Log for #openttd on 27th December 2006:
Times are UTC Toggle Colours
00:00:12  <Prof_Frink> Eddi|zuHause: I did.
00:00:24  <Prof_Frink> [23:17:07] -!- Prof_Frink was kicked from #openttd by Bjarni [you are violating international laws]
00:00:34  <MeusH> goodnight
00:00:37  <Sick_Baby_Jerk> gn
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00:01:11  <Eddi|zuHause> that was a bjarni kick, i generally overlook those ;)
00:01:23  * Prof_Frink c-a d && c-d
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00:01:44  <Athorium> how can i solve a conflict in svn?
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00:02:03  <Eddi|zuHause> with $EDITOR
00:02:15  <Aracirion> um just to ask... theres nobody around seriously interested in passenger destinations?
00:02:37  <Aracirion> I think I'll stop annoying u then and do some work ....
00:02:43  <Eddi|zuHause> sure there are, but they know that nothing can be done before cargo packets are finished
00:03:01  <Aracirion> yeah, so what about cargo packets?
00:03:03  <Athorium> I using passenger destination
00:03:18  <Aracirion> theres seems to be a problem
00:03:28  <Aracirion> but I dunno what
00:03:37  <Aracirion> anyway I can only make gfx
00:04:13  <Aracirion> So I guess there's nothing I could do to speed that up?
00:04:43  <Eddi|zuHause> imho, gfx are the absolutely last thing that cargo packets need
00:04:51  <Aracirion> sadly
00:05:09  <Aracirion> So, is it any use if I collect my ideas on forum/wiki or isn't it?
00:05:16  <Tuzlo> anyone know if a SV1 can be played in openttd?
00:05:29  <Eddi|zuHause> Tuzlo: try it?
00:05:54  <Rubidium> Tuzlo: it is already asked and answered
00:06:26  <Tuzlo> hmm this one did
00:07:58  <Athorium> how can I solve a conflict that I looking in toroiseSVN?
00:09:51  <Aracirion> concerning helping ... well .. maybe keeping making grafix could motivate someone to start coding? at any rate, knowing that people are coding can be a strong source of motivation for making new gfx
00:09:55  <Eddi|zuHause> Athorium: if you ask this kind of questions, you should rather search for a patch that does not create conflicts
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00:10:18  <Athorium> but I configurating my own build
00:10:22  <Athorium> but i'm noob ^^
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00:11:25  <Rubidium>
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00:28:16  <Aracirion> goodnight
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00:31:53  <Brianetta> Morning guyd
00:31:55  <Brianetta> guys
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01:03:10  <Athorium> someone can remove a conflict in one file? this file going me crazy
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01:30:06  <Tuzlo> LMAO, how can a subsidised route make moore mopney after the subsidy expires
01:30:51  <Athorium> more economy?
01:33:02  <Tuzlo> the very next month it happened
01:33:13  <Tuzlo> next run not month
01:35:02  <Naksu> inflation, production increase
01:36:14  <Tuzlo> never saw a message about production, could have happened
01:43:11  <SpComb> Logs:
01:43:11  <FlashFF> !logs
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02:34:51  <SGulseth> Someone who has the multiplayer php query script?
02:35:25  <PandaMojo> Mmmm... did OTTD used to use sourceforge?  I can't edit my revision log for another project on it >_>
02:36:50  <Born_Acorn> I can't believe Aracirion would act so strange.
02:36:57  <Born_Acorn> On the forums he seems so normal.
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03:48:36  <SGulseth>
03:48:58  <Naksu> whee
03:49:09  <Naksu> the clock is 5:50 here
03:49:20  <SGulseth> 4:50 here
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04:01:11  <Naksu> haha
04:01:48  <Naksu> looks like hal turner got owned
04:02:52  <Naksu> oh, and his buddies too
04:02:56  <Naksu> excellent :)
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04:51:31  <Nigel> 5:51p here
05:06:45  <mattt_> what is PBS?
05:08:55  <Nigel> Path Based Signaling
05:09:47  <Nigel> instead of just having blocks, there can be 'paths' which is, a train can reserve a certain path in the signal block, if another train comes up and whats to reserve a non conflicting block, then it also gets a green
05:10:07  <Nigel> errr reserve a non conflicting path
05:12:47  <Sacro> as real signalling is done
05:13:57  <mattt_> ah
05:14:29  <Nigel> i think that description is fairly accurate
05:17:24  <mattt_> what's the deal with the signals i get when holding down ctrl and then placing the signal?
05:19:37  <Nigel> mattt_, they are old style
05:19:46  <Nigel> err Sempaphores (sp?)
05:19:51  <mattt_> ah ok, just cosmetic?
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05:37:06  <Athorium> 6:40 here
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08:21:08  <blathijs> Darkvater: pong
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08:36:38  <BFM> DRUNK
08:36:40  <BFM> AND NOW IT'S TIME TO Mate Feed Kill Repeat!
08:36:41  <BFM> (sklipknots first unreleased album ^_^ )
08:38:25  <Eddi|zuHause> australians... they are even drunk at 9:30 in the morning!
08:39:08  <Triffid_Hunter> Eddi|zuHause: only the ones that are awake that early (or late) :P
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08:48:34  <Wolf01> good morning
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09:08:33  <MeusH> hello
09:08:54  <Wolf01> hello MeusH
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09:18:39  <Wolf01> 		DoCommandP(tile, i + ((_ctrl_pressed ^ (_cur_year < _patches.semaphores_date)) ? 8 : 0), 0, CcPlaySound1E,
09:18:39  <Wolf01> 		DoCommandP(tile, i + ((_ctrl_pressed ^ (_cur_year < _patches.semaphores_date)) ? 8 : 0) + (!HASBIT(_cur_signal_variant, 0) != !(_ctrl_pressed ^ (_cur_year < _patches.semaphores_date)) ? 16 : 0) + (_cur_signal_type << 5), 0, CcPlaySound1E,
09:18:39  <Wolf01>  ThePizzaKing, about the signals/semaphores switch, the first line is from trunk, the second from miniIN
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09:24:50  <Eddi|zuHause> that's a lot of '!'
09:25:19  <Wolf01> they were already there
09:26:22  <SpComb> Logs:
09:26:22  <Born_Acorn> !logs
09:26:35  <BFM> I just ran out of gummy bears :( All that's left is beer :(
09:27:12  <Eddi|zuHause> hm... cifs is corrupting my files on copying...
09:39:09  <Eddi|zuHause> who had that glorious idea to deliberately not program an undelete for reiserfs?
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09:40:32  <Born_Acorn> BFM, attempt manufacturing of more by somehow gumming the beer
09:40:51  <Born_Acorn> It's so implausible that it might just work.
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09:48:53  <Naksu> Eddi|zuHause: there's no undelete for ext3 either
09:52:13  <Naksu> or actually, there really isnt an undelete feature outside windows file systems and ext2
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09:56:02  <Celestar> hi people
09:58:01  <MeusH> hey Celestar
10:00:17  <Born_Acorn> Hello Celestar.
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10:21:19  <Celestar> Darkvater: please respond
10:26:30  <Nigel> hmmm, that reverse logic that Wolf01 is a little hard to read
10:26:44  <Nigel> i wonder what reversing the reverse logic would do :P
10:28:44  <MeusH> DeMorgan's law :p
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10:31:58  <Celestar> heya Rubidium_
10:32:22  <Rubidium_> finally the network recovered :)
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10:33:17  <Rubidium> and hi Celestar
10:34:02  * Rubidium guesses that the switch in his studentflat was broken
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10:36:54  * Celestar is finally preparing for merge :)
10:37:40  <blathijs> Rubidium: There was a powerout at one of the calnieuw flats yesterday
10:37:56  <blathijs> Rubidium: Probably the one with the wijkswitch
10:38:49  <Celestar> has anyone else read through da bridge branch or do you just trust Tron'n'me ?
10:39:44  <Born_Acorn> We trust you! :p
10:42:23  <Celestar> ok :)
10:45:35  <Celestar> !openttd commit 4911
10:45:38  <_42_> Commit by celestar :: r4911 /trunk/ai/default/default.c (2006-05-19 12:08:01 UTC)
10:45:39  <_42_> -Fix (FS#156): The Ai no longer attempts to build signals under bridges.
10:45:41  <_42_> 			   NOTE 1: Remove/revert this for the bridge branch
10:45:43  <_42_> 			   NOTE 2: Bug displays fundamental flaw in command system:
10:45:45  <_42_> 			           If two commands, where command 2 depends on command 1, have
10:45:47  <_42_> 			           to be checked, all those checks need to be manual.
10:45:49  <_42_> (...) (truncated)
10:47:51  <Rubidium> blathijs: and then the switch stayed off-line for 12 hours?
10:48:07  <Celestar> BAH
10:48:11  <Celestar> svn segfaults :o
10:48:29  <blathijs> Rubidium: It wasn't an on-off powerout
10:48:35  <blathijs> uh, off-on
10:48:46  <blathijs> The power was still out when I went to bed around 11 or so
10:50:24  <Rubidium> blathijs: it was still out at 11 in the morning
10:50:52  <blathijs> Then why did you ask if the switch stayed offline?
10:51:34  <Rubidium> at about 11:27 (this morning) my network connection was recovered
10:52:24  <Rubidium> and it has been trying to reacquire an IP-address every 15-20 seconds
10:52:53  <ThePizzaKing> Wolf01: OK then
10:53:34  <blathijs> Rubidium: so the flatswitch was still up, but the wijkswitch has been down, I presume
10:53:35  <Rubidium> ah, well it is back and my server has been running all the time, so it's OK with me
10:54:39  <Rubidium> still, the wijkswitch being off-line for over 12 hours, that thing must have had real trouble to come back on-line :)
10:55:12  <Celestar> ok
10:55:32  <Celestar> the "flexible" bridges is actually 335 lines less code than the old ones
10:55:54  * tokai pokes Darkvater with some evil macro magic:
10:56:06  <hylje> :o
10:59:25  <Rubidium> Celestar: Clearing tiles which may not have a bridge above can cause random bridge pieces to appear, which leads to crash in the long run <- does that still happen? (from BUGS)
10:59:41  <Celestar> Rubidium: in about 100 hours of testing, no such case appeared
10:59:55  <Celestar> peter1138 has identified some situtation where it might happen.
10:59:56  <Celestar> peter1138: ?
11:00:23  <blathijs> Rubidium: The problem was "No power"
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11:06:28  <Rubidium> Celestar: maybe _m[].extra should be renamed to _m[].m6
11:13:00  <Celestar> Rubidium: it will be
11:13:15  <Celestar> for newhouses
11:14:00  <Rubidium> ok, so you'll leave that to newhouses?
11:14:23  <Rubidium> where is the documentation about the used bits in .extra?
11:14:30  <Celestar> I don't care. we can do it in trunk/ after the merge or put it in newhouses
11:14:40  <Celestar> Rubidium: I'm just busy writing it :)
11:14:47  <Rubidium> ok
11:15:30  <Celestar> Rubidium: you working on newhouses?
11:15:57  <Rubidium> no, merely reviewing some of their patches if they ask me
11:16:07  <Celestar> ok
11:16:11  <Celestar> what's their status anyway?
11:17:05  <Rubidium> I do not know exactly, but I think it is also near merging (though I'm not sure at all)
11:20:08  <Celestar> Maedhros: ping
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11:25:31  <Rubidium> Celestar: what about the todo in BUGS? Is that already done?
11:25:43  <Celestar> about the AI?
11:26:13  <Rubidium> yes
11:26:20  <Celestar> I will do that after the merge (it's just the reverting of a trunk commit)
11:27:20  <Darkvater> morning
11:27:25  <Celestar> morning Darkvater
11:27:30  <Celestar> good that you zoom in :)
11:27:51  <Darkvater> ah blathijs: did you take care of the openttd.png SDL-icon when you made the deb installer?
11:27:54  <Darkvater> hi Celestar :)
11:28:13  <Celestar> Darkvater: I'm about to merge (as soon as I found out why svn segfault on every command)
11:28:20  <blathijs> Darkvater: "Take care of" ?
11:28:24  <Darkvater> tokai: ah, thanks thought it would be something like that 'args...'; thanks :)
11:28:31  <Darkvater> blathijs: take into consideration
11:28:35  <Rubidium> tunnelbridge_cmd.c:~627, a wrongly indented line
11:28:38  <Celestar> (and solved this game of sudoku :P)
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11:28:41  <blathijs> I think I used the xpm version
11:28:43  <Darkvater> I heard from someone there is no icon
11:28:58  <Celestar> Rubidium: already solved locally :)
11:29:04  <Darkvater> blathijs: no I mean the icon FOR the executable; so it shows an icon and not a big 'X'
11:29:13  <blathijs> dunno, I don't have any window managers that use icons or menus at all
11:29:21  <Celestar> .oO(twm)
11:29:46  <blathijs> Oh, like that
11:29:51  <Rubidium> and those comments about the bridge-middle-pieces, is that already in a /* */-style comment?
11:30:19  <blathijs> Darkvater: No, I have not taken it into consideration
11:30:21  <Celestar> Rubidium: file, line?
11:30:37  <blathijs> Darkvater: Any clue on how that should be done? It should be placed into the datadir and then stuff will automagically work?
11:30:46  <Rubidium> tunnel_cmd.c:~860
11:31:34  <Celestar> Rubidium: ah no, because it is just copypasted from somewhere else
11:31:53  <Darkvater> blathijs: no idea how *nix does this
11:32:00  <Celestar> you want that changed? :)
11:32:08  <Rubidium> and about 50-60 lines later three times (drawing of rool, poles and pilars)
11:32:15  <blathijs> Darkvater: me neither. Is it done at all?
11:32:21  <Darkvater> blathijs: but there is an ICON_DIR define in the source, so you can set that for the makefile
11:32:36  <Rubidium> Celestar: if you are touching those lines, better touch them so they are according to the coding style
11:32:38  <blathijs> Darkvater: AFAIK, the debian package installs icons too
11:32:40  <blathijs> lemme see
11:32:49  <Darkvater> well I don't see a lot of linux programs that have a big ugly purple x as an icon
11:32:54  <Celestar> Rubidium: greated
11:32:57  <Celestar> granted
11:33:34  <blathijs> matthijs@xanthe:~$ ls -l /usr/share/pixmaps/openttd*
11:33:34  <blathijs> -rw-r--r-- 1 root root 6397 2006-12-22 18:13 /usr/share/pixmaps/openttd.32.xpm
11:33:34  <blathijs> -rw-r--r-- 1 root root 7283 2006-12-22 18:13 /usr/share/pixmaps/openttd.64.png
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11:33:59  <blathijs> It's installed by the .deb
11:34:19  <blathijs> Darkvater: I seem to remember SDL refusing to set the icon a long time ago
11:34:32  <Darkvater> it uses openttd.32.bmp
11:34:52  <Darkvater> because then SDL_IMage is not needed
11:35:30  <Darkvater> tokai: ping
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11:36:11  <Celestar> hm
11:36:15  <Celestar> diffing two diffs is fun :)
11:36:19  <Darkvater> tokai: specs say #define debug(format, args...) fprintf (stderr, format, args) << can you confirm this also works without ##args? I think it does, but just to make sure
11:36:20  <blathijs> Darkvater: Then why doesn't "make install" install it? :-S
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11:36:36  <Darkvater> no idea :(
11:36:44  <blathijs> Darkvater: I'm of fixing a webserver right now, we'll have to fix that for rc2
11:37:14  <Darkvater> good :)
11:39:52  <blathijs> Darkvater: I've created a FS report
11:40:00  <Darkvater> for?
11:40:05  <blathijs> the bmp thing
11:40:12  <Darkvater> he, you can remember that ;)
11:40:19  <blathijs> Darkvater: Why is 0.5 already released according to FS?
11:40:40  <blathijs> iow, I can say a bug is in 0.5, but not schedule it for fixing in 0.5?
11:41:07  <Darkvater> I haven't touched FS for release types
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11:41:32  <blathijs> Darkvater: Hmm, then who did...
11:41:45  <blathijs> MiHaMiX: Did you add 0.5 to FS as a released version?
11:42:18  <Darkvater> but lemme change it. someone also added 0.5.1
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11:42:47  <Darkvater> hmm, well; let's leave 0.5.0 as some kind of comprehensive thing for all RC's
11:42:55  <Darkvater> same was for 0.4.8
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11:43:14  <Darkvater> I'l just set it to 'future'
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11:49:33  <Celestar> wee
11:49:37  <Celestar> svn works again :o
11:49:49  <blathijs> Darkvater: I think it would be useful to actually add all rc releases too, since it is way easier to see what's left for the next rc that way
11:49:56  <CIA-1> celestar * r7570 /branches/bridge/ (89 files in 7 dirs): [bridge] Sync with trunk r7541:7569
11:51:04  <MeusH> \o/
11:52:33  <Rubidium> ok, what do we think of: . It removes duplicate GRFs introduced by newgrf-static. It does not update the in-game newgrf GUI when one adds/removes GRFs as that part is still too ugly to be committed, while this part fixes an assert
11:53:25  <Celestar> I kind of wish svn was faster
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11:55:17  <Celestar> that WAS the wrong button :o
11:55:39  <MeusH> :)
11:56:20  <MeusH> no snow around, but I'll go snowboarding. There's some snowed slope 100kms away. I hope there will be some snow this winter. Cya later!
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11:56:34  <Celestar> snow sucks
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11:59:10  <BFM> :D :D :D
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12:08:52  <tokai|noir> Darkvater: openttd compiles with just args at the end too ;)  But using ##args is usually smarter, because it also works in case there is no variable parameter at all, e.g. DEBUG(au,2); .. well something which will most likely not happen in our case ;)
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12:22:15  <Darkvater> tokai|noir: well, that won't happen; thanks :)
12:22:19  <Darkvater> blathijs: yeah perhaps
12:22:27  <CIA-1> Darkvater * r7571 /trunk/debug.h:
12:22:27  <CIA-1> -Fix (r7565): Older GCC versions do not have __VA_ARGS__ support (C99), work around
12:22:27  <CIA-1>  this (tokai)
12:22:35  <Celestar> argh
12:22:54  <Darkvater> ?
12:23:06  <CIA-1> celestar * r7572 /branches/bridge/ (8 files in 2 dirs): [bridge] Code maintenance: Comments, if => ternary operator, inline
12:23:16  <Celestar> I wanna merge, it's difficult with a moving target :P
12:23:28  <Darkvater> don't think my commit changed anything for ya ;)
12:23:38  <blathijs> Celestar: If the changes are non-conflicting, it shouldn't be a problem?
12:23:54  <Celestar> no it's not, but svn ci complains if your working copy is not up-to-date :)
12:23:59  <Rubidium> just keep you trunk checkout at rev 7570, then merge bridge and svn up to the latest rev of trunk
12:25:03  <Celestar> guys. I _was_ kidding
12:25:24  <Sutherland> can anyone help me here im a bit of a newbie how do make my perform connect to more than one irc server i can make it connect multiply channels bur not servers...?
12:26:25  <Athorium> Hiii
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12:26:49  <Sutherland> hello
12:27:29  <Celestar> Sutherland: I dunno even what your software is ...
12:27:42  <Sutherland> irc nonamescript
12:28:18  <Darkvater> mirc?
12:28:22  <Sutherland> yes
12:28:41  <Darkvater> was a long time ago
12:28:49  <Darkvater> I think you had ato give a flag to /server
12:28:55  <Darkvater> just google it :)
12:28:56  <Triffid_Hunter> I used to use mirc.. before they added multi-server support though
12:29:28  <Sutherland> i have tried google but cant seem to find out how to do it..
12:29:53  <Sutherland> hmm by the way why cant i find oftc in the serverlist?
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12:33:37  <Darkvater> just type it
12:33:54  <Celestar> merge successful \o/
12:34:04  <Darkvater> :)
12:34:04  <Celestar> but I needa leave in 2 minutes ... :S
12:34:16  <Celestar> so I'll commit and you keep me posted about what is wrongo :P
12:34:19  <hylje> omg? bridges into trunk?
12:34:23  <hylje> zomgomgomgomgomgogm
12:34:48  <Celestar> I'll be online later today or tomorrow to fix things :P
12:36:43  <Celestar> Darkvater: you think Tron will explode?
12:37:04  <Darkvater> I haven't seen tron for ages
12:37:35  <Celestar> neither have I
12:37:41  <Celestar> ok cu later
12:37:46  * Celestar heads to the server room
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12:38:15  <Celestar> I'll keep the bridge branch to work on custombridgeheads and stuff
12:38:18  <Celestar> cu
12:38:27  <CIA-1> celestar * r7573 /trunk/ (39 files in 5 dirs): -Merged the bridge branch. Allows to build bridges of arbitrary rail/road combinations (including signals)
12:39:18  <Darkvater> s/of/over/
12:39:57  <Tefad> !!!
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12:40:01  <Tefad> holy sweetness.
12:40:12  <Tefad> i must test this
12:42:43  <Athorium> I need a townbuildnoroads... -_-
12:42:49  <hylje> !
12:42:53  <Tefad> hee
12:43:15  <Tefad> ok station goes RIGHT HERE but wait! ONOES town built a road and you can't blow it up because they hate you.
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12:48:27  <Darkvater> Rubidium: the duplicates thing: looking good; though check with peter1138 first
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12:59:41  <Darkvater> blergh; I'm still stuck with this modal-window child/parent thing... using w->child pointers is not that good as then a window can only have 1 child. Going w->parent seems a very good idea; but is pretty expensive for finding the child of a window (for clicking modal popups or deleting parent)
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13:18:08  <Celestar> Darkvater: how often does that happen? 100 times per second?
13:18:13  <Celestar> maybe use a cache? :P
13:18:29  <Celestar> :S
13:18:51  <Celestar> I colleuage just gave me some Suse admin manuals .. for version 6.3
13:19:37  <hylje> :p
13:20:48  <Darkvater> figured out it won't work anyways... Would require even more calls to delete any children of a window
13:21:22  <Darkvater> eg when you open the orders window, it first deletes the orders window then reopens it. But with only a parent pointer, you need to loop all windows to find the child
13:22:47  <Biff> Celestar: sounds useful =)
13:22:58  <Biff> i have some windows nt floppys you can have
13:23:48  <hylje> subarctic/default grf, first loco?
13:24:41  <CIA-1> miham * r7574 /trunk/lang/ (7 files in 2 dirs): (log message trimmed)
13:24:41  <CIA-1> WebTranslator2 update to 2006-12-27 14:23:53
13:24:41  <CIA-1> bulgarian - 7 fixed, 55 changed by kokobongo (62)
13:24:41  <CIA-1> catalan - 2 changed by arnaullv (2)
13:24:41  <CIA-1> estonian - 26 fixed by kristjans (26)
13:24:43  <CIA-1> lithuanian - 10 fixed by Plyta (10)
13:24:43  <CIA-1> norwegian - 53 fixed by oletk (53)
13:25:01  <Darkvater> MiHaMiX: ping?
13:25:54  <Athorium> hey, in 0.5.0 spanish are 2 strings in options that are not translated
13:27:14  <Athorium> I have a little question about translating
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13:28:00  <Darkvater> yes/
13:28:01  <Darkvater> ?
13:28:12  <Biff> isnt there a webtranslator thingy?
13:28:15  <Athorium> whtyI translated the 2 strings, but, when I try to compile cygwin says this: lang\spanish.txt:1: error: Line has no ':' delimiter
13:28:46  <Darkvater> well that did you change?
13:29:11  <Athorium> added 2 strings
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13:30:04  <MiHaMiX> Darkvater: pong
13:31:16  <Darkvater> MiHaMiX: do you know why people can't register at FS? They get undefined variables, etc. errors/warnings
13:31:23  <Darkvater> Athorium: show the diff
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13:31:34  <Athorium> what diff?
13:31:53  <MiHaMiX> Darkvater: need exact error msgs to be forwarded to the flyspray developers
13:32:04  <Biff> Athorium: something like svn diff spanish.txt
13:32:12  <Athorium> not, not a diff
13:32:17  <Athorium> I modifing the original spanish.txt
13:32:27  <MiHaMiX> Athorium: we need diff
13:32:38  <Darkvater>
13:32:44  <Darkvater>
13:32:47  <Darkvater>
13:32:48  <Athorium> I changed it with notepad... :S
13:32:55  <MiHaMiX> Athorium: forget notepad
13:33:10  <Darkvater>
13:33:11  <Darkvater> there
13:33:12  <MiHaMiX> Athorium: you need text editor like vim or editplus
13:33:21  <Athorium> lol
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13:33:35  <Athorium> I don't know about those texteditors
13:34:09  <MiHaMiX> Athorium:
13:34:17  <MiHaMiX> Athorium: it's free
13:34:23  <Athorium> well, my spanish.lng dissapeared :S
13:34:26  <Darkvater> eh
13:34:30  <Darkvater> use UltraEdit
13:34:45  <MiHaMiX> Darkvater: they should use WT2..
13:34:47  <Darkvater> Athorium: you can't edit the language files with notepad, it will NOT work
13:34:59  <Darkvater> MiHaMiX: I doubt he wants to register as translator for 2 strings
13:35:05  <Darkvater> which might even have been fixed by now
13:35:21  <Athorium> but... I need to modify the .lng or .txt?
13:35:45  <MiHaMiX> Athorium: the txt
13:35:49  <Athorium> ah ok
13:35:55  <MiHaMiX> Athorium: and send that to me
13:35:59  <MiHaMiX> Athorium: thanks
13:36:43  <Biff> Darkvater: linebreaks are the problem?
13:36:57  <Darkvater> unicode is the problem
13:37:09  <Biff> oh really? doesnt notepad support unicode?
13:37:11  <Darkvater> notepad is pretty quirky about that
13:37:39  <Biff> hehe, funny
13:38:04  <Biff> i wonder why they cant ship windows with a decent text editor
13:38:07  <Biff> something like gedit
13:38:07  <Darkvater> it does work, but files need BOM and that kinda stuff, no autodetect
13:38:15  <Athorium> wtf why now spanish not appears on language list?
13:38:23  <Born_Acorn> WOOO at r7573
13:38:27  <Born_Acorn> WOOO some more!
13:38:33  <TheMask96> isn't it possible to use wordpad instead? it handles unix lines breaks much better..
13:38:41  <MiHaMiX> Athorium: because you failed to compile your new spanish.lng
13:38:45  <Biff> TheMask96: unicode was the problem
13:38:49  <MiHaMiX> Athorium: therefore the old one got deleted
13:39:07  <MiHaMiX> Athorium: which means, the game no longer having spanish support
13:39:20  <Athorium> o_O
13:39:22  <MiHaMiX> Athorium: until you manage to compile your spanish.txt
13:39:30  <Athorium> and now?
13:39:39  <Athorium> I need to "retry"?
13:40:01  <Athorium> I understand...
13:42:39  <Athorium> well, I installed VIM
13:42:44  <Celestar> vim rocks
13:42:53  <Athorium> and now?
13:44:08  <Athorium> I compile spanish.txt into a .diff file and open with vim?
13:44:32  <Athorium> ah not needed
13:44:33  <MiHaMiX> Athorium: ??
13:44:38  <Athorium> nah, nothing nothing
13:44:39  <Athorium> xDD
13:45:01  <Athorium> uhmmm vim no supports special characters?
13:45:16  <MiHaMiX> Athorium: vim does support them
13:45:20  <Athorium> STR_0010_COAL :Carbón
13:45:24  <Athorium> Carbón
13:45:32  <Athorium> the game read this good?
13:46:21  <MiHaMiX> Athorium: Carbón
13:46:48  <MiHaMiX> Athorium: it doesn't look like UTF8 encoded
13:47:05  <MiHaMiX> Athorium: but nevermind, send me and I'll convert it
13:47:07  <MiHaMiX> bbl
13:47:28  <Athorium> vim shows me this with a "encoded" characters :S
13:49:00  <Athorium> well, if I need to add this for example: Desactivar raíles eléctricos:
13:49:02  <CIA-1> celestar * r7575 /trunk/ (BUGS ai/default/default.c): -Codechange: Allow the AI to build signals under bridges (revert r4911)
13:49:08  <Athorium> I add it with Ž character?
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13:50:18  <Born_Acorn> Does the AI build things over things it couldn't before, if I remember correctly, the AI always attempts bridges over everything.
13:50:40  <Celestar> Born_Acorn: the AI builds VERY messy stuff with the bridges. observe yourself
13:50:49  <Born_Acorn> heehee
13:50:55  <Athorium> MiHaMiX what's difference are between STRING and STRING1?
13:50:56  * Born_Acorn checks out SVN
13:53:31  <Athorium> ops
13:53:33  <Celestar> Born_Acorn: :)
13:53:37  <Celestar> Born_Acorn: please feedback
13:53:40  <Born_Acorn> I shall!
13:53:55  <Athorium>  MiHaMiX how can I solve the problem with "acentos" (special spanish character Ž and `)
13:55:29  * Born_Acorn compiles
13:55:51  <MiHaMiX> Athorium: you want to translate 2 strings or a bit more?
13:55:59  <Born_Acorn> Now all we need is Custom bridgeheads, and bridges will be complete forever!
13:55:59  <Athorium> 2 strings now
13:56:06  <Athorium> I translating the original 0.5.0 RC1
13:56:12  <Athorium> and adding the not translated things
13:56:29  <MiHaMiX> Athorium: you mustn't use STRING1
13:56:40  <MiHaMiX> Athorium: you should use STRING instead
13:56:44  <Athorium> ok
13:56:56  <MiHaMiX> Athorium: STRING1 is merely for english
13:57:05  <Athorium> and how can I solve the special characters
13:57:36  <MiHaMiX> Athorium: about accents: use a unicode-capable text editor
13:57:48  <Athorium> :? I using vim
13:57:52  <MiHaMiX> Athorium: and simply type the letters witm accents
13:58:06  <Athorium> I can't solve it with Vim?
13:58:07  <MiHaMiX> Athorium: Ithink, vim is a bit difficult for you
13:58:19  <Athorium> I learn fast ^^
13:58:30  <MiHaMiX> Athorium: hm, ok
13:58:32  <Darkvater> o_O why do you recommend vim for a sane user?
13:58:36  <Darkvater> just use UltraEdit
13:58:52  <Athorium> vimGUI seems to be easy...
13:58:55  <MiHaMiX> Athorium: in this case you can input any special char via: Ctrl+U vagy <unicode hex value>
13:59:12  <Darkvater> vagy ;p
13:59:27  <MiHaMiX> Ctrl-U <V> <unicode hex value>
13:59:27  <MiHaMiX> Darkvater: autocomplete
13:59:29  <MiHaMiX> Athorium: use ultraedit
13:59:38  <MiHaMiX> Athorium: that's simpler for you
13:59:43  <Athorium> is easy?
13:59:47  <Athorium> ok... -_-
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14:00:26  <Athorium> downloading...
14:00:33  <MiHaMiX> ok
14:00:51  <Athorium> exist any "method" to solve the sprite limit problem?
14:05:53  <Darkvater> natm
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14:09:18  <Bjarni> Darkvater: what did you do to DEBUG()?
14:09:33  <Darkvater> changed it
14:09:57  <Bjarni> or rather, now it fails to compile on OSX. I changed a few ") (" to ", " and now it compiles, but should I do anything else?
14:10:07  <Bjarni> I mean, is the number system the same?
14:10:07  <Darkvater> Rubidium fixed the missing OSX changes
14:10:14  <Bjarni> no he didn't
14:10:18  <Bjarni> not all of them
14:10:24  <Darkvater> where are there more?
14:10:40  <Bjarni> os/macosx/splash.c and music/qtmidi.c
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14:11:02  <Darkvater> just those 2?
14:11:10  <Bjarni> it appears so
14:11:26  <Bjarni> I fixed it (unsure if I did it right) and then it compiled
14:11:31  <Athorium> I did it!
14:11:43  * Bjarni shoots Athorium
14:11:46  <Bjarni> don't do that again
14:11:54  <Bjarni> :P
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14:12:05  <Darkvater> 2 in splash.c?
14:12:37  <Bjarni> yes, just 2
14:13:30  <Celestar> Darkvater: should I keep branch/bridge for more bridge development or should I create a new branch?
14:13:31  <Bjarni> and around 17 in qtmidi.c
14:13:50  <Bjarni> why would we want to keep it?
14:14:01  <Athorium> :( I translated spanish.txt with all missing strings :(
14:14:04  <Celestar> Bjarni: because brdge development is not finished ...
14:14:10  <Wolf01> bridges over bridges and over buildings?
14:14:25  <Celestar> Wolf01: custombridgeheads for example
14:14:37  <Bjarni> Athorium: well, don't do that again since... that would be a waste of time ;)
14:15:03  <Athorium> waste of time, translate spanish.txt?
14:15:23  <Bjarni> yeah... if you already did it, there is no reason to do it all over
14:15:37  <Bjarni> but... didn't you use the web translator?
14:16:10  <Athorium> no
14:16:13  <Athorium> :S
14:16:37  <Athorium> I translating strings and with ultraedit adding missing strings...
14:16:48  <Darkvater> Celestar: hmm well if that needs a branch you can keep it
14:18:52  <Bjarni> Athorium: well, this would have been a whole lot easier if you used the web translator, but ok, done is done and I guess we should figure out a way to add the txt without screwing up the translation system
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14:20:59  <Bjarni> Celestar: I think you misunderstood me (and I wasn't clear). What I meant was: why create a new one when we already got one? I mean why should we keep the old unmodified one. Sounds somewhat useless to me to keep svn stuff that we will never modify (except for tagged versions)
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14:22:27  <Celestar> Darkvater: you do not want me to make the changes I plan in trunk/ :)
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14:22:43  <Celestar> Darkvater: ok I'll keep the branch
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14:24:15  <izhirahider> there were only 41 strings untranslated of spanish
14:25:44  <CIA-1> celestar * r7576 /branches/bridge/ (9 files in 4 dirs): [bridge] Sync with trunk r7569:7575 to start development on other bridge features
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14:26:00  <Bjarni> happy new year XeryusTC
14:26:21  <XeryusTC> uhm
14:26:27  <XeryusTC> it's still the 27th :P
14:26:50  <Bjarni> you didn't skip 4 days?
14:26:54  <XeryusTC> no
14:27:01  <XeryusTC> it doesnt work anymore now :P
14:27:06  <XeryusTC> well, not at this time :P
14:27:10  <Athorium> Bjarni: I need to use webtranslator to translate all strings?
14:27:20  <Bjarni> I thought you got that accelerated growth thing from Futurama
14:27:35  <XeryusTC> hmm
14:27:41  <XeryusTC> magic bridges is in trunk?
14:27:41  <Darkvater> thx Bjarni
14:27:57  <izhirahider> Athorium, it makes the job 98% easier
14:28:09  <Athorium> url?
14:28:49  <Bjarni> Athorium: it would be the easiest solution because then you get a list of missing strings and once you enter them, they will be added to svn in small packages on a daily basis so we avoid double work. Other translators will know what is missing almost right away
14:29:09  <Athorium> hmmm
14:29:24  <Bjarni>
14:29:35  <Athorium>  Bjarni u can teach me how to use it?
14:29:39  <Celestar> XeryusTC: yes they are
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14:29:44  <Celestar> peter1138: you around?
14:29:54  <XeryusTC> cool :D
14:29:58  <Celestar> Darkvater: you got like 10 minutes?
14:30:02  * XeryusTC hands Celestar a chocolate bar
14:30:04  <Celestar> I'd like to discuss seomthing with you
14:30:08  <XeryusTC> hylje just showed me the rev
14:30:16  <Celestar> XeryusTC: thanks, but no chocolate for me for one week please :P
14:30:23  <Darkvater> depends
14:30:29  <XeryusTC> aw
14:30:31  <Celestar> on what?
14:30:33  <XeryusTC> chocolate is good for you
14:30:38  <Bjarni> Athorium: it's easy. You get an account and then you pick your language in the menu and you start writing
14:30:43  <Bjarni> it's all clear once you see it
14:30:56  <Darkvater> Bjarni: can you svn up and see if it works?
14:30:56  <Bjarni> and everything you need to know is written on the front page
14:31:06  <Bjarni> Darkvater: already doing so
14:31:08  <CIA-1> Darkvater * r7577 /trunk/ (music/qtmidi.c os/macosx/splash.c): -Fix (r7565): Missed out some OSX files (Bjarni)
14:31:13  <Darkvater> hmm
14:31:18  <Darkvater> Celestar: in the BUGS file
14:31:20  <Athorium> via em Ailure.. hum
14:31:23  <Athorium> email
14:31:27  <Darkvater> - Clearing tiles which may not have a bridge above can cause random bridge pieces to appear, which leads to crash in the long run
14:31:29  <Bjarni> music/qtmidi.c:362:1: error: unterminated argument list invoking macro "DEBUG"
14:31:29  <Bjarni> music/qtmidi.c: In function 'InitQuickTimeIfNeeded':
14:31:29  <Bjarni> music/qtmidi.c:178: error: 'DEBUG' undeclared (first use in this function)
14:31:36  <Celestar> Darkvater: do you have any objections to ripping apart MP_TUNNELBRIDGE
14:31:43  <Athorium>  MiHaMiX you can give me an account?
14:31:57  <Celestar> Darkvater: yes, it is theoretically possible (according to Tron + peter1138) but it NEVER occured.
14:32:01  <Darkvater> o_O
14:32:03  <Darkvater> Bjarni: slap me
14:32:12  <Celestar> Darkvater: when introducing new tile types which don't clear stuff properly
14:32:16  <Darkvater> Celestar: I really don't like the sound of that...
14:32:21  <Bjarni> Darkvater: but I'm not into that :(
14:32:31  <Celestar> Darkvater: it is all safeguareded for the currently existing tile types
14:32:34  <Darkvater> Bjarni: add a " before the close );, compile and commit if all's ok
14:33:37  <Darkvater> o_O
14:33:40  <Darkvater> Celestar: debug.h
14:33:42  <Darkvater> !
14:33:54  <Darkvater> you reverted the morphos change there!
14:34:14  <Celestar> Darkvater: WHAT?
14:34:25  <Celestar> how so?
14:34:34  <Darkvater> just look
14:34:45  * Bjarni kicks CIA-1
14:34:46  <CIA-1> ow
14:35:03  <Bjarni> he is getting old and slow
14:35:17  <Celestar> how can a merge do this? *ponders*
14:35:27  <hylje> unupdated file+
14:37:07  <Celestar> hmpf
14:39:09  <CIA-1> bjarni * r7578 /trunk/music/qtmidi.c: -Fix r7577: fixed typo
14:39:39  <Celestar> Darkvater: sorry. let me fix this
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14:40:27  <hylje> Bjarni: test your stuff before committing :o
14:41:24  <Celestar> svn is slow today
14:43:16  <Darkvater> hylje: it was my typo
14:43:22  <Bjarni> hylje: I fixed a typo Darkvater made
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14:43:56  <Athorium> I hate sprite limits.. -_-
14:44:12  <Celestar> Athorium: what sprite limits?
14:44:21  <Athorium> sprite limit error
14:44:32  <Darkvater> ..
14:44:47  <Bjarni> I found a graphical glitch in the bridge stuff. If you build a track and build a bridge over that track and they are in parallel and you send a steam train to drive on the lower track, the smoke will pass though the bridge unless there are at least 3 levels in between
14:44:54  <Bjarni> it's a minor issue, but it looks odd
14:44:54  <Celestar> WHY does an "svn st" take about 90 seconds?
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14:45:13  <Darkvater> Celestar: it's a local command
14:45:24  <Bjarni> time svn st
14:45:25  <Bjarni> real    0m0.108s
14:45:25  <Bjarni> user    0m0.017s
14:45:25  <Bjarni> sys     0m0.024s
14:45:34  <Celestar> Darkvater: well
14:45:38  <Darkvater> real    0m0.049s
14:45:38  <Darkvater> user    0m0.036s
14:45:38  <Darkvater> sys     0m0.012s
14:45:39  <Celestar> it seems I'm stressing the server :P
14:45:56  <Darkvater> It has nothing to do with the svn server :)
14:46:05  <Athorium> not are any method to change this sprite limit?
14:46:11  <Bjarni> it scans every single file you got in your directory, so it depends on the number of files, the number of non- svn files and your access speed to your disk
14:46:15  <Darkvater> Athorium: no there isn't
14:46:24  <Darkvater> we've told you this several times already
14:46:35  <Celestar> 0.460u 0.956s 0:26.54 5.3%      0+0k 0+0io 0pf+0w
14:46:45  <Celestar> Darkvater: I have raised the sprite limit, right?
14:46:51  <Athorium> I no understand why no increases sprite limit, Quark's in they multipatch increased it
14:46:59  <Celestar> Darkvater: I was talking about the file server here :)
14:47:41  <Darkvater> Athorium: quark's method is buggy and can break any minute and with any combination of grf's
14:47:55  <Darkvater> the fact that it works for you doesn't mean it is correct and works always
14:48:01  <Celestar> there should be hunders of thousands of sprites now, right?
14:49:01  <Darkvater> where?
14:49:02  <Celestar> Darkvater: there is an option of (at least) doubling the number of allowable sprites ...
14:49:12  <Darkvater> Celestar: don't bother
14:49:32  <Celestar> Darkvater: I don't :)
14:49:33  <Darkvater> peter1138 has a patch to get a few million sprites or something, just needs some chrystallization
14:49:44  <Darkvater> -h
14:50:06  <hylje> when does the compilefarm run+ :
14:50:22  <Bjarni> 20:00
14:50:27  <hylje> what time
14:50:33  <Sutherland2> can i ask a question?
14:50:34  <Bjarni> 20:00
14:50:41  <Bjarni> I just told you :P
14:50:42  <hylje> i mean, timezone
14:50:51  <Bjarni> Sutherland2: you already did :p
14:50:59  <Bjarni> hylje: 21:00 your time
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14:51:05  <Darkvater> only 1 question allowed :)
14:51:23  <hylje> :o
14:52:03  <CIA-1> celestar * r7579 /trunk/debug.h: -Fix: upon merging the bridge branch, I accidently reverted 7571. Re-revert it. Sorry.
14:52:11  <Sutherland2> heh yeah thats right... erhm why does the new o$pen ttd going very slow when i take the biggest map and then build 2 airports and about 30 planes?
14:52:40  <Celestar> here Darkvater :)
14:52:46  <Darkvater> Celestar: thx :)
14:53:01  <Celestar> Darkvater: so what about that ripping apart of MP_TUNNELBRIDGE ?
14:53:04  <Darkvater> Sutherland2: which newest? Did you try with 0.4.8 under the same circumstances?
14:53:18  <Darkvater> you are quite destructive today, aren't you? ;0
14:53:22  <Celestar> Sutherland2: please send me a savegame
14:53:36  <Celestar> Darkvater: lol yeah, but it makes the code much more readable .)
14:53:48  <Bjarni> <Celestar>	Darkvater: so what about that ripping apart of MP_TUNNELBRIDGE ? <-- I never figured out why it was a sane move to join them :s
14:53:52  <Sutherland2> yes i did.. hmm dont think that i saved Celestar
14:54:19  <Celestar> Bjarni: neither do I
14:54:21  <Darkvater> Celestar: well, what would be the point though? Now; more than ever these two are more alike
14:54:25  <Bjarni> Sutherland2: try to look though the autosaves and if it's lost, then try to make a new game and do the same
14:54:43  <Sutherland2> okay ill do so
14:55:26  <Celestar> Darkvater: simple. I (we) want to introduce custombridgeheads. My idea was to have MP_STREET_BRIDGE and MP_RAILWAY_BRIDGE which do have the same internal structure (m1 through m6) as MP_STREET and MP_RAILWAY, cause much much less special casing throughout the code
14:55:39  <Darkvater> hmm what kind of popup-are-you-sure-windows do we have?
14:55:50  <Darkvater> dpot-sell-all, quit game, abandon game, quit scenario
14:55:52  <Darkvater> what else?
14:55:58  <Celestar> format hard disk?
14:56:31  <Darkvater> Celestar: ah. Well give it a try and see how it turns out :)
14:56:46  <Triffid_Hunter> "you just pressed your mouse button. click ok if that's what you wanted to do" :P
14:56:50  <scia> Are you sure you want to switch to 110V? :p
14:56:57  <Celestar> Darkvater: i already did, I just need find it :P
14:57:07  <glx> apply newgrf changes (though it's a "are you absolutely sure?")
14:57:15  <Darkvater> besides that :)
14:58:00  <glx> abandon map generation
14:58:11  <Darkvater> got that
14:58:15  <Darkvater> and the heightmap thingie
14:59:04  <Darkvater> depot, genworld, heightmap, exit game, abandon game/scenario, newgrf
14:59:40  <Celestar> Darkvater: why are you asking?
15:00:02  <Darkvater> cause I'm reworking all of them into modal popup windows
15:00:07  <Darkvater> they're all the same basically
15:00:30  <Darkvater> I add 30 lines of code and remove 100 or more :)
15:00:50  <Celestar> Darkvater: like bridges, the merge added 800 lines and removed about 1200
15:01:06  <Celestar> glx: got a sec?
15:01:26  <glx> why?
15:01:52  <Darkvater> hehe, scared?
15:02:07  <Celestar> glx: you're working on newhouses, right?
15:02:17  <Darkvater> Maedhros is
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15:02:26  <glx> a little but maybe I can answer :)
15:02:43  <Celestar> I'm just wondering whether I should rename mextra to m6 in trunk or leave that to you guys :)
15:02:57  <hylje> hey! sync newhouses!
15:03:10  <XeryusTC> yeah!
15:03:13  <XeryusTC> sync newhouses!
15:03:16  <Celestar> uh-oh
15:03:16  <glx> hylje: when bridges will be fully merged
15:03:24  <Celestar> glx: they ARE fully merged
15:03:30  <XeryusTC> yeah
15:03:34  <XeryusTC> Celestar did it today!
15:03:38  <XeryusTC> or yesterday
15:03:45  <glx> and he added bugs :)
15:03:47  <Celestar> !openttd commit 7573
15:03:55  <glx> I saw the commits :)
15:03:57  <scia> sync newhouses whiewh!! :p
15:04:01  <_42_> Commit by celestar :: r7573 /trunk/ (39 files in 5 dirs) (2006-12-27 12:38:02 UTC)
15:04:03  <_42_> -Merged the bridge branch. Allows to build bridges of arbitrary rail/road combinations (including signals)
15:04:03  <XeryusTC> glx: like OTTD was bugfree before :Z
15:04:07  <scia> oh merge newhouses whiewh!! :p
15:04:15  <Celestar> glx: ?
15:04:53  *** MVV [~a@] has quit [Ping timeout: 480 seconds]
15:05:22  <glx> hmm about the rename better ask Maedhros and Belugas
15:05:44  <Celestar> Maedhros: ping
15:05:50  <Celestar> glx: what is buggy?
15:06:13  <Sutherland2> celester i got the savegame now. how can i send it to u
15:06:28  <Celestar> Sutherland2: how big is the file?
15:06:56  <glx> Celestar: r7579 :)
15:06:57  <Sutherland2> celester 843kb
15:07:35  <Celestar> !openttd commit 7579
15:07:37  <_42_> Commit by celestar :: r7579 /trunk/debug.h (2006-12-27 14:51:55 UTC)
15:07:39  <_42_> -Fix: upon merging the bridge branch, I accidently reverted 7571. Re-revert it. Sorry.
15:07:43  <Celestar> Sutherland2:
15:07:54  <Sutherland2> okayš
15:07:59  <Celestar> glx: oh yes. overlooked a commit between merge and merge :P
15:08:04  <Celestar> !kick CIA-1
15:08:40  * Bjarni kicks CIA-1
15:08:40  <CIA-1> ow
15:08:52  * Celestar kicks Bjarni
15:08:57  <Celestar> er wait
15:09:00  <Biff> oO, bridges
15:09:02  <Celestar> wrong target
15:09:10  * XeryusTC makes unified diff of merge :)
15:09:14  <Bjarni> FRIENDLY FIRE!!!
15:10:07  <hylje> i dont think it was friendly
15:10:55  <Bjarni> friendly fire is a term about when you start to shoot on your own instead of the enemy. It can happen in the confusion in battle
15:11:06  <Bjarni> killed some US soldiers in Iraq that way :(
15:11:06  <Celestar> I was confused :P
15:11:24  <hylje> but.. but.. you can only hit yourself if you are confused!
15:11:41  <Celestar> you played too much Final Fantasy :P
15:11:51  * XeryusTC has an unified diff of newhouses->trunk merge :D
15:11:54  <Sutherland2> celester i have send it now
15:12:01  <XeryusTC> anyone interested?
15:12:14  <Celestar> Sutherland2: ok , now wait 25 minutes until it got through the spam filter :S
15:12:16  <scia> XeryusTC: maybe :p
15:12:29  <Sutherland2> hehe
15:12:33  <Bjarni> I mean... they died in a warzone by being shot by their friends by mistake... one thing is to die, but to be wounded and then informed that it was a mistake and your own, that shot you and then die, that got to suck
15:13:06  <XeryusTC> Bjarni: they have GPS for that nowadays :P
15:13:19  <XeryusTC> although most ground troops don't get the advanced gear
15:13:26  <Sutherland2> Celestar hehe okay
15:13:37  <Athorium> If my OpenTTD had the townbuildnoroads feature, I will be the most happy player ^^
15:13:46  <Bjarni> Athorium: MiHaMiX showed up. Ask him about an account
15:13:59  <Athorium>  Bjarni I sended them a email
15:14:07  <Bjarni> ok
15:14:44  <Biff> hmm
15:14:47  <Athorium> OpenTTD have "plans" about to add townbuildnoroads feature?
15:15:29  <XeryusTC> <- remove the .jpg
15:15:31  <Celestar> I wish there was a townbuildsonly2x2blockroads feature
15:15:38  <Celestar> XeryusTC: ??
15:15:49  <XeryusTC> i synced newhouses :)
15:16:17  <Celestar> ah
15:16:28  <Athorium> newhouses feature is up to date and compatible with TTRS3?
15:16:31  <Noldo> Athorium: just fire up your IDE and find the spot in the code where towns build roads
15:16:43  <XeryusTC> Athorium: not completely compatible
15:17:07  <Athorium>  Noldo I don't know about C++, but a townbuildnoroads patch already exists but out-to-date
15:17:22  <Athorium> somecan can "recover" this and make it up-to-date
15:17:23  <XeryusTC> Athorium: grab it and sync it
15:17:52  <glx> XeryusTC: with savegame stuff?
15:18:03  <XeryusTC> glx: savegame stuff?
15:18:21  <glx> newhouses does a savegame bump
15:18:22  <Celestar> hm
15:18:31  <Celestar> 3d-sudoku crashes my box
15:18:44  <XeryusTC> glx: i didnt change anything of the code
15:18:59  <glx> what's the use of 3d for sudoku Celestar ?
15:19:03  <XeryusTC> but it prolly has an increased savegame
15:19:09  <XeryusTC> glx: 9x9x9
15:19:14  <XeryusTC> i think
15:21:01  <Celestar> glx: dunno as it crashes :P
15:22:58  <Bjarni> <-- here is the perfect thing for people, who takes sudokus everywhere
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15:23:37  <Biff> hmm
15:23:41  <Biff> bridges look good
15:23:51  <Biff> only one bug so far
15:23:59  <Celestar> ?
15:24:01  <Celestar> which one?
15:24:19  <Bjarni> the glitch I mentioned?
15:24:21  <Biff> it did not allow me to build rail under a bridge in a certain configuration
15:24:46  <Bjarni> but you can build bridges over those configurations?
15:25:01  <Biff> i'm trying to reproduce it now
15:25:09  <Biff> so i can say something more exact
15:25:10  <Biff> :P
15:25:45  <Celestar> Sutherland2: checking savegame
15:25:54  <Celestar> Sutherland2: uses 100% CPU (in profile mode),
15:26:15  <Darkvater> AI?
15:26:32  <Celestar> dunno. profiling
15:27:08  <Biff> ok, it was in a savegame. when i removed the rails and recreated them it works
15:27:34  <Celestar> Darkvater: nope
15:27:37  <Celestar> Darkvater: 66.73     39.25    39.25     2879     0.01     0.01  CheckStationSpreadOut
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15:28:18  <Darkvater> for 2 airports?
15:28:38  *** HMage` [~HMage@] has quit []
15:28:49  <Celestar> Darkvater: no, it is more stations
15:29:01  <Biff> oh, bah
15:29:05  <Biff> never mind =)
15:29:58  <Celestar> Sutherland2: you there?
15:30:50  <Celestar> Darkvater: that function is slow :P
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15:30:54  <SGulsetg>
15:31:30  <Sutherland2> yeah now i am celestar
15:31:51  <guru3> SGulsetg: you can find it in the source
15:32:30  <Darkvater> Celestar: well, there is a warningfor having the spread too large ;)
15:32:46  <Sutherland2> what did u find out of? Celestar
15:32:54  <Celestar> Sutherland2: which part of "Warning: large setting slows game" is unclear :)
15:33:00  *** HMage [~HMage@] has quit [Ping timeout: 480 seconds]
15:33:03  <Celestar> Darkvater: it WAS at 64, but even with 32 it isn't that fast
15:33:10  <Celestar> Sutherland2: reduce maximum station spread
15:33:12  <Vikthor> Is there somewhere a list of known glitches and/or bugs of magic bridges?
15:33:36  <Celestar> Vikthor: some graphical glitches, anything else should be working
15:34:25  <Vikthor> Thanks, I think I might have found a glitch - when I build signal under the bridge, the signal is visible altough it should be screened by the bridge, so I suppose this known, right?
15:34:37  <Celestar> yes it is
15:34:45  <Celestar> it requires new signal sprites to be drawn.
15:35:05  <Vikthor> Aha ok, thanks
15:35:07  <Celestar> something which I cannot do now because I suck at doing so
15:35:22  <Sutherland2> heh but i have never gotten any trouble with that before i got a monster of a pc and i have had much bigger stations and things on my map before without even using half of my comps power. in that save game that i send u my avage cpu percent in use is 40%
15:35:28  <SGulsetg> guru3: Ye i know, have tried but wich file?
15:35:44  <guru3> the one with UDP in the filename
15:36:01  <Celestar> Sutherland2: yeah I think we need to speed up this function :)
15:36:10  <guru3> or any of the stuff involving udp is the query
15:36:42  <Darkvater> has it become suddenly slower or what?
15:36:51  <Darkvater> if Sutherland2 says he didn't have troubles with it
15:37:17  <scia> openttdcoop always has it at 64 too...
15:37:30  <Celestar> Darkvater: I'm not sure, still investigating
15:37:34  <Sutherland2> yes it did Darkvater suddenly it was just slow
15:37:46  <SGulsetg> network_udp.c - this file you think?
15:37:48  <Darkvater> could be some change KUDr did to it recently
15:38:06  <guru3> SGulsetg: sounds right
15:39:37  <Celestar> who calls this function all the time?
15:39:44  <KUDr> AI
15:39:51  <Celestar> uh
15:39:53  <Darkvater> hiya KUDr
15:40:00  <KUDr> hello master
15:40:45  <KUDr> CheckStationSpreadOut() was always so slow, but now it gets called much more often
15:41:31  <Celestar> KUDr: is there any way we can cache that data?
15:41:42  <Celestar> KUDr: why does it get called more often now?
15:41:46  <Celestar> what commit was it? :)
15:41:58  <KUDr> one solution could be to make this func faster (can be done easily), another one to change AI somehow
15:42:15  <SGulsetg> guru3: You know what to look for?
15:42:16  <Darkvater> see, tolda ya it was AI
15:42:23  <Darkvater> SGulsetg: what are you looking for?
15:42:29  <guru3> SGulsetg: not off the top of my head, i just did it once myself was all
15:42:40  <guru3> Darkvater: he's looking for the udp protocol stuff
15:42:45  <Celestar>  44.82     39.47    39.47     2900     0.01     0.01  CheckStationSpreadOut
15:42:45  <Celestar>  12.01     50.05    10.58  1685297     0.00     0.00  AiFindRandomTown
15:42:57  <Darkvater> what for?
15:43:00  <SGulsetg> Darkvater: Query
15:43:07  <SGulsetg>
15:43:07  <Darkvater> to get the stats?
15:43:09  <SGulsetg> Yes
15:43:15  <Celestar> KUDr: we need to accelerate that function. it takes 10 milliseconds per call
15:43:15  <Darkvater> don't EVER post your sessionid!
15:43:43  <KUDr> Celestar: ok, not so big problem i guess
15:43:58  <Celestar> KUDr: how would you accelerate it?
15:44:21  <KUDr> Celestar: to make it not walk thru all tiles
15:44:31  <Darkvater> SGulsetg: svn://
15:44:37  <KUDr> but only some square around the center
15:45:03  <SGulsetg> What profram do i need?
15:45:10  <Celestar> KUDr: the session spread out is only modified when the station is changed, so why not store this data then?
15:45:24  <Celestar> (don't save it, just cache)
15:45:38  <KUDr> Celestar: yes, caching could be even better, i agree
15:45:47  <SGulsetg> Program*
15:45:50  <Darkvater> SGulsetg: it's a PHP script, but you need subversion to get it. It's all there kinda
15:45:52  <SGulsetg> Cant open it with Firefox
15:45:58  <Celestar> KUDr: it should be easy as well.
15:46:15  <Darkvater> too bad websvn is still down :(
15:46:24  <KUDr> reducing will need to scan the old rectangle, extending can be done by concating rects
15:46:50  <KUDr> Celestar: yes, easy and better :)
15:47:19  <Celestar> ~...for (tile = 0; tile < MapSize(); tile++) {
15:47:19  <Celestar> ~...~...if (IsTileType(tile, MP_STATION) && GetStationIndex(tile) == station_index) MergePoint(&r, tile);
15:47:20  <glx> SGulsetg: you need a svn client
15:47:22  <Celestar> ~...}
15:47:26  <Celestar> IT SCANS THE WHOLE FUCKING MAP!!
15:47:35  <KUDr> YES - who will do it?
15:47:49  <Celestar> sorry but this is rather braindead :P
15:48:03  <blathijs> Celestar: What's that?
15:48:08  <blathijs> 09:21 [Undernet] -!- You have been marked as being away
15:48:12  <Celestar> blathijs: CheckStationSpreadOut
15:48:13  <blathijs> woops
15:48:27  <blathijs> Celestar: Ah, there's more braindead stuff in there I think :-)
15:49:17  <Celestar> THAT braindead?
15:50:09  <Celestar> KUDr: I think you volunteered
15:50:54  * KUDr is hiding behind stone
15:51:07  <Celestar> Sutherland2: don't worry. problem is known and will be fixed.
15:51:26  <KUDr> ok, i can try it
15:51:34  <Celestar> thanks KUDr *claps*
15:53:30  <Sutherland2> okay that sounds good
15:56:05  <Celestar> ok I needa go
15:56:25  <Celestar> cu
15:56:30  <SGulsetg> Darkvater: Thanks alot
15:56:41  <Digitalfox> So branch bridge has been merged with the trunk?? So the trunk builds now let us buld bridges over vertical tracks??
15:56:42  *** Celestar [] has quit [Quit: Lost terminal]
15:58:38  <Darkvater> SGulsetg: can I ask you something?
15:59:05  <Darkvater> SGulsetg: if you use it for yourself, could you put up some general version somewhere so other people can use it as well?
15:59:36  <SGulsetg> Ye
15:59:43  <SGulsetg> Ofcourse
15:59:46  <SGulsetg> *
16:00:16  <Darkvater> thanks :)
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16:14:30  <CIA-1> Darkvater * r7580 /trunk/gfx.c:
16:14:30  <CIA-1> -Fix (r7182): UTF8-merge changed the string handling a bit, now the str pointer for
16:14:30  <CIA-1>  control characters is at the next character, so take value and THEN increase
16:14:30  <CIA-1>  pointer, not the other way around. This bug could result in incorrect bb's computed
16:14:30  <CIA-1>  for strings.
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16:14:44  <Darkvater> sloppy peter1138 ;p
16:19:04  <CIA-1> rubidium * r7581 /trunk/lang/polish.txt: [Translations] -Change: overhaul of the Polish language file by MeusH to make use of the Unicode characters where needed.
16:19:45  <Athorium>  MiHaMiX
16:21:03  <Tuzlo> Trying to play a multiplayer game but when I select Join Game, the next window shows nothing, do I have something set wrong, is the server offline, but repotring wrong?
16:21:53  <Darkvater> Tuzlo: what is 'shows nothing'?
16:22:04  <Darkvater> eg no company, etc information? Just empty?
16:22:37  <Darkvater> server could be offline, server could be a dedicated server with no players, your firewall could block your request, the server's firewall could block your request, there could be mice in the close
16:22:41  <Darkvater> t
16:22:42  <Tuzlo> You can create a new company, spectate, join a company, theres no cmopanies listed and no company info on the right hand side of the window
16:22:55  <Wolf01> trac will never return online?
16:23:13  <Darkvater> Wolf01: I asked TL about it this afternoon, but I'm afraid not
16:23:19  <Tuzlo> hmmm, firewall.... Dont they all use the same ports?
16:23:29  <Darkvater> it seems severly broken and hogs all the CPU
16:23:31  <Tuzlo> oops, can =cant
16:24:08  <Wolf01> :( and now how i can see the commits? without using !commit rev xxxx
16:24:22  <glx> Tuzlo: and if you spectate, are there companies on the server?
16:24:37  <Darkvater> Wolf01: with tortoisesvn, svn log
16:25:13  <Tuzlo> glx: cant spectate, it's not selectabel
16:25:14  <Wolf01> oh
16:25:18  <Wolf01> good
16:25:54  <Darkvater> that's good Tuzlo, it would be a bug if you could
16:26:13  <Darkvater> Tuzlo: just create a new company and look. The symptom is no bug if you are first company on that server
16:26:30  <Tuzlo> Darkvater: it wont let you
16:26:47  <Tuzlo> server offline?
16:26:58  <Tuzlo> if so why does it come up in the listing?
16:26:59  <Darkvater> you can't join?
16:27:09  <Darkvater> then it's probably offline
16:27:13  <Tuzlo> cant join, spectate, or make a new company
16:27:19  <Tuzlo> ok
16:27:24  <Darkvater> you can refresh the list; the list is lagging sometimes
16:27:26  <Tuzlo> why does it come up in the listing then?
16:27:26  <Darkvater> which server is it?
16:27:32  <Tuzlo> I did refresh
16:27:36  <Tuzlo> sec
16:27:40  <Tuzlo> i'll find a cpl
16:28:06  <Tuzlo> !red's server of ill repute, first one I tried
16:28:28  <Wolf01> yeah, the tortoise svn log can do all the trac's functions
16:28:46  <Wolf01> i always thought that it logged the changes i made
16:28:54  <Tuzlo> once I look at them they disappear off the list too
16:29:01  <Darkvater> server is online, I can download map
16:29:20  <Tuzlo> hmmm
16:29:27  <Darkvater> Tuzlo: it works for me just fine
16:29:29  <Tuzlo> okie, do all servers use the same ports?
16:29:34  <Darkvater> it is most probably you
16:29:40  <Tuzlo> understood
16:29:40  *** scia [] has quit [Quit: Lost terminal]
16:29:46  <Darkvater> his server uses default port
16:29:49  <Darkvater>
16:30:20  <Tuzlo> wierd, I got the default port open. Gonna recheck that now
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16:30:47  <Tuzlo> 3978?
16:30:55  <Darkvater> !openttd ports
16:31:06  <glx> !openttd prot
16:31:11  <glx> !openttd port
16:31:12  <_42_> glx: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advsertise) communication (outbound)
16:31:13  <Tuzlo> heh
16:31:20  <Tuzlo> ok I got 3979 open too
16:31:32  <Tuzlo> sec
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16:34:51  <glx> Maedhros: ping
16:37:43  <Tuzlo> I just dont understand why I can get on one server but not another
16:39:35  <Darkvater> qball: did you try Rubidium's fix for MP crash?
16:41:33  *** Osai [] has joined #openttd
16:42:33  <qball> no time yet
16:43:30  *** Osai [] has left #openttd []
16:47:10  *** Zavior [] has quit [Quit: ( :: NoNameScript 4.02 :: )]
16:49:50  <Rubidium> Tuzlo: which server can you connect to and to which server can't you connect to
16:49:52  <Athorium>  MiHaMiX
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16:51:20  <Darkvater> Rubidium: << this one, works for me though
16:52:19  <Tuzlo> Rubidium: it was the firewall settings like Darkvater suggested, thing is I had to reboot openttd to get thru it once I changed them
16:54:20  *** TinoM [] has quit [Quit: Verlassend]
16:54:21  <Rubidium> ok, so it's solved :)
16:55:19  <Tuzlo> majority of them work now
16:55:35  <Tuzlo> souldnt have had to reboot the game though
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16:56:26  <Tuzlo> gave up on playing multiplayer for now, gonna work on a map
16:58:32  <Rubidium> the reboot is probably needed because the OS doesn't change the firewall settings for already running applications?
16:58:55  <Tuzlo> not sure
16:59:26  <Tuzlo> Rubidium: can anyone host a multiplayer game?
16:59:54  <Rubidium> in theory yes
17:00:01  <Tuzlo> ?
17:00:12  <Tuzlo> what about in practice
17:01:08  <Rubidium> but if they have a NATing router, you have to enable portforwarding and if you cannot modify the router, you cannot host the game
17:01:20  <Rubidium> as nobody can reach your computer from the internet
17:01:43  <Tuzlo> true
17:02:18  <Rubidium> also network connections with low throughput (< 10 kBps) or high latency (> 1 second) do not improve the gameplay
17:02:41  <Tuzlo> anyone wanna try connecting to me?
17:03:29  *** Aloysha [] has joined #openttd
17:04:02  <Rubidium> if you advertise to the internet and you'll see your server in the list at everyone should be able to connect to your server.
17:04:15  <Rubidium> s/'ll//
17:04:23  *** MVVMVV [~a@] has joined #openttd
17:04:41  *** stillunknown [] has quit [Quit: Leaving]
17:05:09  <Tuzlo> ah
17:05:12  <Tuzlo> that I didnt know
17:06:20  *** stillunknown [] has joined #openttd
17:06:27  <Tuzlo> Rubidiumtry connectin to
17:08:29  <Athorium> Hey, I have a problem with one file, I trying to solve a conflict but appears a lot of "white" spaces in red without text and I can't solve it.
17:08:38  <Athorium> someone can patch them?
17:09:08  *** _MVV_ [~a@] has quit [Ping timeout: 480 seconds]
17:09:50  <Rubidium> Athorium: what patch are you trying to apply?
17:09:57  <Athorium> townbuildnoroads
17:10:02  <Athorium> is very old
17:10:19  <Rubidium> have you updated your trunk checkout to the same version of the patch?
17:10:28  *** Aloysha [] has quit [Quit: Aloysha]
17:10:33  <Athorium> no
17:10:51  <glx> resolving conflict without C knowledge is not easy
17:11:00  <Athorium> I see... :S
17:11:15  <Athorium> I have 2 files that I can't solve it... with TortoiseSVN
17:11:24  <Athorium> someone can solve those conflicts? with the .diff file
17:11:39  <Rubidium> you have less chance of conflicts if you apply the patch to the version the diff was made against and then update to the latest revision than applying the patch to the latest revision.
17:12:04  <glx> but he wants to appy it on 0.5.0-RC1
17:12:10  <Athorium> but I have a lot of patches installed...
17:12:26  <Athorium> 0.4.8, miniIN, quark's multipatch, some 0.5.0 things...
17:12:30  <Noldo> make a clean check out then
17:13:13  <Athorium> but if I make a checkout I can lose any 'no oficial' feature... or not?
17:13:22  <glx> exact
17:13:41  <stillunknown> Athorium: patches are not like mods, stay away if you don't know enough
17:13:57  <Athorium> but, some patches are very useful...
17:15:02  <Athorium> I'm going crazy to find a townbuildnoroads... -_-
17:15:13  <Athorium> and now that I finded one... but are out-of-date... -_-
17:15:49  <Rubidium> it is nice that this shows that maintaining for example MiniIN isn't as easy as most users think :)
17:16:05  <Athorium> hehe
17:16:27  <stillunknown> MiniIN "died" much later than i expected
17:16:41  <Athorium> I'm not say that are easy... I know, but I think that can add some features that "exists" in forums but no ones renews it
17:17:20  <Rubidium> Athorium: you can possibly make the patch up-to-date to make a new checkout of trunk of revisionOf(patch), apply the patch and them update to the latest revision. Then make a patch of that (if it didn't create any conflicts) and apply that to your 'extra-feature' version
17:17:40  <Athorium> I doing it
17:18:02  <glx> but it can still conflicts with other patches
17:18:10  <Athorium> I making a r4549 checkout
17:19:35  <Rubidium> glx: true, but then we know where the problems are and can say whether it is feasible for him to have a working version of that patch in the 'extra-feature' version
17:19:52  <glx> ok my local copy of newhouses is synced up to r7572. Now I need to talk with Maedhros and Belugas to fix a map conflict
17:20:06  <stillunknown> I think the MiniIN has spoiled people, the trunk has a lot of neat stuff these days.
17:21:11  <stillunknown> not to mention less bugs
17:21:12  <Rubidium> stillunknown: certainly. Most think features that have gone into MiniIN via trunk are only in MiniIN and they generally like buggy features
17:21:28  <Rubidium> glx: what about the map conflicts?
17:21:51  <Tuzlo> what is MiniIN ?
17:22:16  <glx> Rubidium: bridges uses bits 6-7 in m6 but bits 3-7 are already used in newhouses
17:22:43  <Rubidium> glx: ouch
17:22:48  <Rubidium> Tuzlo: deprecated :)
17:23:03  <stillunknown> is the bridge branch usefull these days?
17:23:14  <glx> no because it's now in trunnk
17:23:28  <stillunknown> since?
17:23:32  <glx> today
17:23:49  <Rubidium> !openttd commit 7576
17:23:57  <_42_> Commit by celestar :: r7576 /branches/bridge/ (9 files in 3 dirs) (2006-12-27 14:24:56 UTC)
17:23:57  <Rubidium> !commit 7576
17:24:00  <_42_> [bridge] Sync with trunk r7569:7575 to start development on other bridge features
17:24:14  <Rubidium> so, yes bridge branch is still usefull :)
17:24:42  *** Tron [] has joined #openttd
17:24:45  <glx> I missed this commit :)
17:25:08  * stillunknown is installing a new openttd now.
17:26:36  <stillunknown> btw, i thought only m1..m5 existed?
17:27:08  <glx> m1..m5+extra in trunk, extra renamed to m6 in newhouses, and m7 added
17:27:09  <Rubidium> stillunknown: that is true
17:27:39  <Rubidium> grr... the landscape*.html docs aren't up-to-date in newhouses
17:27:57  <glx> neither in trunk :)
17:28:25  <Rubidium> due to the bridge merge?
17:29:08  <KUDr> Darkvater: any idea why my VC8 doesnt like '...' in macro formal parameter list ?
17:29:28  <Darkvater> yours?
17:29:31  <Darkvater> donnu; mine likes it
17:29:37  <KUDr> hmm
17:29:51  <KUDr> p:\Proj\SVN\OpenTTD\trunk\cur\debug.h(26) : error C2010: '.' : unexpected in macro formal parameter list
17:29:53  <Darkvater> what doesn't it like?
17:30:07  <Darkvater> :O
17:30:10  <Darkvater> latest rev?
17:30:20  <KUDr> yes
17:30:41  <Darkvater> I have no idea :(
17:30:45  <KUDr> after r7565
17:30:46  <Tuzlo> is there a way to alter the economy in a scenario you make?
17:31:03  <stillunknown> does the wagon removal switch remove one wagon when going from single locomotive to double?
17:31:14  <Darkvater> KUDr: tried a full rebuild yet?
17:31:20  <KUDr> yes
17:31:37  <KUDr> seems to be unsupported extension
17:32:01  <KUDr> maybe Tron can know it
17:32:25  <Darkvater>
17:33:06  <KUDr> hmm
17:33:13  <KUDr> nice to know
17:33:25  <KUDr> but would be even nicer to get it work
17:34:34  <Darkvater> well, it does work
17:34:38  *** TinoM [] has joined #openttd
17:35:42  <Darkvater> hmm doesn't work for VS2003...
17:36:09  <KUDr> aha, i see - i have running VS2003 (dunno why not 2005)
17:38:05  *** Peakki [] has joined #openttd
17:38:06  <Athorium> I don't know how to solve those conflicts... -_-
17:38:14  <KUDr> you are right VS8 works
17:38:30  <Darkvater> hmm, ok this sucks...
17:38:42  <KUDr> Darkvater: dropping VS2003 support?
17:39:09  <glx> hmm VS2003 is needed for win9x compatible builds IIRC
17:39:23  <KUDr> aha
17:39:30  <KUDr> then hmmmm
17:39:56  <Darkvater> ok this FUCKING SUCKS
17:39:58  <Darkvater> fuckinasdl;ka jsf98weh fapo
17:39:58  <Darkvater> dfj as
17:39:58  <Darkvater> jf
17:40:00  <Darkvater> goddammit
17:40:56  <ln-> fucking sucks... ok, most people like sex, but obviously some don't.
17:41:54  <Sacro> ln-: perhaps its like dancing, its do-able on your own, but better with a partner
17:42:41  <Darkvater> I need some more time for this
17:42:59  <Darkvater> why are these MS compilers so fucking crappy
17:43:02  <Rubidium> glx: for newhouses there is nothing we can do except a lot of reordering
17:43:32  <glx> Rubidium: I know, that's why I need to talk with the "creators" :)
17:43:46  <glx> as they know what is where in the map
17:43:50  <glx> (I hope)
17:47:54  <Tuzlo> Darkvater: you answered your question your self
17:53:28  <Rubidium> glx: there are not enough bits free, unless they are going to have 256 instead of 512 house types
17:53:54  <glx> looks bad
17:54:40  <Rubidium> or they have to chop the number of animation frames down by 50 percent
17:57:41  *** MeusH [] has joined #openttd
17:57:46  <MeusH> hello
17:57:53  <Rubidium> hmm, where are the 'random' bits for?
17:58:31  <Rubidium> as those bits they are _never_ set
18:00:30  <glx> we need to find 2bits free for all tile types
18:01:57  <Rubidium> glx: why?
18:02:25  <mattt_> if i set up a station as a cargo relay, how do i have a train drop cargo off but not take any?  unload?  transfer *and* take seems counter intuitive (and doesn't work ^_^)
18:02:50  <glx> or at least for every tile type that can have a bridge over it
18:03:28  <Tuzlo> miniIN, you cant see the town names?
18:03:33  <mattt_> ooohhh
18:03:34  <mattt_> got it :D
18:03:36  <glx> mattt_: transfer and leave empty I guess
18:03:46  <Tuzlo> unload does the same thing I think
18:03:48  <mattt_> right, you have to hit transfer then unload on the orders menu
18:04:01  <mattt_> thanks
18:04:02  <Tuzlo> I never had a problem
18:04:15  <Rubidium> hmm, currently bridges over houses are not allowed, so the bits are 'in theory' free
18:04:38  <hylje> bridges over everything plz
18:04:46  <Tron> bridges over houses are graphically not feasible
18:04:58  <glx> Rubidium: right as the bits used are for lift (means tall building)
18:05:25  <Rubidium> well, bridges over _any_ town building are not allowed, so the bits shouldn't be used for those
18:06:47  <Rubidium> bridge can only go over MP_(CLEAR|STREET|WATER|RAIL|UNMOVABLE|TUNNELBRIDGE) tiles, so the bits for MP_HOUSE should be safe :)
18:07:03  <glx> ok I continue to sync then :)
18:09:07  <Athorium> how can I solve this conflict?
18:11:47  *** _MVV_ [~a@] has joined #openttd
18:11:56  <peter1138> yeah
18:12:01  <peter1138> bridges can't go over buildings
18:12:11  <peter1138> so bit usage isn't a problem
18:13:38  <MeusH> Athorium: change "mine" file so that it looks as similiar to "theirs" as possible
18:14:01  <Tuzlo> Im sittin in a game as a spectator, once someone starts a server can it be left alone? There seems to be no one on this server at all besides me but there are companies running
18:14:08  <Athorium> uhmm if I with UltraEdit add all strings of Theirs and add mine "townsbuildnoroads" feature?
18:14:24  <Gonozal_VIII> tabs/spaces are coding style
18:14:33  *** MVVMVV [~a@] has quit [Ping timeout: 480 seconds]
18:14:41  <peter1138> btw
18:14:43  <peter1138> hello
18:15:12  <hylje> :o
18:15:54  <peter1138> i'm so glad svn up takes hardly any bandwidth :D
18:16:17  <MeusH> Athorium, you just edited what you shouldn't edit
18:16:34  <Athorium> ?
18:16:44  <MeusH> the point of revisions is to make changes in separate commits
18:16:58  <MeusH> and if you make a patch concerning building roads, don't fix spaces-tabs
18:17:06  *** MVVMVV [~a@] has joined #openttd
18:17:11  <MeusH> and I think OpenTTD sticks with spaces
18:17:21  <peter1138> ...
18:17:22  *** Zr40 [] has joined #openttd
18:17:26  <peter1138> tabs for indent
18:17:31  <peter1138> spaces for alignment
18:18:09  <MeusH> yes, thanks for strict information :)
18:18:21  <MeusH> so even if you see something is wrong, make another patch and inform developers about bug you spotted
18:18:27  <MeusH> just don't fix many things in one patch
18:19:31  <Born_Acorn> Now that bridges has been merged, lets work on Maedhros' diagonal crossings! :p
18:19:57  <Athorium> but, if I need to choose one of those options, always says me that can conflict, or not?
18:20:33  <peter1138> what?
18:20:41  <MeusH> Athorium, I don't know what you mean now, but if you add just one line there will be no problems
18:20:51  <MeusH> and AFAIK you don't need to add any lines more
18:21:02  <MeusH> at least for this separate feature
18:22:43  *** _MVV_ [~a@] has quit [Ping timeout: 480 seconds]
18:23:06  <peter1138> hmmm
18:23:13  <peter1138> bridge merge has removed railtype conversion
18:24:02  <MeusH> hmm?
18:24:05  <MeusH> i'll $make
18:25:01  <peter1138> if (!IsTileOwner(tile, _current_player) ||
18:25:01  <peter1138> -                                       GetRailType(tile) != railtype) {
18:25:08  <peter1138> what is that doing there...
18:25:09  <Tron> peter1138: so it's still in the same unfinished state but this time somebody even managed to fuck it up?
18:25:21  <CIA-1> rubidium * r7582 /trunk/ (newgrf_config.c newgrf_config.h): -Fix (r7490): appending static GRFs to the list of to-be loaded GRF for a game could result in duplicate GRFs in that list, which can cause a segmentation fault while loading the GRFs.
18:26:39  <peter1138> hello tron
18:29:07  <Frostregen> uhm...will it stay this time? *shortly before converting code*
18:29:38  *** Purno [] has joined #openttd
18:29:38  <CIA-1> peter1138 * r7583 /trunk/rail_cmd.c: -Fix (r7573): Merging of bridge branch broke (partially reverted?) automatic railtype conversion when building track on existing rail.
18:30:46  <peter1138> irssi needs a scrollbar, heh
18:31:02  <peter1138> pgup/pgdown through a days worth of irc is painful
18:32:45  <peter1138> in some useful to me but no-one else news, my leccy meter was changed from prepay to credit today :D
18:33:18  <Sacro> peter1138: whoohoo, prepay meters are a pain in the arse
18:33:57  <Sacro> especially when your meter is in a council locked cupboard, so you have no way of checking your balance or topping it up without assistance
18:34:09  <Sacro> and that assistance is only available 9-5 mon-friday
18:35:39  <peter1138> heh
18:35:43  <peter1138> mine wasn't
18:35:47  <peter1138> it was a still a pain in the arse though
18:36:12  * Rubidium has no idea where a leccy meter is used for nor what it is either :)
18:36:14  <Athorium> yeah, i think that I know how to solve conflicts... :D
18:36:42  <peter1138> leccy == electric
18:37:06  <Rubidium> ah, that makes sense
18:37:16  <hylje> your slang is silly
18:42:48  <qball> openttd: players.c:849: CmdPlayerCtrl: Assertion `_local_player == PLAYER_SPECTATOR && _network_playas == p->index' failed.
18:42:51  <qball> weee
18:44:04  <Rubidium> how did you do that?
18:44:23  <qball> eeuh a game that restarted
18:44:37  <qball> dbg: [NET] Trying to execute a packet in the past!
18:44:37  <qball> openttd: network.c:1197: NetworkHandleLocalQueue: Assertion `0' failed.
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18:44:40  <tV2_> hi
18:44:46  <qball> I think I should run it 32bit..
18:44:49  <qball> this is not fun anymore
18:45:02  <Rubidium> still running 0.5.0-rc1?
18:45:09  <qball> yeah
18:45:24  <tV2_> I have updated OTTD from 0.48 to 0.50 and I got error message
18:45:27  <Rubidium> it should have been fixed in trunk already
18:45:41  <peter1138> some thing like "error: ottd version doesn't exist" ?
18:46:00  <tV2_> no
18:46:21  <tV2_> "Your openttd.grf file is corrupted or missing!"
18:46:39  <peter1138> ah
18:46:43  <tV2_> Before It wasn't been corrupted...
18:46:48  <peter1138> use all the files in the download
18:46:57  <peter1138> because... they can change
18:47:40  <peter1138> urghle
18:47:52  <peter1138> vehicle breakdowns are horrible
18:48:15  <tV2_> eee
18:48:16  <tV2_> shit
18:48:29  <XeryusTC> Peakki: duh, ofcourse they are
18:48:32  <tV2_> I have installed it from .deb package
18:48:46  * XeryusTC scuttles off :P
18:48:48  <tV2_> and It doesn't include new files O_o
18:49:10  <Rubidium> blathijs: ^
18:50:39  <peter1138> ah, that'll explain it
18:50:54  <peter1138> should i commit tractive effort?
18:50:56  <peter1138> hmm
18:52:18  <CIA-1> glx * r7584 /branches/newhouses/ (151 files in 16 dirs): [NewHouses] -Sync with trunk r7507:7583 (savegames from previous newhouses build won't load)
18:56:09  <Rubidium> tV2_ please wait till blathijs responds as he knows most about the .deb files (he made them)
18:56:59  <tV2_> Rubidium, ok, I solved my problem
18:57:22  <Rubidium> what did you do to solve it?
18:58:20  <tV2_> I downloaded windows zip and I copied data folder
19:00:26  <Darkvater> qball: did you still not try Rubidium's patch?
19:00:33  * peter1138 aways
19:01:10  <Athorium> uhmmm is possible that "townbuildnoroads" are not compatible with yapf? :S
19:01:22  <glx> since when missing newgrf on game loading closes openttd ???
19:02:05  <Noldo> glx: it's one of the included in the distribution ones
19:02:23  *** glx|away [] has joined #openttd
19:04:51  <stillunknown> is terragenesis slow on arctic maps?
19:05:04  <stillunknown> the industry generation is slow
19:05:13  <XeryusTC> glx: you had any use of my diff for that newhouses syncing?
19:05:18  <stillunknown> normally only the first 50-100 are slow
19:05:19  <Rubidium> industry generation has always been slow
19:06:02  <Darkvater> 3
19:06:23  *** GoneWacko [] has quit [Read error: Operation timed out]
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19:06:44  <Athorium> what is this: La macro SDT_VAR requiere 11 argumentos, pero solo se han encontrado 10
19:07:07  <hylje> macro wants 11 arguments but got 10
19:07:08  <mattt_> know what would be snazzy?  in a vehicle's viewport, when loading/unloading, show the percentage full and maybe even the fill rate (% filled per day)
19:07:11  <Athorium> yes
19:07:20  <Athorium> why says this?
19:07:32  <hylje> it got 10 arguments instead of 11
19:07:41  <Athorium> and...
19:08:57  <stillunknown> it needs 11 arguments, obviously
19:09:24  <Athorium> and how can I add the other argument, and what are the other argument? :S
19:09:27  *** glx [] has quit [Ping timeout: 480 seconds]
19:10:02  <Rubidium> Athorium: there is a file and line number in before that error message
19:10:17  <Athorium> yes
19:10:20  <Rubidium> well, that line is wrong and needs one argument to be added
19:11:04  <Athorium> uhmmm
19:11:15  <Rubidium> but the location and the value of the parameter are unknown
19:11:18  <Athorium> a lot of more errors ocurs, I think because the main problem is this...
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19:15:45  <DarkSSH> dammit, that crappy ssh connection :s
19:15:50  <DarkSSH> can't get back to it
19:16:10  <DarkSSH> gaah
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19:16:26  <hylje> i sense a great deal of doing it wrong
19:16:50  <Rubidium> Athorium: the problem is that trunk has been changed dramatically since the creation of the patch and caused non-trivial conflicts or compile errors. And that nobody who has a fair understanding of the inner workings of OpenTTD has updated the patch.
19:17:49  <Athorium> uhmmm
19:17:58  <Athorium> the line that shows me "fail" is this: 	 SDT_VAR(Patches, snow_line_height,SLE_UINT8, 0, 0, 7, 2, 13, STR_CONFIG_PATCHES_SNOWLINE_HEIGHT, NULL),
19:18:42  <Athorium> after this says me that the same line, 'SDT_VAR' not declared
19:18:44  <Rubidium> have you had that line in one of the conflicts?
19:18:59  <Athorium> yes I solved it from one conflict with this
19:19:08  <Athorium> 	SDT_BOOL(Patches, townscanbuildroads, 0, 0, true, STR_CONFIG_PATCHES_TOWNSCANBUILDROADS,NULL),
19:20:29  <Rubidium> you removed the trunk line of code in favor of the one in the diff?
19:20:45  <Athorium> no, I no removed it, only changed to one down
19:21:20  <Athorium> snow_line mainly in line 1348, but now in 1348 is townscanbuildroads, 1349 is snow_line
19:21:43  <Rubidium> which revision did you apply the patch against?
19:21:55  <Rubidium> or rather, which revision do you have now?
19:22:39  <Athorium> I have the latest
19:22:49  <Athorium> the patch revision are from... r4549
19:23:08  <Rubidium> so you did remove the current trunk line in favor of the one from r4549
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19:23:37  <Athorium> uhmmm... I tried to add townsbuildroads in other line, and not works... :(
19:24:55  <Athorium> I'm going crazy... I need townbuildnoroads!!!
19:25:27  * Rubidium needs to go... good luck with it Athorium
19:26:48  <Athorium> I go to eat...
19:26:50  <Athorium> c u
19:40:30  <peter1138> back
19:40:46  <peter1138> hmm, and no darkvater
19:41:09  * peter1138 wonders how to fix this VRF_GOINGUP/GOINGDOWN bug
19:41:37  <peter1138> it has a nasty effect with depots
19:45:09  *** RichK67 [~RichK67@] has joined #openttd
19:45:15  <peter1138> hello rich
19:45:19  <RichK67> hi
19:46:29  <RichK67> has brianetta been about?
19:47:12  <Athorium> i'm back
19:47:46  <peter1138> !seen brianetta
19:47:46  <_42_> peter1138, if you can't see brianetta here right now, you probably need new glasses. ^_^
19:47:49  <peter1138> hmm
19:47:58  <peter1138> useless thing
19:48:02  <RichK67> arent bots useful ;)
19:48:44  <Athorium> well.. I go to continue with my AVE 102
20:06:26  <Tuzlo> openttd 0.5.0 doesnt load png's in heightmap?
20:08:13  *** MeusH [] has left #openttd [bye - leave]
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20:08:42  <MeusH> stupid winblows
20:09:00  <SpComb> Logs:
20:09:00  <MeusH> !logs
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20:12:35  *** Sutherland2 [] has quit [Quit: ( :: NoNameScript 4.02 :: )]
20:20:29  * Brianetta is here
20:20:54  <Brianetta> Sorry, I was playing with my new Eagle Transporter
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20:25:04  <Sacro> RichK67!
20:26:50  <RichK67> hi hi
20:27:34  <RichK67> hi brianetta - any chance on the next game of settings the freightweight multiplier to something like 5?? it would mean that heavy freight is actually heavy
20:27:47  *** YogSothoth [] has quit [Ping timeout: 480 seconds]
20:27:48  <Sacro> :o not 5
20:28:22  <RichK67> i tried the last game with it set at 5, and it gave a better "feel" - certainly late in the game
20:30:49  <Brianetta> They can still stop on a sixpence for a red
20:31:36  <Brianetta> brb, Red Dwarf
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20:39:19  <Biff> why does the game speed up when i hit alt tab?
20:39:29  <Biff> some of the time?
20:39:36  <Sacro> because its not redrawing the screen?
20:39:57  <Sacro> or, probably because tab is the speed up button
20:40:00  <hylje> Biff: tab speeds up teh game
20:40:21  <Biff> ah
20:40:34  <Biff> so when it changes programs it doesnt detect keyup
20:40:45  <Biff> and carries on at full speed
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20:45:31  <RichK67> bbl
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20:46:59  <Biff> hylje: any idea where to disable this "feature"
20:47:00  <Biff> ?
20:47:06  <hylje> no
20:47:15  <Biff> crap
20:47:30  <Biff> hmm
20:51:08  <Athorium> hey, if one train that normally have 32 of lenght, have 35 lenght, make any problem?
20:51:30  <MeusH> yeah, you must add two platform tiles to station in the train's orders
20:51:33  <Gonozal_VIII> longer loading time if the station isn't long enough
20:52:43  <Biff> where in the code are the keyboard shortcuts?
20:53:03  <MeusH> hmm try *_gui.c files
20:53:17  <MeusH> mail_gui or misc_gui
20:54:17  <Athorium> If I made a train of 35 pixels length, instead of 32 pixels length, can may cause some problem?
20:54:26  <Gonozal_VIII> windows task bar stays visible ingame even with full screen mode, no need to alt-tab out of the game for me
20:54:36  <Gonozal_VIII> ah pixels
20:54:37  <MeusH> Athorium, so you mean wagon sprites?
20:54:46  <Athorium> yes
20:54:51  <Athorium> one "loco"
20:55:00  <Biff> Gonozal_VIII: this is linux, but the problem comes i think only when i alt-tab beetwhen windows
20:55:02  <MeusH> Athorium, coder should handle this, I think
20:55:16  <Athorium> I can create a train with 35 pixels without problems?
20:55:19  <Athorium> fiuf...
20:55:22  <Biff> going past the openttd window it fast forwards
20:55:39  <MeusH> Athorium, I don't know
20:55:39  <Gonozal_VIII> dbset has engines and wagons of different length
20:55:53  <Athorium> but, the maxium length is 32 I think...
20:56:02  <Gonozal_VIII> oh
20:56:43  <Gonozal_VIII> what engine is that long?
20:56:45  <Athorium> I'm not sure if you exceed this 32, can cause that train go between the other wagon
20:56:58  <Athorium> Gonozal_VIII AVE 102
20:57:19  <Athorium> I think that I maked a little more bigger scale than TTD required... :P
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20:58:27  <DarkSSH> :(
20:58:34  <DarkSSH> when did Darkvater leave?
20:58:49  <glx> [20:23:12] Darkvater [] a quitté IRC : Ping timeout: 480 seconds
20:59:12  <DarkSSH> great, just great
20:59:17  <DarkSSH> still cna't get back though
20:59:35  <Athorium> ^^¡
21:00:10  <Athorium>  DarkSSH TTD support only max 32 sprite length on trains?
21:00:31  <Biff> WKC_TAB is nowhere to be found :/
21:00:36  <Biff> except network_gui.c
21:00:41  <DarkSSH> no idea, perhaps
21:01:43  <Athorium> ok well, when someone would to test the train we can see it... hahah
21:01:50  <glx> Athorium: when drawing stuff follow ttdpatch specs
21:02:07  <Athorium> I follow Purno's tutorial
21:02:36  <Athorium> I "learned" with them
21:02:53  *** Darkvater [] has joined #openttd
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21:03:01  <DarkSSH> hmm
21:03:18  <Darkvater> it's back \o/
21:03:24  *** Purno [] has quit [Read error: Connection reset by peer]
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21:04:33  <Athorium> xDD
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21:09:30  <Biff> !!_fast_forward, what does that do?
21:11:26  <MeusH> where is it?
21:11:43  <MeusH> you wrote just a single name
21:11:46  <MeusH> I think
21:12:06  <Biff> main_gui.c:1846
21:12:38  <Biff> i wonder if that enables fast forward
21:18:33  <Tron> no, this is just the graphical display of fast forward button
21:19:03  <Tron> (why does it say SetWindowDirty()? The widget should suffice)
21:23:31  <Biff> hmm
21:23:58  <Biff> ok, then ill give up :/ no clue where the keyboard shortcut is defined then
21:24:18  <Darkvater> Biff: what are you looking for?
21:24:38  <Biff> Darkvater: why/where the game speeds up because tab is held down
21:24:39  <MeusH> I think he wants to disable a shortcut
21:24:43  <MeusH> try looking for "TAB"
21:24:46  <peter1138> Athorium: TTD supports only 28 pixel length
21:24:48  <Biff> i did
21:24:53  <MeusH> and?
21:24:57  <peter1138> Athorium: OpenTTD and TTDPatch support up to 32 pixels
21:25:02  <MeusH> try "keypress"
21:25:12  <Athorium> ok, excellent
21:25:13  <Athorium> ^^
21:25:14  <peter1138> (by setting a property via newgrf)
21:25:19  <Darkvater> video/win32_v.c:807
21:25:26  <peter1138> (although dbsetxl doesn't do that, as it's pre-32px support)
21:25:29  <Darkvater> Biff: about the same somewhere in the sdl_v.c file
21:25:29  <Athorium> thx
21:25:37  <Biff> MeusH: yup, i only found it in network_gui
21:25:45  <MeusH> o_O
21:25:45  <peter1138> you can draw longer, but it'll mess up in some places
21:26:03  <peter1138> Tron: i saw an obvious fix for VRF_GOINGUP/DOWN
21:26:05  <MeusH> peter1138, like being drawn under ground sprites of surrounding tiles?
21:26:11  <peter1138> MeusH: yeah
21:26:23  <Biff> aha
21:26:27  <Darkvater> and the cocoa_v.m file
21:26:29  <Biff> i didnt grep -r
21:26:34  <MeusH> peter1138, I saw it many times with planes, and you certainly know the issue. Is it fixable?
21:26:43  <Biff> didnt realise this was video code :p
21:26:46  <peter1138> it's sprite bounding boxes
21:27:12  <peter1138> there are two issues with aeroplanes
21:27:14  <Athorium> yeah! I finished the AVE 102, only the loco, now... I need to make the wagons... -_-'
21:27:21  <peter1138> mostly they're far too large to fit into the hangar
21:27:35  <peter1138> and then there's the airport on foundation problem
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21:29:33  <peter1138> hmm, there are a lot of sprite sorting issues with bridges atm
21:29:47  <Tron> oh really? how /unexpected/
21:29:56  <Biff> ok, trying to fix it now
21:29:58  <hylje> nobody expects the spanish sprite sorting issues
21:30:03  <peter1138> Tron: they were there before the merge
21:30:18  <Tron> oh really? how /unexpected/
21:30:36  <peter1138> i see
21:31:39  <peter1138> well, i guess sarcasm's useful
21:31:42  <peter1138> so
21:32:51  <Athorium>  hylje what u mean?
21:33:20  *** Gonozal_VIII [] has quit [Ping timeout: 480 seconds]
21:33:31  <hylje> Athorium:
21:33:56  <Athorium> omg
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21:34:44  <MeusH> peter1138, what kind of issues you mean?
21:34:47  <MeusH> fountation maybye?
21:35:11  <peter1138> flickers
21:35:41  <peter1138> has been like it for a while
21:37:21  <Biff> ok, this seemed to work better: " if (keys[SDLK_TAB] && !(mod & KMOD_ALT))"
21:37:49  <glx> Biff: only valid for sdl driver
21:37:55  <Darkvater> Biff: what are you doing?
21:38:32  <Biff> Darkvater: trying to fix so that the game does not speed up when i alt-tab past the window
21:39:12  <Darkvater> in what circumstances?
21:39:13  <Darkvater> SDL?
21:39:55  <Biff> well, that was the place i found it
21:40:15  <Darkvater> no I mean when does it happen
21:40:20  <Biff> oh, yes
21:41:03  <Biff> i have misunderstood probably, i thought sdl was used for all platforms :)
21:41:16  <Darkvater> when does it happen Biff ?
21:41:17  <peter1138> it's not :)
21:41:53  <Biff> Darkvater: when i alt-tab beetwhen windows, when i pass the openttd window it fast forwards
21:42:04  <Darkvater> windows?
21:42:07  <Biff> no, linux
21:42:20  <Darkvater> hmm, lemme see
21:42:26  <peter1138> now that's a strange windowmanager
21:42:41  <Biff> gnome :p
21:43:41  <Biff> cant remember it happening before i started using svn-version
21:43:49  <peter1138> gnome isn't a windowmanager...
21:43:55  <Biff> true
21:44:04  <peter1138> (sigh*
21:44:10  <peter1138> web pages are so big these days
21:44:16  <Darkvater> it doesn't do that here
21:44:20  <Darkvater> hehe poor peter1138
21:44:45  <Biff> peter1138: no problem, get a faster connection :p
21:44:54  <Biff> Darkvater: hmm. weird
21:45:51  <Biff> happens all the time for me when im switching windows, because i'm not playing full screen
21:46:01  <Biff> and i have other programs up on my secondary monitor
21:46:17  <blathijs> tV2_: Still around?
21:46:29  <tV2_> ee?
21:46:52  <blathijs> tV2_: About you're grf problem, I see you've solved it?
21:47:00  <tV2_> yep
21:47:09  * peter1138 idly closes FS471
21:47:10  <blathijs> tV2_: I'm curious as to how you managed to create the problem in the first place...
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21:48:55  <blathijs> tV2_: Could you give me your /var/lib/dpkg/info/openttd.md5sums file? DCC, or pastebin or something?
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21:49:29  <Tuzlo> correct me if im wrong, cities accept goods.....
21:49:35  <blathijs> tV2_: Or just paste the openttd.grf line
21:49:36  <tV2_> for what? I only copied a new data files and It work
21:49:48  <Darkvater> peter1138: #471 lol
21:50:01  <blathijs> tV2_: Yes, but it should not have been broken in the first place
21:50:17  <tV2_> blathijs, ok
21:50:30  <glx> Tuzlo: not all buildings
21:51:32  <Tuzlo> glx: which ones then?
21:51:44  <glx> use the query tool
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21:51:49  <Tuzlo> tryin to find a city that will accept them but cant find one so fat
21:51:51  <Tuzlo> far
21:51:58  <Tuzlo> k
21:52:18  <glx> you'll see some buildings with "goods (?/8)"
21:52:25  <tV2_> blathijs, Does OTTD make a log file?
21:52:58  <blathijs> tV2_: Don't think so
21:53:09  <glx> tV2_: yes with "openttd >file 2>&1"
21:53:46  <tV2_> blathijs, I got "openttd.gfx missing or corrupted" or something like it
21:53:52  <blathijs> tV2_: Could you paste me the line?
21:54:03  <Tuzlo> glx, yeah found one in the town I am transportin to but they arent buyin
21:54:08  <tV2_> I cannot, I don't have logs
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21:54:58  <blathijs> tV2_: I mean the line from /var/lib/dpkg/info/openttd.md5sums
21:55:04  <glx> Tuzlo: you need more accepting buildings (to have a sum of at least 8 in the station catchment area)
21:55:06  <blathijs> concerning openttd.grgf
21:55:11  <blathijs> grf
21:55:44  <Tuzlo> damn towns are too small
21:57:10  <tV2_> blathijs,
21:59:05  <blathijs> tV2_: And the output of md5sum /usr/share/games/openttd/data/openttd.grf  ?
21:59:13  <Tuzlo> frig it, I give up on that game
21:59:18  <blathijs> "md5sum /usr/share/games/openttd/data/openttd.grf ", without the quotes
22:00:01  <tV2_> 592219e06ee7b6a35553cc9ebcafcc83
22:01:00  <tV2_> mhm, the same result
22:04:10  <blathijs> that means your current file is correct, which isn't much of a surprise
22:04:18  <blathijs> still wondering how the wrong file ended up there though
22:04:35  <blathijs> tV2_: You only installed 0.5 over a working 0.4.8 installation?
22:04:45  <tV2_> yes
22:04:49  <tV2_> From .deb
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22:07:48  <blathijs> tV2_: I'll try the same thing tomorrow, installing 0.4.8 and upgrading to 0.5
22:08:10  <tV2_> maybe it didn't overwrite the files?
22:08:45  <blathijs> I can't see why it wouldn't. Perhap because the files had modifications, but I don't think that's a problem
22:09:08  <blathijs> tV2_: Perhaps you could try downgrading and upgrading again tomorrow, to see what happens?
22:09:14  <blathijs> Anyway, I'm off now, good night!
22:09:19  <tV2_> bye
22:09:21  <blathijs> tV2_: Thanks for the help so far
22:09:25  <tV2_> no problem
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22:15:13  <Biff> ok, the bug is something else, when i alt tab to some window and back to openttd the fast_forward sometimes get enabled and stuck
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22:21:51  <peter1138> bye
22:22:08  <Darkvater> gn
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22:46:47  <Athorium> hey, is possible to make my idea?
22:50:09  <KUDr> <- can somebody review and test it on GCC/linux please?
22:50:41  <glx> KUDr: is gcc/windows a good test too?
22:50:50  <KUDr> hope so
22:50:57  <KUDr> gcc is gcc i guess
22:51:10  <KUDr> thanks
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22:55:28  <glx> KUDr: compiled fine
22:57:13  <KUDr> good
22:57:28  <KUDr> then it should also work i hope
22:57:39  <glx> +    TileIndex end_tile = MapSize(); <-- not really needed
22:57:54  <glx> you can use MapSize() directly in the for
22:58:06  <KUDr> maybe
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22:59:20  <KUDr> ok, removed
22:59:26  <KUDr> anything else?
23:00:51  <KUDr> glx: ready to commit?
23:01:13  <glx> I'm finishing to read the diff :)
23:01:30  <KUDr> objections?
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23:03:20  <glx> looks ok for me
23:04:11  <KUDr> ok, thanks
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23:05:34  <MeusH> Athorium, what's your idea?
23:06:10  <Athorium> prevent towns to build roads on my own roads
23:06:51  <Athorium>
23:07:12  *** tV2_ [] has quit [Remote host closed the connection]
23:11:18  <Bjarni> Athorium: man, that's an ugly station
23:11:31  <Athorium> :? what station?
23:11:46  <Bjarni> the one everybody else talks about
23:11:50  <CIA-1> KUDr * r7585 /trunk/ (station.h station_cmd.c):
23:11:50  <CIA-1> -Codechange: CheckStationSpreadOut() took too much CPU. Station rectangle is now
23:11:50  <CIA-1> maintained instead of calculating it each time by walking through whole map.
23:11:50  <CIA-1> Should help with the performance issue related to AIs trying to build road stops
23:11:50  <CIA-1> too often. (idea by Celestar)
23:12:26  <Born_Acorn> Athorium, not yours, RiTi's
23:12:35  <Athorium> ah RiTi's station
23:12:40  <Athorium> I know, I hate those stations :S
23:13:07  <Born_Acorn> I think RiTi is the source of the "OpenTTD noobs use only maglevs and massive stations" stereotype.
23:13:10  <Bjarni> I'm just teasing you because you appear to have missed which station people talked about :P
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23:13:44  <Athorium> ¬¬_
23:14:02  <guru3> maglevs are evil
23:14:05  <Athorium> my stations are nice... But I trying to remake the main station
23:14:37  <Athorium> and I only play with random maps... more "real"
23:14:47  *** YogSothoth_ [] has quit [Ping timeout: 480 seconds]
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23:15:28  <Athorium> but I making Morera to be my 'own' city
23:15:46  <Athorium> but this damn town build roads at innecesary areas...
23:15:53  <Bjarni> I never figured out those big stations... I never got around to find a station that really needed more than 4-6 tracks
23:16:07  <Bjarni> sometimes I use up to 8, but 6 would do
23:17:18  *** Progman [] has quit [Remote host closed the connection]
23:17:26  <Athorium> but I hope that someone would to make real my idea... :(
23:18:11  <Bjarni> and seriously, one access track tend not to be able to make good use of more than two station tracks for unloading and we don't really get any benefits for having several trains loading at the same time, so they only need one or two tracks and then they can queue op outside the station, then they can even stop in curves
23:18:32  <Bjarni> hmm
23:18:49  <Bjarni> maybe it would be an idea to actually read Athorium's idea instead of just teasing him :P
23:19:15  <Athorium> ^_^ if you make this idea, say it to me and I test it :D
23:20:29  <Bjarni> well, the issue is that the town decides to build those useless railroad crossings, right?
23:21:18  <Athorium> the idea is prevent that towns can "modify" or add roads on your own roads
23:22:12  *** Tobin [] has quit [Quit: Tobin]
23:22:13  <Athorium> for example in my screen, the double road in front of water, is all by me... But the town build roads that cross my roads...
23:22:37  <Darkvater> hmm KUDr
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23:23:03  <Darkvater> why did you make StationRect? We already have a struct called Rect that does exactly the same
23:23:48  <Darkvater> and what's up with my_min, my_max?
23:24:15  <Darkvater> we already have perfectly good functions for that, min/max and minu/maxu
23:25:42  *** YogSothoth_ [] has joined #openttd
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23:28:21  <Darkvater> can we please cut down on the #defines unless absolutely neccessary?
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23:33:09  <Brianetta> Darkvater: Smack 'em
23:33:22  * Bjarni smacks 'em
23:33:29  <Bjarni> whatever that might be
23:34:14  <Brianetta>
23:34:26  <Bjarni> Brianetta: btw refresh my memory. Did you get married or is it still the plan to do so?
23:34:39  <Brianetta> 24th November
23:34:48  <Brianetta> Still very much in planning
23:34:53  <Brianetta> although much is planned
23:35:20  <Bjarni> err
23:35:25  <Born_Acorn> I thought you'd been married for just over a month, then. :p
23:35:29  <Bjarni> November already passed this year :P
23:35:45  <Born_Acorn> You could have had the kids, filed for divorce and fought for weekend access just like everyone else!
23:36:12  <Bjarni> and then climb Buckingham Palace if you get too little time
23:36:24  <Sacro> climb buckingham palace?
23:36:25  <Born_Acorn> Dressed as Batman.
23:37:16  <Bjarni> Sacro: some dad, who saw his child too little (according to him) climbed Buckingham Palace in a Batman costume to get the public attention... he did get it
23:37:30  <Bjarni> I don't know if it helped him to see his child though
23:37:35  <Sacro> Bjarni: yes... he also climbed jon prescotts house
23:38:12  <Bjarni> I think there are more than one guy, but they planned it together
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23:40:18  <XeryusTC> Bjarni: fathers for justice are lame
23:40:40  <Bjarni> I never claimed otherwise
23:40:52  <Darkvater> unbelievable how messy this network code is :(
23:40:52  <Bjarni> in fact I just gave some facts, not my opinion
23:40:54  <XeryusTC> i know
23:41:02  <XeryusTC> yeah
23:41:12  <XeryusTC> im off
23:41:15  <XeryusTC> gn
23:41:19  <Bjarni> night XeryusTC
23:41:24  <Bjarni> see you next year
23:41:30  <XeryusTC> prolly, yes :P
23:41:32  *** XeryusTC [] has quit []
23:42:18  <Born_Acorn> Well, when you are a father, and you need Justice, we'll call you lame!
23:42:39  * Born_Acorn Industries does not condone Fathers for Justice or climbing large ornate buildings. Thank you.
23:43:20  <KUDr> Darkvater: hmm, you are right
23:44:02  <KUDr> your "perfectly good functions" are not so good for uint16
23:44:34  <KUDr> after they will be template based, i will use them for uint16 too
23:45:04  <Darkvater> hmm, why can't they be used for int?
23:45:15  <KUDr> they are for int
23:45:21  <KUDr> but not for uint16
23:45:25  <Darkvater> so?
23:45:36  <KUDr> it needs type extending and then shrinking
23:45:47  <KUDr> so they are not so good for this purpose
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23:45:57  <Darkvater> you are just doing an area count, which is the same; you only need a cast at the end
23:46:03  <Darkvater> when you assign it back to station
23:46:23  <KUDr> cast is not codeless here
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23:46:38  <Bjarni> Darkvater: remember when I made that bug that increased the number of lines in the road vehicle depot when resizing? That was due to wrong type in a small function like this
23:46:56  <Bjarni> sometimes minor issues turns out to be of great importance
23:47:39  <Darkvater> that's something different :)
23:48:06  <Darkvater> KUDr: but ok, I can get the point for the unsigned part
23:48:10  <Bjarni> is it? It was a fuckup in variable size and sign when resizing
23:48:15  <KUDr> but i don't think that extend, compare, shrink is better than just compare
23:48:24  <Bjarni> in the function to move everything correctly
23:48:49  <MeusH> goodnight
23:49:01  <Bjarni> I actually have to side with KUDr. Just comparing would be the ideal solution
23:49:03  <Bjarni> night MeusH
23:49:04  <KUDr> Darkvater: i was more concerned about 16->32->16 than about signed/unsigned
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23:49:56  <Bjarni> why do we even have types? Why isn't it a define?
23:50:03  <Bjarni> then we would not have to talk about this
23:50:28  <Bjarni> because it will be optimised to match the variable size in each condition
23:50:37  <KUDr> because if argument is expression then it can theoretically be evaluated twice
23:50:57  <Darkvater> that's why defines are bad
23:51:05  <KUDr> and somebody underestimated the optimizer
23:51:21  <Darkvater> it's not theoretical, it's practical; it even happened in openttd code someplace
23:51:36  <KUDr> defines are bad only if they contain more than one line of code
23:51:44  <KUDr> because of debugging
23:52:01  <Darkvater>
23:52:03  <Darkvater> users
23:52:06  * Darkvater rolls eyes
23:52:43  <Bjarni> nomatter what you do and what you expect, they never fail to pick up something you never imagined
23:55:59  <Darkvater> hmm KUDr
23:56:07  <KUDr> what else?
23:56:08  <Born_Acorn> The Start Server button starts a server?
23:56:08  <Darkvater> KUDr: are you familiar with
23:56:09  <Born_Acorn> No.
23:56:11  <Born_Acorn> Way.
23:56:12  <Darkvater> KUDr: :)
23:56:25  <Darkvater> KUDr: I know you changed the 'train is lost' behaviour recently
23:56:26  <KUDr> no
23:56:32  <KUDr> yes
23:58:23  <Rubidium> Tuzlo: did you compile openttd yourself?
23:59:28  <KUDr> Darkvater: is there any savegame? i didn't see any
23:59:44  <Darkvater> dont' see any either, and find it kinda weird

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