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00:00:39 <KUDr> they would like to fix it so first they should give us savegame 00:00:44 *** Vikthor [~Vikthor@snat2.arachne.cz] has quit [Quit: Leaving.] 00:01:04 <Athorium> MiHaMiX 00:01:15 <Darkvater> yeah 00:04:10 *** GoneWack1 [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 00:04:10 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Connection reset by peer] 00:04:13 *** GoneWack1 is now known as GoneWacko 00:07:13 *** gass [~any@81.84.150.238] has quit [Quit: Leaving] 00:11:39 <Bjarni> Athorium: I think MiHaMiX went to bed long ago 00:11:48 *** Bear [~IceChat7@pool-68-238-191-62.phil.east.verizon.net] has joined #openttd 00:12:15 *** Bear [~IceChat7@pool-68-238-191-62.phil.east.verizon.net] has left #openttd [] 00:15:08 *** mosfet [~opera@ACCE760F.ipt.aol.com] has joined #openttd 00:20:08 *** TinoM [~Tino@i5387C442.versanet.de] has quit [Ping timeout: 480 seconds] 00:31:47 <BFM> Hahaha, just read this; 00:31:49 <BFM> He didn't say "literacy". He said "computer literacy". Here are all the things they can learn from it (often in this order): 00:31:51 <BFM> 1) How to use a mouse. 00:31:53 <BFM> 2) How to launch and use a web browser. 00:31:55 <BFM> 3) What local files and folders are, and why it's a good idea to save your favorite videos locally in your own folder. 00:31:56 <BFM> 4) How to hide things stored locally so your parent, boss, girlfriend, etc. can't find it. 00:31:58 <BFM> 5) How to install and use P2P software (often followed by how to install anti-malware software). 00:31:59 <BFM> 6) How to locate and install video and audio codecs. 00:32:01 <BFM> 7) How to find and use anonymous proxies to circumvent those pesky web filtering devices. 00:32:02 <BFM> 8 ) How to set up their own proxies, write scripts or programs, and/or hack the filtering device to circumvent it. 00:32:04 <BFM> Some kids end up becoming programmers, IT specialists, or even hackers just to be able to see a boob. ;-) 00:32:58 <Rubidium> what do we think of http://bugs.openttd.org/task/473 ? Should we remove the landscaping button, or should we make it possible to have the two landscaping GUIs open at the same time in the scenario editor? 00:33:14 <Sacro> mmmmmm, it still skiips when you want to select Position of main toolbar 00:33:18 <Sacro> its hard to select centre 00:34:52 <Bjarni> BFM: good one 00:34:58 <Darkvater> finally 00:35:07 <Darkvater> stupid connection acting up all the time :( 00:35:16 <Bjarni> I could write apps before even knowing what P2P is.... you see it had to be invented first :P 00:35:27 *** mosfet [~opera@ACCE760F.ipt.aol.com] has quit [Ping timeout: 480 seconds] 00:35:29 <Darkvater> Rubidium: easiest is to make it open the normal scenario-landscaping 00:36:02 <Rubidium> that would be something like: http://rubidium.student.utwente.nl/openttd/fs473.diff 00:36:32 <Darkvater> what's the 1 for? 00:37:13 <Rubidium> otherwise you cannot have both landscaping GUIs open at the same time 00:37:16 <Darkvater> Rubidium: I think your diff doesn't open the _scen_edit_land_gen_desc 00:37:31 <Darkvater> hmm but wait 00:38:15 <Bjarni> <BFM> He didn't say "literacy". He said "computer literacy" <-- who is he? 00:38:32 <Bjarni> just some random guy? 00:38:42 <Rubidium> hmm, oh, you meant something different :) 00:38:49 <Darkvater> Rubidium: either open the 'land generation' window, or remove the widget 00:38:59 <Darkvater> don't open 2 kinds of terraforming tools 00:39:00 <ln-> could it be the mysterious "man" who does a lot of things in swedish, german and probably danish? 00:39:17 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 00:39:29 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has left #openttd [] 00:40:11 <Bjarni> you mean that Japanese guy? 00:40:26 <BFM> Heya Bjarni, I read it on Slashdot ^_^ http://yro.slashdot.org/article.pl?sid=06/12/27/1838238&from=rss 00:40:36 <Bjarni> using foreign languages to cover his trail 00:41:22 <ln-> no, the "man" as in "man brukar äta varje dag" :) 00:41:43 <ln-> a busy man 00:42:34 <Rubidium> Darkvater: thus as in the updated diff? 00:43:43 <Darkvater> you chose opening terraform gui? 00:43:51 <Darkvater> removing button is less code ;p 00:44:29 <Rubidium> hmm, can do that too, but then I need to do some basic maths :) 00:44:48 <SGulsetg> How to load a heightmap from console? 00:45:01 <Darkvater> I think that might be better though. Only one place for the terraforming in the scenario editor 00:46:15 <Rubidium> ./openttd -g <filename of heightmap> ? 00:46:36 <SGulsetg> windows 00:46:42 <SGulsetg> in the command promp 00:49:20 *** Digitalfox [~digitalfo@bl8-40-56.dsl.telepac.pt] has quit [] 00:53:54 <Rubidium> SGulsetg: as I said, but without the ./ 00:54:13 <Rubidium> though I'm not sure it will work 00:55:34 <Wolf01> 'night all 00:55:37 *** Wolf01 [~wolf01@82.56.162.114] has quit [] 00:56:10 <Tuzlo> I followed the wiki when making shared orders, but I dont get "End of Shared Orders" in the Orders window, any reason why? 00:58:04 <CIA-1> rubidium * r7586 /trunk/road_gui.c: -Fix (FS#473): remove the Landscaping toolbar option from the Road Construction toolbar in the scenario editor, as there is another Lanscaping GUI in the scenario editor and launching that one could confuse users. 00:59:16 <Athorium> wtf 00:59:20 <Athorium> what are those signals??? http://www.tt-forums.net/files/sig_137.jpg 00:59:33 <Tuzlo> semiphore 00:59:36 <Rubidium> PBS signals 00:59:38 <Tuzlo> arent they? 00:59:43 *** KritiK [~Maxim@ppp83-237-101-160.pppoe.mtu-net.ru] has quit [Quit: Leaving] 00:59:47 <Athorium> from where? 00:59:56 <Athorium> I don't know about this special PBS 01:00:22 <Rubidium> only thing you need to know is that the implementation is and was too buggy 01:00:32 <Athorium> hmmm 01:00:35 <Sacro> if the game detects multiple incoming clients, please can it pause the game till everyone is in]# 01:00:41 <Athorium> but is implemented for OpenTTD? 01:00:43 <glx> those signals are not PBS 01:01:18 <glx> they are yellow signals but not implemented 01:01:23 <Athorium> I readed something about a signals with multiple status, that can make the train to slow down their velocity 01:01:34 <Athorium> is this? 01:01:59 <Rubidium> hmm, then they look too much like PBS signals :) 01:02:09 <glx> yes that's the use of yellow signals 01:02:12 <Athorium> uhmmm, PBS are more "poor" than this 01:02:21 <Athorium> glx and runs "ok"? 01:02:29 <glx> but, as said, not implemented 01:02:44 <Athorium> can be implemented in a near future? 01:03:31 <glx> in future maybe, in near future I don't think 01:03:44 <Bjarni> I would not hold your breath if I were you 01:04:02 <Athorium> oh.. :( why good things not be implemented... :( 01:04:02 <Bjarni> it's not the next feature to be added 01:04:27 <Athorium> :( 01:04:52 <Rubidium> Athorium: time & impact of changes 01:05:09 <Athorium> u mean, a lot of changes in OpenTTD? 01:05:41 <glx> this feature will need a full rewrite of signal code 01:06:00 <Bjarni> Athorium: look at the changelog for 0.5.0 RC1. It's not like we aren't doing anything 01:06:03 <Rubidium> not to forget the train controllers 01:06:18 <Athorium> Bjarni I follow changelog every day :P 01:06:28 <Bjarni> even better 01:07:25 <Athorium> I waiting a response for MiHaMiX to be a part of translate on webtranslator 01:07:31 <Athorium> * translate team 01:08:34 <Athorium> but MiHaMiX no respond me :( 01:09:58 <Rubidium> Athorium: MiHaMiX has been on away (for work and vacation), has a backlog and currently has a bad internet connection 01:10:36 <izhirahider> and since there are 3 translators for your language he might probably have to boot someone off before :P 01:10:44 <Athorium> oh..and no ones can add me to spanish translate team? 01:11:03 <Athorium> but the language not translated... 3 translators and no 100% completed... -_- 01:11:35 <Rubidium> there are 41 bad strings and 41 pending strings, so I suppose they've translated the last few strings 01:12:45 <Athorium> i'm not sure... 01:12:54 <Athorium> this strings have a lot of time without translate... :S 01:13:02 <Sacro> Can someone grab 0.5.0RC1, Join Kirk's Server, (pass 12345) and tell me why the trains are renamed? 01:13:05 <Athorium> and my game continue with those strings in english :P 01:13:59 <CIA-1> bjarni * r7587 /trunk/readme.txt: -Change: [OSX] updated readme about compiling a universal binary as the flag name changed, but didn't change in the readme 01:14:25 <Bjarni> maybe it's more like a documentation change/fix 01:14:31 <Rubidium> Athorium: the translation happened since the last webtranslator commit 01:15:53 <Athorium> uhmmm u mean that spanish translation are translated 100%? 01:16:41 <glx> Spanish 41 bad strings, 41 strings pending, 3 translators assigned 01:16:44 <izhirahider> Athorium, http://translator2.openttd.org/languages/GlobalStat 01:17:06 <glx> so it looks like all is translated and waiting for commit 01:17:07 <Athorium> exact, 41 strings pending... 01:17:09 <Rubidium> I mean it is very likely they are translated, but I've got no certainty 01:17:54 <Athorium> a lot of time passed and any new string actualized... 01:18:38 <Rubidium> well, committing to trunk for _every_ changed string is not good either, so it usually is one commit a day 01:19:13 <Athorium> I can translate it in a one day 01:19:46 <Athorium> well, I think that I need to wait MiHaMiX response 01:21:06 <Athorium> uhmmm 01:21:25 <Athorium> someone know the dimensions of roads? 01:21:30 <Athorium> to draw 01:23:34 <Rubidium> you can find it out yourself with grfcodec 01:24:06 <CIA-1> bjarni * r7588 /trunk/ (4 files in 3 dirs): 01:24:06 <CIA-1> -Change: [OSX] removed the flag JAGUAR since it didn't work anyway 01:24:06 <CIA-1> Also removed all the Makefile code regarding this flag since it's no longer needed 01:24:06 <CIA-1> Removed documentation about special limitations regarding running the game on OSX 10.2 01:24:06 <CIA-1> OpenTTD now officially needs OSX 10.3.9 to work correctly (the trunk needed that for months) 01:24:15 <Athorium> grfcodec? 01:24:15 <BFM> FEEL MY WRATH http://burningfeetman.googlepages.com/Anothersongthingynotreallyeasyleftma.mp3 01:24:17 <BFM> I hate being bored :( 01:24:19 <Athorium> i no have this application 01:24:38 <Bjarni> BFM: then start coding 01:24:55 <Bjarni> Athorium already requested a complete rewrite of the signal system 01:24:59 <BFM> Bjarni, full of ideas, but wouldn't know where to start champ :( 01:25:16 <Bjarni> then start to learn ;) 01:25:18 <Rubidium> Athorium: http://sourceforge.net/project/showfiles.php?group_id=103924 01:25:31 <Athorium> wow me? 01:25:35 <Bjarni> the best way to learn coding is learning by doing 01:25:48 <Athorium> no, no, my drawing not very good... see my trains... -_- 01:25:56 <BFM> I know trigonometry and geometry etc, but programming :S Unless you need some Excel Macro's written :S 01:25:57 <Rubidium> the best way to learn the OTTD code is by doing major surgery in it :) 01:26:15 <Athorium> coding, I learning C++ in a private formation school (european) but I need a lot of more time to learn something :P 01:27:23 <Athorium> I tried to solve some conflicts with tortoise, and I only maded... have all script in red ^^¡ 01:32:53 <izhirahider> You can't expect to understand openttd code in one sweep :) 01:33:20 <Bjarni> the trick is to aim at a single goal and not be distracted by all the other code 01:33:36 <Bjarni> then figure out what you want to do, code and figure out if you broke anything 01:33:39 <Athorium> yeah, but I no understand anything... :P 01:34:17 *** A1win [a1win@loota.fi] has quit [Ping timeout: 480 seconds] 01:34:42 <Athorium> well, i downloaded grfcodec... 01:34:43 <Athorium> and now? 01:35:49 <Bjarni> read the docs 01:36:05 *** A1win [a1win@loota.fi] has joined #openttd 01:36:06 <Bjarni> it uses CLI and it can basically extract and create grf files 01:36:19 <Bjarni> both somewhat easily if you read the docs 01:42:57 *** Athorium [~script@18.Red-80-37-191.staticIP.rima-tde.net] has quit [Ping timeout: 480 seconds] 01:47:37 <Bjarni> goodnight 01:47:38 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has quit [Quit: Leaving] 02:01:06 <helb> gn 02:01:07 *** Athorium [~script@18.Red-80-37-191.staticIP.rima-tde.net] has joined #openttd 02:01:11 <Athorium> hi 02:04:50 <Athorium> someone here? 02:04:57 * Sacro looks around... 02:04:58 <Sacro> nope 02:05:11 <Athorium> ah, allright 02:05:14 <Sacro> :P 02:05:36 <Athorium> Sacro, you know how can I see all "required" sprites to change the road? 02:05:53 <Sacro> err... check the ttdpatch wiki 02:05:57 <Sacro> or ask Born_Acorn 02:06:24 <Athorium> Born_Acorn you're here? 02:07:42 <Sacro> i know he has done a road set 02:08:09 *** Belugas_Gone [~jfranc@ip-87.44.99.216.dsl-cust.ca.inter.net] has quit [Quit: How about sleeping? Yeaaa..] 02:08:39 <Athorium> oh 02:08:56 *** Jezral [~projectjj@nat.kollegienet.dk] has joined #openttd 02:10:18 <Athorium> I no see any... :( 02:10:33 <izhirahider> Athorium, grfcrawler.tt-forums.net 02:10:46 <Athorium> but I need how to make, no one maked in-game 02:10:50 <Athorium> to see dimensions, etc 02:12:51 <Athorium> u know any image that appears all sprites? 02:13:56 <Athorium> yeah 02:13:57 <Athorium> http://graphics.bornacorn.com/UKROADSET/ukroadsetpurnosbridges.png 02:13:59 <Athorium> this I need 02:14:01 <Athorium> but in roads only 02:14:03 <Athorium> not bridges 02:14:56 <Rubidium> Athorium: gtfcodec makes such an image 02:15:10 <Rubidium> *grfcodec 02:15:19 <glx> grfcodec -d file.grf 02:15:43 <glx> then you get SPRITE/file.nfo and SPRITE/file.pcx 02:16:29 <glx> *SPRITES 02:16:42 <Athorium> ok, wait a sec 02:17:33 <Athorium> yeah 02:17:35 <Athorium> I have it 02:17:35 <Athorium> ^^ 02:17:41 <Athorium> thx 02:23:32 <Athorium> but.. why appears in different colors than original (my game shows it in grey) pcx have colors in brown :S 02:23:57 <glx> run grfcodec -h to get the help 02:24:23 <glx> and use grfcodec -d -p to use the correct palette 02:25:08 <Athorium> ok 02:27:41 <glx> hmm indeed grfcodec without any param is enough to get help 02:28:00 <Athorium> yeha, now I see nice 02:28:01 <Athorium> ^^ 02:28:14 <Athorium> and to compile my creation? (to test) 02:28:28 <glx> you need to write a .nfo 02:28:41 <Athorium> ops 02:29:07 <Athorium> and if I replace my actual set to test it? 02:29:12 <Athorium> and use the actual info? 02:30:15 <glx> http://wiki.ttdpatch.net/tiki-index.php?page=TheFirstVehicle 02:30:33 <glx> following this tutorial should be good :) 02:30:51 *** Eddi|zuHause2 [~johekr@p54B768A8.dip.t-dialin.net] has joined #openttd 02:31:04 <Athorium> good for a english man.. 02:31:24 <Athorium> I think that coding have to make another.. :S 02:34:40 *** BJH2__ [~chatzilla@e176110084.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.61 [Mozilla rv:1.7.12/20050915]] 02:37:36 *** Eddi|zuHause [~johekr@p54B77696.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 02:52:13 <Athorium> wtf 02:52:17 <Athorium> why I can't add any roadset? 02:52:18 <Athorium> :S 03:09:33 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 03:34:08 *** Eddi|zuHause2 [~johekr@p54B768A8.dip.t-dialin.net] has quit [Remote host closed the connection] 03:38:50 *** Eddi|zuHause [~johekr@p54B759D6.dip.t-dialin.net] has joined #openttd 03:41:22 <Eddi|zuHause> bah, it can't be that there are no sensible disk editors for linux 03:42:45 <Eddi|zuHause> sensible being that they provide a useful interface, and don't try to read the complete "file" at once 03:49:35 *** dp [~dp@p54B2EAFD.dip.t-dialin.net] has joined #openttd 03:56:37 *** dp_ [~dp@p54B2F985.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 04:16:48 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Quit: bye] 04:19:57 <Sacro> grr, why are all my trains going to servicing when its disabled 04:20:06 <Sacro> and i've closed off all the depot entrances 04:20:23 *** Ailure [~Coming@h195n5c1o912.bredband.skanova.com] has quit [Ping timeout: 480 seconds] 04:38:56 <Nigel> it's not the trains, it's the drivers 05:06:22 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 05:06:33 <Aloysha> why are all my servers at 2199? 05:12:30 <Aloysha> i'm talking about 0.5.0-RC1 servers, btw... 05:32:19 *** Gonozal_VIII [~Gono@N883P002.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 05:32:58 *** Gonozal_VIII [~Gono@N737P002.adsl.highway.telekom.at] has joined #openttd 05:42:21 <Nigel> someone's been playing them? 05:43:19 *** Sacro [~Ben@adsl-83-100-195-194.karoo.KCOM.COM] has quit [Read error: Connection reset by peer] 06:21:37 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has joined #openttd 06:28:59 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has quit [Quit: Aloysha] 06:47:19 *** Alltaken [~chatzilla@203-97-223-241.cable.telstraclear.net] has joined #openttd 06:50:46 *** mattt_ [~m@S010600e02995cf26.su.shawcable.net] has joined #openttd 07:19:14 <mattt_> do i have to build an electric vehicle first before i can build electric rail? because i don't see the rail as an option 07:19:49 <Eddi|zuHause> you need to have an electric vehicle available 07:20:41 <mattt_> one is available :/ 07:21:17 <Eddi|zuHause> which version? 07:21:30 <mattt_> 0.4.8 07:21:50 <Eddi|zuHause> 0.4.8 does not have elrails 07:21:55 <mattt_> oh 07:22:04 <mattt_> so electric engines can run on the regular rail? 07:22:35 <Eddi|zuHause> yes, elrails get introduced in 0.5.0 07:22:44 <mattt_> ok, thanks 07:23:36 <Eddi|zuHause> generally, if you are able to build a vehicle in a depot, it can run on that railtype 07:23:57 <mattt_> oh ok 07:24:44 *** jnmbk [~jnmbk@85.106.141.118] has joined #openttd 07:25:13 <jnmbk> hi, what does load vehicles gradually do? 07:25:46 <Eddi|zuHause> it loads goods into wagons step by step, not instantly 07:26:01 <jnmbk> ok 07:26:23 <Eddi|zuHause> on the other hand, it can load each wagon simultaneously, so loading might be faster overall, for long trains 07:27:16 <jnmbk> and that "Show company liveries" 07:27:43 <jnmbk> i can't understand it (so can't translate) 07:28:58 <Eddi|zuHause> liveries are how the vehicles are painted 07:29:19 <Eddi|zuHause> 2cc support includes that you can customize liveries for different vehicle classes 07:29:41 <Eddi|zuHause> like you can paint busses red/green and passenger trains red/blue 07:29:55 <Eddi|zuHause> instead of one single company colour 07:30:12 <jnmbk> I'll try it... 07:30:18 <jnmbk> what is 2cc ? 07:30:26 <Eddi|zuHause> two company colours 07:32:13 <Eddi|zuHause> it requires you to use a set which supports 2cc, like the UKRS set 07:58:20 *** jnmbk [~jnmbk@85.106.141.118] has quit [Remote host closed the connection] 08:36:30 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has joined #openttd 08:36:34 <MeusH> hello 08:37:00 <peter1138> hi 08:40:02 *** Purno [~Purno@5351CE08.cable.casema.nl] has joined #openttd 08:40:46 *** Purno [~Purno@5351CE08.cable.casema.nl] has quit [] 09:04:36 *** mosfet [~opera@ACCE760F.ipt.aol.com] has joined #openttd 09:10:08 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd 09:20:03 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has quit [Quit: dickwand] 09:22:04 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 09:23:37 *** Celestar [~Jadzia_Da@galadriel.td.mw.tum.de] has joined #openttd 09:23:39 <Celestar> morning 09:24:33 <hylje> y 09:24:35 <peter1138> hi 09:24:46 <Celestar> hows stuff? 09:24:52 <peter1138> alright 09:27:40 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has joined #openttd 09:30:53 <Celestar> KUDr_wrk: good job on the rewrite 09:31:05 <KUDr> thanks 09:31:13 <KUDr> i did my best 09:31:45 <KUDr> did you test it on some problematic map? 09:36:42 <peter1138> rewrite? 09:37:20 <Celestar> KUDr_wrk: yes I did 09:37:27 <Celestar> KUDr_wrk: increase of performance about factor of 4 09:37:38 <KUDr> good 09:37:53 <KUDr> !openttd commit 7585 09:37:55 <_42_> Commit by KUDr :: r7585 /trunk/ (station.h station_cmd.c) (2006-12-27 23:11:43 UTC) 09:37:57 <_42_> -Codechange: CheckStationSpreadOut() took too much CPU. Station rectangle is now maintained instead of calculating it each time by walking through whole map. Should help with the performance issue related to AIs trying to build road stops too often. (idea by Celestar) 09:38:16 <peter1138> hmm 09:38:51 <peter1138> wha 09:38:57 <peter1138> why more min/max macros? 09:39:10 <KUDr> we don't have any 09:39:14 <peter1138> ... 09:39:15 <KUDr> only functions 09:39:19 <peter1138> min & max are all over the place 09:39:23 <KUDr> for int type 09:39:33 <KUDr> this is uint16 09:39:48 <KUDr> still not C++ and template functions ;) 09:39:59 <peter1138> int works for uint16, heh 09:40:20 <peter1138> why uint16 anyway? 09:40:21 <KUDr> but is 3x more complex than direct compare 09:40:37 <KUDr> 16->32, cmp, 32->16 09:40:54 <KUDr> sorry but it can be only source of problems 09:41:01 <KUDr> it should stay macros 09:41:07 <KUDr> not C func 09:41:16 <KUDr> C++ templates are also good 09:41:19 <KUDr> but... 09:42:01 <KUDr> uint16 is appropriate for map dimensions 09:42:03 <peter1138> iirc (and i have no citation), x86 is faster with 32 bit ints than 16 bit ints... 09:42:26 <KUDr> but conversion is 3x slower than compare 09:42:47 *** Sutherland [~murder_in@0x5550a029.adsl.cybercity.dk] has joined #openttd 09:42:51 *** Frostregen_ [~sucks@dslb-084-058-160-110.pools.arcor-ip.net] has joined #openttd 09:43:01 <peter1138> hence leave it all int 09:43:13 <peter1138> TileX/Y return uint any 09:43:14 <peter1138> way 09:43:21 <KUDr> using 32 bit values you (or others) can beat me that i waste memory 09:44:11 <Sutherland> good morning foks 09:44:12 <KUDr> never can satisfy all of you guys 09:44:27 <peter1138> nope :)( 09:44:32 <peter1138> -( 09:44:36 <peter1138> bloody keyboard 09:45:20 <KUDr> peter1138: if you like it different way, feel free to change it 09:46:23 *** Frostregen [~sucks@dslb-084-058-151-173.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 09:46:30 *** Frostregen_ is now known as Frostregen 09:47:13 *** mosfet [~opera@ACCE760F.ipt.aol.com] has quit [Ping timeout: 480 seconds] 09:50:26 <Celestar> KUDr: so do we have any idea on how to proceed with that signalling stuff? 09:50:54 <Celestar> 28.29 47.76 22.21 7143035 0.00 0.00 IndustryDirectoryWndProc 09:50:56 <Celestar> :o 09:51:03 <Celestar> I didn't even have that window open 09:51:03 <hylje> :O 09:51:40 <KUDr> i am working on squrrel binding now 09:51:49 <hylje> squirrels? 09:52:08 <KUDr> hopefully it can help us to prototype new algorithm 09:52:11 <peter1138> Celestar: it also doesn't look like a very complicated function 09:53:11 <KUDr> hylje: only one squirrel 09:53:19 <KUDr> would be enough 09:54:34 <KUDr> Celestar: would you like to optimize 'IndustryDirectory' sorting too? 09:55:20 <Celestar> peter1138: I'm re-doing the profiling 09:56:12 <peter1138> hmmn 09:56:21 <peter1138> i need to install... ttdpatch :/ 09:56:56 <Celestar> why? 09:57:23 * Celestar is looking at a Live aircraft tracker of Frankfurt Airport. Looks differently from what ottd does :P 09:57:45 <peter1138> to compare values 09:59:40 <Celestar> this intercont airport is very nice \o/ 09:59:48 <peter1138> it's buggy 09:59:50 <Celestar> I just don't like the two different directions :P 09:59:53 <Celestar> how so? 10:00:04 <Celestar> I'm staring at it for 10 minutes now without a lockup :P 10:00:14 <peter1138> give it a lot of planes 10:00:21 <peter1138> it won't lock up 10:00:29 <Celestar> but it's not too efficient, right? 10:01:20 <peter1138> but you'll get queues in taxi area, and empty loading areas 10:01:42 <Celestar> I wish there was a "clone 2, 4, 8, 16 times" function :P 10:01:55 <Celestar> peter1138: well, sounds all like Heathrow to me :P 10:02:47 <Celestar> the intercont airport (just like Heathrow) misses something critical 10:03:06 <peter1138> heh 10:03:13 <Celestar> dual taxiways 10:03:36 <peter1138> problem is already loading planes have priority in the taxi area 10:03:51 <peter1138> i think 10:03:52 <Celestar> these empty gates and blocked taxiways look more like Chicago 10:03:59 <peter1138> i dunno exactly 10:04:07 <peter1138> gates. that's it, hhe 10:04:23 <Celestar> often enough, Chicago has stuck planes all over the place even though the (7) runways have capacity 10:04:38 <Celestar> hm 10:04:51 <Celestar> a single run by a Dinger 1000 gives more money than the plane costs :o 10:05:50 <peter1138> heh 10:06:21 <Celestar> gah 10:06:27 <Celestar> I see what you mean 10:06:40 <Celestar> aircraft holding in air because aircraft on arrival runways cannot clear arrival runway 10:07:13 <Celestar> (Chicago has a "penalty box" for that issue) 10:07:56 <peter1138> if you've any idea how to fix it... 10:08:00 <Celestar> do we have an FTA map of that airport somewhere 10:08:02 <Celestar> I have an idea 10:08:06 <peter1138> (should go into 0.5) 10:08:20 <Celestar> yeah 10:08:24 <peter1138> i don't think richk produced any 10:08:26 <Celestar> but I might need a bit more tarmac 10:08:31 <Celestar> where is he anyway?? 10:08:37 <peter1138> busy i guess 10:08:43 <Celestar> ok 10:08:49 <Celestar> there's just one thing he has forgotten 10:09:04 <Celestar> Arrival traffic must ALWAYS get precedence 10:10:23 <Celestar> (I've now thrown 128 aircraft at the airport) 10:10:56 <Celestar> (passenger rating is still poor with 4096 waiting :P) 10:11:16 <Celestar> must replace aircraft 10:11:30 <peter1138> yay for clone 10:11:35 <peter1138> i just cloned 200 aircraft :D 10:11:42 <peter1138> now i shall use "start all" 10:11:52 <Celestar> er 10:11:57 <Celestar> how do I replace aircraft? 10:12:10 <peter1138> use the "manage list" menu thing 10:12:13 <Celestar> but you had to click 200 times as well? 10:12:17 <peter1138> yeah 10:12:27 <peter1138> but easier than buying each and assign orders 10:12:36 <Celestar> cool 10:12:55 <Celestar> well ok 10:13:05 <Celestar> you see those two little buildings next to the hangars? 10:13:18 <peter1138> yeah 10:13:38 <Celestar> maybe we should remove them 10:13:44 <Celestar> then we could have dual taxiways in the gate area 10:13:48 <peter1138> they look a little silly 10:13:58 <Celestar> one taxiway for incoming aircraft, one for outgoing aircraft 10:14:27 <Biff> peter1138: cant you use autoreplace? 10:14:50 <peter1138> huh? 10:14:52 <Celestar> damnit 10:15:01 <Celestar> I have 36 aircraf stuck in a single hangar :o 10:15:18 <peter1138> i've got a couple of hundred ;p 10:15:21 <peter1138> nearly 10:16:32 <Celestar> damnit 10:16:39 <Celestar> where the hell is the additional viewport?! 10:17:15 <Celestar> we need to put it to some better place 10:17:21 <peter1138> map -> extra viewport 10:17:23 <peter1138> (obviously) 10:17:41 <Biff> peter1138: instead of cloning 200 aircraft :p 10:17:48 <peter1138> ... 10:17:52 <peter1138> autoreplace replaces aircraft 10:17:56 <peter1138> it doesn't create them 10:18:48 <Biff> oh 10:18:52 <Biff> you needed extra 10:18:57 <Celestar> hehe 10:19:11 <Celestar> one viewport per monitor :) 10:19:14 <peter1138> nice 10:19:37 <Celestar> .oO(I was actually profiling) 10:19:37 <peter1138> would be cool if viewports could be in separate windows 10:20:25 *** roboboy [~Leo@c211-30-116-5.carlnfd2.nsw.optusnet.com.au] has joined #openttd 10:21:23 <peter1138> brrrrrr 10:21:24 <Biff> i have two monitors, but i dont think i'll ever use that 10:21:30 <peter1138> it's cold in the machine room :/ 10:21:41 <roboboy> hello 10:21:52 <Celestar> peter1138: not here, the A/C failed :S 10:22:02 <Celestar> we're up to 31°C and I hope the tech comes soon :S 10:22:08 <peter1138> hee 10:22:10 <peter1138> hmm 10:22:16 <peter1138> with loads of planes circling 10:22:24 <peter1138> it is really obvious they're not circling 10:22:27 <peter1138> they're squaring 10:22:33 <Celestar> well 10:22:43 <Celestar> planes don't circle the airport anyway normally 10:22:51 <Celestar> the circle miles away from the airport 10:22:54 <peter1138> yeah 10:22:59 <Celestar> on an oval 10:23:07 <peter1138> but they don't take 90 degree turns 10:23:15 <Celestar> one minute straigh, one minute turn (180°), one minute straight, one minute turn (180°) 10:23:21 <Celestar> so one holding pattern is four minutes 10:23:25 <Biff> its minus 5 deg or something here (celsius) 10:23:33 <Celestar> -7 here (outside) 10:23:52 <peter1138> it's above 0 here 10:23:54 <peter1138> dunno what 10:24:07 <MeusH> it's a above 0 and there's no sign of snow 10:24:13 <peter1138> innit 10:25:00 <peter1138> Celestar: with the way the AI places airports, that's holding pattern is several times longer than the route :) 10:25:17 <Celestar> haha 10:28:39 <Celestar> FRA approach is somehow more efficient that ours :P 10:28:56 <Celestar> http://www.dfs.de/_scripts/redirect.fcgi?target=http%3a%2f%2fstanlytrack%2edfs%2ede%2fstanlytrack%2fstanlytrackEDDF%2ejnlp&origin=ionas:0af0780d41d0e659e7af251cf3bd90d1 10:29:18 <peter1138> jnlp file? 10:29:38 <Celestar> JAva web start 10:31:31 <Eddi|zuHause> we have a few odd snowflakes falling 10:31:44 <Eddi|zuHause> like 3 per second 10:31:51 <Eddi|zuHause> and squaremeter 10:31:55 <Celestar> hey I see the sun 10:32:40 <Eddi|zuHause> hm... how can i use dd to write into a file at a position, without cutting off everything afterwards... 10:33:15 <Eddi|zuHause> this is fucking rediculous, no program actually does what i want... 10:33:50 <Celestar> vi? :P 10:34:37 <Eddi|zuHause> i did not manage telling vi to not actually load the (1+GB) file 10:34:48 <Eddi|zuHause> [into memory] 10:36:36 <Celestar> maybe hexdump? 10:39:17 <Eddi|zuHause> hexdump does not sound like a program that can write into files 10:40:01 <Celestar> hexdump > file :P 10:40:05 <Eddi|zuHause> i want to replace a few 4kB blocks in the middle of a file 10:40:36 <Eddi|zuHause> with neither the beginning nor the end of the file 10:40:53 <Noldo> dd is your friend :) 10:41:09 <peter1138> ahh... back in the day, i'd do that by disk editing 10:41:14 <Celestar> use dd on the input to stream to standard out 10:41:26 <peter1138> admittedly it was a bit easier with those ancient file systems 10:41:59 <Celestar> dd if=infile of=temp bs=4k count=42; cat newstuff >> temp; dd if=infile bs=4k start=somehwere >> temp 10:42:06 <Celestar> something like that 10:42:12 <Eddi|zuHause> i repeat: i do not want to _touch_ the rest of the file, that includes _not_ reading and writing back 10:42:27 <Celestar> y? 10:42:38 <Eddi|zuHause> because 1GB >> 4kB 10:43:20 <Celestar> well, and why can you not use dd? 10:43:26 <Celestar> because it truncates the file? 10:43:29 <Eddi|zuHause> yes 10:43:38 <Celestar> then you need to write directly onto the partition :) 10:43:55 <Noldo> make your own c program 10:44:10 <Celestar> or that :) 10:44:36 <Celestar> Eddi|zuHause: !!! 10:44:37 *** gass [~any@81.84.150.238] has joined #openttd 10:44:38 <Celestar> notrunc 10:44:38 <Celestar> do not truncate the output file 10:44:46 <Eddi|zuHause> where? 10:44:53 <Celestar> man dd 10:45:31 <Celestar> just try with conv=notrunc 10:46:12 <Eddi|zuHause> hm... let's see 10:48:59 *** TinoM [~Tino@i5387D6C2.versanet.de] has joined #openttd 10:49:41 *** Vikthor [~Vikthor@snat2.arachne.cz] has joined #openttd 10:50:20 <Eddi|zuHause> indeed, that seems to do the trick 10:51:41 <Darkvater> peter1138: I told the same thing gto KUDr 10:52:45 <peter1138> ^^ 10:53:09 <Darkvater> I just don't know ye how annoyed I am to fix it 10:55:42 <Darkvater> especially the min/max macros... there is already minu/maxu for unsigned,,, 10:57:03 <Celestar> :o 10:57:09 <Celestar> an Aeroflot plane has been hijacked 11:02:15 <Celestar> Airbus A321, hijacker has is in custody 11:02:40 <peter1138> "Under US law, airlines must be 75% owned and controlled by US citizens." 11:02:41 <peter1138> heh 11:02:57 <Athorium> hiii 11:03:57 <Eddi|zuHause> yay, the snow got denser [or is this: more dense?] ;) 11:04:11 <peter1138> heavier 11:05:03 <Eddi|zuHause> weird language :p 11:05:32 <Athorium> hey, what can I add to a interurban roads... 11:05:39 <Athorium> trees? kilometrical posts?... 11:05:58 <Eddi|zuHause> Athorium: make suggestion for Wolf01's eyecandy patch 11:06:17 <Athorium> :? 11:07:54 <Eddi|zuHause> Wolf01 was making a patch to use the buy land tool to place eycandy tiles 11:08:20 <Eddi|zuHause> and somewhere on the forum he was asking people what kind of eyecandy they'd want to place on the map 11:08:54 <Darkvater> newobjects 11:10:12 <peter1138> ah, the spec is appearing 11:10:19 <peter1138> 2/3 hours ago 11:10:35 <Athorium> ah 11:10:40 <Athorium> but I saying 11:10:59 <Athorium> I trying to make a road, and on road, what can I add? kilometrical posts? 11:11:02 <Athorium> or nothing? 11:11:05 <peter1138> i do hope their patch has stopped storing sprite ids in the map 11:11:46 <peter1138> roads are either plain, or with pavements, trees or streetlamps 11:12:06 <Darkvater> eis_os relaeased the specs? 11:12:17 <peter1138> no 11:12:28 <Rubidium> Darkvater/peter1138: what do you think of http://rubidium.student.utwente.nl/openttd/fs476.diff ? The issue it solves is the fact that when you click various buttons when shift is held down the cost estimation comes up and nothing changes. Examples are face customization 'Ok' button, the 'Ok' buttons for almost all rename windows, the pause button and many others. 11:12:33 <peter1138> it mentions one property and nothing else yet 11:12:47 <Athorium> yes but for example, I can draw a kilometrical post 11:12:51 <Athorium> in interurban roads... 11:13:08 <peter1138> draw one then 11:13:21 <Darkvater> ah. I've read in initial spec of storing grfid on map...bad idea 11:13:34 <peter1138> for newobjects? 11:13:50 <peter1138> more likely a reference in a lookup table 11:13:53 <Athorium> no, for my roads "decorative 11:13:56 <Darkvater> Rubidium: shift is for estimation only 11:14:04 <Celestar> hm 11:14:07 <Celestar> doing progress \o/ 11:14:25 <Rubidium> yes, but the cost estimation for pausing? 11:14:26 <peter1138> if (cost != 0) showestimation()... 11:14:38 <KUDr> Darkvater: if you want i can add minu16/maxu16 inline functions, but using 32 bit functions for comparing 16 bit values is not the way 11:14:40 <peter1138> hmm, 'cept some stuff does cost nothing 11:14:46 <Darkvater> not for estimation sometimes and not estimation othet times 11:15:21 <Rubidium> Darkvater: I only removed the cost estimastion for things where there never is a cost 11:15:32 <Darkvater> KUDr: then change the values to 32bit. Those 8 extra bytes really won't kill 11:16:01 <Rubidium> like pausing the game or changing the name of the company 11:16:08 <KUDr> but remember that VC doesn't inline functions so it will be slower in debug builds :) 11:16:21 <Rubidium> or reversing trains 11:16:26 <Darkvater> lol @kudr 11:16:44 <Darkvater> gcc doesn't inline either 11:16:56 <peter1138> macros are there to be avoided 11:17:06 <peter1138> just like casts 11:17:53 <peter1138> (ignoring my horrible huge macro which contains casts...) 11:18:46 <MeusH> Rubidium, I like it, and it seems to be faster than peter1138's idea as the function won't be even executed 11:19:07 <Darkvater> MeusH: ? 11:19:08 <KUDr> then it is time to switch to C++ and avoid BEGIN_TILE_LOOP, END_TILE_LOOP, FOR_ALL_STATIONS, etc. :) 11:19:41 <MeusH> well, I think Rubidium's patch is better than adding if (cost != 0) 11:19:58 <MeusH> I'm not sure but it's just my opinion 11:20:05 <Darkvater> MeusH: the function is executed just the same... 11:20:21 <MeusH> oh 11:20:28 <MeusH> I should have read the diff first :| 11:20:57 <MeusH> noone said a good word about patch so I thought Rubidium may get a bit sad 11:21:01 <Darkvater> Rubidium: what is wrong with CMD_RENAME_TOWN? 11:21:26 <Darkvater> or CMD_ORDER_REFIT? 11:22:06 *** Celestar [~Jadzia_Da@galadriel.td.mw.tum.de] has quit [Quit: leaving] 11:22:08 <Darkvater> This could get confusing when SHIFT sometimes gives estimation and other times doesn't 11:22:51 <Darkvater> yet, some commands are pretty hardcore (like mass_stop) that making the SHIFT_ mistake has serious consequences 11:23:43 *** Celestar [~Jadzia_Da@galadriel.td.mw.tum.de] has joined #openttd 11:24:07 <Rubidium> what I've done is marked every command that does never cost anything ignore the shift 11:24:25 <MeusH> what would you do Darkvater? Nothing, stay with Rubidium's idea but fix it, or rather do what Peter said? 11:24:57 <peter1138> i think if shift is pressed, it shouldn't execute the command. i dunno if that's what it does 11:25:13 <Nigel> Darkvater, you forgot to post a news article on the SF.net project for RC1 11:25:25 <peter1138> we don't use the sf.net project bollocks 11:26:18 <Rubidium> peter1138: so pause shouldn't work when pressing shift, nor renaming anything, stopping trains, ... 11:27:00 <MeusH> aww 11:27:04 <peter1138> it is it now? 11:27:31 <peter1138> hmm 11:27:34 <MeusH> I didn't know what bollock is 11:27:36 <MeusH> so I checked 11:27:37 <MeusH> http://upload.wikimedia.org/wikipedia/commons/5/5c/Testicle-cat.jpg 11:27:39 <peter1138> lol 11:27:41 <MeusH> awful bollock 11:28:00 <Nigel> peter1138, i thought it was only the trackers that where no longer used (your still using the Download facitities for release, and you have posted what seems to be a fair proportion of releases since 0.3.6) 11:28:37 *** Progman [~progman@p57A1CA20.dip.t-dialin.net] has joined #openttd 11:28:49 <Rubidium> peter1138, an example: http://bugs.openttd.org/?getfile=522 (it also doesn't toggle the checkbox in this case) 11:30:58 <Darkvater> Rubidium: imho SHIFT should remain as a no-op so far 11:31:20 <Darkvater> in this way a user knows the cost of an action 11:31:38 <Darkvater> it is really counter-inituative to check for something's cost and instead have it executed 11:31:59 <Darkvater> because why would changing company colours be free? 11:32:16 <Darkvater> MeusH: we never posted news messages for release candidates on SF 11:32:47 <Nigel> Darkvater, err i think that was to me, and my reply is: okay understood ;) 11:32:54 <Rubidium> ok, can you then close FS#476? 11:32:56 <MeusH> yeah that's for Nigel :) 11:32:57 <Darkvater> you then ;) 11:32:59 *** Wolf01 [~wolf01@host25-232-dynamic.4-87-r.retail.telecomitalia.it] has joined #openttd 11:33:21 <Wolf01> hello 11:34:47 <Frostregen> hi 11:34:56 <Darkvater> Rubidium: yea 11:35:09 <Darkvater> peter1138: damn stupid search on the forums...can't find the newobjects thread 11:35:41 <Wolf01> ttdpatch suggestions 11:35:53 <peter1138> heh 11:35:54 <Darkvater> ha, there 11:36:15 <Darkvater> here 11:36:16 <Darkvater> http://www.tt-forums.net/viewtopic.php?p=521084#521084 11:36:22 <Darkvater> "We have enough room for storing full grfids in the landscape for bogus objects, so we don't need to screw stations really." 11:36:26 <Darkvater> that scares me 11:36:58 <Celestar> Darkvater: ? 11:37:08 <peter1138> i don't think it'll work like that 11:37:25 <Celestar> bah the AI is getting on my butt 11:37:31 <peter1138> "In total, each game can only have 255 object IDs for all active grf files." 11:37:36 *** Zavior [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has quit [Read error: Connection reset by peer] 11:37:47 <peter1138> which indicates that it's storing that object id, not the grf id 11:38:34 <Darkvater> yeah...will be nice to have object-id's conflicting ;p 11:38:50 <Frostregen> how is this currently done for stations? 11:39:02 *** Zavior [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has joined #openttd 11:39:17 <Darkvater> it's 255*255 no? 255 classes and each class can have 255 id's 11:39:20 <MeusH> are they going to mess up the game completly and then want openttd to keep up with that rubbish? 11:39:28 <peter1138> hmm? 11:39:46 <peter1138> we don't have to abide such limits 11:39:52 <Wolf01> we already have it 11:39:59 <Darkvater> MeusH: ? 11:40:02 <peter1138> in ttdp, you can only have 255 different newstations 11:40:15 <peter1138> we can only have 255 different newstations *per station* 11:40:23 <Frostregen> ah, ok 11:40:49 <Darkvater> hehe HD-DVD has been cracked :) 11:41:00 <MeusH> haha :) give link please :) 11:41:21 <Darkvater> http://forum.doom9.org/showthread.php?t=119871 11:41:21 <CIA-1> rubidium * r7589 /branches/makefile_rewrite/os/macosx/ (5 files): [MakefileRewrite] -Fix: remove now unneeded OSX Makefiles and 0-byte weblocations 11:43:10 <Wolf01> what i can't figure out is why we still are a step before ttdpatch... they only have newgrfs which may get our attention 11:43:48 <MeusH> Wolf01, I think because OpenTTD has no limits, thus it's easier to make a feature 11:44:02 <MeusH> while TTDPatch's limits bust be tweaked or went around first to code a new feature 11:44:30 <Wolf01> they pay us to make a limited version of ottd to keep some players? 11:44:54 <hylje> :o 11:44:54 <MeusH> lol :) no 11:44:59 <hylje> i wish 11:45:09 <MeusH> anyway, I'm kinda happy TTDPatch has some players 11:45:30 <MeusH> it would be sad if Josef's and his companions' work won't be used 11:45:36 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has quit [Quit: PandaMojo] 11:45:49 <MeusH> you know, they took several years to make TTDPatch, and I hope they will have players playing the game 11:47:12 <Wolf01> i'm happy too, but is so strange that game with all the new features enabled.. seem a mock up between TTO and OTTD 11:48:03 <Alltaken> hey is OTTD more developed than the patch yet? 11:48:26 <MeusH> in some parts, yes, but certainly no in the other parts 11:48:31 <MeusH> it's difficult for me to judge 11:48:38 <MeusH> probably developers will know better 11:48:42 <MeusH> they always know better :p 11:49:54 <Zavior> I felt like mini-in was ahead or atleast equal to ttdp 11:50:00 <Zavior> Mainly because of pbs :P 11:50:06 <Zavior> Buggy or not 11:50:36 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 11:51:06 <Wolf01> the experimental multipatch build based on miniIN was enough advanced to beat all... 11:51:25 <Wolf01> it missed only trams 11:51:44 <Celestar> well, we have bridges over arbitrary stuff now 11:52:07 <Wolf01> yeah, thank you Celestar (and tron) :D 11:52:19 <CIA-1> KUDr * r7590 /trunk/ (station.h station_cmd.c): 11:52:19 <CIA-1> -Codechange: (r7585) 11:52:19 <CIA-1> - use existing struct Rect instead of declaring new StationRect 11:52:19 <CIA-1> - use inline functions instead of macros 11:54:51 <stillunknown> sometimes i wonder why ttdpatch is still coded, it must be easier to put new things into ottd 11:55:57 <Wolf01> i also tried to understand how to make diagonal roads, but is way too hard for me... maybe with tmesisbob's patch (which is lost) i could have done something (maybe only synced) 11:57:07 <hylje> diagonal roads would be most win 11:57:15 *** Progman [~progman@p57A1CA20.dip.t-dialin.net] has quit [Remote host closed the connection] 11:58:31 <Gonozal_VIII> i think that wouldn't be easy 11:59:07 <peter1138> hmm 11:59:29 <Gonozal_VIII> should towns build them? waste of space? diagonal buildings needed? ai also build them? 11:59:44 <hylje> they would work the same way rails work now 12:00:19 <hylje> would waste space just as much as zigzag road 12:00:52 <Gonozal_VIII> not inside a town 12:01:41 <Gonozal_VIII> as towns don't build zigzag... 12:01:51 <Wolf01> have you never palyed sim city 3000? 12:02:22 <Gonozal_VIII> there is more space between the roads 12:02:37 <Wolf01> i think is the same 12:03:08 <Gonozal_VIII> there are 6-8 squares i think, in openttd it's only 1-2 12:03:49 <hylje> in simcity 3k buildings can develop three tiles from a road 12:03:51 <Darkvater> ttdpatch rules :D 12:03:58 <Wolf01> http://tuxresources.org/portal/modules/wfdownloads/images/screenshots/simcity3000.jpg 12:04:06 <Gonozal_VIII> so 6 squares then 12:04:08 <Darkvater> sometimes...I really miss some ottd stuff though 12:05:04 *** Sutherland [~murder_in@0x5550a029.adsl.cybercity.dk] has quit [Read error: Operation timed out] 12:05:56 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 12:06:32 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 12:06:47 <Wolf01> http://www2.fileplanet.com/images/40000/49590ss.jpg there isn't a big waste of space 12:08:41 <Gonozal_VIII> hmmm that are 4*4 blocks? 12:09:12 <hylje> http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=320057689010 12:09:51 <Gonozal_VIII> Winning bid: US .25 <-- wtf? 12:11:42 <MeusH> take a look at shipping costs now 12:12:18 <Gonozal_VIII> saw that... 12:13:05 <Gonozal_VIII> IF winning Auction Bid is over 0.00 you will receive an EXTRA FREE Wireless Controller 12:13:05 <Gonozal_VIII> IF winning Auction Bid is over 00.00 you will recieve an EXTRA Wireless Controller PLUS a FREE 12:13:05 <Gonozal_VIII> GAME - Of Your CHOICE 12:13:11 <Gonozal_VIII> that was close^^ 12:13:52 <ln-> http://images.tmbo.org/mirror.php/offensive/images/picpile/%5Bb3ta%5D%20unsuspecting%20panda%2C%20take2.gif (it's not offensive) 12:20:19 <Biff> 2.25$ for a PS3? 12:20:24 <Biff> that was a decent price 12:23:07 *** BJH2 [~chatzilla@e176110084.adsl.alicedsl.de] has joined #openttd 12:23:31 *** ThePizzaKing [~jeff@c211-28-164-191.eburwd2.vic.optusnet.com.au] has quit [Quit: Ex-Chat] 12:26:17 *** dpd [jos@d5153738B.access.telenet.be] has joined #openttd 12:27:41 <dpd> hey, i have a problem with openttd 0.5.0 can someone give me some help pls 12:28:00 <Wolf01> tell us the problem 12:29:32 <dpd> sorry for my bad english, but i can build only 2 planes anymore and helicopters aren't in the list anymore 12:29:51 *** Alltaken [~chatzilla@203-97-223-241.cable.telstraclear.net] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0.0.1/2006120418]] 12:29:53 <dpd> i have a screenshot of the problem 12:29:57 <Wolf01> which year? 12:30:02 <dpd> 2031 12:30:22 <Wolf01> do you set "vehicles never expire" on the patches configuration? 12:32:15 <dpd> i will see one minute pls 12:34:28 <dpd> turned off 12:34:44 <Wolf01> turn it on and then open the console and type resetengines 12:36:20 <dpd> its on 12:36:22 <CIA-1> rubidium * r7591 /branches/makefile_rewrite/ (151 files in 18 dirs): [MakefileRewrite] -Sync: with trunk (r7492:r7590). This so some of the documentation can be updated to reflect the changes in the Makefile Rewrite. 12:36:35 <dpd> but what do yo mean with the console? 12:37:06 *** Rens2Sea [~Rens2Sea@213.211.185.168] has joined #openttd 12:39:59 <dpd> i found the console and they are back my planes 12:40:12 <dpd> THANK you very much Wolf01 12:41:32 *** dpd [jos@d5153738B.access.telenet.be] has quit [] 12:52:01 <Rubidium> Darkvater: docs/Readme_Windows_MSVC.txt seems hopelessly outdated (it mentions MSVC 6 all over the place, references to an old useful.zip). 12:52:25 *** HMage [~HMage@85.21.179.41] has quit [Read error: Connection reset by peer] 12:53:01 <Celestar> hm 12:53:21 *** jnmbk [~jnmbk@85.106.141.118] has joined #openttd 12:55:02 <Rubidium> same is maybe true for the OS/2 Readme as it mentions a os2-useful-v1.1.zip which I cannot find at the given location and does Watcom support C++? 12:59:31 <Celestar> bah 13:00:21 <Rubidium> what to do with the mandriva howto? Is there a real need for it post 0.5? 13:01:28 <peter1138> mandriva? 13:01:36 <Rubidium> uhm.. mandrake even 13:05:19 *** jame [jos@d5153738B.access.telenet.be] has joined #openttd 13:05:46 <jame> hey, question can i change trains or other vehicles in one time to another model ? 13:06:53 *** Wolfolo|AWAY [~wolf01@host25-232-dynamic.4-87-r.retail.telecomitalia.it] has joined #openttd 13:06:54 *** Wolf01 [~wolf01@host25-232-dynamic.4-87-r.retail.telecomitalia.it] has quit [Killed (NickServ (GHOST command used by Wolfolo|AWAY))] 13:07:03 *** Wolfolo|AWAY is now known as Wolf01 13:07:16 <jnmbk> jame: use autorenew... it slowly changes them when they go to depot... 13:07:28 <Darkvater> Rubidium: yeah I know..that whole folder is hopelessly outdated... we should fix that up for the final, shouldn't we? 13:07:30 <Rubidium> it's called autoreplace 13:07:37 <Darkvater> I can take care of MSVC I think 13:07:46 <peter1138> hmm 13:07:46 <Darkvater> he dominik's mandrake howto ;p 13:07:50 <Celestar> ^^ 13:08:03 <MeusH> jnmbk, use autoreplace 13:08:07 <jame> jnmbk but i wanne change to a faster model of of them 13:08:18 <MeusH> open a trainlist 13:08:26 <MeusH> find a drop-down list 13:08:34 <MeusH> the first item in the list should be autoreplace 13:08:52 <jame> jnmbk but i wanne change to a faster model all of them 13:08:54 <MeusH> you pick what's the bad vehicle, what's the good vehicle, and that's it :) 13:08:55 <jnmbk> MeusH: I forgot the english of it :) played it too much in my language 13:09:17 <Celestar> why does populating an ldap database take like 10 minutes?! 13:09:36 <jnmbk> jame: there's no instant way to change them all 13:09:39 <Rubidium> because a serial null-modem cable isn't that fast? 13:10:17 <jame> jnmbk i think in a different version it was possible 13:10:22 <Celestar> Rubidium: from a local file :S 13:10:53 <jnmbk> jame: send all to depots and then use autoreplace... 13:11:05 <jnmbk> it's a faster solution... 13:11:16 <peter1138> jame: it is possible, it's just been moved to a menu on the vehicle list 13:11:50 <MeusH> I think autoreplace makes train visit the depot, even if you have no breakdowns = no servicing 13:12:39 <hylje> it doesnt 13:12:41 <jame> peter1138 is the smartest thanks i didnt kn ow it was moved 13:12:44 <jame> thnx all 13:14:55 *** jame [jos@d5153738B.access.telenet.be] has quit [] 13:14:57 <jnmbk> in strings.c "void InitializeLanguagePacks(void)" ottd chooses language from env variables, what about town names and currencies :) 13:18:08 <Darkvater> hmm have we decided what to do with unsafe (static) grf's that want to be active on the title screen? 13:18:13 <CIA-1> peter1138 * r7592 /trunk/ (7 files in 3 dirs): -Feature: Add support for tractive effort to 'realistic' acceleration. 13:18:18 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 13:18:20 *** mode/#openttd [+v glx] by ChanServ 13:18:20 <peter1138> Darkvater: fuck em 13:18:43 <Born_Acorn> woo tractive effort 13:18:56 <Darkvater> peter1138: alpinew.grf 13:18:59 <Born_Acorn> The one thing I couldn't poke Hackykid into committing. :p 13:19:11 <peter1138> alpinew isn't safe 13:19:26 <peter1138> therefore, why should you have it on the title screen? 13:19:32 <Darkvater> yes but it does change the landscape grf 13:19:50 <peter1138> yes, for in a game 13:20:30 <Darkvater> touchy? :) 13:20:50 <peter1138> alpine adds more than just the landscape 13:21:23 <peter1138> it fiddles with cargo and other stuff 13:21:27 <peter1138> so i see no reason to alow it 13:21:29 <peter1138> +l 13:22:32 <Darkvater> of course..but it does change the landscape grf in the intro-window; so it does look weird without. and some font files do use action b to force-activate themselves in the intro screen which causes us to mark them unsafe 13:22:49 <peter1138> weird without? 13:23:08 <peter1138> we can allow that 13:23:18 <peter1138> the action b where it's trying to force itself 13:23:19 <Darkvater> http://withleather.com/post.phtml?pk=1813 13:23:20 <Darkvater> lool 13:23:33 <peter1138> but not some random grf that you think looks nice 13:24:50 <Darkvater> know, I 13:24:58 <peter1138> yoda you? 13:25:42 <peter1138> wow, ton force is a gay unit 13:25:50 <peter1138> shall i make it kN for all units? heh 13:26:24 <Darkvater> me yoda knows much 13:26:44 <Born_Acorn> http://www.tt-forums.net/viewtopic.php?t=29268 <-- Shouldn't it be the actual game developers who make such decisions? :p 13:28:32 <peter1138> heh 13:28:44 <Athorium> why I can't install UKRoadset? :S 13:28:55 <peter1138> you're yoda too? 13:29:25 <Born_Acorn> I mean, the current mindset seems to be "We'll make all the decisions, the devs can do all the hard work" 13:29:54 <Rubidium> does that bug mentioned in docs/directmusic still exist? It also mentions MSVC6. 13:30:08 *** jnmbk [~jnmbk@85.106.141.118] has quit [Remote host closed the connection] 13:30:38 *** Gonozal_VIII [~Gono@N737P002.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 13:30:49 <glx> Rubidium: yes 13:31:01 <glx> you can still hear music at min level 13:31:05 <peter1138> so, again, kN for all? :p 13:31:19 <Born_Acorn> kNs! 13:31:27 * Born_Acorn kills Newton 13:31:47 <Rubidium> so it's almost 3 years in there and it's still will be fixed 'soon' :) 13:32:26 <Darkvater> if you don't want music just turn it off 13:33:01 <hylje> Born_Acorn: stuff into scale if/when 3d engine is implemented 13:33:30 <Born_Acorn> Theres no plans for a 3d engine. 13:33:36 <Born_Acorn> Just a 32bpp colour one 13:34:01 *** Mucht [~Mucht@p57A0F8F2.dip.t-dialin.net] has joined #openttd 13:34:01 <Darkvater> http://tt-forums.net/viewtopic.php?p=534805#534805 < that sirkoz guy is annoying 13:34:33 <peter1138> heh 13:34:34 <Born_Acorn> Seems to be anti-OpenTTD but pro MiniIN :p 13:35:22 *** Gonozal_VIII [~Gono@N716P026.adsl.highway.telekom.at] has joined #openttd 13:35:27 *** Mucht [~Mucht@p57A0F8F2.dip.t-dialin.net] has quit [Remote host closed the connection] 13:35:53 *** Mucht [~Mucht@p57A0F8F2.dip.t-dialin.net] has joined #openttd 13:36:07 <izhirahider> I have a question regarding town generation: Say that towns are generated by a prefix in an array A and a suffix in an array B. Using seedChance() to fetch A[x] and B[y], isn't there a remote possibility that one can have duplicate town names? it just needs that the same pair (x,y) is generated twice. It can happen with random numbers. Or am I missing something? 13:36:43 <Celestar> maybe the program stores generated town names? 13:38:18 <peter1138> izhirahider: it compares against existing town names 13:39:00 <Rubidium> hmm, what are we going to do with docs/console.txt? It is really hopelessly outdated (and even beyond that) 13:39:05 <peter1138> Darkvater: got a smart-arsed reply for him? :) 13:39:12 <peter1138> ah :) 13:39:19 <Born_Acorn> Fire off a double shot 13:39:22 <Darkvater> Why don't you go play miniIN then and stop bothering us sirkoz? 13:39:38 <izhirahider> peter1138, thanks 13:39:43 <Born_Acorn> Darkvater has delivered the first shot, peter1138, deliver the second! 13:39:47 <Celestar> what is wrong with Sirkoz? 13:39:57 <Born_Acorn> He fell down the stairs as a child. 13:40:03 <peter1138> Born_Acorn: well, i started it off, heh 13:40:08 <Celestar> pity 13:40:20 <Celestar> peter1138: I'm closing in on custombridgeheads :) 13:40:23 <peter1138> yay 13:40:27 <Born_Acorn> wooo 13:40:29 <hylje> wow 13:40:35 <Celestar> I've already ripped apart MP_TUNNELBRIDGE 13:40:39 <peter1138> is my old patch any use or not? 13:40:41 <Born_Acorn> <General Agreement sounds> 13:40:44 <Darkvater> peter1138: he started it off... here http://tt-forums.net/viewtopic.php?p=532666#532666 13:40:52 <Celestar> peter1138: I haven't seen it, so I guess, no :P 13:40:54 <Darkvater> Good to see new revision, except tis' not so new after all, is it? 13:41:04 <peter1138> DrawRoadBits() & DrawTrackBits() were split off for the purpose of custom bridge heads 13:41:11 <peter1138> then tron staticized them, hehe 13:41:21 <Celestar> :P 13:41:31 <peter1138> Celestar: most of it's irrelevant now anyway 13:41:42 <Celestar> peter1138: MP_STREET_BRIDGE will have the same structure as MP_STREET, causing much less special casing for pathfinders as such 13:41:50 <Celestar> they do not need to know whether it is a bridge head or not 13:41:58 <peter1138> excellent 13:42:16 <peter1138> before, i had to contend with squeezing bits around 13:43:08 <Celestar> bah 13:43:25 <peter1138> hmm? 13:43:52 <Celestar> fischer@galadriel:[/nfs/home/fischer/openttd/branches/bridge]> svn diff | wc -l 13:43:52 <Celestar> 911 13:44:01 <Celestar> I haven't even done anything useful yet :P 13:44:07 <peter1138> heh 13:44:18 <hylje> bridgebranch is reborn? :p 13:44:23 <peter1138> 4505 2005-08-12 13:54 custombridgehead.diff 13:44:34 <peter1138> although i doubt that version worked 13:44:34 <Prof_Frink> 911 lines of comments? 13:44:39 <Darkvater> great... 13:44:48 *** tosse [tosse@tosse.pp.se] has quit [Ping timeout: 480 seconds] 13:44:50 <Celestar> no, 911 lines to introduce 2 new tiletypes 13:44:52 <Darkvater> -rwxr--r-- 1 tfarago users 160100 2006-12-28 14:40 bla.diff 13:45:01 <Darkvater> once again my diffs are starting to get huge :s 13:45:12 <peter1138> Darkvater: feh, it's not sprlimit :D 13:45:22 <Darkvater> :) 13:45:30 <peter1138> my custom bridge heads patch is 500 lines 13:45:50 <peter1138> r3839 13:45:51 <peter1138> um 13:45:55 <peter1138> yeah 13:45:59 <hylje> :o 13:46:19 <Celestar> http://www.fvfischer.de/ottd/newtt.diff 13:46:22 <Darkvater> the only qualm I have with the spritelimit-split is the all-too-visible split between palette and sprite. Eg SetMouseCursor, what would I need with palette there? 13:46:22 <Celestar> need comments 13:46:24 *** RichK67 [~RichK67@talk-210-66.talkadsl.com] has joined #openttd 13:46:41 <Celestar> peter1138: well, I'm trying to do it as cleanly as possible :) 13:46:57 <RichK67> hi all 13:47:00 <peter1138> indeed 13:47:05 <Darkvater> hi RichK67 13:47:05 <peter1138> hello rich 13:47:14 <Celestar> Darkvater: peter1138 please tell me whatcha think :) 13:47:33 <Darkvater> oh reminds me... 13:47:52 <RichK67> ive got a quickie question about the behaviour of the "manage list" function - i dont know if its faulty, or just not doing what I expect 13:47:57 <Darkvater> peter1138: we needa add a flag to force loading savegame without appropiate newgrfs 13:48:16 <Darkvater> or even better, load it with newgrfs, just disabled so you can remove the missing ones from the savegame 13:48:20 <Darkvater> well or something 13:48:29 <Darkvater> yoda I very much so 13:48:32 <Maedhros> hi everyone 13:49:08 <Rubidium> Celestar: why do you make the distinction between rail & road bridges, but not between rail & road tunnels? 13:49:18 <RichK67> if i select a station serving a wood sawmill, and view its list of trains, i can then select replace vehicles from the Manage List drop down. however, any replacement i do is then global across my entire network, rather than limited to the list at that station... is this the way its meant to be? 13:49:20 <Darkvater> Celestar: 476 return owner; you forgot the check for rail type 13:49:25 <Darkvater> - if ((IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) || 13:49:25 <Darkvater> - (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_RAIL)) { 13:49:26 <Darkvater> - return IsTileOwner(tile, owner); 13:49:29 <Darkvater> + case MP_RAILWAY_BRIDGE: 13:49:30 <Darkvater> + return IsTileOwner(tile, owner); 13:49:41 <Darkvater> should be getbridgetransporttype==rail no? 13:49:47 <hylje> RichK67: yes :| 13:49:51 <peter1138> RichK67: yeah, replace vehicles is global 13:50:05 <Celestar> Rubidium: because I don't care about tunnels for the time being :P 13:50:07 <Celestar> Celestar: checking 13:50:12 <RichK67> no way to limit the replace to just the selected list?? 13:50:41 <Darkvater> no 13:50:43 <Celestar> Darkvater: a railways bridge normally has a railway on it :) 13:50:46 <RichK67> dang :( 13:50:56 <peter1138> could be possible 13:51:01 <Biff> RichK67: workaround suggestion; edit their orders (if they are shared) to go and stop at the same depot 13:51:03 <Darkvater> Celestar: so why the check for tunnel? 13:51:08 <peter1138> but it's not currently, and won't be in 0.5.0, heh 13:51:09 <Biff> then i think you can replace them there 13:51:15 *** mosfet [~opera@ACCE760F.ipt.aol.com] has joined #openttd 13:51:22 <Celestar> Darkvater: because I'm not distinguishing between road and rail tunnels (yet) 13:51:27 <Darkvater> we could do it by assigning replace-groups and replacing things by groups 13:51:46 <peter1138> what i'd like is something like simutrans' lines 13:51:55 <peter1138> and then allow replacements on that 13:51:59 *** BJH2 [~chatzilla@e176110084.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.61 [Mozilla rv:1.7.12/20050915]] 13:52:09 <peter1138> shared orders being almost but not quite the same 13:52:12 *** tosse [tosse@tosse.pp.se] has joined #openttd 13:52:32 <Celestar> maybe a replacement function for all vehicles that share orders? 13:52:34 <mosfet> hey all 13:52:39 <Celestar> hey mosfet 13:53:08 <RichK67> i wonder if the "groups" patch allows replacement limited to a single group - ive an inkling it does already 13:54:06 *** BobingAbout [~BobingAbo@83.100.229.132] has joined #openttd 13:54:08 *** BobingAbout [~BobingAbo@83.100.229.132] has quit [] 13:55:21 <Darkvater> Celestar: smallmap_gui.c switch[space](GetTileType) { 13:57:17 <Darkvater> Celestar: perhaps split up DoConvertTunnelBridgeRail? 13:57:20 <Darkvater> or is that later on 13:57:27 <Darkvater> (rail_cmd.c) 13:57:29 <Celestar> Darkvater: I will split it 13:57:43 <peter1138> are you closing the bridge branch and starting a fresh one? 13:57:43 <Darkvater> water_cmd.c....way too long a line 13:57:47 <Celestar> Darkvater: standby 13:58:05 <Celestar> peter1138: the purpose being? 13:58:20 <peter1138> it's a separate feature 13:58:47 <RichK67> yup - looks like the groups patch can do it.... http://www.tt-forums.net/viewtopic.php?p=532222#532222 any chance of ppl taking a look at fast-tracking this one? looks like bjarni has been involved along the way 13:58:49 <hylje> its a different branch with the same name? 13:59:06 <Celestar> peter1138: well yes, but it involves bridges :P 13:59:13 <Darkvater> RichK67: that's a bad sign ;p 13:59:13 <hylje> would be cool to have a treeview of all branches 13:59:14 <peter1138> RichK67: bjarni being involved isn't necessarily a good thing ;) 13:59:26 <Darkvater> peter1138: hehe :D 13:59:27 <Maedhros> Celestar: you pinged, at some point? 13:59:36 <peter1138> Celestar: but it also involves the map? so we should use the map branch, no? 13:59:37 <Celestar> Maedhros: yeah, yesterday... 13:59:43 <Celestar> peter1138: hmm ... 13:59:46 <Celestar> suggestions? :) 13:59:59 <Celestar> Maedhros: about whether to rename mextra into m6 in trunk or not. 14:00:05 <Celestar> but we more or less opted for not :P 14:00:13 <Celestar> peter1138: so how should we name the new branch? 14:00:15 <Celestar> :P 14:00:23 <Maedhros> Celestar: ok, cool :) 14:00:40 <Darkvater> Celestar: the code in pathfind.c is not the same. original code was if (tunnel) {this} else {that}. New code is 14:00:52 <Darkvater> if (tunnel) {this} if (bridge) {that} 14:01:06 <Darkvater> switcherize it? 14:01:48 <RichK67> changes from an "exclusive or" if, to an inclusive one... 14:02:22 <Rubidium> hmm, what charset does readme.txt have? 14:03:06 <Darkvater> Celestar: pathfind.c that big if thingie with istiletype() | |||| perhaps change that to gettiletype? 14:03:10 <RichK67> bbl 14:03:11 *** RichK67 [~RichK67@talk-210-66.talkadsl.com] has quit [Quit: RichK67] 14:03:14 <Naksu> meh 14:03:22 <Naksu> anyone know about the media player classic project? 14:03:25 <Naksu> has it been abandoned? 14:03:47 <Naksu> there hasnt been any writes to svn for half a year, and last release was in march 14:04:30 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [] 14:04:43 *** mosfet [~opera@ACCE760F.ipt.aol.com] has quit [Ping timeout: 480 seconds] 14:04:47 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 14:05:54 <Darkvater> Celestar: same goes for other types where you changed an if/else (tunnel/bridge) into if, if, if 14:07:43 <Darkvater> br 14:07:44 <Darkvater> b 14:08:38 <peter1138> Naksu: wrong channel? 14:09:36 <Naksu> peter1138: no :D 14:13:42 <Rubidium> http://rubidium.student.utwente.nl/openttd/documentation-update.diff <- what do you think? I've removed the console document as it is hopelessly outdated and the wiki has more than enough information. I also removed the Mandrake stuff as that is over 2 years old and I hope nobody is using that version anymore :) 14:18:50 <Naksu> gah 14:19:10 <Naksu> apparently the author died 14:20:06 *** egladil [~egladil@h91n3fls301o1035.telia.com] has quit [Ping timeout: 480 seconds] 14:21:43 *** egladil [~egladil@h91n3fls301o1035.telia.com] has joined #openttd 14:28:06 *** scia [~scia@AveloN.xs4all.nl] has joined #openttd 14:45:06 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has quit [Quit: Tobin] 14:46:22 <Celestar> back 14:46:36 <Celestar> Darkvater: this if if if stuff is temporary 14:47:46 <Celestar> but ok, would you like me to create a new branch now or not? 14:58:04 <KUDr> Celestar: can't you simply continue in 'bridge' branch? 14:58:14 <Celestar> I can 14:58:21 <Celestar> but peter1138 somehow did not like the idea? 14:58:42 <KUDr> ahh. Didn't see 14:59:02 <KUDr> i like is as the simplest way 14:59:10 <Celestar> ok 14:59:19 <Celestar> KUDr: do we want a signalling branch or not? 14:59:45 <KUDr> yes, but after 'scripting' branch will be made 15:00:12 *** Sacro [~Ben@adsl-83-100-200-208.karoo.KCOM.COM] has joined #openttd 15:00:17 <Celestar> scripting branch? 15:00:27 <KUDr> yes squirrel 15:00:35 <Celestar> what is it exactly? 15:00:36 <KUDr> or something like this 15:00:39 <Celestar> and what do we want this for? 15:01:00 <KUDr> 1. newsig prototyping 15:01:05 <KUDr> 2. AIs 15:01:22 <Sacro> LUA? 15:01:26 <KUDr> 3. more complex commands like autosignals, etc 15:01:38 <KUDr> 4. maybe new GUI later 15:01:51 <KUDr> Sacro: squirrel 15:02:01 <KUDr> much better than LUA 15:02:10 <Sacro> KuDr: let me go research.. 15:02:16 <KUDr> ok 15:02:37 <KUDr> 5. autopilot scripts 15:02:55 <KUDr> 6. many other things can be done with it 15:03:18 <KUDr> like scenario scripting 15:03:26 <Celestar> KUDr: how complex will the implementation be? 15:03:44 <KUDr> to trigger events based on how much you deliver somwhere or so 15:04:12 <Sacro> i can see implementation being quite complex in order to do all this... but well worth it 15:04:14 <Celestar> KUDr: I suggest implementing only as much as is needed for newsig :) 15:04:22 <KUDr> Celestar: i am now working on binding framework to have it very simple then 15:04:33 <Sacro> is the licence gpl compatible? 15:04:53 <KUDr> Celestar: we already have volunteers for AI scripts 15:05:14 <peter1138> . o O ( . . . gpmi . . . ) 15:05:18 <KUDr> Sacro: they don't restrict the use anyhow 15:05:18 <Celestar> what about the licensing? 15:05:26 *** Sutherland [~murder_in@0x5550a029.adsl.cybercity.dk] has joined #openttd 15:05:28 <Noldo> btw, is there any new attempt planned on pbs? 15:05:47 <KUDr> they would appreciate some credits but it is not a must 15:05:58 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 15:06:21 <hylje> kinda bsd? 15:06:23 <KUDr> Noldo: now we discuss it (newsig is the new way how PBS would work in the future) 15:06:25 <Sacro> KUDr: ahh, wikipeda says its zlib/libpng licence, and its compatible with gpl 15:06:50 <Sutherland> hello everyone any of u that know where i can the amigaOS4? 15:07:09 <Sacro> Sutherland: im more cuious as to where you could run it 15:07:17 <hylje> ppc 15:07:24 <Sutherland> on a pc ithing 15:07:28 <Sutherland> think 15:07:38 <Sacro> not an x86 based one 15:07:53 <KUDr> peter1138: the script binding should be smaller project than yapf was 15:08:06 <Sutherland> hmm what does it run on then? 15:08:12 <KUDr> and i expect its usage in several areas 15:08:26 <Sutherland> can i install it on my old amiga? 15:09:24 <Rubidium> Sutherland: this is not really the place to ask such questions I guess 15:09:56 <Sutherland> i know that but it could be that someone knew it 15:10:06 <Sacro> Sutherland: no you cant, its not m68k either, its ppc afaik 15:10:16 *** Peakki [antti@cs181000195.pp.htv.fi] has joined #openttd 15:10:30 <Sutherland> what is ppc? 15:10:41 <peter1138> powerpc 15:11:01 <Sutherland> never heard of it :S 15:11:10 <hylje> pre-intel macs are ppc 15:11:49 <Noldo> which script language are you planing? 15:12:24 <Sutherland> but if it is to a mac then it should work on my pc to i can install mac on it and it works but right now im running winblows 15:12:36 <peter1138> o_O 15:12:59 <MeusH> ahhh 15:13:03 <MeusH> burns 15:13:04 <MeusH> wait 15:13:43 <Sacro> Sutherland: MacOSX is available for PPC (old) and x86 (new), 15:13:49 <MeusH> my ups got overheated 15:13:53 <Sacro> AmigaOS4 is only ppc 15:13:59 <Rubidium> KUDr: can anybody tell you with certainty that it works for all the supported OSes/processor architectures of OpenTTD? 15:14:01 <MeusH> got to reboot 15:14:08 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has quit [Quit: bye - quit] 15:14:26 <Celestar> from what I know a scripting language is just text files? 15:14:53 <Rubidium> yes, but if you embed it into OpenTTD it needs to be endian-aware 15:14:54 <Sutherland> okay thx sacro.. 15:16:24 <Rubidium> especially as they only mention x86 compatible processors they have compiled it on in the README 15:16:44 <Celestar> this is suboptimal 15:18:56 <Sacro> its mac os compatible 15:19:06 *** Ailure [~Coming@h236n9c1o912.bredband.skanova.com] has joined #openttd 15:19:18 <Rubidium> Sacro: is that the PPC or x86 flavor of OSX? 15:19:26 <KUDr> Rubidium: no but authors declared it clearly i guess and if not, we can change it - it is really light weight 15:19:34 <Sacro> 10.4.2... doesnt state which 15:20:54 <KUDr> there is no reason why it would not run there - all OS specific calls we can reroute to our API 15:21:17 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 15:21:51 <KUDr> and then the engine itself should work (except for some BE/LE issues that we can solve i think) 15:21:55 <peter1138> i shouldn't think there's any need for OS calls 15:22:03 <Celestar> well, give it a shot and see how it turns out 15:22:28 <Celestar> so I'm creating a custombridgeheads branch now or not? :P 15:22:33 <peter1138> yes 15:22:37 <peter1138> get everyone excited :D 15:22:42 <KUDr> peter1138: i am aware of some (executing script file, etc.) 15:22:43 <tokai> KUDr: what scripting engine your talking 'bout? 15:22:53 <KUDr> but they can be rerouted easily 15:23:07 <KUDr> tokai: squirrel 15:23:10 <tokai> Sutherland: there is an old unofficial openttd port for O54, but they never got it working right it seems. 15:23:18 <tokai> KUDr: hmm.. never heard of that one:) 15:23:29 <Celestar> peter1138: call it custombridgeheads or cbh? :P 15:23:51 <peter1138> no idea 15:23:58 <KUDr> tokai: much better then LUA (its probably LUA fork with different language) 15:24:02 <Celestar> Darkvater: suggestions? :P 15:24:19 <tokai> KUDr: ah.. well.. lua works on ppc.. i even made a quick port to morphos once 15:24:27 <tokai> if its a fork it shouldnt be a problem i guess 15:24:37 <Rubidium> tokai: please try to compile it :) 15:24:37 <Sutherland> okay tokai but i was just askin where to get amigaos4 15:24:49 <tokai> Sutherland: you can't get it 15:24:53 <KUDr> tokai: then it should work too - engine itself is very similar 15:25:05 <Rubidium> tokai: http://sourceforge.net/project/showfiles.php?group_id=85893 15:25:11 <tokai> Sutherland: u only can get it when you're registered user of a certain hardware which is no longer available 15:25:20 <Celestar> we could make scripting optional :) 15:25:37 <Celestar> because the first application, newsignalling, is more like rapid prototyping 15:26:02 <Sutherland> tokai okay :( 15:27:03 <tokai> Sutherland: imho you're better off with winuae on a fast windows pc anyway ;) 15:27:06 <KUDr> Celestar: first i will make it controllable from console, then some autopilot scripts to test it and then AI interface 15:27:20 <Celestar> I'm eager to seeing the results 15:27:44 <KUDr> Celestar: but it will stay in branch so we can get experience with it and discuss its usage later 15:28:11 <KUDr> Celestar: results of what? 15:28:41 <Celestar> of your implementation :) 15:28:45 <KUDr> i can give you my old LUA experimental build 15:29:12 <Sutherland> :S thank u very much tokai 15:29:21 <KUDr> you can play with it (it had also background tasks implemented) 15:29:58 <Celestar> KUDr: I'll work on custombridgeheads for the time being :P 15:30:23 <KUDr> Celestar: and it is sure that squirrel works with ottd, but now i am trying to simplify the ottd API bindings so i can declare new bind on one line 15:30:39 <KUDr> Celestar:ok 15:31:01 <peter1138> i'll work on... whatever's left i have to do 15:31:23 <Celestar> peter1138: you can help me \o/ 15:31:28 <tokai> ld: archive: ../lib/libsqstdlib.a has no table of contents, add one with ranlib(1) (can't load from it) <- heh.. :) but i guess it could build (i'm on OSX/PPC atm) 15:32:16 <Noldo> KUDr: btw, how's yapf? 15:32:46 <Sacro> tokai: winuae wont run os4, though pearpc might 15:32:49 <Celestar> yapf is working well. 15:32:50 <Celestar> :) 15:32:54 <KUDr> Noldo: please specify your question 15:33:39 <Noldo> KUDr: I like Celestar's answer :) but do you have any imidiate plans for it? 15:34:22 <tokai> Sacro: i didn't said that. I meant your better off with using winuae (and an older version of amigaos) than trying to get some obscure hardware just to run OS4 which can't run less software than a real amiga (i mean the ones from CBM era). 15:34:35 <Noldo> just noticed the testers needed thread on the forums 15:34:39 <tokai> -'t 15:34:42 <KUDr> Noldo: not for now - during newsig work there will be need to make some changes there 15:34:52 <Sacro> tokai: true, i like running Workbench 1.3 under winuae 15:35:11 <KUDr> Noldo: testers are still needed 15:35:18 <tokai> k, suirreel build under osx... so.. how to use it? :) 15:35:29 <KUDr> And dedicated YAPF thread too 15:35:53 <peter1138> guys 15:35:55 <tokai> has a odd makefile concept though (always deletes object files) :) 15:36:02 <peter1138> hmm 15:36:05 <KUDr> tokai: run sq with some argument (script file name) 15:36:08 * peter1138 ponders the spritecache pool 15:36:21 <peter1138> think it'll suck performance? 15:36:46 <tokai> carbuncle:~/Desktop/SQUIRREL2 tokai$ ./bin/sq samples/hello.nut 15:36:46 <tokai> Hello World!carbuncle:~/Desktop/SQUIRREL2 tokai$ 15:36:49 <KUDr> tokai: simplest file could contain one line 'print("hello");' 15:36:58 <tokai> seems it is working on ppc 15:37:04 <Noldo> KUDr: have you documented the features and uses of signals that are supported? 15:37:04 <KUDr> well 15:37:10 <KUDr> thanks for good news 15:37:33 <KUDr> Noldo: what features you mean? 15:38:22 <KUDr> like load balancing? 15:38:49 <KUDr> it is all explained on forums 15:38:59 <Noldo> I remember we once talked about some effects of red-two-way as deadend and whether they are features or unplanned side efects 15:39:10 <Rubidium> tokai: it does never make .o files 15:39:26 <KUDr> Noldo: it has switch in config 15:39:53 <KUDr> so i would tell that it is not 'unplanned side effect' 15:40:28 <KUDr> look into your .cfg and you will see all - the names are self descriptive 15:40:32 <peter1138> well the main feature we want is that pbs-a-like thing ;) 15:40:55 * Sacro would like reversing signals 15:40:57 <peter1138> priorities can currently be 'emulated', heh 15:40:59 <KUDr> peter1138: yes, this is by design 15:40:59 <Gonozal_VIII> higher trainflow without stopping :-) 15:41:12 <Gonozal_VIII> stopping is baaaaad 15:41:44 <Gonozal_VIII> trains should never have to stop outside a station or depot 15:42:34 <peter1138> well at least the 1 second delay's gone now 15:46:55 <Celestar> hm 15:47:05 <Celestar> carbuncle ... that sounds like Final Fantasy 15:50:58 <Gonozal_VIII> isn't that the guy in garfield? 15:53:17 <Gonozal_VIII> ah.. arbuckle 15:54:20 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has joined #openttd 15:54:27 <MeusH> hey 15:54:29 <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd 15:54:29 <MeusH> !logs 15:55:53 *** wonea [~wonea@wonea.demon.co.uk] has joined #openttd 16:04:52 <Celestar> guys 16:05:04 <peter1138> Rubidium: ping? 16:05:10 <Celestar> what about compiling a list of what has been in MiniIN and see what we can port to trunk/ ? 16:05:12 <Rubidium> peter1138: pong! 16:05:42 <peter1138> what happened to clearing the grfconfig list within resetgrfconfig? 16:05:50 <Rubidium> Celestar: porting the patches to trunk will be a hell 16:06:01 <Celestar> Rubidium: well, not all :) 16:06:01 <Rubidium> huh? 16:06:02 <Athorium> hi 16:06:13 <Celestar> Rubidium: but some that are 1) stable 2) worth the effort :) 16:06:41 <Sacro> Celestar: that'd be amazing 16:06:47 <Celestar> Sacro: I need a list ... 16:06:52 <Sacro> Celestar: its on svn 16:07:04 * Sacro digs 16:07:14 <hylje> at least diagonal crossings 16:07:25 <Celestar> ah 16:07:40 * Sacro does an svn co 16:07:49 <peter1138> ah 16:07:52 <peter1138> Rubidium: sorry 16:07:55 <peter1138> Darkvater: ping? :P 16:08:18 <Sacro> i'd like to see diagonal crossings moved 16:08:22 <Sacro> and realistic physics 16:08:31 <Celestar> Sacro: what do they do? 16:09:00 <blathijs> "moved" ? 16:09:01 <Sacro> diagonal crossings? allows you to have lines crossing like + rather than like x 16:09:02 <Rubidium> most patches in MiniIN are influenced by subsidiaries & PBS 16:09:21 <Rubidium> the diagonal crossings is one of them 16:09:33 <Celestar> please elaborate on that feature? 16:09:37 <hylje> diagonal crossing allows building diagonal rail on roads 16:09:43 <Celestar> ah 16:09:46 <Celestar> thanks 16:09:50 <Sacro> Celestar: svn://svn.openttd.org/branches/MiniIN/patches/MiniINpatches.txt 16:09:54 <Celestar> thanks 16:09:56 <Maedhros> diagonal crossings was written against trunk, and ported to miniin afterwards 16:10:22 <Celestar> is there any patch left? 16:10:22 <Athorium> what is TBH? 16:10:25 <Celestar> some diff ? 16:10:26 <Sacro> ooh, signal autocomplete 16:10:34 <Maedhros> i can probably update it a bit now there's more space in the map array :) 16:10:36 <hylje> signal autocomplete is bugggyyyy 16:10:56 <Sacro> Celestar: all the patches should be on the forums 16:11:13 <Rubidium> Maedhros: yes, but the miniin patch is 'newer' than the trunk patch, as there is a MiniIN patch done on diagonal crossings months after the last update of the trunk diff at the forum 16:11:25 <CIA-1> celestar * r7593 /branches/custombridgeheads/: [cbh] - Created a branch to develop custombridgeheads. 16:11:25 <CIA-1> peter1138 * r7594 /trunk/newgrf_config.c: -Fix (r7522): GRF config list wasn't cleared when no GRFs should be used. 16:11:34 <Sacro> ooh, upgrade bridges in situ 16:11:55 <Maedhros> Rubidium: ah. well, i've got the patch against trunk somewhere, but probably not on this computer... 16:12:04 <Celestar> what is upgrade bridge in situ? 16:12:13 <Athorium> someone can say me what is TBH? 16:12:17 <Rubidium> upgrade the bridge without destroying it 16:12:22 <Maedhros> Athorium: to be honest 16:12:23 <peter1138> to be honest 16:12:28 <Athorium> ok, thx 16:12:41 <Celestar> Rubidium: ok that is a feature that should port easily to trunk, right? 16:12:48 * Rubidium wanted to say "to be honest, I don't know" 16:13:05 <Rubidium> if Maedhros can update his patch, it is fairly easy 16:13:16 <glx> Rubidium: the patch in MiniIN if I remember was for PBS 16:13:28 <Celestar> Maedhros: do you have any diff about those diagonal-level-crossing?S 16:13:39 <Rubidium> I looked at it this afternoon and it was a general cleanup-diagonal-level-crossings patch 16:13:55 <Athorium> -Feature: Add support for tractive effort to 'realistic' acceleration. 16:13:57 <Athorium> what is this? 16:14:05 <Maedhros> Celestar: here's the latest forum patch: http://www.tt-forums.net/viewtopic.php?t=26584 16:14:14 <Maedhros> i'll have to dig up the newer one 16:14:24 <Celestar> Maedhros: ok I'll have a look through it, k? 16:14:25 <hylje> Athorium: newgrf sets such as ukrs provide a tractive effort value for trains 16:14:30 <Sacro> Athorium: torque 16:14:41 <Maedhros> Celestar: fine :) 16:14:43 <Athorium> better acceleration? 16:14:52 <Athorium> well, "more realistic"? 16:14:59 <hylje> yeah 16:15:02 <Sacro> yes, more realistic 16:15:10 <Athorium> ok, cool ^_^ 16:15:14 <hylje> high HP pax trains arent useful when pulling heavy cargo 16:15:25 <Sacro> hylje: high HP are 16:15:34 <hylje> with little torque i doubt 16:15:40 <Sacro> yeah... true 16:16:12 <Celestar> wow this is a hugeass patch 16:16:14 <Rubidium> Celestar: r6401 is the cleanup patch I was talking about 16:16:36 <Celestar> ok 16:16:50 <Maedhros> the latest version i've got is for r6445 16:17:03 <peter1138> Sacro: did you know the formulas are the same? 16:17:05 <Celestar> Maedhros: before we can do anything about the level crossing, we should do some cleanup for the level crossings. 16:17:06 <peter1138> just different units 16:17:11 <Sacro> peter1138: oh? 16:17:12 <peter1138> (oh, and the airdrag, heh) 16:17:37 * Sacro sits back and watches Japanese Bikini Rodeo Pie Fighting 16:18:17 <orudge> Hm, lovely, there's a server at www.openttd.org/servers.php that messes up the page layout 16:18:20 <orudge> for me on Safari anyway 16:18:40 <Sacro> hmm, firefox slips long names under the next coloum 16:19:09 <hylje> orudge: opera is fine 16:19:22 <Celestar> KUDr: do you store the Station Rectangles in the savegame? 16:19:45 <glx> the comment says no 16:19:51 <Sacro> :o 16:19:59 <Celestar> ok 16:20:47 <Celestar> Maedhros: we should swap the road and rail owner of level crossings and move the Railtype to the same place MP_RAILWAY has it 16:21:22 <Maedhros> Celestar: sounds sensible 16:21:35 <Maedhros> newer patch is here, btw: http://dev.gentoo.org/~maedhros/openttd/diagonal-crossings-r6445.diff 16:22:16 <Celestar> can anyone get me screenshots of the diagonal crossings? 16:22:39 <Rubidium> Celestar: it is in the forum thread 16:22:49 <Rubidium> just go to page 3 or 4 16:22:49 <Maedhros> http://www.tt-forums.net/files/greabourne_transport_27th_jun_1984_200.png 16:22:53 <Celestar> Rubidium: ok 16:23:16 <Celestar> cool 16:23:20 <Maedhros> there are fences in the newer patch which i don't really like any more, so i'll probably remove them again soon 16:23:27 <Celestar> Maedhros: no worries :P 16:23:55 <Celestar> hm. 16:24:00 <Celestar> idea: 16:25:10 <Celestar> for MP_STREET, we have the road bits in m6, 2-5, for MP_RAILWAY we have them in m5 0-5. so we can have a joint type MP_WHATEVER which 1) has both and 2) can then be simple used to implement trams. 16:25:16 <Celestar> comments? 16:25:20 *** Digitalfox [~digi@bl7-183-153.dsl.telepac.pt] has joined #openttd 16:25:47 <hylje> could be good 16:25:55 <Celestar> is easy to implement actually. 16:26:07 <hylje> but implement diagonal crossings too 16:26:14 <Sacro> Celestar: that sounds good 16:26:15 <Celestar> well it is the same. 16:27:31 <Rubidium> trams need to be implemented differently than rails 16:27:35 <hylje> how feasible are broader roads? 16:27:38 <Celestar> Rubidium: why? 16:27:40 <Celestar> KUDr: ping 16:28:10 <Rubidium> because you can have tram and road on the same tile with different 'roadmasks' 16:28:30 <Celestar> well, with the implementation I suggested up there, you could have that. 16:29:05 <Celestar> you can have every possible combination 16:29:24 <Rubidium> what about a rail+tram+road crossing? 16:29:36 <peter1138> do we want ttdp style trams? heh 16:29:39 <Celestar> Rubidium: let's not get too carried away 16:29:39 <blathijs> Tram? 16:29:46 <Celestar> peter1138: what are ttdp-style trams? 16:29:48 <Celestar> :P 16:30:04 <peter1138> Celestar: road vehicles restricted to a specific road type, heh 16:30:04 <Celestar> 13:03 <Darkvater> gotta go, bb in 30 16:30:13 <Rubidium> Celestar: basically another roadtype 16:30:18 * Celestar looks at watch 16:30:43 * blathijs gets confuzzled :-) 16:30:43 <CIA-1> maedhros * r7595 /branches/newhouses/newgrf_house.c: [NewHouses] -Cleanup: Make the building count code more readable, and more correct... 16:30:45 <Celestar> peter1138: Rubidium: honestly, I'd like to have road implemented as a type of rail. 16:30:53 <peter1138> road or trams? 16:30:57 <Celestar> road 16:30:59 <peter1138> hmm 16:31:15 <hylje> then transparency and blending to make arbitary crossings 16:31:17 <blathijs> Celestar: I think that had issues as well :-) 16:31:22 <Celestar> it has 16:31:28 <Celestar> but is there anything wrong with my idea up there? 16:31:33 <Rubidium> Celestar: hmm, that might be possible :) 16:31:44 <blathijs> Celestar: In basis, it would be a useful generalization 16:32:10 <blathijs> Celestar: Please make it into in a proposal :-) 16:32:13 <Celestar> blathijs: what is the difference between the two? basically nothing, except that you can go from an X track to Y track. 16:32:30 <blathijs> You can have half x and y tracks 16:32:34 <blathijs> which is sorta nasty 16:32:42 <Rubidium> though if you have a -| junction, it would becomes more like a <| rail junction 16:32:57 *** glx|away [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 16:33:00 <Celestar> blathijs: then enable half x and y railtracks as well. (only in the code) 16:33:17 <Celestar> have 8 trackbits 16:33:20 <Rubidium> half x & y tracks can be used in the depots and in case of newstation buffers :) 16:33:21 <blathijs> Celestar: ah yes, we still have 2 track spots left 16:33:32 <blathijs> Celestar: or 4 trackdirs really 16:33:41 <Celestar> and some data in RailTypeInfo what is reachable from where. 16:33:51 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Killed (NickServ (GHOST command used by glx|away))] 16:33:53 <Celestar> wait 16:34:01 *** glx|away is now known as glx 16:34:09 <blathijs> I tink I concluded it to be feasible when I considered it for newmap back then 16:34:09 <Celestar> the Rail <-> Road unification kills the crossing idea. 16:34:20 * Celestar drops it for the time being 16:34:21 <blathijs> kills? 16:34:26 <blathijs> It just unifies 16:34:49 <Rubidium> Celestar: there will be two free bytes for roads when newhouses hits trunk 16:34:59 <hylje> it needs a different implementation of crossings 16:34:59 <Celestar> Rubidium: 1.5 16:35:13 <Celestar> KUDr: broke something 16:35:20 <Celestar> openttd: station_cmd.c:3185: StationRect_BeforeAddTile: Assertion `!exec' failed. 16:35:29 <Rubidium> hmm 16:35:41 <Celestar> it happens when you raise the savegame revision 16:36:07 <blathijs> Celestar: You will be able to support maglev/rails crossings as well if unification of rail/road works 16:36:16 <blathijs> Celestar: In the code, anyway 16:36:35 <Celestar> blathijs: but you'll need 16 trackbits in the code 16:36:38 <blathijs> Celestar: Though I'm afraid that'd require more bits 16:36:43 <Celestar> instead of 8 16:36:49 <Celestar> which is ok by me ... but ... :P 16:36:49 <blathijs> probably 16:36:55 <blathijs> but, really gotta go now 16:36:58 <blathijs> Hold the thought! 16:37:19 <Celestar> PLUS we need a second owner 16:37:40 <Rubidium> true 16:37:49 <Celestar> well upper byte of m2 is not used ... 16:41:32 *** Zavior [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 16:45:40 <KUDr> Celestar: what branch, what you just did with station and what station type 16:46:37 <KUDr> adding some roadstop to existing station? 16:46:47 *** Zavior [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has joined #openttd 16:53:51 <Celestar> KUDr: 1) raise savegame revision in trunk, 2) compile, 3) load old savegame, 4) save game, 5) load new savegame 16:54:22 <KUDr> Celestar: i am confused 16:54:56 <KUDr> it should have nothing to do with the savegame revision 16:55:37 <KUDr> can you send me the savegame? 16:55:58 <Celestar> sure 16:56:17 <Celestar> (but you need to raise the revision?) 16:56:40 <KUDr> ok 16:56:43 <peter1138> strange, because it's not savegame version dependent... 16:56:54 <Celestar> yeah 16:57:09 <Celestar> just a sec 16:57:39 *** pecisk [~pecisk@purvc-44-54.maksinets.lv] has joined #openttd 16:57:41 <KUDr> SAVEGAME_VERSION = 43 ? 16:57:57 <Celestar> http://www.fvfischer.de/ottd/crash.sav 16:58:00 <Celestar> yeah 17:00:16 <KUDr> running 17:00:21 <KUDr> how long? 17:00:55 <Celestar> it crashes here 17:00:59 <Celestar> upon load 17:01:09 <Celestar> ER 17:01:11 <Celestar> wrong game :S 17:01:12 <Celestar> sorry 17:01:23 <KUDr> here not 17:01:27 <Celestar> please re-download 17:01:29 <KUDr> aha 17:02:54 <KUDr> ok, assert 17:03:08 <KUDr> at least it is reproduced 17:03:44 <CIA-1> peter1138 * r7596 /trunk/strings.c: -Codechange: Always display tractive effort in kN. 17:03:52 *** GoneWack1 [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 17:03:55 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Connection reset by peer] 17:04:00 *** GoneWack1 is now known as GoneWacko 17:04:24 <KUDr> Hehe: max station spread is 12, but one station has 13 17:04:53 <peter1138> station spread has been reduced mid game? 17:04:56 <Celestar> KUDr: it shouldn't crash :P 17:04:59 <peter1138> or some other bug 17:05:00 <Celestar> peter1138: possibly 17:05:05 <Celestar> likely 17:05:06 <peter1138> i think it should ignore station spread on load :) 17:05:15 <peter1138> or... 17:05:16 <peter1138> hmm 17:05:32 <KUDr> Celestar: it doesn crash. It shows assert only because something is wrong :) 17:05:50 <Celestar> I just named the game crash.sav :P 17:05:51 <peter1138> unfortunately that case can happen quite easily 17:06:10 * peter1138 ponders the dbsetxl issue some more 17:06:10 <KUDr> peter1138: yes, it should, but do we have some global var that i can check? 17:06:22 <peter1138> global? 17:06:25 <peter1138> why? 17:06:34 <KUDr> to see that we are in load 17:06:44 <KUDr> and then ignore the rule 17:06:50 <peter1138> you can just use a parameter that is set in the AfterLoadStations() function 17:07:00 <KUDr> huh 17:07:10 <KUDr> it is too much overhead 17:07:26 <KUDr> there must be some var about the game state 17:12:23 <Noldo> It must be quite a long time since I played openttd last time 17:14:12 <Celestar> why? 17:15:28 <Sacro> hmm, del doesnt work when you have the console open 17:16:12 <Noldo> I really don't know what I have been doing the last six months 17:16:36 <Noldo> I haven't studied or played openttd 17:17:18 <MeusH> Sacro: because it's used to delete chars from console? :) 17:17:29 <glx> Sacro: and it's logical :) 17:17:29 <MeusH> or you mean "the other del"? 17:17:30 <Sacro> MeusH: yes 17:17:52 <Sacro> MeusH: i mean del, as opposed to backspace 17:18:36 <MeusH> yeah I know, but it was also possible that the del that erases chars is not working. hopefully the not working one is the del that closes window 17:18:40 <MeusH> nevermind 17:18:49 <stillunknown> has ride through maintenance ever been considered? 17:18:54 <Sacro> stillunknown: eys 17:18:56 <Sacro> i want it 17:19:32 <MeusH> do you know some IRC channel aimed at midlet developement? Like java applications for mobile phones? 17:20:56 <stillunknown> anyone know if it's possible to hack a maintenance flag into a waypoint, or if that's likely not to work? 17:21:28 *** gass [~any@81.84.150.238] has quit [Quit: Leaving] 17:21:47 * Celestar ponders how you maintain an ICE3 at 330km/h while there are 600 passengers on board. 17:21:48 <MeusH> Bjarni had an idea of multi-tile depots to convert between many track types 17:22:00 <MeusH> these would be similiar to stations 17:22:02 <CIA-1> celestar * r7597 /branches/custombridgeheads/ (23 files in 3 dirs): [cbh] - Codechange: Remove MP_TUNNELBRIDGE and introduce three new TileTypes: MP_TUNNEL, MP_STREET_BRIDGE, MP_RAILWAY_BRIDGE 17:22:12 <MeusH> but would actually be depots 17:22:24 <MeusH> then you could build terminal or ro-ro depots 17:23:22 <MeusH> Celestar, I don't understand why there is just one MP_TUNNEL, but BRIDGEs are separated to railway and road? 17:23:37 <Noldo> how's the ship pathfinding? 17:24:00 <MeusH> Noldo, I'm afraid there's been no progress 17:24:04 <Celestar> MeusH: because I'm just working on bridges :P 17:24:36 <Darkvater> Rubidium: doc-update looks good 17:24:46 <Celestar> doc-update where? 17:24:55 <MeusH> kk 17:25:15 <stillunknown> anyone who has an idea what would happen if a waypoint would be flagged as depot, does that carry any implicit consequences? 17:25:58 <Athorium> hi 17:26:04 <stillunknown> like hardcoded properties or beheaviour? 17:26:10 <MeusH> stillunknown, it would be easier to mark train as serviced by visiting certain waypoints 17:26:26 <MeusH> but making waypoint a depot doesn't seem to be a good idea 17:26:28 <MeusH> hello Athorium 17:26:34 <Athorium> hey, hi MeusH 17:26:58 <stillunknown> MeusH: good point (it's been a while since i've looked at ottd sourcecode :-) ) 17:27:04 <Athorium> can someone say me that is IMO? 17:27:30 <stillunknown> what is? 17:27:35 <Athorium> yes 17:27:47 <Athorium> sorry... ^^¡ 17:27:57 <Darkvater> peter1138: pong? 17:28:08 <Athorium> ping 17:28:26 <MeusH> IMO? 17:28:28 <MeusH> EMO? 17:28:32 <Wolf01> imo: in my opinion 17:28:33 <MeusH> imo = emo 17:28:35 <MeusH> no 17:28:40 <MeusH> imo = in my opinion 17:28:40 <MeusH> lol 17:28:44 <MeusH> die emo die 17:29:08 <Sacro> http://ottd.rkhosting.co.uk/ :O ALL MINIIN PATCHES 17:29:11 <Noldo> emo a finnish word for an animal mother 17:29:26 <Athorium> ok, thx 17:30:15 <CIA-1> celestar * r7598 /branches/custombridgeheads/ (5 files): [cbh] - Codechange: Remove the functions IsTunnel() and IsBridge() as they are no longer needed. 17:30:27 <MeusH> 445 images of emo at urban dictionary 17:30:29 <MeusH> :) 17:31:06 <Athorium> lol? 17:31:23 <MeusH> http://media.urbandictionary.com/image/large/emo-54647.jpg this is so nice 17:31:35 <Sacro> roffle 17:32:57 <Athorium> :S 17:33:22 <stillunknown> if i were to TRY to make a servicing waypoint, is there a decent chance this could go into the trunk? 17:34:09 <Gonozal_VIII> would be much the same as to disable breakdowns 17:34:14 <Celestar> if a train doesn't stop when being serviced, I see litte chance 17:34:38 <stillunknown> i mean like a busstop on the street 17:34:48 <stillunknown> stopping, but ride through 17:34:50 *** Sutherland [~murder_in@0x5550a029.adsl.cybercity.dk] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 17:34:55 <Celestar> if it STOPS, ok. if it doesn't, not ok 17:34:58 <Gonozal_VIII> ah... 17:35:08 <Gonozal_VIII> yes, that would be cool 17:35:09 <Wolf01> make open depots where you see the train being built instead... like stations 17:35:20 <Celestar> help coding :S 17:36:23 <Celestar> ok what the correct order to do things? svn cp tunnelbridge_cmd.c bridge_cmd.c; svn mv tunnelbridge_cmd.c tunnel_cmd.c or first move then copy, or two seperate commits? 17:36:40 <Gonozal_VIII> maybe those depots longer with max train length inside = depot length 17:37:29 <Gonozal_VIII> more realistic withoud depot pocket dimension things.. 17:37:31 <glx> Celestar: svn mv is enough 17:37:33 <Gonozal_VIII> -d+t 17:37:34 <Darkvater> Celestar: svn rename? 17:37:43 <Celestar> glx: Darkvater I need to split the file 17:37:59 <Celestar> tunnelbridge_cmd.c => tunnel_cmd.c + bridge_cmd.c 17:38:11 <Darkvater> split file, delete original and commit 17:38:19 <Celestar> so cp, cp, del ? 17:38:33 <Darkvater> well cp, mv, del 17:38:42 <Celestar> if you mv you don't need to del :P 17:38:44 <Wolf01> i like more to be able to build a train limited in width, so i can build a depot long 5 tiles and a station of 5 tiles, and i'm sure that a train built in that depot fit into the station 17:38:44 <Darkvater> eh I mean 17:38:47 <Darkvater> cp, rename 17:38:48 <Darkvater> :P 17:38:56 <Celestar> rename and move is the same thing :P 17:39:12 <Darkvater> it's not the same thing 17:39:22 <Celestar> fischer@galadriel:[/nfs/home/fischer/openttd/branches/custombridgeheads]> svn help rename 17:39:25 <Celestar> move (mv, rename, ren): Move and/or rename something in working copy or repository. 17:39:26 <Darkvater> rename only changes file name, mv can change location 17:39:34 <Celestar> Note: this subcommand is equivalent to a 'copy' and 'delete'. 17:39:57 <Celestar> so I copy copy del :) 17:39:58 <Celestar> thanks 17:40:03 <Celestar> cu tomorrow, going home 17:40:06 <glx> move (mv, rename, ren) <-- it's the same 17:40:12 <stillunknown> the reason a train stops at a station, is that because of a station property or because of a train property? 17:40:12 <Darkvater> cp, mv 17:40:33 <Celestar> stillunknown: a train doesn't stop at every station, right? 17:40:47 <Celestar> stillunknown: the TrainController decides whether or not to stop 17:40:53 <Celestar> doesn't it? 17:40:55 <glx> Celestar: depends of non-stop handling patch 17:41:02 <Celestar> stupid non-stop :S 17:41:15 <Celestar> non-stop means non-stop ... that is means no stop in between 17:41:59 <Celestar> I gotta go anyway 17:42:33 <Wolf01> cya 17:44:23 <peter1138> that's how it works 17:44:46 <MeusH> cya Wolf01 17:45:01 <peter1138> unless you have the ttdpatch compatible handling on 17:45:05 <Wolf01> i was greeting Celestar 17:45:10 <peter1138> then non-stop means go here, but don't stop 17:45:15 <peter1138> which is of course dumb 17:45:37 <CIA-1> KUDr * r7599 /trunk/station_cmd.c: -Fix: (r7585, r7590) assert on load game that has some station with bigger spread-out than _patches.station_spread value (Celestar) 17:45:53 <peter1138> Darkvater: pingpong... you broke summat but i fixed it ;) 17:48:21 <Wolf01> mmmmm i want to figure out why my transparency options patch give that error on the openttd.cfg 17:49:31 <Darkvater> whohoo, peter1138 what'd I break? 17:49:58 <glx> Wolf01: where is the patch? 17:50:14 <Wolf01> flipspray 17:50:36 <Wolf01> http://bugs.openttd.org/task/451 17:52:37 <Darkvater> peter1138: you talked about some dbsetxl issue earlier? Was this it http://tt-forums.net/viewtopic.php?t=29282&highlight= ? 17:52:46 <peter1138> yes 17:52:58 <peter1138> one solution is to use a substitute sprite 17:53:13 <Darkvater> why does it happen? 17:53:24 <peter1138> http://fuzzle.org/o/dbsetxl.png 17:53:32 <peter1138> top one is the problem 17:53:36 <glx> Wolf01: you removed a newline in settings.c :) 17:53:37 <peter1138> bottom one just looks odd 17:53:41 <Wolf01> mmm i think i made a little error when i synced the patch 17:53:52 <Wolf01> but is not that the problem 17:54:15 <Gonozal_VIII> that's not a bug, the train is not complete 17:54:31 <peter1138> Gonozal_VIII: yes 17:54:46 <Wolf01> it gave the same error also before the sync 17:54:55 <peter1138> Gonozal_VIII: the bug is that dbsetxl doesn't define sprites for the other angles 17:55:02 <peter1138> becuase you're not supposed to use it like that 17:55:06 <peter1138> but it doesn't *stop* you using it like that 17:55:10 <Darkvater> hmm it's trailing questionmarks ;p 17:55:17 <Gonozal_VIII> ah 17:55:23 <peter1138> Darkvater: that's the substitute sprite :) 17:55:34 <peter1138> without the substitute, it crashes with an error 17:55:43 <peter1138> (invalid sprite) 17:55:47 <peter1138> which is correct 17:55:49 <Darkvater> hmm wait 17:55:50 <peter1138> but annoying 17:55:56 <Darkvater> you're not even supposed to be start that engine 17:56:00 <Darkvater> cause it needs more wagons 17:56:08 <peter1138> no, you're not supposed to, but dbsetxl doesn't enforce it 17:56:18 <hylje> :D 17:56:21 <peter1138> and in this case, it was an autoreplace from another engine type 17:56:29 <peter1138> still, i hate dbsetxl anyway ;p 17:56:34 <Darkvater> I thought it did through callbacks 17:56:44 <peter1138> it doesn't use it 17:56:49 <peter1138> well, it does, but not always 17:57:04 <Gonozal_VIII> ok with autoreplace this could be a problem 17:57:30 <Darkvater> autoreplace will screw it up most probably though no matter what dbsetxl says 17:57:41 <peter1138> not really 17:57:51 <peter1138> if it used the callback, the train would be stuck in a depot instead 17:57:55 <peter1138> not ideal, but it wouldn't crash 18:01:25 <CIA-1> rubidium * r7600 /trunk/ (6 files in 2 dirs): 18:01:25 <CIA-1> -Remove: out-dated documentation about console and Mandrake Readme. 18:01:25 <CIA-1> -Change: make readme.txt UTF-8 instead of ISO 8859-15. 18:01:25 <CIA-1> -Change: some indenting, aligning and other small textual changes. 18:01:25 <CIA-1> -Add: some comments about port forwarding and NewGRF over the net.. 18:04:00 <peter1138> i could always add some "quirks mode" support... 18:04:56 <peter1138> if grf == dbsetxl and sprite == more or stop don't leave depot 18:05:49 <MeusH> if about_to_crash { don't_leave_depot } 18:05:52 <peter1138> hehe 18:06:13 <MeusH> that'd be more versatile 18:06:19 <peter1138> this sprite substitute thing will also fix that csd (iirc) set that uses multihead engines for steamers... 18:06:23 <MeusH> in case of more nazi sets 18:07:08 <Darkvater> hmm weren't the wagons invisible in ttdp? 18:07:12 <peter1138> yes 18:07:31 <glx> Wolf01: I found it :) 18:07:37 <Wolf01> yes? where? 18:07:55 <MeusH> what does csd stand for? 18:07:58 <MeusH> canadian...? 18:08:03 <Darkvater> czech 18:08:07 <Darkvater> no? 18:08:09 <peter1138> yeah 18:08:20 <glx> Wolf01: in settings.c you change WAYPOINTS into DO_WAYPOINTS 18:08:22 <peter1138> or "Coded Strangely, Duh" 18:08:29 <Wolf01> oh 18:08:35 <glx> so it doesn't recognise WAYPOINTS :) 18:09:26 <Wolf01> both in constants and strings? 18:09:33 <glx> only in string 18:09:56 <Darkvater> hmm, why do I get so much spam? 18:11:33 <Wolf01> how much chance have this patch to be merged in trunk? 18:12:17 <glx> Wolf01: also you can remove the DO_ in strings for your additions :) 18:12:20 <stillunknown> can anyone give a hint when/where "a station sets" it's railtype? 18:13:18 <peter1138> station_cmd.c:1103 18:13:34 * Maedhros attempts to work out a better way of arranging the map array for railways 18:14:26 <Wolf01> i was thinking about this... why i put the strings there? transparency options shouldn't be saved in the cfg, as they are reset every time you run the game 18:15:28 <glx> they are? 18:15:39 <Wolf01> them 18:15:39 <Rubidium> who would have found: http://www.tt-forums.net/viewtopic.php?t=29285 ? 18:16:25 <Darkvater> they are not reset 18:17:16 <peter1138> well, makes a change from Sacro's "every other tile" signalling 18:17:32 * Sacro is upset by that insult 18:17:51 <peter1138> truth hurts, huh? 18:18:14 <Biff> "every other tile"-signaling? 18:18:18 <Sacro> indeed it does 18:18:20 <Darkvater> well he was low on money 18:18:21 <Darkvater> ;) 18:18:33 <peter1138> Biff: yes... i.e. a signal every other tile 18:18:42 <peter1138> could be worse, of course 18:18:54 <peter1138> a signal every tile :/ 18:19:03 <Biff> so every other tile always had a signal? 18:19:24 <Biff> in tunnels/bridges? 18:19:47 <peter1138> well except them, obviously 18:19:56 <Biff> oh 18:20:04 <Biff> i thought it was something like my idea :p 18:20:21 <Biff> just assume all brigdes and tunnels have signals 18:20:21 <Biff> :P 18:20:30 <peter1138> really 18:20:34 <peter1138> that works well 18:20:39 <peter1138> where do you store the signal state? 18:21:06 <Biff> i dunno, it was just a idea i got, i'm not very familiar with the code yet 18:21:20 * orudge ponders updating his ancient DOS port of OpenTTD, for a laugh 18:21:29 <Biff> so i dont even know if its possible 18:21:39 <Darkvater> fckin.... 18:21:46 <Gonozal_VIII> signal default red could be useful 18:22:08 <Darkvater> ok what shall I do? Variadic macros don't work on VS2003 and I can't think of any way to make it work 18:22:27 <orudge> What are they used for? 18:22:44 <Darkvater> debug function 18:23:08 *** helb [~helb@84.244.90.159] has quit [Ping timeout: 480 seconds] 18:23:27 <MeusH> what? windows and debugging? you must be joking :p 18:23:29 <orudge> Hmm, VS2005 executables don't work on Win9x, IIRC. 18:23:36 <orudge> well, so I've heard 18:23:37 <Darkvater> I know 18:23:39 <orudge> not tried that one myself. 18:23:45 <Darkvater> IsDebuggerPresent is missing 18:23:51 <Darkvater> fucking MS doing this on purpose 18:23:56 <Darkvater> bunch of assholes 18:24:05 <Wolf01> [19:16:33] <Darkvater> they are not reset 18:24:05 <Wolf01> if i close the game, look in the openttd.cfg they are, if i start the game and look in the openttd.cfg they aren't anymore 18:24:22 <Darkvater> I tried the workaround posted for this somewhere on the net but that didn't work 18:24:22 <glx> Wolf01: indeed they are not reset if you run the game with -g 18:24:42 <glx> they are reset for intro game 18:24:43 <hylje> that signal bug is quite obscure 18:24:44 <Darkvater> Wolf01: well I don't know what you are doing, but those changes persist between restarts, at least in openttd without modifications 18:25:29 <glx> Darkvater: not the transparent buildings one (it's removed for intro game) 18:25:34 <Wolf01> ok, if it works so, this bug seem to be solved (i also missed the DO_TRANS_SIGN) 18:25:53 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has joined #openttd 18:29:32 *** helb [~helb@84.244.90.159] has joined #openttd 18:29:56 <peter1138> Darkvater: http://fuzzle.org/o/sprsub.diff 18:30:51 <Darkvater> lol 18:30:56 *** KritiK [~Maxim@ppp83-237-102-228.pppoe.mtu-net.ru] has joined #openttd 18:31:02 *** TinoM| [~Tino@i5387E099.versanet.de] has joined #openttd 18:31:21 <Rubidium> peter1138: please use SPR_IMG_QUERY instead of 723 :) 18:31:33 <peter1138> yeah 18:32:07 <peter1138> problem is 18:32:19 <stillunknown> 0xC0 | 0x04 = 0xC4? 18:32:21 <peter1138> if someone's fucked around with their files, it'll still work :/ 18:32:38 <Sacro> stillunknown: yes 18:32:39 <peter1138> although we have the md5 sum checks on stuff now 18:34:12 <Darkvater> hmm I think I'll just have to revert the debug() changes :( 18:34:27 * Darkvater pukes at microsoft 18:34:42 <peter1138> didn't truelight have the same problem with gpmi... 18:34:43 <Darkvater> vs2003 sucks, vs2005 doesn't run on win95 and mingw can't compile unicode 18:34:44 <Darkvater> yaay 18:35:34 <Darkvater> donnu 18:35:38 <stillunknown> who would want to run on win95? 18:35:41 <glx> peter1138: yes we had the same problem :) 18:35:57 <Darkvater> so eh, was it solved? 18:35:57 <Gonozal_VIII> are there still people out there using win95? 18:36:01 *** TinoM [~Tino@i5387D6C2.versanet.de] has quit [Ping timeout: 480 seconds] 18:36:27 <glx> Gonozal_VIII: they are still win98 users 18:36:36 <Prof_Frink> stillunknown: Worse. 18:36:56 <Prof_Frink> There's a computer over there <-- that's scaring /Me/. 18:38:05 <Rubidium> Darkvater: what about obsoleting Win9x after 0.5? 18:38:15 <stillunknown> Prof_Frink: huh? 18:38:58 <peter1138> Darkvater: drop support? 18:38:58 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has quit [Quit: PandaMojo] 18:38:58 <Darkvater> Rubidium: why? OpenTTD works perfectly on win95, it's just 1 function. I wouldn't find it too fair to drop support just for that 18:39:09 <peter1138> it's like, 11 years old :D 18:39:13 <peter1138> heh 18:39:36 <peter1138> #define DEBUG // 18:40:16 <Darkvater> yes I thought of that 18:40:40 <Rubidium> or implement it as a function for MSVC2k3? 18:40:44 <Darkvater> the problem is that the releases are done with VS2003 so you would not have debugging messages in an official release 18:40:58 <Darkvater> we could although release 2 different win32 binaries? 18:41:12 <glx> Darkvater: http://svn.libgpmi.org/svn/gpmi/trac.cgi/browser/trunk/gpmi/events.h and http://svn.libgpmi.org/svn/gpmi/trac.cgi/browser/trunk/gpmi/events.c (gpmi_event) 18:41:22 <Darkvater> Rubidium: I tried, couldn't get it to work. The problem is that the debug-names, eg 'ai', etc are not strings, nor variables 18:41:28 <glx> but you won't want it in openttd :) 18:41:40 <peter1138> Darkvater: turn the debug names into an enum constant? 18:41:47 <Prof_Frink> stillunknown: Winders Me. 18:42:05 <peter1138> then the debug thingy can be an array 18:42:35 <peter1138> it'll be slower, of course 18:43:04 <Darkvater> glx: ok, I'm not using that 18:43:22 <Darkvater> peter1138: :O 18:43:25 <Darkvater> you're a genius 18:43:29 <Darkvater> :) 18:43:50 <Darkvater> then I'll just plug into the debug_level array, lookup level and print 18:44:23 <FlashFF> reading the above... would you want debug messages in a release build? 18:44:34 <MeusH> kk 18:44:40 <Wolf01> glx, may the transparency patch could be merged in trunk (not this evening or tomorrow, but i'm annoyed by apply it every time i want a new nightly)? 18:45:03 <MeusH> I have Win95 installer on 30 floppies :D 18:45:19 <Darkvater> FlashFF: yes, it informs you of important evens,e rrors, warnings, etc. 18:45:19 <Wolf01> i have win3.1 in cd-rom 18:45:30 <Darkvater> FlashFF: you can turn them off however with NO_DEBUG_MESSAGES 18:45:31 <CIA-1> miham * r7601 /trunk/lang/ (8 files): (log message trimmed) 18:45:31 <CIA-1> WebTranslator2 update to 2006-12-28 19:44:37 18:45:31 <CIA-1> bulgarian - 7 fixed, 2 changed by kokobongo (9) 18:45:31 <CIA-1> catalan - 5 changed by arnaullv (5) 18:45:31 <CIA-1> estonian - 2 fixed, 7 changed by kristjans (9) 18:45:33 <CIA-1> italian - 2 fixed by sidew (2) 18:45:33 <CIA-1> polish - 3 fixed, 3 changed by meush (6) 18:46:03 <FlashFF> k 18:46:48 <peter1138> i remember the days of kde spewing tons of debug messages... 18:48:00 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has quit [Read error: Operation timed out] 18:48:13 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has joined #openttd 18:49:35 <stillunknown> anyone know why a train reduces speed as it approaches a station? 18:49:47 <peter1138> because it's supposed to 18:49:53 <Darkvater> it compiles \o/ 18:49:56 <stillunknown> i mean the code 18:49:59 <peter1138> that's what trains do 18:50:17 <peter1138> train_cmd.c:366 18:50:26 <Gonozal_VIII> working on those drive through depot thingies? 18:51:09 * Darkvater kisses peter1138 :D 18:51:10 <stillunknown> trying 18:51:14 <FlashFF> the best q is: when a plane travelling at ~500 mph flies parrallel to a train travelling at ~80mph... why does the train overtake the plane 18:51:16 <stillunknown> thanks peter 18:51:38 <Gonozal_VIII> it doesn't flash 18:51:51 <FlashFF> did t'other day 18:51:53 <peter1138> FlashFF: because the game units are different 18:51:56 <Gonozal_VIII> it would if it were 125 mph 18:52:06 <FlashFF> i was watchig a plane fly over a trainline and the train came rocketting past 18:52:29 <Gonozal_VIII> 4 times faster... 18:52:29 *** Zavior [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 18:52:36 <peter1138> planes go 4 times slower than trains, relative to their speed display 18:52:50 <FlashFF> lol why do they do that? 18:53:05 <peter1138> balance 18:53:06 <Gonozal_VIII> because they would make way too much profit otherwise 18:53:20 <FlashFF> lol 18:53:40 *** Digitalfox [~digi@bl7-183-153.dsl.telepac.pt] has quit [] 18:53:45 <Gonozal_VIII> but i think it would be better to balance it in the profit calculation instead of messing with the speed 18:53:53 <FlashFF> yeah 18:53:54 <Born_Acorn> peter1138, any further work with the mega buffers of doom? 18:53:59 *** Zavior [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has joined #openttd 18:54:02 <peter1138> yes, but not finished 18:54:11 <Gonozal_VIII> mega buffers of doom?^^ 18:54:58 <Darkvater> OMG SAC's screenshots are ever soo awesome 18:55:07 <Darkvater> I think we should ban her or something... 18:55:12 <Darkvater> all my games look crap now :( 18:55:17 <Gonozal_VIII> hehe 18:55:47 <Born_Acorn> http://graphics.bornacorn.com/Stations/allbuffers.png <-- Mega buffers of doom! 18:56:27 <Gonozal_VIII> ah^^ 18:56:31 <Athorium> hey, someone know something about ttdpatch? 18:56:51 <FlashFF> :( 18:57:02 <Gonozal_VIII> there are buffers in newstations grf 18:57:05 <FlashFF> i got all excited and thought mega buffers may mean bigger text buffers lol 18:57:22 <Darkvater> Born_Acorn: oh that's nice 18:57:24 <FlashFF> cos typing like 18:57:27 <FlashFF> this is quite 18:57:29 <FlashFF> annoying 18:57:49 <Darkvater> Born_Acorn: you can't have buffers on semi-snow ground? 18:58:05 <FlashFF> lol 18:58:31 <stillunknown> is it true that the GetWaypointByTile function will return nothing if it isn't a waypoint? 18:59:16 <glx> stillunknown: it will assert in this case 18:59:34 <stillunknown> what is an assert? 18:59:34 <Born_Acorn> Darkvater, you are soo demanding. :p 18:59:46 <Born_Acorn> But maybe in the next version? :p 19:00:50 <peter1138> heh 19:01:03 <stillunknown> or rather, what kind of return value does an assert give? 19:01:08 <peter1138> stations don't have semi-snow ground 19:01:12 <peter1138> it's either snow or no-snow 19:01:18 <stillunknown> or what does it do, if it doesn't give a return value 19:01:21 <glx> stillunknown: no return it stops execution 19:01:37 <stillunknown> so my return is NULL? 19:01:41 <glx> you need to check the tile before calling the function 19:01:42 <Darkvater> hmm shall I write 2 full debug() functions, or preprocessor-magic both together? 19:01:57 <Athorium> hey, someone know how can I install ECS in TTDP? 19:02:08 <glx> Athorium: you can't 19:02:15 <Athorium> why? 19:02:16 <glx> newindustries are not implemented yet 19:02:19 <peter1138> in ttdp 19:02:19 <stillunknown> glx: it crashes, now i remember what those do :-) 19:02:21 <Athorium> ? 19:02:24 <peter1138> you set it up as normal for ttdp 19:02:30 <Athorium> glx I talking in TTDP 19:02:31 <peter1138> (put grfs in your newgrfw.cfg) 19:02:44 <peter1138> it's so tedious having to type them all out ;) 19:02:58 <glx> Athorium: sorry we are in the openttd channel :) 19:02:58 <Athorium> peter1138 I putted it but in grflist in game shows this: 19:03:03 <peter1138> putted! :D 19:03:14 <Athorium> ¬¬_ 19:03:31 * Born_Acorn putted a golf ball into the hole at 13 yards 19:03:33 <peter1138> you'd be better off asking ttdpatch people 19:03:53 <Darkvater> http://darkvater.homeip.net/~tfarago/openttd/debug_v3.diff 19:04:03 <Gonozal_VIII> nobody needs those irregular verbs n stuff :-) 19:04:10 <Athorium> "This set is incompatible with new factory for TTD set... Disable blabla blathijs.. 19:04:13 <stillunknown> is there a common way to determine tiletype? 19:04:37 <Athorium> peter1138 I preffer OTTD but I would see some TTDP things.. like trams, more cargos etc, 'townbuildnoroads...' :P 19:04:56 <stillunknown> found it 19:05:03 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 19:06:29 <Born_Acorn> I still haven't figured out who was making the trams. Are they even still doing them? 19:06:36 <Born_Acorn> peter1138 never spilled the beans! 19:06:48 <peter1138> i suspect not 19:06:52 <peter1138> i may have made it up :P 19:07:08 <Born_Acorn> :O 19:07:28 <peter1138> Darkvater: that *looks* awful... does it work? ;) 19:07:41 <Darkvater> yes :) 19:07:48 <peter1138> :D 19:08:05 *** _42_ [truelight@openttd.org] has quit [Ping timeout: 480 seconds] 19:08:29 <Darkvater> just slightly slower as you always have a function call now 19:08:29 <peter1138> also 19:08:31 <peter1138> can you do that? 19:08:34 <peter1138> static inline foo(); 19:08:47 <Darkvater> yes 19:08:49 <peter1138> o_O 19:09:07 <Darkvater> it'll just get removed since it does nothing, won't even look for a body 19:09:16 <Darkvater> but I'll double check 19:09:28 <peter1138> oh 19:09:34 <peter1138> no matter 19:09:41 <peter1138> it's for NO_DEBUG_MESSAGES, heh 19:10:12 <Athorium> tt-forums down? 19:10:20 <peter1138> yes 19:10:29 <Athorium> :( 19:10:47 <Athorium> svn down? 19:10:49 <Athorium> :S 19:12:14 <peter1138> yes 19:12:27 <Athorium> omg... this is the end! 19:12:29 <Athorium> -_-¡ 19:12:45 <FlashFF> zomg! 19:12:50 <FlashFF> teh end is nigh! 19:13:21 <Wolf01> hey, compile farm failed this evening, or svn down again? 19:13:32 <peter1138> do you not read/ 19:13:34 <FlashFF> lol 19:14:05 <peter1138> Wolf01: btw, the newobjects spec is starting to appear on the ttdp wiki 19:15:19 *** _42_ [truelight@openttd.org] has joined #openttd 19:16:39 <Darkvater> peter1138: indeed, 3 hours ago, action0objects 19:17:15 <Darkvater> ah, pretty empty 19:17:34 <peter1138> yeah 19:17:42 <peter1138> but it gives Wolf01 something to do 19:17:51 <Darkvater> :) 19:18:23 <Wolf01> not me, i don't know how grf works 19:18:49 <Maedhros> nor did i until i started messing about with newhouses 19:19:20 <Maedhros> and there's still quite a bit i don't know about it ;-) 19:19:33 <peter1138> Darkvater: anyway... if that patch works... then cool :) 19:19:55 <Wolf01> have you tried our? 19:20:09 <peter1138> our? 19:20:35 <Darkvater> peter1138: decided to write out the 2 full functions with some code duplication...it's readable at least 19:20:39 <Darkvater> or keep it as it is? 19:22:06 <Darkvater> well; screw it 19:24:58 *** wonea [~wonea@wonea.demon.co.uk] has quit [Quit: This computer has gone to sleep] 19:26:07 <Darkvater> wtf? 19:26:20 <Darkvater> which genius forces misc-debug level to 0 when starting a dedicated server? 19:26:33 <Brianetta> erm 19:26:38 <Brianetta> <-- this one? 19:26:48 <Darkvater> video/dedicated_v.c:118 19:27:14 <Brianetta> Actually, I only turn off net debug, the rest seems quiet anyway 19:27:30 <Darkvater> you wish you'd turn it off 19:27:34 <Darkvater> _debug_net_level = 6; 19:27:35 <Darkvater> _debug_misc_level = 0; 19:27:43 <Darkvater> t'is forced down your throat 19:30:01 <peter1138> that's ... annoying 19:30:36 <Darkvater> I can understand net=6 19:30:50 <Darkvater> leave all, remove all, or only leave net=6? 19:30:59 <Rubidium> it's been there since the introduction of the dedicated server 19:31:26 <Darkvater> and it doesn't work with NO_DEBUG_MESSAGES defined 19:31:30 <Rubidium> I would say, make those two lines: "if (net != 0) net = 6" 19:31:42 <Darkvater> doesn't work 19:32:41 <Darkvater> I'll just set net to 6 and remove misc 19:36:05 * Darkvater is rightly pissed 19:36:31 <stillunknown> static inline bool IsRailWaypoint(TileIndex t) <-- this function, does that return 1 when a tile is a waypoint? 19:36:52 <stillunknown> (just to be very sure i'm not missing something strange) 19:37:08 <Rubidium> stillunknown: can you please add filename & line numbers? 19:37:18 <Brianetta> autopilot reads a value from the config and sets net_debug to that value, or zero 19:37:18 <stillunknown> rail_map.h 71 19:37:30 <Brianetta> (lazy or) 19:37:58 <Darkvater> Brianetta: the dedicated one overwrites that as startup debug-level settings is before videostart 19:38:20 <CIA-1> Darkvater * r7602 /trunk/ (debug.c debug.h video/dedicated_v.c): 19:38:20 <CIA-1> -Fix (r7565): MSVC2003 and lower don't support variadic macros, so work around 19:38:20 <CIA-1> this and thank MS for such a crappy, shitty crap compiler. 19:38:30 <Rubidium> stillunknown: it returns 'true' when t is a waypoint, false when t is not a waypoint, but a rail tile and it asserts (crashes the game) if it isn't a rail tile. 19:38:34 <Darkvater> now; where was I... 19:38:37 <Brianetta> Darkvater: Yes... and autopilot overrides all, as it also reads the config file, and types in the debug command. 19:38:52 <Darkvater> ah later, ingame 19:38:53 <Darkvater> ok 19:38:56 <stillunknown> Rubidium: i just realised what my problem is, thanks anyway 19:39:05 <Rubidium> you could have added FS#479 to that message too 19:39:22 * Brianetta is pondering a TK interface to the dedicated server 19:39:52 <Brianetta> It'll be an autopilot add-on 19:39:54 <Darkvater> Rubidium: he... I don't browse flyspray once someone told me of a bug; in this case KUDr 19:40:37 <Darkvater> seems compilefarm is pretty dead 19:41:14 <Rubidium> the servers had crashed (around 20:00), and I guess TrueBrain hasn't started the cronjob manually 19:41:20 <Darkvater> peter1138: you said I broke something earlier? 19:41:29 <peter1138> yes 19:41:33 <peter1138> i fixed it though 19:41:41 <Darkvater> yes, but what was it? 19:41:50 <peter1138> clearing grfconfig on load failure 19:41:56 <peter1138> r... something recent 19:42:12 <Darkvater> ah 19:42:47 <Darkvater> forums are down.. 19:42:55 <Darkvater> or am I the x'th person saying this 19:43:12 <FlashFF> ur the x'th 19:49:41 <CIA-1> rubidium * r7603 /trunk/table/namegen.h: -Codechange (FS#481): update the Polish Town Name generator with Unicode characters (DDream). 19:50:31 <Maedhros> mmm, seems a bit neater - http://dev.gentoo.org/~maedhros/openttd/map_proposal.txt 19:50:48 <Maedhros> as compared to the current map layout - http://dev.gentoo.org/~maedhros/openttd/map_current.txt 19:51:38 <Rubidium> Maedhros: m6:6 is already used for rails/roads 19:52:05 <Maedhros> ah, ok. landscape.html needs updating then ;-) 19:52:46 <peter1138> hmm 19:53:14 <Rubidium> the bridge commit didn't touch docs/ 19:55:26 <peter1138> heh 19:56:39 *** Digitalfox [~digitalfo@bl8-40-53.dsl.telepac.pt] has joined #openttd 19:57:04 <Rubidium> Maedhros: what about making m4 for Roads the road owner to? 19:57:28 <FlashFF> who updates the bug statuses on flyspray? 19:57:47 <Maedhros> Rubidium: could do... the road bits should be in the same place for both too 19:57:57 <Maedhros> back in a little while 19:58:16 <Rubidium> FlashFF: generally that would be the devs 19:58:40 <FlashFF> i see 19:58:54 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 19:59:08 <FlashFF> cos theres one thats been on there couple of weeks that keeps making me chuckle lol 19:59:38 <FlashFF> http://bugs.openttd.org/task/455 19:59:39 <FlashFF> rah 20:06:41 <Digitalfox> But Flash that's not a bug 20:07:05 <Digitalfox> If a train is running in a track it can't be cobverted while the train is over it 20:07:31 <Digitalfox> You have to send it do depot and convert the whole track and depot 20:07:46 *** Vikthor [~Vikthor@snat2.arachne.cz] has quit [Read error: Connection reset by peer] 20:07:50 <Digitalfox> it's the logical thing.. 20:08:06 *** Vikthor [~Vikthor@snat2.arachne.cz] has joined #openttd 20:08:16 <Digitalfox> At least it's my opnion and how i see it works.. :) 20:08:39 <Biff> hehe 20:08:42 <Biff> its not a bug 20:08:55 <Rubidium> that's why FlashFF is laughing about it 20:08:56 <CIA-1> rubidium * r7604 /branches/makefile_rewrite/ (Makefile.in config.lib): [MakefileRewrite] -Fix: implement semi-proper 'make install' functionality, i.e. similar to the 'make install' in trunk. It will be done properly with the search paths patch. 20:09:05 <Biff> only thing missing is the ability to convert a depot with trains it it 20:09:53 <Digitalfox> yeah biff, but train would have to automaticly be sold, cause we can't have a maglev in a depot for monorail :) 20:10:08 <Biff> Digitalfox: no, it should convert the train 20:10:27 <Digitalfox> but to what wagon and machine?? 20:10:38 <Biff> yes, the whole train 20:10:42 <Digitalfox> only if you had ordered the autorepace 20:10:48 <Biff> its the intuitive thing 20:11:46 <Biff> if you hit a convert on a depot you order a autoreplace 20:11:51 <Digitalfox> it's possible, but i think itt's a little complicated.. First you had to have autoreplace activaded with the machine and wagons you wanted to replace, and 20:12:28 <Digitalfox> yeah.. Don't know if dev's want to make this feature :| 20:12:33 *** wonea [~wonea@wonea.demon.co.uk] has joined #openttd 20:12:51 <Biff> no, its quite simple. in the autoreplace window you select what you want converted to what 20:13:35 <Biff> then if all trains in depot have rules to replace them, you can convert the trains and the depot 20:13:47 <Digitalfox> but it's ins't coded to autoreplace different tracks machines.. :( 20:14:03 <FlashFF> admittedly it would be useful, since the game becomes pretty pointless when it comes time to convert as its such a pain to do 20:14:14 <Digitalfox> yeah i know ;) 20:14:51 <Biff> Digitalfox: yes it is 20:14:56 <Rubidium> the idea is to build multitile depots with both monorail & maglev, so you can convert the trains in there and then convert the whole infrastructure 20:15:03 <Biff> it just has code that checks if a replacement is sane 20:15:05 <Rubidium> but nobody has had the urge to implement that 20:15:14 <Biff> Rubidium: and that is alot of work 20:15:17 <Biff> for a big network 20:15:22 <FlashFF> yeah but you still have to create each new vehicle manually and transfer orders 20:15:39 <FlashFF> and often i have like 75 - 100 trains by that point 20:15:52 <Rubidium> Biff: the conversion of trains would happen via autoreplace, but only in those multitile depots 20:15:58 <Biff> FlashFF: try 200 20:16:00 <FlashFF> lol 20:16:04 * FlashFF cries 20:16:08 <Biff> i've done it once :/ 20:16:12 <Biff> never again 20:16:19 <Digitalfox> I know biff, i have almost 1800 trains by the time monorail appears 20:16:28 <Biff> Rubidium: then you would need to create a large number of depots 20:16:30 <Biff> Digitalfox: cool 20:16:36 <Digitalfox> so i know the work it means 20:16:43 <Biff> Digitalfox: how large maps do you usually play? 20:16:54 <Digitalfox> i sue the cheat pause or my last 50 years would be spend repacing 20:17:00 <Digitalfox> 1024 * 1024 20:17:01 <Rubidium> Biff: true, but upgrading shouldn't be cheap 20:17:12 <Biff> Rubidium: cheap how? 20:17:36 <FlashFF> so rubidium... get coding! lol 20:17:37 <Biff> Rubidium: if you require the user to do something thats utterly boring, and not at all hard, just repetative 20:17:46 <Biff> how is that a good feature in a game? 20:18:02 <Rubidium> how's that different to laying rail? 20:18:14 <Biff> people like laying rail 20:18:15 <Rubidium> but one multitile depot would be enough 20:18:28 <Biff> not replacing 20:18:40 <Rubidium> it just takes a hell of a lot of time till all trains have found their way to that single depot :) 20:18:46 <Digitalfox> Well i'm not a lazy person, but it's quite boring replacing depots and trains with monorail and maglev.. Now i'm using newgrf, so just maglev :) 20:18:47 <Biff> everyone who likes replacing trains manually, raise their hands 20:19:00 <stillunknown> would a (very) slow ridetrough maintenance be acceptable? 20:19:01 <Biff> Rubidium: exactly, so it should be as easy as possible 20:19:01 <Digitalfox> my hand is down.. :| 20:19:16 <Maedhros> back 20:19:45 <hylje> Biff: \o 20:20:00 <stillunknown> forget it 20:20:26 <hylje> station-like depots? 20:20:27 <hylje> plx? 20:20:44 <stillunknown> trying 20:20:58 <stillunknown> more like a mix between a depot, a waypoint and a station 20:21:00 <Biff> hylje: servicing should rather be done at the station then? 20:21:10 <hylje> its not a station, its a depot 20:21:15 <hylje> but behaves like a station 20:21:28 <FlashFF> you mean kinda like a siding IRL 20:21:30 <FlashFF> ? 20:21:56 <Biff> if it lookes like and behaves a station, then why cant the service men/women stand at the station and service the train 20:21:59 <Biff> ? 20:22:27 <Gonozal_VIII> replacing is not that hard, all trains with same orders in a depot, sell them all, convert the depot, buy a new train (automatically has the orders) and then clone the rest... 20:22:37 <hylje> Biff: they can, its the grf makers stuff 20:22:47 <stillunknown> i'm thinking (since it's practical in terms of code) to have a slow passtrough every time a locomotive passes 20:23:01 <Biff> Gonozal_VIII: with 200 trains, how is that not tedious? 20:23:29 <FlashFF> but gonzal that would mean you have to go though and pick out each train that has the same orders and use a new depot for each set 20:24:02 <Gonozal_VIII> hmm is the list thing not in trunk? 20:24:34 <Biff> what list? 20:24:36 <Gonozal_VIII> list of all trains that visit a certain station and such 20:24:49 <Biff> yes, it is in trunk 20:25:02 <Gonozal_VIII> so then picking out the trains is not a problem 20:25:51 <Biff> then you still need to go to every industry 20:25:56 <Biff> where you have a station 20:25:58 <Biff> and do it 20:26:05 <Biff> its not practical with alot of trains 20:26:05 <FlashFF> not to mention... 20:26:14 <FlashFF> you need a separate depot for each set of orders! 20:26:17 <Gonozal_VIII> anyways, i would like that planned (?) feature, all i'm saying is that it's not THAT much work without it 20:26:31 <Biff> Gonozal_VIII: have you tried with many trains? 20:26:35 <Gonozal_VIII> yes 20:26:54 <FlashFF> have you tried with many trains on a large joined station? 20:26:55 <Biff> ok, you can have a savegame, convert all the trains and take note of how much time you use 20:27:05 <FlashFF> ntot with 1 track per route 20:27:07 <FlashFF> *not 20:27:13 <Gonozal_VIII> before i had dbset... now there's just normal rail so that problem is gone 20:28:38 *** gass [~any@81.84.150.238] has joined #openttd 20:28:46 <Gonozal_VIII> it is much work but not as much as the creation of the lines was 20:29:23 <Biff> building a large network is whats fun 20:30:39 <Biff> converting the trains are not 20:31:47 <Gonozal_VIII> yes... i didn't want to say, that it is best the way it is and shouldn't be optimized... i just wanted to say, that it's not as bad as: [21:15:22] <FlashFF> yeah but you still have to create each new vehicle manually and transfer orders 20:31:48 <peter1138> with ukrs, i never need anything other than rails 20:32:05 <peter1138> i do sometimes set up separate maglev routes though 20:32:10 <Gonozal_VIII> same with dbsetxl 20:32:17 <peter1138> yeah, but dbsetxl is ugly ;) 20:32:21 <Gonozal_VIII> why? 20:32:35 <peter1138> some of the engines are a bit... dubious 20:32:43 <peter1138> and i'm just biased 20:32:49 <Gonozal_VIII> hmm those are real engines.. 20:33:01 <peter1138> yeah, i mean the graphics 20:33:35 <Gonozal_VIII> i like it :-) 20:35:10 <Biff> peter1138: well, you can always play with normal rails 20:35:18 <Biff> but it would be nice to be able to try maglev 20:35:46 <peter1138> they look so ugly too 20:35:48 <peter1138> the tracks that is 20:36:52 * peter1138 offski 20:37:54 <Biff> truth you speak 20:37:58 <MeusH> do you know some IRC channel aimed at midlet developement? Like java applications for mobile phones? 20:39:28 <Biff> does the uk industries set work in openttd? 20:39:38 <MeusH> no 20:40:23 <Biff> oh, to bad 20:40:25 <FlashFF> i found finding decent midlet dev communities was quite tough 20:40:28 <Biff> they looked kindof cool 20:40:48 <FlashFF> i couldnt even find ANY iappli developers 20:43:28 <FlashFF> every time i type anything... people go silent 20:43:49 <FlashFF> am i some kind of god? 20:43:50 <FlashFF> lol 20:48:22 <Biff> hmm 20:48:28 <Biff> yes you are 20:48:46 <Biff> where shall i place grf files? i tried ~/.openttd/data/pb_ukrs.grf 20:48:59 <Biff> and added pb_ukrs.grf under [newgrf] in the config file 20:49:03 *** tosse [tosse@tosse.pp.se] has quit [Ping timeout: 480 seconds] 20:49:28 <Biff> result: no new trains, and the entry is removed from the config file 20:49:39 <Biff> and it does not show in the newgrf gui 20:50:07 <Darkvater> why aren't you using the ingame gui? 20:50:21 <Biff> because the wiki told me to do it this way 20:50:27 <Gonozal_VIII> wiki is old 20:50:29 <Darkvater> the wiki is outdated 20:50:32 <Biff> ok 20:50:51 <Biff> so this someone person hasnt updated it? 20:51:08 <Gonozal_VIII> yes, it's all someone's fault 20:51:20 <Biff> but, the gui does not detect the file when its in ~/.openttd/data 20:51:27 <Gonozal_VIII> stupid someone, never does anything right 20:51:28 <Biff> is that the correct folder 20:51:33 <Noldo> what everyone can do is no-one's responsibility 20:51:49 <Rubidium> Biff: currently it is not likely that that is the correct path 20:52:05 <Darkvater> it is if he used make install and set PERSONAL_DIR 20:52:19 <Darkvater> but brrr, that install thing is a blahck 20:52:26 <Biff> no, i used dpkg-buildpackage 20:53:40 *** Mucht_ [~Mucht@p57A0E53E.dip.t-dialin.net] has joined #openttd 20:53:42 <stillunknown> anyone know if there is a flag that sais that a wagon is a locomotive? 20:53:43 <Rubidium> Darkvater: PERSONAL_DIR does not influence the data path 20:54:12 <Darkvater> doesn't? 20:54:14 <Darkvater> my bad 20:54:14 <Biff> doesnt it by default search through my home folder? 20:54:15 <Rubidium> stillunknown: there is 20:54:57 <Rubidium> Biff: not yet, it is planned, but it is not completely implemented yet, i.e. it is 0.6 material 20:55:11 <Biff> but it's implemented? 20:55:18 <stillunknown> any hints on what it is Rubidium? 20:55:19 <Biff> or did i understand wrong? 20:56:10 *** tosse [tosse@tosse.pp.se] has joined #openttd 20:56:16 <Rubidium> Biff: there is a partial, not completely correctly working implementation, but it has not been committed yet 20:56:25 <Biff> ok 20:56:44 <Biff> now something like that i could probably fix 20:56:54 <Rubidium> stillunknown: head -n 25 train.h 20:58:50 <Rubidium> you could have found that yourself _very_ easily 21:00:28 *** scia [~scia@AveloN.xs4all.nl] has quit [Quit: Lost terminal] 21:01:06 *** Mucht [~Mucht@p57A0F8F2.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 21:01:11 <stillunknown> if i had realised that such functions are in train.h, which i didn't :-| 21:01:58 <Biff> stillunknown: grep 21:02:17 <Biff> if you know some of the text obviously 21:02:30 <Biff> hmm, a brake van 21:02:41 <Biff> why would i want a van with brakes? :p 21:03:22 <Prof_Frink> better'n a broken van 21:04:30 <Gonozal_VIII> realistic deceleration... if that will be implemented 21:04:44 <hylje> yea, trains crashing 21:04:50 <Gonozal_VIII> :-) 21:05:43 <Gonozal_VIII> that would be really cool... more planning and testing needed when building crossings and such 21:06:18 <Gonozal_VIII> but then trains shouldn't be completely destroyed when they crash at low speed 21:06:19 <hylje> and jams would kill trains 21:06:24 <hylje> oh yeah 21:06:27 <hylje> give trains hitpoints 21:06:31 <Gonozal_VIII> hehe 21:06:33 <hylje> and each wagon got its own hp pool 21:06:40 <hylje> so if a train runs into the back of another 21:06:51 <hylje> both just lose the colliding stuff 21:07:06 <hylje> and possibly the rest take damages due to derail etc 21:07:14 <Gonozal_VIII> 3 speed ranges.. very low speed cras = nothing, low speed = breakdown, high speed = boom 21:07:49 <FlashFF> im bored 21:07:51 <FlashFF> what shall i code 21:08:00 <Gonozal_VIII> train hitpoints^^ 21:08:41 <FlashFF> lol 21:09:39 <Darkvater> FlashFF: code us a ship pathfinder based on YAPF that does not consume lots of CPU 21:09:53 <Gonozal_VIII> hmmm ships 21:10:30 <Gonozal_VIII> only good thing on them is that they go through each other^^ 21:11:07 <FlashFF> step 1: find out what yapf is 21:11:12 <Digitalfox> Flash code the number of sprites openttd can use to the double or more.. :) 21:11:21 <Gonozal_VIII> yet another pathfinder 21:11:25 <FlashFF> oh god 21:11:30 <Digitalfox> I'm tired of the the limit, making me only use a couple of set... :( 21:11:35 <FlashFF> made my a pure linux geek no doubt lol 21:11:38 <FlashFF> *by 21:11:48 <Gonozal_VIII> somebody is already working on sprite limit 21:12:04 <Darkvater> FlashFF: it's the pathfinder used in openttd. (coded by windows user :), named by someone else) 21:12:06 <FlashFF> whats the current limit? 21:12:08 <Darkvater> Yet Another Path Finder 21:12:10 <FlashFF> lol 21:12:17 <Digitalfox> yeah gonozal, but there's more important things the dev team have to do.. 21:12:24 <Digitalfox> 16*** and something 21:12:25 <FlashFF> yeah i found the wiki page now 21:12:47 <Digitalfox> the problem with the limit is the newgrf you can use 21:13:43 <Digitalfox> this may be crazy, but i'm editing the set's i use, remving sprites of things i don't use so i can have more newgrf stuff. :( 21:13:46 <FlashFF> ok i can make a pathfinder that makes vehicles find out where they are going, as long as theres no options in the road/track at all! 21:14:11 <hylje> :D 21:14:32 <Digitalfox> if only editing the source code and doubling the sprites limit, was this easy.. :| 21:14:37 <Born_Acorn> hmm, that Eyecandy patch looks interesting 21:14:54 <Born_Acorn> It'll be good if it could have newobjects support whenever eis_os finishes it 21:14:58 <FlashFF> i dunno why it isn't digi 21:15:17 <FlashFF> surely the only thing that would limit it would be a value somewhere in the gfx engine 21:15:50 <Digitalfox> well. For what i understand of the source code, it it'a a lot more complicated than that 21:15:58 <Gonozal_VIII> yes, eyecandy sounds nice... better than surrounding a city that you don't want to expand with ugly signs 21:16:02 <FlashFF> hmmm 21:17:16 <Digitalfox> It seems the sprite limit is all present in a lot of line codes.. :| 21:17:29 <Digitalfox> And not just one simple code line 21:17:33 <FlashFF> still confused lol 21:17:53 <Digitalfox> But i'm a noob in programming, so don't take a word of this i just said.. ;) 21:17:56 <FlashFF> somewhere there must be a limit by a value 21:18:15 <Digitalfox> I'm sure a dev could explain to you.. 21:18:24 <Digitalfox> Any dev out there? 21:20:03 <Darkvater> why are you guys still on about the sprite limit? peter's working on it, have a little patience 21:20:15 <glx> FlashFF: peter1138 has a patch to increase the limit but it is very very big :) 21:20:18 <Digitalfox> ok, sorry darvader :( 21:20:33 <Darkvater> we have a sprite limit because of the 32bit sprite there are available you can only use about 14. The others are used for transparency, recolouring, palette, etc. 21:21:00 <Darkvater> what quark did with his patch can break any moment 21:21:30 <Digitalfox> Any idea what's the new max value for peter patch? 21:21:53 *** Mucht_ [~Mucht@p57A0E53E.dip.t-dialin.net] has quit [Remote host closed the connection] 21:22:37 <Darkvater> a few million 21:22:54 <hylje> :o 21:22:58 <Digitalfox> Now that's a cool value :0) 21:23:09 <hylje> just like the year can go up to 5mill 21:23:26 <Gonozal_VIII> not 500k? 21:23:46 <Darkvater> if ($user == Gonozal_VIII) limit = 500k; 21:23:48 <Darkvater> happy now? 21:23:53 <Gonozal_VIII> ^^ 21:24:35 <Digitalfox> 500k = 500.000 ?? 21:24:51 <Gonozal_VIII> yes 21:24:53 <Digitalfox> ok 21:25:13 *** Mucht [~Mucht@p57A0E53E.dip.t-dialin.net] has joined #openttd 21:25:16 <Gonozal_VIII> that was for the year... i thought that would now be limited to 500k... 21:25:28 <Gonozal_VIII> doesn't matter anyways 21:25:37 <Darkvater> eternal_gameplay on 21:25:52 <FlashFF> it has to be asked digi why would you need more than 16k sprites lol 21:25:57 <hylje> Darkvater: does that mean it wraps back in the end? 21:26:06 <Darkvater> no idea 21:26:16 <hylje> patch it, just because 21:26:18 <Darkvater> and I will personally ban you from this channel if you post a bugreport about it 21:26:18 <Gonozal_VIII> to minus something :-) 21:26:26 <Gonozal_VIII> hehe 21:26:42 <hylje> seriously? 21:26:55 <Darkvater> yes 21:28:19 <Darkvater> 2sec/day * 30 days * 12 months * 5.000.000 years = 3600000000 sec = 1000000 days = 2700 years 21:28:28 *** Guest56 [~Gono@N842P017.adsl.highway.telekom.at] has joined #openttd 21:28:31 <Born_Acorn> Make bugs reports about the sound not going away when you put the sliders to 0! 21:29:17 <Guest56> ping 21:29:21 <Guest56> ah 21:30:12 <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd 21:30:12 <Guest56> !logs 21:31:49 <MeusH> Darkvater, if we start soon, OpenTTD may be the longest game ever played... provided our children will like tycoon, too 21:31:53 <MeusH> and grandchildren :) 21:32:26 <Guest56> sure they will, everybody does 21:33:55 <FlashFF> tsk tsk compile warnings on the svn version 21:34:16 *** Gonozal_VIII [~Gono@N716P026.adsl.highway.telekom.at] has quit [Read error: Operation timed out] 21:34:17 *** Guest56 is now known as Gonozal_VIII 21:34:35 <Gonozal_VIII> operation timed out... that's new 21:34:54 <FlashFF> its pr0 21:36:04 <FlashFF> stdafx.h:200: warning: redefinition of `uint' 21:36:10 <FlashFF> ican actually patch that one! 21:38:35 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has joined #openttd 21:38:37 *** mode/#openttd [+o Bjarni] by ChanServ 21:39:49 <FlashFF> oh crap 21:40:02 <FlashFF> who loves linux and mainly loves the 'screen' program? 21:40:05 *** Progman [~progman@p57A1CA20.dip.t-dialin.net] has joined #openttd 21:40:13 <FlashFF> i pressed ctrl + a s 21:40:13 <Born_Acorn> Well, TT was first released in '94 making it 12 years old 21:40:28 <FlashFF> and now its broke 21:42:02 <Darkvater> FlashFF: what OS are you using? 21:42:06 <FlashFF> slackware 10.2 21:42:15 <hylje> my ottd compiles cleanly 21:42:27 <hylje> FlashFF: screen is awesome 21:42:29 <Darkvater> FlashFF: it doesn't have UNIX defined? 21:42:36 <hylje> FlashFF: and hint: ^A^Q 21:42:42 <hylje> FlashFF: it un-stops it 21:42:48 <Bjarni> did anything interesting happen today? 21:42:56 <Bjarni> my mailserver broke again :( 21:42:59 <FlashFF> doesnt that ake it go away totally? 21:43:02 <hylje> no 21:43:10 <FlashFF> k 21:43:19 <FlashFF> if it dos ill hunt you down lol 21:43:23 <FlashFF> *does 21:43:40 <FlashFF> i love you 21:43:45 <FlashFF> :) 21:47:20 <Darkvater> Bjarni: noting really 21:49:22 <FlashFF> lies 21:49:29 <FlashFF> today i found out i was a god 21:49:33 <FlashFF> thats fairly importatn 21:49:38 <FlashFF> evn tho i cant spell 21:49:47 <hylje> yeah, you traded your spelling for godness 21:50:04 <FlashFF> hey gimme a break i type only code 21:50:11 <FlashFF> you dont need spelling for that 21:50:29 <hylje> oh yes 21:50:32 <hylje> its a grammar nazi 21:50:36 *** wonea [~wonea@wonea.demon.co.uk] has left #openttd [Leaving] 21:50:38 <FlashFF> lol 21:55:15 <izhirahider> what's the maximum ammount of towns a single map can possibly have? 21:57:32 <FlashFF> id have to guess at lots 22:00:00 <Mucht> suggestion: make the patch-settings-box larger (at least in the german version of ottd, the letters don't fit in there) 22:01:22 <Maedhros> izhirahider: 65535, i think 22:03:22 <Rubidium> Mucht: the art of translating applications is to make a translation that fits 22:07:19 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has joined #openttd 22:08:07 <Sacro> Mucht: just be glad you havent got any lip syncing 22:22:16 *** Belugas_Gone [~jfranc@ip-87.44.99.216.dsl-cust.ca.inter.net] has joined #openttd 22:22:38 *** tokai [~tokai@p54B84AC9.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 22:24:24 *** tokai [~tokai@p54B83041.dip0.t-ipconnect.de] has joined #openttd 22:24:27 *** mode/#openttd [+v tokai] by ChanServ 22:37:43 *** Rens2Sea [~Rens2Sea@213.211.185.168] has quit [] 22:39:28 *** RichK67 [~RichK67@194.164.100.143] has joined #openttd 22:42:38 <peter1138> sprite limit eh? 22:43:04 <RichK67> hi peter 22:43:17 <stillunknown> i need a bit advice, i want to make passtrough maintenance depots/waypoints, but i'd prefer it if they stop completely 22:43:34 <peter1138> FlashFF: 16k sprites isn't all that many 22:43:35 <stillunknown> i just don't know what is the sanest way to restart them after that 22:43:38 <peter1138> hi rich 22:45:02 <MeusH> stillunknown, tommorow I'll do some research on these depots. Unless Bjarni has done something already 22:46:46 <stillunknown> i was considering adding a third state, besides AM_ACCEL and AM_BRAKE, which would reset to AM_ACCEL once cur_speed 0 is reached 22:47:16 <peter1138> i don't think that's appropriate 22:47:33 <stillunknown> hence the question :-) 22:47:38 <peter1138> hence the answer ;p 22:49:04 <Born_Acorn> peter1138! newbuffers! 22:49:20 <MeusH> Born_Acorn! that's getting funny! :D 22:49:32 <MeusH> stillunknown, it really can be done the other way, trust me :) 22:49:36 <MeusH> but it's difficult 22:49:40 <peter1138> hehe 22:49:42 <Born_Acorn> It's not meant to be funny. :( 22:49:57 <peter1138> i was idly fiddling with 'autoslope', i'm afraid 22:49:58 <Darkvater> newsacs! 22:50:00 <MeusH> you see, I have the answer in my imagination, but when I start coding it all gets harder and harder 22:50:13 <peter1138> hehe 22:50:21 <Born_Acorn> Autoslope for OTTD? 22:50:23 <Rubidium> newrc! 22:50:39 <Born_Acorn> That takes priority over buffers! 22:50:39 <Darkvater> rc? 22:50:47 <Born_Acorn> Release Candidate! 22:50:48 <stillunknown> MeusH: i've got another idea, but i need to see if it's codeable in a sane way 22:51:00 <RichK67> now ive got away from MiniIN ... thank god... i think i may take another look at route colours 22:51:32 <MeusH> stillunknown, tell it 22:51:39 <Darkvater> oh 22:51:56 <MeusH> route colours? what's that? 22:52:02 <MeusH> maybye that's the secret "RC"? :p 22:52:14 <Darkvater> do we still need this manual.txt/multiplayer.txt in docs? 22:52:33 <peter1138> i've never read it 22:52:42 <stillunknown> MeusH: give me a minute to fill in the gaps (that i've just realised) 22:52:46 <Darkvater> lol 22:52:48 *** pecisk [~pecisk@purvc-44-54.maksinets.lv] has quit [Quit: J?iet prom] 22:52:49 <Darkvater> - From 0.3.5, desyncs should not happen anymore 22:52:59 <MeusH> kk stillunknown 22:53:16 <MeusH> Darkvater, I don't have manual.txt, but multiplayer.txt seems to be usable 22:53:17 <peter1138> hehe 22:53:18 <peter1138> if only :) 22:53:57 <RichK67> its my evolution of speed signs - assign a colour to a train route, and mark that route by coloured signs... the PF would bias towards sending the train down that route... eg. slow freight - blue, fast freight - yellow, local (slow) passenger - red, fast passenger - green, etc... but totally up to user to decide what a colour means 22:54:41 <MeusH> so codewise there will be a number assigned to train/sign, and GUI will render a colour linked to the given number? 22:54:44 <RichK67> in effect it would let you sort your mainlines by speed, by destination, by whatever 22:54:52 <MeusH> yeah, that would be great 22:54:59 <RichK67> nah.. simpler... just 7 colours 22:55:13 <RichK67> = 3 bits 22:55:18 <MeusH> ok 22:55:30 <stillunknown> MeusH: i think i've got it now 22:55:42 <MeusH> RichK67, there's been a discussion about lines 22:55:45 <RichK67> the colour markers would just bias the pathfinder 22:55:50 <MeusH> like in simutrans 22:55:55 <MeusH> aha 22:55:56 <MeusH> ok 22:56:32 <RichK67> so if the colour is the same, a positive bias... otherwise neutral 22:56:34 <hylje> id rather have hardcoded colours 22:56:43 <hylje> less confusion among users 22:57:16 <stillunknown> first loc approaches, reliability lower than max, slows down to speed 0, the restarts, reliability is maximum so it now stays below maximum depot speed, but since the reliability is maximum it won't trigger another complete stop 22:57:19 <stillunknown> at MeusH 22:57:23 <RichK67> yup - just 7 colours... no need to predefine what they mean though 22:57:38 <MeusH> hylje, it will be a disguise for competitors :) 22:57:43 <peter1138> i'd rather have... a few pints 22:58:05 <RichK67> whisky is my poison :) 22:58:16 <MeusH> stillunknown, I'd be happy with advanced signals 22:58:27 <MeusH> or... 22:58:27 <peter1138> hmm, i need to update this sprite limit patch 22:58:28 <MeusH> hmm 22:58:32 <peter1138> due to the bridge merge 22:58:40 <peter1138> bye 22:58:46 <MeusH> so that one could send train somewhere only if it needs servicing 22:58:50 <MeusH> bye peter1138 22:59:06 <stillunknown> no, what i'm suggesting is ride through depot 22:59:11 <MeusH> stillunknown, I've got to check how does "Service" order work 22:59:15 <RichK67> bbl - got a network to build ;) 22:59:22 <RichK67> better than watching cricket ;) 22:59:25 <stillunknown> which would stop the train if in need of repair 22:59:37 <MeusH> stillunknown, if you combine that signalling with roro depots, that will be what you want 22:59:43 <MeusH> but the depots won't be on mainline 22:59:50 <MeusH> they will be on sideline instead 22:59:58 <MeusH> bye RichK67 23:00:03 <RichK67> cya 23:00:06 *** RichK67 [~RichK67@194.164.100.143] has quit [Quit: RichK67] 23:00:15 <stillunknown> yes, speed limitations will be present all the way, so it's a restriction 23:00:55 <stillunknown> just considering if i can make every engine stop, since they all need maintenance 23:01:06 <mattt_> any docs on building an efficient train station where there's significant amounts of traffic? my trains are getting backed up way down the line and there's only like 2 platforms used at a time 23:01:11 <stillunknown> MeusH: i'm going to use waypoints as a baseline 23:01:19 <MeusH> stillunknown, and I'll use stations 23:01:34 <MeusH> anyway, I've got to go 23:01:36 <MeusH> goodnight 23:01:43 *** MeusH [~MeusH@host-ip18-138.crowley.pl] has quit [Quit: bye - quit] 23:03:17 <Gonozal_VIII> mattt, signals between the platform entrys, long enough rails before the platform so that they won't slow down on the mainline and everything should work 23:05:15 <Tuzlo> do oil refineries become of at a certain date? 23:05:58 <Gonozal_VIII> become of? 23:06:29 <Tuzlo> when the hell do they appear? 23:06:45 <Tuzlo> I have oil wells, no refineries that I can find 23:06:50 <Gonozal_VIII> not very often... 23:07:05 <Gonozal_VIII> only had one appearing in 100 game years of the last game 23:07:30 <Gonozal_VIII> you can fund one 23:07:36 <Tuzlo> guess so 23:08:22 <mattt_> any plans on a patch to allow bridges over diagonal rail ^_^ 23:08:32 <Gonozal_VIII> ^^ 23:08:37 <Gonozal_VIII> it is in trunk 23:08:50 <mattt_> snap, you guys think of everything ;) 23:09:08 <Gonozal_VIII> even with signals under the bridge :-) 23:09:09 <Darkvater> some people are so hopelessly outdated ;) 23:09:18 <mattt_> w00t! 23:09:21 <mattt_> that's awesome 23:09:32 <Tuzlo> haha, got no suitable land for one 23:09:44 <mattt_> it'd be cool to have the signals on the bridge posts :) 23:09:48 <Rubidium> Tuzlo: they need to be near the edge of the map 23:10:02 <Tuzlo> thought so 23:10:06 <Tuzlo> how far? 23:10:09 <Tuzlo> 12 spaces? 23:10:16 <Gonozal_VIII> patch setting 23:11:35 <PandaMojo> That got into trunk again? Awesome! 23:11:44 *** Progman [~progman@p57A1CA20.dip.t-dialin.net] has quit [Remote host closed the connection] 23:12:10 <Gonozal_VIII> that's not in trunk? ok.. sry then 23:12:38 <PandaMojo> Well, last I'd checked it was out, but I hadn't checked recently 23:12:42 <Gonozal_VIII> should be 16 23:14:12 <stillunknown> bridges over diagonal rail is in trunk 23:14:41 <Gonozal_VIII> yes but oil raf distance i don't know.. 23:15:42 <mattt_> know what would be cool? being able to purchase houses in town so you can tear 'em down - the idea is that purchasing the house would circumvent the local authority's rating of you (it'd be expensive though) 23:16:15 <mattt_> one stupid house blocking the path of a huge section of rail right now :P 23:16:26 <Gonozal_VIII> trees do the trick :-) 23:16:29 <mattt_> i destroyed the town though so my rating is crap 23:16:40 <mattt_> yeah, i've put in tons of trees 23:17:08 <Gonozal_VIII> destroy all of them around town and then replant half of them... rating should be good then^^ 23:17:22 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has joined #openttd 23:17:26 <Maedhros> Gonozal_VIII: it should be in the Construction tab of the patches window 23:18:15 <mattt_> haha, i hadn't thought of that 23:20:54 <Gonozal_VIII> i know where it should be maedhros but i don't have a trunk build right now so i can't check 23:21:24 <Gonozal_VIII> but i think pandamojo wasn't talking about that anyways 23:22:06 <PandaMojo> I was talking about the signals and diagonals under bridges 23:22:55 <PandaMojo> (which I just verified *is* in trunk yay!) 23:23:04 <Gonozal_VIII> yes :-) 23:23:33 <Maedhros> ah, i see :) 23:24:23 <Darkvater> hmm I think I'll delete the readme_os2.txt 23:24:37 <Darkvater> or 23:24:39 <Darkvater> orudge: ping 23:24:49 <Brianetta> New game on my RC1 server 23:24:54 <orudge> Darkvater 23:25:10 <Darkvater> can you do something about docs/readme_os2.txt? :) 23:25:15 <orudge> Well 23:25:22 <orudge> the OS/2 port has been built 23:25:26 <orudge> but there are some issues with the gcc version 23:25:28 <orudge> which are being worked on 23:25:34 <orudge> With that will come and update of the readme ;) 23:25:37 <Darkvater> orudge: it's hopelessly outdated and I think some things are even fixed by then 23:25:40 <Darkvater> ah cool :) 23:25:57 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [] 23:25:59 <orudge> It may be a few days though, Paul is working on the gcc stuff at the moment 23:26:07 <Darkvater> you mean porting gcc? 23:30:43 <mattt_> if i'm building a multi-entrance platform (ie: 4 platforms with a pair of incoming tracks both of which split in two to serve a total of 4 platforms) how would I do the presignals? I'm thinking a presignal entrance right before the main line splits in two, and on each split i'd have a combo, and then before the platform i'd have presignal exits? 23:32:50 <Gonozal_VIII> platform, normal signal, decelerating/waiting line, presignal exit, split, presignal entrance 23:33:21 <mattt_> but what about when the mainline splits? 23:33:34 <stillunknown> what's the date format in ottd? 23:33:40 <Gonozal_VIII> mainline doesn't have to split 23:34:11 <Gonozal_VIII> i think it counts days 23:34:22 <Wolf01> 'night all 23:34:26 <Gonozal_VIII> night 23:34:29 *** Wolf01 [~wolf01@host25-232-dynamic.4-87-r.retail.telecomitalia.it] has quit [] 23:35:21 <mattt_> Gonozal_VIII: the problem is that this platform isn't roro, so trains are always waiting for another train to exit, so this station doesn't efficiently use every available platform 23:35:22 <orudge> Darkvater: not porting GCC 23:35:27 <orudge> os2.c is very Watcom specific 23:35:33 <orudge> some of the stuff needs to be ported to work with gcc 23:35:35 <Darkvater> ah, ok 23:35:41 <orudge> (he used unix.c before) 23:35:51 <Darkvater> so why use os2.c? 23:35:52 <orudge> (but that has complications with drive letters, basically) 23:35:56 <Darkvater> ok 23:39:16 <tokai> heh.. all the missing ottd svn mailouts are coming in.. seems they were stuck in some queue for some time:) 23:39:49 <Gonozal_VIII> high traffic station that isn't roro is not a good idea 23:42:27 *** KritiK [~Maxim@ppp83-237-102-228.pppoe.mtu-net.ru] has quit [Quit: Leaving] 23:44:13 *** Belugas_Gone [~jfranc@ip-87.44.99.216.dsl-cust.ca.inter.net] has quit [Quit: How about sleeping? 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