When one joins your server
17:17:47  <Brianetta> there's a greet
17:18:05  <Brianetta> I was wondering what did that
17:18:09  <peter1138> oh, on_server_connect.scr
17:18:20  <Brianetta> ahhh
17:18:41  <Brianetta> autopilot is becoming redundant ):
17:18:52  <Brianetta> although it does greet people by name (:
17:20:23  *** Rens2Sea is now known as Rens2Eat
17:24:46  <peter1138> hmm
17:25:02  <peter1138> debug rects isn't working properly o_O
17:25:51  <peter1138> only switches if focus is changed, or something
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17:27:50  <CIA-1> matthijs * r7331 /trunk/ (30 files):
17:27:50  <CIA-1> - Codechange: Rename all memory pool macro's and types to "old pool", so the new pool implementation can be committed alongside it.
17:27:50  <CIA-1> - Codechange: Rename pool.[ch] to oldpool.[ch].
17:28:59  <pecisk> hi guys, I wanted to point out that in About part of when there is README mentioned, link doesn't work, because has http access disabled
17:28:59  <pecisk> where I can find that README?
17:30:36  <ln-> is it immoral to test things on humans?
17:31:10  *** PandaMojo [] has joined #openttd
17:32:05  <ln-> feel the power of the force: -
17:32:10  <hylje> \
17:32:32  <ln-> well, seems like no one dropped.
17:33:12  <glx> pecisk: usually readme is included in release :)
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17:43:39  <CIA-1> rubidium * r7332 /trunk/ (gfx.c video/sdl_v.c): -Fix: segmentation fault, discovered by ln-, in the SDL video driver when one goes to fullscreen and there are no suitable resolutions.
17:44:25  <Darkvater> Rubidium: want me to figure out why makefile_rewrite doesn't compile?
17:44:31  <Darkvater> although vs2005 failed as well
17:44:48  <Rubidium> strange, for me it worked
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17:45:30  <Darkvater> O_o
17:45:30  <Darkvater> WAIT
17:45:40  <Darkvater> I might've svn switched but didn't svn up?
17:45:46  <Darkvater> I thought you switch to head
17:45:55  <Darkvater> ah nvm
17:45:57  <Darkvater> doesn't work either
17:48:01  <CIA-1> Darkvater * r7333 /trunk/ (fontcache.c win32.c win32.h):
17:48:01  <CIA-1> -Codechange: [win32] Extend the OTTD2FS and FS2OTTD functions to also accept conversions
17:48:01  <CIA-1>  into a predefined buffer insted of using the static (global) buffer. This is useful if
17:48:01  <CIA-1>  the converted value will be used later on; no need to copy it somewhere else to save it.
17:48:01  <CIA-1> -CodeChange: [win32] Added appropiate macros WIDE_TO_MB_BUFFER, MB_TO_WIDE_BUFFER next to
17:48:02  <CIA-1>  existing WIDE_TO_MB and MB_TO_WIDE that only do work when UNICODE is defined, saves
17:48:04  <CIA-1>  #ifdefs all over the place
17:48:05  <Darkvater> ooo fuck
17:48:28  <Rubidium> can you revert everything in the WC and try ?
17:48:39  <Darkvater> hang on
17:50:17  <Darkvater> commited a file too much :s
17:52:13  <Darkvater> why doesn't this work?
17:52:19  <Darkvater> svn merge -c 7333 .
17:52:57  <Rubidium> maybe you want svn merge -c -7333 . ?
17:53:00  <Darkvater> fine -r 7333:7332 then
17:53:38  <Rubidium> that's equivalent to -c -7333
17:53:56  <Darkvater> :)
17:56:01  <CIA-1> Darkvater * r7334 /trunk/fontcache.c: -Revert accidentally committed file in r7333
17:56:31  <ln-> such accidents are not to be tolerated.
17:57:17  <Darkvater> i CONCUR
17:57:19  <Darkvater> HMM
17:57:23  <Darkvater> INVERT capslock
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17:59:09  <Darkvater> Rubidium: I'll test yours if you'll test mine ;p
17:59:17  <Sacro> oh aye ;)
17:59:24  <Darkvater> Rubidium: < fontconfig; linux
18:00:03  <Rubidium> fontcache.c:194: warning: return makes integer from pointer without a cast
18:00:36  <Rubidium> you wanted to return err I guess
18:01:30  <Darkvater> OMG
18:01:32  <Rubidium> furthermore, there are two spaces before the FT_Face in the function declarations GetFontByFaceName
18:01:47  <Darkvater> Rubidium: I've been opening root/openttd_vs8.sln instead of projects/*.sln
18:02:08  <Darkvater> stupid switch didn't remove them :(
18:04:01  <Darkvater> he; that works
18:04:18  <Darkvater> partly
18:04:39  <Darkvater> c:\Documents and Settings\tomi\Desktop\clean\src\ottdres.rc(37): Could not find the file c:\Documents and Settings\tomi\Desktop\clean\media\openttd.ico.
18:04:42  <Darkvater> c:\Documents and Settings\tomi\Desktop\clean\src\ottdres.rc(38): Could not find the file c:\Documents and Settings\tomi\Desktop\clean\media\mainicon.ico.
18:05:11  <Darkvater> ompiling resources...
18:05:13  <Darkvater> ..\src\ottdres.rc(37) : error RC2135 : file not found: ../media/openttd.ico
18:05:13  <ln-> WHERE IS TRON?
18:05:39  <Darkvater> Rubidium: hmm with VS2003 strgen fails to open
18:06:02  <Rubidium> hmm
18:06:18  *** Zavior [] has quit [Read error: Connection reset by peer]
18:06:40  <Rubidium> what if you manually edit strgen.vcproj and change RuntimeLibrary into "4" (line 29)?
18:07:09  <Rubidium> those icons should be there
18:07:36  <Darkvater> I have no .ico files there
18:08:41  <Darkvater> could've happened because of svn switch but that would be a bit weird
18:08:41  *** Sacro [~Ben@] has quit [Ping timeout: 480 seconds]
18:08:49  <Rubidium> 'svn ls svn://|grep ico' shows me both icons
18:09:14  <Darkvater> Rubidium: still fails
18:09:24  <Darkvater> then my svn probably flipped for the icons
18:09:38  <Rubidium> Darkvater, MinGW (on linux) doesn't like your patch
18:09:51  <Rubidium> fontcache.c: In function `GetFontByFaceName':
18:09:51  <Rubidium> fontcache.c:70: warning: passing arg 4 of `RegEnumValueA' from incompatible pointer type
18:09:54  <Rubidium> fontcache.c:70: warning: passing arg 8 of `RegEnumValueA' from incompatible pointer type
18:09:57  <Rubidium> fontcache.c:92: error: `SHGFP_TYPE_CURRENT' undeclared (first use in this function)
18:10:00  <Rubidium> fontcache.c:92: error: (Each undeclared identifier is reported only once
18:10:02  <Rubidium> fontcache.c:92: error: for each function it appears in.)
18:10:05  <Rubidium> fontcache.c:119: warning: comparison between signed and unsigned
18:10:56  *** Zavior [] has joined #openttd
18:11:07  * SpComb zaves Zavior
18:12:06  <Rubidium> Darkvater: if you revert my patch, does a clean MakefileRewrite compile?
18:12:57  *** Rens2Eat is now known as Rens2Sea
18:13:11  <Darkvater> hmm MSDN said DWORD but now I see LDWORD..
18:13:18  * Darkvater rolls eyes
18:13:52  <SpComb> just use PyString
18:14:40  <Darkvater> Rubidium: what does it say if you change uint into DWORD?
18:15:01  <Darkvater> Rubidium: reverted it compiles (less the icon problems, but tortoisesvn probably flipped)
18:15:57  <Rubidium> Darkvater: what has to be changed from uint to DWORD?
18:16:08  <Darkvater> he :p
18:16:19  <Darkvater> vbuflen/dbuflen fontcache.c:71
18:17:09  <Rubidium> the line 70 warnings are gone
18:17:31  <Darkvater> k
18:17:39  <Rubidium> hmm, index is uint and face->num_faces int?
18:19:13  <Darkvater> yes but why a font would ever have -59 faces only god knows
18:19:36  <Rubidium> the SHGFP_TYPE_CURRENT problem is due to MinGW not defining an IE version
18:19:50  <Darkvater> got that with an ifdef locally
18:20:06  <Darkvater> I wonder if MINGW knows CSIDL_FONTS
18:20:37  <Rubidium> I would suggest to place the define in win32.h, as the search-paths stuff needs it too
18:21:12  <Darkvater> hmm probably good idea yes
18:21:22  *** Tuzlo [] has joined #openttd
18:21:38  <Rubidium> CSIDL_FONTS is defined in shlobj.h
18:21:44  <Tuzlo> can you change the end date on a game you are playing, it seems to max out at 2051
18:21:57  <Darkvater> I was planning to put the whole ufnction into win32.c but stupid fontconfig loops FT_New_Face so I would need to include freetype in unix.c or something
18:22:07  <Rubidium> Tuzlo: single or multiplayer?
18:22:15  <Tuzlo> single
18:22:21  <Tuzlo> well, multiplayer too
18:22:27  <Darkvater> patches>economy
18:22:54  <Tuzlo> end date there is 2051 and not adjustable
18:23:02  <Rubidium> in single player you cannot change it, as 'end date' there means the year that some 'highscore' is generated, but you can continue playing after that year
18:23:17  <Rubidium> in multiplayer you can edit it via patches->economy
18:23:23  <Tuzlo> ok
18:23:38  <Tuzlo> dont matter no multiplayer runnin the version I am
18:23:44  <Darkvater>
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18:24:37  <Tuzlo> whats that Darkvater
18:24:44  <Darkvater> not for you ;)
18:24:56  <Tuzlo> ok
18:27:00  <Darkvater> Rubidium: does mingw complain?
18:27:03  <Rubidium> Darkvater: that compiles fine
18:28:02  <Darkvater> great, thx :)
18:28:17  <Rubidium> ok, I've updated again... only change in strgen.vcproj is a rename from Release|Win32 -> Debug|Win32
18:28:26  <Darkvater> hehe
18:28:57  <Darkvater> failed :(
18:29:04  <CIA-1> peter1138 * r7335 /trunk/ (economy.c station.h station_cmd.c): -Codechange: redraw station tiles when cargo is moved, for newstations
18:29:49  <Darkvater> Rubidium: works if you leave strgen.vcproj alone
18:30:05  <Rubidium> ok, that's what I've done in my latest patch
18:30:44  <Rubidium> care to perform one latest check?
18:30:53  <Darkvater> sure
18:31:01  <pecisk> how far is that day when openttd won't require original game files? :)
18:31:38  <Darkvater> |.                                                              |
18:32:46  <Rubidium> a few thousand sprites, some tens of sound effects and a few midis :)
18:32:49  <Gonozal_VIII> |                                                              .|
18:36:21  <CIA-1> Darkvater * r7336 /trunk/ (openttd.vcproj openttd_vs80.vcproj): -Codechange: [win32] Add freetype support for Windows project files.
18:37:17  <Darkvater> Rubidium: so what shall I test?
18:37:44  <Rubidium> whether a debug & release build compile properly (without errors)
18:37:53  <Rubidium> with the latest patch
18:38:09  <Darkvater> strgen doesn't open though, I'll revert that part
18:38:15  <Rubidium> from the same URL:
18:38:31  <Rubidium> oops, didn't upload the new diff
18:39:06  <Darkvater> just yell when
18:39:11  <Rubidium> strgen.vcproj shouldn't be changed in my new diff
18:39:15  <Rubidium> it's uploaded now
18:39:45  <Darkvater> 2003 only?
18:39:57  <Darkvater> :(
18:39:57  <Rubidium> yes, I've tested it with 2005
18:40:06  <Darkvater> langs.vcproj fails to open
18:40:49  <Rubidium> why?
18:40:57  <Darkvater> it doesn't say; just fail
18:41:03  <Rubidium> nothing changed in a manner it shouldn't work anymore
18:42:00  *** PandaMojo [] has quit [Quit: Chatzilla 0.9.74 [Firefox]]
18:42:17  <Rubidium> doesn't some stupid program hold a lock on that file?
18:42:31  <Rubidium> seems most logical to me (at the moment)
18:42:33  <Darkvater> no, cause if I revert it works
18:43:01  <Darkvater> oO_
18:43:02  <Darkvater> ..
18:43:12  <Darkvater> opened wrong file again ;p
18:43:14  <Darkvater> jezus
18:43:18  <Darkvater> this is very annoying
18:43:46  <Rubidium> shall we drop VS 2003 & win9x support to stop that annoyance?
18:44:04  <Darkvater> it's that svn switch left the project files in root
18:44:09  <Darkvater> and I keep opening thous :(
18:44:40  <Darkvater> ok that's it
18:45:23  * Rubidium wonders whether the strgen failures had the same cause
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18:46:16  <Darkvater> no cause that was solved when I reverted that file
18:47:25  * Darkvater compiles
18:47:41  <Rubidium> Darkvater: libfreetype.lib & libfreetype2.lib in trunk/openttd.vcproj?
18:47:58  <Rubidium> and only libfreetype2.lib in trunk/openttd_vs80.vcproj
18:48:15  <Darkvater> ...
18:48:20  <Darkvater> typo ;o
18:48:53  <Darkvater> vs2003 debug compiles
18:49:09  <Darkvater> oh wait, haven't applied patch ;p
18:49:52  <Rubidium> doing too much at the same time?
18:50:18  <Darkvater> oei
18:50:22  <Darkvater> c:\Documents and Settings\tomi\Desktop\clean\src\unmovable_cmd.c(5): fatal error C1083: Cannot open include file: 'table/strings.h': No such file or directory
18:50:29  <Darkvater> (with patch)
18:51:23  <Rubidium> there is a \objs\langs\table\strings.h ?
18:51:27  <Darkvater> yes
18:51:37  <Darkvater> I mean no
18:51:42  <Darkvater> C:\Documents and Settings\tomi\Desktop\clean\objs\table
18:54:06  <Rubidium> projects/langs.vproj's generating strings.h command has the '-d ..\objs\langs\table' parameter?
18:54:23  <Darkvater> that would be strgen no?
18:54:41  <Darkvater> hmm guess not
18:54:48  <Rubidium> no, it's done in langs.vcproj
18:54:53  <Darkvater> ah there we go
18:54:58  <Darkvater> strgen\debug\strgen.exe -s lang -d table
18:55:31  <Rubidium> should be "..\objs\strgen\strgen.exe -s ..\src\lang -d ..\objs\langs\table"
18:55:47  <Rubidium> and in the unpatched version: "..\objs\strgen\strgen.exe -s ..\src\lang -d ..\objs\table"
18:56:07  *** Sacro [Ben@adsl-83-100-152-233.karoo.KCOM.COM] has joined #openttd
18:56:09  <Rubidium> something tells me it's using the wrong langs.vcproj
18:56:22  <Sacro> your spidey sense is tingling?
18:58:09  *** tokai [] has quit [Quit: icebears... take care of them!]
18:58:53  <Darkvater> ok donnu what I changed, but this work s
19:00:22  <Darkvater> yeah, that works
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19:01:48  <Rubidium> now comes the clue...
19:01:52  *** Neonox [] has joined #openttd
19:01:58  <Rubidium> that's the same as mine, only ordered differently
19:02:19  <Darkvater> hehe
19:03:43  <CIA-1> Darkvater * r7337 /trunk/ (fontcache.c win32.h):
19:03:43  <CIA-1> -Feature: [win32] Add font selection by specifying a font-name, ala Fontconfig. Pretty
19:03:43  <CIA-1>  messy if you ask me, but this is what you get when MS hides the font API in the deepest
19:03:43  <CIA-1>  depths... thanks Rubidium for testing.
19:03:59  <Rubidium> anyway, it works, and that's what I wanted to know :)
19:04:34  * Darkvater waits for 5 minutes utnil windows stops swapping...
19:04:43  <Rubidium> no no-commit grace period around nightly compiles anymore?
19:04:55  <Darkvater> he
19:05:17  <Darkvater> forgot :O
19:07:20  *** MUcht [] has quit [Ping timeout: 480 seconds]
19:07:26  <Darkvater> no sense waiting anymore
19:07:37  <CIA-1> Darkvater * r7338 /trunk/openttd.vcproj: -Fix (r7336): [win32] libfreetype is libfreetype2 in linker options (thanks Rubidium)
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19:17:07  <peter1138> hmm
19:17:14  <peter1138> nightlies have only just started o_O
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19:17:51  <hylje> :o
19:20:28  <Darkvater> < down?
19:20:50  <hylje> no
19:20:50  <Darkvater> ok and now it works...
19:22:01  <Rubidium> Darkvater: no, there are sometimes stalls between .hu and .nl when transferring data (for the compile farm)
19:22:18  <Darkvater> ah but the whole domain was unavailable
19:22:24  <Rubidium> has been that way for a few months
19:22:40  <peter1138> heh, loads of warnings for win32
19:23:31  <Darkvater> directx ;o
19:23:54  <peter1138> and network stuff
19:24:08  <Darkvater> yeah, send/recv
19:24:10  <Darkvater> int/uint
19:24:15  <peter1138> ms changing apis again? heh
19:24:29  <Darkvater> probably newer gcc is more picky
19:24:45  <Rubidium> GCC 4.1.1 is certainly more picky ;)
19:25:14  <CIA-1> rubidium * r7339 /branches/makefile_rewrite/projects/ (openttd.vcproj
19:25:14  <CIA-1> [MakefileRewrite] -Add: unicode for MSVC 2003 projects.
19:25:14  <CIA-1> [MakefileRewrite] -Fix: IgnoreDefaultLibraryNames for MSVC 2003 & 2005.
19:35:38  *** Nigel_ [] has quit [Ping timeout: 480 seconds]
19:45:08  <CIA-1> rubidium * r7340 /branches/makefile_rewrite/projects/ (10 files):
19:45:08  <CIA-1> [MakefileRewrite] -Change: place the data generated by langs*.vcproj in objs/lang, excluding the *.lng files
19:45:08  <CIA-1> [MakefileRewrite] -Fix: some strgen_vs80.vcproj generated files were placed in objs/
19:46:44  <Wolf01> the keyword to reset all the vehicles in the game is resetengines?
19:52:17  <Wolf01> ping *
19:55:26  <Rubidium> Wolf01:
19:55:51  <Wolf01> yes, i read, it works in nightlies?
19:56:15  <Rubidium> just try
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20:02:45  <peter1138> why wouldn't it?
20:03:53  <CIA-1> matthijs * r7341 /trunk/oldpool.h: - Codechange: Also rename the POOL_H define to OLDPOOL_H (forgotten in r7331).
20:13:39  <peter1138> heh, that'll be fun :)
20:17:05  *** lolman [] has joined #openttd
20:17:50  * lolman just finished last in an LFS keague race lol
20:17:54  <lolman> league*
20:18:05  <hylje> linux from scratch?
20:18:08  <lolman> Nah
20:18:13  <lolman> Live For Speed
20:19:02  <CIA-1> rubidium * r7342 /branches/makefile_rewrite/projects/ (openttd_vs80.sln openttd_vs80.vcproj [MakefileRewrite] -Add: x64 support for MSVC 2005.
20:21:17  *** nfc [] has joined #openttd
20:24:08  <PandaMojo> 64 bit OpenTTD?? 0_O
20:25:19  <hylje> of course?
20:25:24  <jotham_> did you guys see this? it's nuts
20:25:58  <jotham_> my mate and i have been playing a lot of 64x64 fast-action games, it's fun - you guys have done a good job
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20:47:32  <Darkvater> god, this news msg history is so damn buggy :(
20:47:37  <hylje> :>
20:48:38  <Darkvater> anyone has an idea? The problem is...autoreplace... again, still, and obviously
20:48:43  <Darkvater> eh autorenew
20:48:52  <ln-> does God hang around here?
20:49:17  <Bjarni> back
20:49:37  <Bjarni> oh
20:49:45  <Bjarni> ln-: when it comes to autoreplace, then yes ;)
20:50:50  <CIA-1> rubidium * r7343 /branches/makefile_rewrite/ (99 files in 7 dirs): [MakefileRewrite] -Sync: with trunk 7296:7341.
20:54:02  <Brianetta> oldpool.[ch] ?
20:54:05  <Brianetta> wassat?
20:54:18  <peter1138> mv pool.[ch] oldpool.[ch]
20:56:11  <Darkvater> did you know that vehicles showing up in themessage history after autorenew caused by sending vehicles to a depot is actually caused by a depot?
20:56:14  <Darkvater> eh
20:56:14  <Darkvater> bug
20:56:28  <peter1138> what?
20:57:21  <Brianetta> Is that depot build list clearage bug unbugged?
20:57:37  <Darkvater> if you send vehicles to a depot and they get autoreplaced you get a news-item that the vehicle is waiting inside the depot. That is actually a bug
20:57:47  <Darkvater> which can cause the crash we're having
20:57:52  <peter1138> ah
20:57:59  <peter1138> Brianetta: yes
20:58:02  *** Naksu_ is now known as Naksu
20:58:09  <Brianetta> Excellent!
20:58:38  <peter1138> as is the zoom in/out bug
20:58:45  <Brianetta> Didn't encounter that one
20:59:11  <Brianetta> I notice you can still (as always) slowly traverse the map by just scrolling in and out (:
20:59:42  <Bjarni> Darkvater: autoreplace calls the normal sell commands so if we get those to remove the vehicles from the news queue, then the problem should be solved, right?
21:00:05  <jotham_> trains seem to turn the best profit
21:00:06  <Darkvater> Bjarni: not really
21:00:08  <jotham_> or am i smoking crack
21:00:11  <Darkvater> but I'llbbs
21:00:26  <jotham_> well trains and aircraft once cities are big enough
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21:01:48  <Brianetta> Pr6no!
21:01:50  <Naksu> tbh
21:02:05  <Naksu> the game would be better off without any alternate modes of transpot
21:02:07  <Naksu> *transport
21:02:24  <Brianetta> Naksu: It's quite possible to disable them
21:02:27  <Naksu> aircraft are horribly unrealistic, even for ttd
21:02:35  <Naksu> and road vehicles just plain suck
21:02:42  <Brianetta> Try the Planeset or AV8
21:02:51  <Brianetta> Aircraft look better, and are more realistic
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21:13:37  <peter1138> Maedhros: ping?
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21:14:47  <peter1138> Bjarni: deletevehicle already deletes stuff from the news queue
21:15:04  <peter1138> Bjarni: i guess it is too selective on what it deletes, though
21:15:37  <Brianetta> Cities change too much.  Given thirty years, it seems, all buildings get demolished and replaced.  That just doesn't happen.
21:16:23  <peter1138> yep
21:16:30  <peter1138> we also have way too much growth anyway
21:17:02  <hylje> time for realistic economy
21:20:37  <Bjarni> what should we know about realistic economy?
21:20:42  <Bjarni> I mean, we work for free :P
21:21:03  <hylje> pay some consultants
21:21:23  <Bjarni> I think you missed the meaning of the word "free"
21:22:06  <ln-> non-sugar?
21:22:46  <Bjarni> more like "unpaid"
21:22:59  <Bjarni> we should form a union
21:23:03  <Bjarni> and go on strike
21:23:12  <Bjarni> until the rich bastards starts to pay us
21:25:27  <Bjarni> hmm
21:25:30  <Maedhros> peter1138: yo
21:25:35  <Bjarni> who would the rich bastards be?
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21:26:20  <ln-> Bjarni: just continue the strike until you find out.
21:26:35  <Bjarni> Bill Gates might pay us to only support windows, but that's out of the question
21:26:50  * Bjarni thinks about ln-'s idea
21:26:55  * Bjarni goes on strike
21:27:17  <ln-> what's happening, tron is not here?
21:27:22  <hylje> of course you can get paid to only support windows
21:27:30  <hylje> you'll secretly fork the project
21:27:32  <hylje> bwahahah
21:29:09  <Bjarni> I can always buy out the other developers
21:29:36  <Bjarni> since they work for free, buying them out would be free as well or they would no longer work for free
21:29:57  <Bjarni> but...
21:30:03  <Bjarni> that would backfire
21:30:17  <Bjarni> since they would stop committing stuff
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21:35:30  <peter1138> Maedhros: problem with gradual loading :(
21:36:54  <Maedhros> peter1138: ach. what's the problem?
21:37:05  <peter1138> Maedhros: when unloading, you can toggle sending a train to a depot
21:37:13  <Tefad> sup Bjarni. i finally got gentoo installed on my 400MHz G3 PM7300
21:37:22  <peter1138> when it gets back to the platform, it'll unload again, giving you profit again as well
21:37:26  <hylje> :o
21:37:36  <Maedhros> hmmmm
21:37:36  <Tefad> no X though
21:37:37  <Bjarni> Tefad: nice
21:37:42  <Bjarni> sort of
21:37:43  <Tefad> it's going to be a NAT
21:37:50  <Bjarni> depends on what you want it to do
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21:38:08  <Bjarni> NAT can work without X
21:38:22  <Tefad> it should be able to... my current NAT is ; )
21:38:23  <CIA-1> glx * r7344 /branches/MiniIN/ (53 files in 4 dirs): [MiniIN] -Sync with trunk r7310:r7336
21:39:21  <peter1138> Maedhros: possibly check for loading status inside the send to depot command
21:39:40  <Bjarni> this reminds me. A friend of mine moved his NAT server and connected it incorrectly and didn't notice until somebody called him and asked why he was hosting a DHCP server. It turned out that all the other computers figured out that it would be better to use his computer instead of the real DHCP server and he killed the internet connection for the whole dorm
21:39:45  <Bjarni> aka oops
21:40:49  <Bjarni> well, he pulled out the net connection right away and nothing else happened (lucky him). It was an accident after all
21:41:35  <Maedhros> peter1138: yeah. another option i'm trying now is adding a CARGO_PAID_FOR bit to v->load_status
21:43:18  <Tefad> if anyone is interested, i'm downloading raw map data for the state of hawaii
21:43:41  <Bjarni> what should I use that for?
21:43:42  <Tefad> i'll be composing a highres heightmap once i figure it out
21:43:45  <Bjarni> plan a nuclear attack?
21:44:05  <Tefad> i exposed a bug earlier today, involving heightmap : x
21:44:25  <Tefad> no silly, run trains all over hawaii duhhh
21:44:29  <Bjarni> you could make a map without hills?
21:44:29  <Tefad> just like it was meant to be
21:44:42  <Tefad> it's elevation data.
21:45:04  <Tefad> i already made a map for part of the valley i'm close to
21:45:33  <Bjarni> nice
21:45:40  <Tefad> it was too small of a set to do anything useful with
21:45:49  <Tefad> i figure a state would be more interesting
21:45:59  <Tefad> especially an island state
21:46:01  <Tefad> : D
21:46:44  <Brianetta> Sodor (:
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21:49:12  <Maedhros> peter1138:
21:49:23  <Brianetta> In a screenshots thread marked [OTTD]:
21:49:25  <Brianetta> "An EE 10000 doesn't have as much TE as a Merchant Navy, but it does have higher horsepower, and is considerably cheaper to run, excellent if they are constantly starting and stopping between stations."
21:49:32  <Maedhros> it seems to work, but i think there's different problem
21:49:32  <Brianetta> Does OpenTTD have TE now?
21:49:49  <peter1138> no, it doesn't
21:50:06  <peter1138> Maedhros: another ? hmm
21:50:18  <Maedhros> if there's no cargo waiting at a station it's possible never to get past the unloading stage, so that bit will never be cleared
21:50:47  <Maedhros> and stations will never know the train was there, so they don't start providing cargo either
21:50:50  <Bjarni> Brianetta: you got a highmap of Sodor?
21:50:58  <Bjarni> I would like to get such a map :D
21:51:04  <Brianetta> Bjarni: No... not yet
21:53:03  <Brianetta>
21:53:16  <Brianetta> Might need to draw one based onthat, and inference
21:57:07  * peter1138 ponders doing a quick TE thing
21:57:36  <Brianetta> (:
21:57:39  <Brianetta> Need beta testing?
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22:00:09  <Bjarni> Brianetta: according to google earth, Sodor is not next to Isle of Man
22:00:19  <Bjarni> that is a false map
22:00:25  <Brianetta> Bjarni: The island is fictional
22:00:26  <Bjarni> or false photo on google
22:00:45  <Bjarni> well, it got to be one of those 3 options
22:00:51  <Bjarni> I vote for the last one :P
22:01:01  <Brianetta> Give me tha Google URL
22:01:27  <Brianetta> Sodor's connected to Barrow by a bridge
22:01:32  <Bjarni> open google earth and type "isle of man" in the search field
22:01:40  <Brianetta> The real Barrow has a small spit of sand off-shore, but no Sodor
22:01:55  <Brianetta> Google Earth broke when I went from FC5 to 6
22:02:03  <Brianetta> I'll try Google Maps
22:02:09  <Bjarni> :(
22:02:15  <Bjarni> upgrading is bad
22:02:32  <Bjarni> I guess that's why the railroads around here still uses 40 year old rolling stock
22:03:01  <Tefad> heh
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22:03:39  <Brianetta> Bjarni: Sodor is purported to lie between the Isle of Man and Barrow in Furness, which is due east.
22:03:52  <ln-> people, which processor is faster; amd sempron 2500+ or intel celeron 2.13 GHz?
22:04:15  <Bjarni> ln-: buy both and benchmark them
22:04:17  <Brianetta> If you look at Barrow, you'll see the real island which inspired its location
22:05:03  <Brianetta> It's basically a large sandbank with an airfield and some houses
22:05:12  <Bjarni> you mean Vickertown?
22:05:22  <Brianetta> no
22:05:27  <Brianetta> I mean Walney Island
22:06:27  <Bjarni> hmm
22:06:32  <Wolf01> 'night all
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22:06:44  <Bjarni> is the town of Vickertown placed on Walney Island? :)
22:06:45  <Brianetta> Yes, Vickerstown is on there
22:06:53  <Bjarni> I don't have the actual name of the island here
22:07:11  <Brianetta> It's also the first station after Barrow on Sodor (:
22:07:25  <Bjarni> and... is that a really religious town?
22:07:28  <Brianetta> If you look at the Sodor map in Wikipedia again
22:07:32  <Brianetta> No
22:08:00  <Brianetta> That would be Vicarstown
22:08:06  <Bjarni> ahh
22:08:15  <Brianetta> Vickerstown is probably named after somebody in the Vickers family
22:08:42  <Bjarni> you know, vicker and vicar sounds a lot alike when you have only heard it, not read the word ;)
22:09:25  <Brianetta> Interstingly, the one on Sodor *is* Vicarstown
22:09:51  <Brianetta> but the entire fictional world was invented by the Reverend W. Awdry.
22:09:52  <peter1138> well the guy was a reverend...
22:10:00  <Brianetta> jinx (:
22:10:05  <jotham_> hah, i clicked that sodor link and was very confused (until i realised it was fictional)
22:10:10  <jotham_> 'there is no fucking island there!'
22:10:15  <Bjarni> lol
22:10:39  <Brianetta> jotham_: Of course there is.  Thomas the Tank Engine and Friends is canon.
22:10:41  <peter1138> hmm, i don't really know what tractive effort should do...
22:10:53  <Brianetta> peter1138: It's in newtons
22:10:55  <peter1138> yes
22:11:06  <Bjarni> that vicker/vicar thing reminds me of when we got a visit from a British railroad guy a few years ago
22:11:08  <Brianetta> so, it governs acceleration for a given mass
22:11:09  <jotham_> so i've really been enjoying 64x64 multiplayer maps with my friend, it gets very...uh interesting
22:11:16  <peter1138> yes
22:11:19  <Bjarni> he spoke really fast and he could be tricky to understand
22:11:24  <Brianetta> that's what it does
22:11:27  <jotham_> end up with lots of sea-level tunnels and imaginative sollutions
22:12:09  <Bjarni> hmm
22:12:16  <Bjarni> here did Thomas race against that bus?
22:12:20  <Bjarni> which branch line?
22:12:37  <Brianetta> Was it before or after he got his own branch?
22:12:43  <Bjarni> after
22:13:01  <Brianetta> Knapford to Ffarquhar
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22:13:34  <Bjarni> Sodor left :(
22:13:38  <Bjarni> oh wait
22:13:41  <Bjarni> :P
22:14:03  <Bjarni> also why is Culdee Fell Railway without rail connection? Or is Kirk Machan shared?
22:14:29  <Bjarni> could be tricky to get new trains if they lack rail connection, while renting space on the other lines could make it trivial
22:14:30  <Brianetta> It's shared
22:14:43  <Brianetta>
22:15:16  <Bjarni> ok
22:15:40  <Bjarni> but then why is it going west, then turning and crossing the other line in order to head east?
22:16:00  <Brianetta> It's rack rail
22:16:08  <Bjarni> ohh, grades
22:16:17  <Brianetta>
22:22:34  <Maedhros> peter1138: this should fix both problems:
22:24:56  <peter1138> doesn't make a lot of sense to me. hmm.
22:25:00  <Bjarni> <-- I always wondered how a rack switch worked
22:25:07  <Bjarni> I'm still not sure :s
22:25:25  <peter1138> stop looking at wikipedia and do these things you've not got time for ;)
22:26:14  <Maedhros> peter1138: some of the changes are unrelated code re-organisations...
22:26:55  <Maedhros> but basically, it won't claim that loading has finished if anything's been unloaded, or if there's any cargo still waiting
22:27:38  <Maedhros> it's just that the check for whether cargo is waiting needs to happen after the stuff around line 1417 happens
22:28:18  <Maedhros> and the anything_loaded check is so that if something is only unloading it doesn't wait twice as long to leave at the end
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22:30:53  <Brianetta> Bjarni: The rack has wings above it on the Snowdon railway
22:31:01  <Brianetta> They're to catch the pinion after switching
22:31:10  <Brianetta> and to make sure it stays ont he rack even if the loco bounces
22:31:52  <Brianetta> Hebron's closed to passengers ):
22:32:11  <Brianetta> You know they go up in twos, by sight?
22:32:48  <Brianetta> and they had a shunting engine in the yard once that wasn't rack and pinion driven, but was the correct gauge
22:33:02  <Brianetta> They ahd to ditch it, as they grease the rails, and it didn't fare too well
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22:36:03  <Darkvater> guys
22:36:08  <Darkvater> can we have a little bit more focus?
22:36:15  <Bjarni> yeah
22:36:23  <Darkvater> instead of TE and gradual loading (why was it added?) get 0.5 out??
22:36:36  <Naksu> Darkvater: you sound like my guildleader on our wow raids
22:36:47  <Bjarni> I found the answer. Brianetta wrote one solution and google displayed that one and two others
22:36:48  <Brianetta> Darkvater: Gradual loading saved my sanity.
22:36:50  <Bjarni> and I found this
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22:38:07  <Brianetta> Fun in a top hat"
22:38:08  <Brianetta> !
22:39:14  <Bjarni> they stopped using them when they killed a guy in an accident
22:39:25  <Brianetta> Boring sods.
22:39:36  <Bjarni> no wonder it was dangerous to ride those sleds at more than 60 mph
22:39:59  <Brianetta> Toboggantastic
22:40:18  <Bjarni> I mean... even getting a branch line locomotive up to that speed.... not easy
22:40:25  <Bjarni> on level ground, that is
22:40:38  <Bjarni> I presume they can reach that speed as well when going down that hill
22:40:54  <Brianetta> It's, what, 1:3?
22:41:54  <jotham_> shouldn't you be able to fly to other players airports and pay some kind of tax? (do i just not have a setting turned on?)
22:42:06  <jotham_> and why do airports default to being HUGE
22:42:22  <Bjarni> <-- well, there you have the size
22:42:28  <Brianetta> jotham_: You can't share airports in the stock game.
22:42:35  <Bjarni> imagine going 60 mph like that
22:42:58  <jotham_> Brianetta: right, but wouldn't it make more sense?
22:43:09  <Brianetta> jotham_: Well, yeah
22:43:23  <jotham_> cause when my friend and i are playing it looks crazy to have 2 giant airports at a city
22:43:23  <Brianetta> Same as shared rail tracks would make sense
22:43:55  <Brianetta> but these things have to wait until somebody can both code it and convince the devs that their changes are good enough to include.
22:43:57  <jotham_> whoa those are some cool pictures (mount washington)
22:44:15  <jotham_> will it be a lot of work to impliment? i guess so eh, to add taxing etc
22:44:21  <Brianetta> jotham_: You might want to try a version with the subsidiaries patch compiled in.  the MiniIN is such, I believe.
22:44:23  <jotham_> is it all in C or C++? C?
22:44:33  <Brianetta> Mostly C
22:44:37  <jotham_> i haven't got the source yet
22:44:45  <Brianetta> Go to the forum
22:44:51  <jotham_> will do
22:44:59  <Brianetta> Look at the Mini Integrated Nightly thread
22:45:04  <Brianetta> It's a sticky in OpenTTD General
22:45:26  <Bjarni> <-- nine moving parts... each one has to be moved manually... and individually
22:45:47  <Bjarni> looks like a nice railroad... 37% grades
22:45:49  <jotham_> my friend was going on about how good railroads is (sids one) and i got him hooked on this, at first he couldn't believe something so 'oldschool' could be better - now he understands :)
22:46:39  <peter1138> Bjarni: it looks a bit busted...
22:47:03  <Bjarni> yeah, but it's not
22:47:13  <Bjarni> it just moves a whole lot of pieces when switching
22:47:17  <peter1138> o_O
22:47:25  <Bjarni> and it will look just as busted when going the other way
22:47:51  <Bjarni> you can see that it's turned to the left and it gives a valid track to drive on
22:48:30  <Brianetta> It's the scattered two-by-fours lying in the surrounding scenery that makes it look bust
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22:48:57  <Bjarni> you are right
22:49:05  <Bjarni> it's likely not entirely ok
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22:49:25  <Bjarni> but... they do move a whole lot of stuff and they look really odd
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22:50:06  <Maedhros> Darkvater: coincidentally, gradual loading fixes bug #251, so it wasn't entirely irrelevant ;)
22:50:41  <Bjarni> <-- this one should be ok, but it looks just as messed up as the other one
22:52:09  <Brianetta> Bjarni:
22:52:31  <Brianetta> Many are mountaineers, but there are a good deal of slideboarders (:
22:53:02  <Brianetta> I wonder how a slideboard dealt with switches
22:53:10  <Brianetta> Lift your feet and hope for the best?
22:53:56  <Darkvater> Maedhros: technically yes..and it adds a few others too it seems
22:55:11  <Darkvater> Maedhros: gradual loading fixes transfer?
22:55:55  <Darkvater> Maedhros: I seem to have missed that in the commit log, and neither is there any mention of this on Flyspray
22:56:27  <Maedhros> Darkvater: yup. it's a side effect of adding code that stops anything being unloaded just after it's been loaded
22:56:36  <jotham_> be cool to add snow ploughs and snow build up on the track
22:57:49  <Maedhros> and yes, there isn't any mention of that. sorry
22:58:05  <Darkvater> can you fix that? On Flyspray at least
22:58:09  <Darkvater>
22:58:28  <Maedhros> i can post to it, but i can't close the bug
22:58:30  <Darkvater> and test the two other tasks while you're at it if those are also really 'fixed'
22:59:04  <Brianetta> jotham_: Also, rusted rails when disused - until a train passes
22:59:05  <Darkvater> Maedhros: now you can ;)
22:59:16  <jotham_> yeah that'd be cool
22:59:26  <PandaMojo> It should fix those, it's the same issue.
22:59:42  <Darkvater> do test it please
23:00:13  <peter1138> ok
23:00:19  <peter1138> minimal grf saveload working
23:00:40  <peter1138> missing features: allowing overrides (eg for updated newgrf versions)
23:00:45  <peter1138> and no gui at all
23:01:01  <Darkvater> does it give some kind of feedback?
23:01:11  <Darkvater> eg on errors, or some list of what is missing/bad?
23:01:31  <peter1138> yes, via ShowInfo() currently
23:01:37  <peter1138> (until the gui is done)
23:02:01  <Maedhros> Darkvater: yup, fixes all three savegames
23:02:09  <Darkvater> Maedhros: good, close all three then ;)
23:02:13  <Bjarni> killed by 300' fall <-- now that got to suck
23:02:25  <Bjarni> you know, you are alive until you hit the ground
23:02:27  <Darkvater> peter1138: how far is GUI away?
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23:02:32  <Bjarni> and you know what is going to happen
23:02:41  <Naksu> Bjarni: not neccessarily
23:02:42  <peter1138> Darkvater: it's there, just separated
23:02:47  <Naksu> if the fall is long enough you pass out
23:03:15  <Darkvater> now about the deletenewsvehiclewindow crash... seems to happen when vehciles are sent to depot and autoreplaced/autorenewed there. Should a message pop up saying they're waiting inside the depot, or not?
23:03:21  <Bjarni> possibly
23:03:38  <Darkvater> peter1138: seperated as in a shell gui but not actually connected?
23:03:51  <peter1138> no, separate as in a split it up for a smaller commit
23:03:57  <Bjarni> hmm... 3 different dates for plane crashes, so the area got 3 different planes crashed
23:04:09  <peter1138> -a+i
23:04:30  <Darkvater> so only overrides are missing? Basically you can only play with exactly the same-same version
23:04:40  <Darkvater> Maedhros: great
23:04:50  <peter1138> hmm
23:04:56  <peter1138> yes
23:05:07  <peter1138> hmm
23:05:12  <peter1138> i have a magic number 62
23:05:18  <peter1138> why did i do that?
23:05:22  <PandaMojo> 3>LINK : fatal error LNK1181: cannot open input file 'libfreetype2.lib'   ----  default ftjam name is just freetype.lib, should that stay as is?
23:05:37  <peter1138> oh, i needed a free fio slot. hmm.
23:05:40  <Darkvater> that's good enough for me for the time. Doing any overrides is a great deal of logic and a lot of work
23:05:49  <Darkvater> peter1138: #define NUMBER_62 63
23:05:51  <Darkvater> eek
23:05:52  <Darkvater> 62
23:05:53  <peter1138> hehe
23:05:56  <Darkvater> PandaMojo: que?
23:06:13  <Darkvater> PandaMojo: the library is freetype2 not freetype(1)
23:06:22  <Bjarni> #define NUMBER_62 63 <-- now that's horrible coding :P
23:06:29  <PandaMojo> Darkvater: That's the dfault name of freetype2
23:06:34  <PandaMojo> freetype1 is ft or something IIRC
23:06:40  <Naksu> Bjarni: that's logical actually
23:06:45  <Naksu> number_0 is probably 1
23:07:04  <Bjarni> could be
23:07:07  <PandaMojo> (for *nix style names that is)
23:07:16  <Bjarni> but still... I would not want it
23:07:27  <Naksu> what's wrong with magic defines
23:07:43  <Bjarni> I would prefer #define MY_MAGIC_NUMBER 62
23:07:51  <Darkvater> PandaMojo: what is ftjam?
23:07:59  <PandaMojo> Darkvater: The freetype build tool
23:08:03  <peter1138> i'd prefer a comment rather than a useless define ;p
23:08:09  <Bjarni> or even better, a name that actually tells what it's supposed to do
23:08:14  <Darkvater> PandaMojo: for?
23:08:21  <peter1138> (it's only used once)
23:08:28  <PandaMojo> Freetype 2 :x.
23:08:36  <PandaMojo> (2.2.1 is the latest version I built)
23:08:48  <Darkvater> but you don't need it, the lib file is supplied in openttd-useful
23:09:10  <PandaMojo> Noted, but I already had these locally.
23:09:20  <Darkvater> ah, rename it then :)
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23:10:15  <PandaMojo> Obviously -- just wanted to alert to the fact that it's not the standard name being used in the project :)
23:10:42  <Rubidium> Darkvater: why are freetype.ds[pw] included in
23:11:21  <PandaMojo> (I actually have no less than 4 different builds of the same library, just because Visual Studio starts PMSing when you mix runtime libraries)
23:11:32  <Darkvater> Rubidium: cause I had some magic going on with the project files to get them proper. Thought of including them in case a new version comes out
23:12:01  <Rubidium> ah, ok
23:12:08  <Darkvater> PandaMojo: OutputFile="..\..\..\objs\freetype221.lib"
23:12:16  <Darkvater> that's what their visualC output
23:12:16  <Darkvater> s
23:12:40  <Bjarni> err
23:12:45  <Bjarni> something is changed in the source
23:12:50  <Bjarni> I get shitloads of
23:12:50  <Bjarni> dbg: [iconv] Conversion from codeset 'UTF-8' to 'UTF-8-MAC' unsupported
23:12:50  <Bjarni> dbg: [iconv] Conversion from codeset 'UTF-8-MAC' to 'UTF-8' unsupported
23:13:06  <Bjarni> when opening the game
23:13:09  <Darkvater> trace it
23:13:10  <peter1138> i did ask you about that
23:13:17  <peter1138> and you said it had always done it but it worked anyway
23:13:28  <Bjarni> yeah, but now I got a zillion of them
23:13:33  <peter1138> get
23:13:44  <Darkvater> yes you get more, cause it's used more often
23:13:46  <PandaMojo> Darkvater: My jamfile shows: FT2_LIB ?= $(LIBPREFIX)freetype ;  :-/
23:13:47  <peter1138> or have, i suppose
23:13:57  <Darkvater> but if it isn't supported then your iconv is probably broken
23:14:13  <Darkvater> PandaMojo: they can't make up their minds it seems :)
23:14:15  <Brianetta> Bjarni: <-- see images
23:14:18  <PandaMojo> Guess not.
23:15:40  <Darkvater> < this makes you appreciate trac
23:15:48  <Darkvater> god this viewcvs is horrible
23:16:20  <glx> cvs is bad too :)
23:16:21  <PandaMojo> The heck?  Now I can't link against libc.lib >_>
23:16:32  * PandaMojo looks up his paths
23:16:41  <peter1138> update your useful zip
23:16:50  <Darkvater> get new openttd-useful library or recompile your jam-file with MT
23:17:10  <Darkvater> at least people update their libs once in a while ^^
23:17:16  <peter1138> 21KB o_O
23:17:34  <peter1138> ok, shall i commit, or you want a gander first?
23:17:35  <PandaMojo> Darkvater: I'm linking against the version which should already be built with /MT
23:17:40  <peter1138> (i've gotta sleep soon though)
23:17:49  <PandaMojo> I named it freetype-mt.lib and everything
23:17:58  <peter1138> what about the other libs?
23:18:05  <Darkvater> PandaMojo: well it probably isn't, or zlib/libpng isn'
23:18:06  <Darkvater> t
23:18:20  <Darkvater> peter1138: well if you're asking anyways, let's have a look
23:18:24  <PandaMojo> Hmm.
23:18:51  <peter1138>
23:19:05  <Darkvater> which one is that?
23:19:10  <peter1138> current
23:19:13  <peter1138> grf saveload
23:19:15  <peter1138> no gui
23:19:17  <peter1138> etc etc
23:19:27  <peter1138> god
23:19:37  <peter1138> why am i so amused by translucent terminals?
23:19:40  <Darkvater> :O Action 0x8?
23:20:00  <Darkvater> I thought TTDP didn't keep a count of which newgrf files were/are saved
23:20:01  <Darkvater> used
23:20:34  <peter1138> what's that got do with anything?
23:20:53  <Darkvater> nothing I guess
23:20:55  <Darkvater> just surprised
23:20:57  <peter1138> action 8 is the grf information, name, copyright, etc
23:21:26  <Darkvater> I like the stage-enumeration
23:21:36  <peter1138> doesn't need it, but then you'd just have a filename
23:21:36  <Darkvater> don't think you can split that, can you? ;p
23:21:40  <peter1138> that's already there
23:21:53  <peter1138> i just moved to allow use outside of newgrf.c
23:21:57  <peter1138> +it
23:21:58  <Darkvater> -	if ((severity & 0x80) == 0 && _cur_stage < 2) {
23:22:00  <Darkvater> +	if ((severity & 0x80) == 0 && _cur_stage < GLS_ACTIVATION) {-	if ((severity & 0x80) == 0 && _cur_stage < 2) {
23:22:09  <peter1138> hmm
23:22:10  <peter1138> yeah
23:22:15  <peter1138> point
23:25:03  <Darkvater> add some breathing space in ScanPath
23:25:36  <Darkvater> is it possible to plug ScanPath into FiosGetFileList as a callback?
23:26:38  <Naksu> you know what's be great btw
23:26:47  <Darkvater> I see you've added ResetGRFConfig true/false before 1 SaveLoad; should others not be guarded the same way? Eg load <file> from console?
23:27:10  <Darkvater> +GRFConfig *first = NULL, **last = &first; < split to 2 lines?
23:27:48  <peter1138> hmm, FiosGetFileList doesn't run the callback on directories
23:27:55  <Darkvater> can't see from the diff but are those _grfconfig strdup's freed and their previous pointers correctly released?
23:28:00  <Naksu> if you could tell a compiler with an instruction or two that the rest of the code doesnt depend on the result of an instruction or a block of instructions, and the block can be run in it's own thread
23:28:13  <Darkvater> PandaMojo: ah, cause you recurse...
23:28:25  <peter1138> well, i do anyway
23:28:33  <PandaMojo> Darkvater: hmm?
23:29:02  <Darkvater> if (strcasecmp(c->name, d->name) <= 0) break; << use d_name or FS2OTTD()
23:29:49  <Darkvater> eh PandaMojo it was to peter1138
23:29:58  <PandaMojo> ahh k
23:30:13  <peter1138> Darkvater: that's not a filename, heh
23:30:28  <peter1138> although i can't remember why i used "d"
23:30:43  <Darkvater> ah, you nasty buggah
23:31:45  <PandaMojo> Something's bizzare here.  My freetype is fine (has been tested in other programs), yet popping libc.lib off the list (explicit ignore, it dosn't even exist on my hard drive) clearly causes unresolved freetype externals.
23:31:59  <PandaMojo> (well, I shouldn't say my freetype is fine, I havn't the foggiest at this point)
23:32:27  <Darkvater> it probably isn't fine then
23:33:22  <Darkvater> peter1138: how about..donnu how hackish it is... moving ResetGRFConfig(true/false) into the SaveOrLoad function and executing on SL_LOAD?
23:33:23  <PandaMojo> Then it begs the question, how come it works elsewhere.
23:33:25  <PandaMojo> :-/
23:33:55  <peter1138> actually i'm currently wondering what static GRFConfig *config; is for...
23:34:04  <peter1138> *sigh* ... bloody cruft
23:36:47  <peter1138> Darkvater: hmm, yes, it probably should be done there
23:37:28  <Brianetta> Heh - I just actually refreshed the forums, and finally got the snow theme.  (:
23:37:31  <Darkvater> with probably some other initializers as well.
23:41:04  <Maedhros> so, any chance of getting committed? ;)
23:42:36  <Darkvater> add some newlines to not have it so cramped
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23:43:32  <Darkvater> the fix tells me nothing, so you'll need an OK from peter
23:43:43  <Darkvater> I see however that you've added a new bit to v->load_status
23:43:51  <Darkvater> does that play nicely with old games?
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23:45:40  <PandaMojo> Well this is a nice ****up. ftjam dosn't correctly build static libs, and builds/win32/visualc/freetype.sln dosn't build the DLL libs.
23:45:48  <Maedhros> yeah, it'll be fine for old games
23:45:54  <Naksu> anyone tried vista btw?
23:46:14  <Darkvater> PandaMojo: pompom, use useful-zip, or use the dsp/dsw files in there :)
23:46:40  <PandaMojo> Darkvater: I like having a sane build enironment, and this is not sane ::P
23:47:00  <CIA-1> peter1138 * r7345 /trunk/ (newgrf.c newgrf.h): -Codechange: enumification of NewGRF loading stage, and move enum definition to header for future use.
23:47:17  <Darkvater> \o/
23:47:26  *** orudge [] has quit [Ping timeout: 480 seconds]
23:47:30  <Darkvater> PandaMojo: you can open the dsp file in vs2005 and it'll upgrade
23:47:49  <Brianetta> How long before modified night time screenshots wind up on some Russian site posing as the latest OpenTTD?
23:49:20  <peter1138> hehe
23:49:23  <PandaMojo> The .sln is 2k5 :-/
23:49:27  <PandaMojo> (supposedly)
23:49:43  <Darkvater> Brianetta: :)
23:49:46  <PandaMojo> Then again some of it's paths mutter about 7.1
23:49:59  *** orudge [] has joined #openttd
23:49:59  *** mode/#openttd [+o orudge] by ChanServ
23:50:06  <Darkvater> wb orudge
23:50:13  <orudge> Hello
23:50:19  * Darkvater idly mutters something about OS/2 support
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23:50:59  <peter1138> Darkvater: updated diff
23:51:21  <PandaMojo> Right now I'm just looking up VS2k5's command line documentation so I can patch my build-freetype.bat and forget about this whole thing.
23:51:35  <Sacro> PandaMojo: openttd in 7.1?
23:51:44  <orudge> Darkvater: That was an intention for this weekend, then things got busy as usual.
23:51:50  <PandaMojo> Sacro: Freetype in 8.0
23:51:50  <orudge> I'll be on holiday in 2 weeks
23:51:54  <orudge> then I'll have 3 weeks of nothingness :p
23:51:56  <Darkvater> peter1138: he we really need some C++ style lists, our fifo, linked-list implementations are pathetic
23:52:21  <PandaMojo> with a solution referencing 7.1 auto-convert paths, and a 6.0 .dsp, and general wonkiness.
23:53:07  <PandaMojo> Here we go, devenv command :D
23:53:09  <Darkvater> peter1138: just nitpicking but have you decided on DEBUG(grf, 7) ("Re.. or DEBUG(grf, 7)("Cu.. ?
23:53:53  <Darkvater> o_O
23:53:54  <Darkvater> +	/* Check all NewGRFs are present */
23:53:54  <Darkvater> +	if (!IsGoodGRFConfigList()) {
23:53:55  <Darkvater> +		_error_message = STR_NO_TOWN_IN_SCENARIO;
23:54:04  <Darkvater> ;p
23:54:10  <peter1138> err
23:54:15  <peter1138> yeah
23:54:36  * peter1138 removes that
23:54:41  <peter1138> it doesn't get show anyway
23:54:42  <Naksu> nice define
23:54:58  *** DJ_Mirage [] has quit [Quit:]
23:55:33  <peter1138> hmm, DEBUG() ( wins
23:55:38  <peter1138> for existing popularity
23:56:33  <Bjarni> Q: I'm writing a file system (VFS) plug-in for Mac OS X. How do I handle text encodings correctly?
23:56:33  <Bjarni> A: In Mac OS X's VFS API file names are, by definition, canonically decomposed Unicode, encoded using UTF-8. This raises a number of interesting issues.
23:56:44  <Bjarni> I think this doc is worth taking a better look at ;)
23:57:03  <Bjarni> it's in Apple's technical Q&A
23:57:24  <Darkvater> hmm
23:57:48  <Darkvater> memcmp(blanksum, c->md5sum, sizeof(c->md5sum) << isn't md5sum just a number?
23:57:55  <peter1138> yes
23:58:03  <peter1138> in 16 bytes
23:58:10  <Darkvater> ah
23:58:21  <Darkvater> unsigned long long long long
23:58:23  <Darkvater> ;p
23:58:24  <peter1138> yeah
23:58:27  <peter1138> no uint128 yet :(
23:59:45  <Darkvater> looking better, only resetconfiglist stayed in place. Not a problem, just don't forget

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