Log for #openttd on 30th December 2006:
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00:00:14  <Bjarni> Tuzlo: too long... at least you always think so when it happens to you
00:00:21  <Tuzlo> yeah\
00:00:26  <Bjarni>
00:00:31  <Tuzlo> it's about the only thing that does seem realistic
00:01:09  <Athorium>  C remember, i'm not spanish ;D I  Can't read a entire book in english ;(
00:01:21  <jni> Earlier today I wrote a simple patch for 0.5.0-rc1 and reported it in the bug tracker but because I was very unfamiliar with the interface, the report was really bad
00:01:25  <MeusH> nice Bjarni :)
00:01:38  <jni> Might some developer want to take a look at it?
00:01:38  <MeusH> qdb is pretty fast
00:01:38  <C> Athorium: divide and conqueror, just read small bits of the book at a time :)
00:01:51  <Athorium> my english is very poor
00:01:53  <jni> It just makes the ./configure script support the dash shell instead of just bash
00:02:39  <Bjarni> <MeusH>	qdb is pretty fast <-- actually it's in the section stating: * These quotes have not yet been approved. They are displayed in random order, and you are invited to vote on their quality to facilitate the moderators' scouring of the queue.
00:02:42  <stillunknown> gass: using a 64bits system?
00:02:52  <gass> yes
00:02:57  <MeusH> mhm
00:03:13  <gass> if you want some 64bit testing ... here i am
00:03:30  <stillunknown> window.h
00:03:35  <stillunknown> line 298
00:03:44  <stillunknown> WINDOW_CUSTOM_SIZE
00:03:49  <stillunknown> increase to 105
00:04:21  <stillunknown> known bug, going to poke someone again about tomorrow
00:04:26  <C> Athorium: <- even easily findable for someone does know less Spanish than you know English :)
00:06:10  <CIA-1> Darkvater * r7630 /trunk/economy.c:
00:06:10  <CIA-1> -Fix: At the end of the quarter the old economy numbers were shifted up, and
00:06:10  <CIA-1>  the current economy numbers were moved to economy[0]. This was done in one
00:06:10  <CIA-1>  memmove which worked because old_economy was behind cur_economy in the struct.
00:06:10  <CIA-1>  Do not rely on this functionality...
00:06:29  <stillunknown> KUDr: the "waypoint" will repair if 3/4 of the service period has passed
00:06:38  <stillunknown> once the first engine passes
00:06:45  <KUDr> i see
00:06:50  <KUDr> looks nice
00:06:57  <KUDr> i like it
00:07:27  *** GoneWacko [] has joined #openttd
00:08:55  <stillunknown> i want it to stay a passive object, except trains should prefer to go off the mainline if they need repair
00:09:03  <stillunknown> that's why i asked you :-)
00:09:44  <stillunknown> because that would need an extra pathfinding penalty
00:09:58  <Bjarni> 	<Athorium>	 C remember, i'm not spanish ;D I  Can't read a entire book in english ;( <-- are you saying that you need to be Spanish to read an entire book in English?
00:10:21  <KUDr> stillunknown: why the 'last service date' is not updated?
00:10:33  <Athorium> Bjarni I saying that if I read a english book... the 99% of this I no understand it ^^'
00:10:48  <Bjarni> right
00:11:06  <Bjarni> kind of like me trying to read your English lines :P
00:11:07  <Athorium> not spanish = not english.. sorry
00:11:09  <Athorium> ^^¡
00:11:15  <stillunknown> KUDr: small bug, the engine doesn't stop soon enough to be repaired, but it does get full reliability once the last wagon has passed
00:11:26  <stillunknown> forget to reset the date as well
00:11:32  <MeusH> goodnight
00:11:39  *** MeusH [] has quit [Quit: bye - quit]
00:11:43  <KUDr> stillunknown: ok
00:12:25  <Wolf01> night all
00:12:32  *** Wolf01 [~wolf01@] has quit []
00:12:53  <Bjarni> Athorium: why the changes to VehicleServiceInDepot()? The idea is to call it whenever a vehicle enters the depot and you don't have to remember to set all the stuff like last service date and such
00:13:23  <stillunknown> wrong person :-)
00:13:25  <Athorium> :?
00:13:30  <stillunknown> he means me
00:13:35  <Bjarni> now you kept it like that, but broke the single unit approach it had, that allowed you to use it as well for a single unit in a train
00:13:43  <Athorium> what you talking about? xDD
00:14:19  <Bjarni> Athorium: I'm trying to make a sentence that makes as much sense to you as your English does to us :P
00:14:25  <stillunknown> the reason i changed VehicleServiceInDepot() is, because i want service records to be kept of all wagons
00:14:27  <Bjarni> that, and I meant stillunknown
00:14:33  <stillunknown> that includes regular service
00:15:04  <stillunknown> i'm considering detaching the overall statistics from individual vehicles
00:15:11  <gass> stillunknown: workaround for that bug?
00:15:17  <stillunknown> yes
00:15:26  <gass> stillunknown: mine ... about the 64 bit system
00:15:33  <stillunknown> yes
00:15:44  <Bjarni> but you did it wrong. You should have renamed the function to SeriveSingleUnit() or something and then use the name VehicleServiceInDepot() for looping though the train. That would allow you to call ServiceSingleUnit() in your new depot
00:16:04  <gass> stillunknown: so ... tell me :P
00:16:27  <Bjarni> only one place to keep track of what to do when servicing or adding stuff to do when servicing, no risk of making it act inconsistent and it reduces the risk of bugs
00:16:30  <stillunknown> <stillunknown> window.h
00:16:30  <stillunknown> <stillunknown> line 298
00:16:30  <stillunknown> <stillunknown> WINDOW_CUSTOM_SIZE
00:16:30  <stillunknown> <stillunknown> increase to 105
00:17:02  <stillunknown> Bjarni: will do that, this is the kind of feedback i need
00:17:29  *** Rens2Sea [~Rens2Sea@] has quit []
00:18:36  <stillunknown> but it's bedtime now, so goodnight
00:18:56  <KUDr> gn
00:19:35  <gass> stillunknown:  error compiling trunk -> misc_gui.c:1186: error: size of array 'a' is negative
00:19:50  <Bjarni> +	byte repair;       ///< 1 if a ride trough depot, 0 if not <-- we also got a variable called bool
00:19:52  <gass> is that?
00:21:22  <stillunknown> Bjarni: will change, away now
00:22:06  <CIA-1> rubidium * r7631 /trunk/texteff.c:
00:22:06  <CIA-1> -Fix (r1): some pointer arithmetic gave the number of entries instead of the
00:22:06  <CIA-1> number of bytes to move when removing the animated state from a tile. This
00:22:06  <CIA-1> caused desyncs between Little and Big Endian machines. Thanks to pv2b for
00:22:06  <CIA-1> helping me in locating the bug and to Darkvater for figuring out that the
00:22:08  <CIA-1> arithmetic returned the number of entries instead of bytes.
00:22:24  <Darkvater> \o/ Rubidium
00:23:24  <KUDr> rubidium: good!
00:23:38  <gass> how about misc_gui.c
00:23:54  <Darkvater> gass: it's known
00:24:01  <gass> :(
00:24:09  <gass> any workaround?
00:24:20  <Darkvater> I think someone already posted that
00:24:32  <Darkvater> increase WINDOW_CUSTOM_SIZE in window.h to let's say... 120
00:24:56  <Bjarni> wow, nice fix
00:24:59  *** C [] has quit [Quit: leaving]
00:25:06  <Bjarni> NO!
00:25:09  <Bjarni> we lost C
00:25:14  <Rubidium> :)
00:25:16  <Bjarni> now we can't continue coding
00:25:45  <gass> Darkvater: oh ... that
00:25:50  <gass> Darkvater: thanks
00:25:56  <Bjarni> lol
00:26:17  <Bjarni> gass: stillunknown said it 2 or 3 times already and you thank Darkvater for telling you
00:26:58  <gass> Bjarni: stillunknown told me, it's true, but i thought you were talking about other bug
00:27:09  <gass> and he left without confirming it
00:27:29  <Bjarni> what other bug?
00:27:56  *** Tuzlo [] has quit []
00:28:26  <gass> other ...
00:28:37  <gass> openttd also has c++ now?
00:30:07  <Digitalfox> Something i don't like or is a bug.. When in my cfg, i put on [newgrf] a ex: digitalfox.grf and a #digital.grf it works ok, so it loads the digitalfox.grf and doesn't load digital.grf.. But if i say first #digitalfox.grf and then digital.grf, and exit my savegame, it erases digitalfox.grf..!!
00:30:08  <gass> well ... compiled
00:30:12  <gass> in  debian 64
00:30:56  <Digitalfox> When i mean erases #digitalfox.grf, i mean in the cfg file
00:31:25  <Digitalfox> Ist that a feature?
00:31:30  <Digitalfox> Or a bug?
00:31:40  <Darkvater> feature-bug
00:31:55  <Prof_Frink> fug.
00:31:58  <Prof_Frink> beature.
00:31:59  <Digitalfox> Cause it's a pain in the hass, it erases my newgrf cfg
00:32:21  <Darkvater> put the commented-out grf's outside the [newgrf] section
00:32:34  <Digitalfox> Where?
00:32:37  <Digitalfox> In static?
00:32:48  <Darkvater> no, above [newgrf]
00:33:07  *** Progman [] has quit [Remote host closed the connection]
00:33:11  <Digitalfox> ok, but is a fix hard?? :|
00:33:28  *** Gonozal_VIII [] has quit [Ping timeout: 480 seconds]
00:33:46  <Darkvater> yes
00:33:54  <Digitalfox> hum, ok.. :(
00:34:12  <Darkvater> or at least it's not simple
00:34:24  <Digitalfox> should i post it in bugs section?? Or it's already know?
00:34:34  <Darkvater> 01:31 <@Darkvater> feature-bug
00:34:45  <Digitalfox> ok
00:34:49  <Digitalfox> thanks :)
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00:36:09  <SpComb> Logs:
00:36:09  <Gonozal_VIII> !logs
00:36:25  <Bjarni> <--- Sacro|AFK is called Zippy as well?
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00:44:05  <Digitalfox> found one other bug in the new bridge feature ( i mean about the branch merge ), i hope it's not already know..
00:44:20  <Digitalfox> This is with the win nightly of today
00:44:43  <Bjarni> it's the graphical issue only, right?
00:44:59  <Bjarni> it's full of those
00:45:03  <Digitalfox> yes
00:45:22  <Bjarni> try to run a steam train on the lower track. You will see the smoke going though the bridge
00:45:28  <Digitalfox> going to test to pass 2 trains on that one in tunnel and other in the bridge to see what happens
00:46:11  <Bjarni> <-- somehow I can imagine what happened :D
00:47:01  <CIA-1> rubidium * r7632 /trunk/texteff.c:
00:47:01  <CIA-1> -Codechange: several small code cleanups of texteff, like moving magic values and defines to an enum and fix coding/documentation style.
00:47:01  <CIA-1> -Codechange: make DeleteAnimatedTile a little clearer (pv2b).
00:47:11  <Darkvater> Digitalfox: yeah, tunnel's bounding boxes are a bitch
00:48:26  <Digitalfox> The trains pass one in the tunnel and the other in the bridge with no problems.. Only the tunnel sprite appears and dissaperas over the bridge
00:48:54  <Digitalfox> dissapears
00:49:22  <Digitalfox> disappears
00:49:28  <Digitalfox> oh this english of mine
00:50:14  <CIA-1> rubidium * r7633 /branches/makefile_rewrite/src/ (63 files in 5 dirs): [MakefileRewrite] -Sync: with trunk r7591:7632.
00:50:22  <Nigel> don't worry about it, it's not like your running for president atm is it?
00:50:28  <Digitalfox> I can read like my home language ( portuguese ), but some times to write is a bit hard in some uncommon words
00:51:10  *** XeryusTC [] has quit []
00:51:17  <Digitalfox> i actually use google to see if my words are well written :)
00:52:08  <Digitalfox> Nigel -> yeah but i think is good to write well.. It makes people understand better
00:52:46  <Nigel> true, all case dependant
00:54:00  *** ChrisM87 [] has quit [Remote host closed the connection]
00:54:29  <Digitalfox> I don't use the words ( if we can actually say they are ) like "l@echer" or n00b"... I think they are crappy, when people are too lazy..
00:54:55  *** Sacro|AFK is now known as Sacro
00:55:51  <Digitalfox> enough about english.. Going back to my game.. Some trains are waiting to be build :)
00:56:44  <Sacro> no Bjarni, last time a girl came round and slept with me and watched porn, we did
00:59:05  <FlashFF> digi you n00b
00:59:56  <Darkvater> ugh, I had a nasty recursive deletewindow there ;p
01:00:06  <Darkvater> child deleting parent and parent of course deleting child
01:00:15  <FlashFF> lol
01:00:30  <Digitalfox> Don't if people here go to, but theres a topic on it about OpenTTD, feel glad to post there to call people to the community of ttforums..!
01:02:45  <Bjarni> Sacro: you did what? slept?
01:02:51  <Bjarni> I would never have imagined
01:03:01  <Sacro> Bjarni: nope, we had sex, all over the living room
01:03:10  <Sacro> and i had a broken leg, which made it all the more interesting
01:03:19  <FlashFF> thats what everyone says
01:03:40  * Bjarni adds delusional to the list of issues for Sacro
01:03:57  <Sacro> :D
01:04:05  <Sacro> she did get sectioned a week after
01:04:18  <Bjarni> wtf is sectioned?
01:04:27  <Sacro> commited...
01:04:40  <Bjarni> to somebody else?
01:04:44  <Bjarni> what a slut
01:04:47  <Sacro> no
01:04:52  <Sacro> to a mental institue
01:04:56  <Bjarni> ahh
01:05:03  <Sacro> *institute
01:05:42  <Bjarni> actually that makes your story somewhat reliable
01:06:07  <Digitalfox> Flash you l@echer.. Ops i did it... ;)
01:06:15  <Bjarni> that experience tormented her and scared her for the rest of her life
01:06:58  <CIA-1> rubidium * r7634 /branches/makefile_rewrite/ (8 files in 2 dirs): [MakefileRewrite] -Fix: the documents were somehow not updated.
01:07:04  <Sacro> quite possibly
01:07:36  <FlashFF> damn you rubidium
01:08:21  <CIA-1> Darkvater * r7635 /trunk/ (misc_gui.c window.c):
01:08:21  <CIA-1> -Fix (r7618, r7621): Guard against recursive deletion. It is possible that when a
01:08:21  <CIA-1>  parent window is deleted it deletes its child (always) and in turn, through some
01:08:21  <CIA-1>  code the child initiates the deletion of the parent which, if not guarded
01:08:21  <CIA-1>  against, deletes the child and so on...
01:08:33  <FlashFF> and dont you start dark! lol
01:08:51  <FlashFF> even time i get the latest version, you ust push the boundaries away
01:08:54  <FlashFF> *every
01:09:24  <Sacro> lol
01:10:32  <Rubidium> FlashFF: huh?
01:11:01  <FlashFF> lol
01:11:11  <FlashFF> only messin lol  cos u keep patchin
01:11:19  <FlashFF> pretty active night tonight
01:11:28  <Bjarni> well, at one time (in my pre GHz days) I was almost finished building a release build to play with and a new great feature got committed, so I had to redo every single sourcefile. I think it took me at least 5 minutes because of that commit
01:11:30  <Sacro> Rubidium: everytime he does a checkout, head gets moved
01:11:33  <Bjarni> or more
01:11:46  <Bjarni> I had build times up to 8 minutes back then
01:12:09  <FlashFF> lol
01:12:18  <FlashFF> ottd was around in 386 days?
01:12:33  <Bjarni> no
01:12:36  <FlashFF> lol
01:12:50  * Rubidium has done enough today and goes to bed :) Night all!
01:12:57  <Bjarni> it depended on if the computer was completely idle when I started compiling
01:13:04  <FlashFF> night rubidium
01:13:16  <FlashFF> my server is doing a poo load
01:13:22  <FlashFF> this compile is takin ages
01:13:28  <FlashFF> oh
01:13:28  <FlashFF> done
01:13:42  <Bjarni> that's the keyword to me to commit something
01:14:08  <Rubidium> please touch stdafx.h or so, keeps him occupied
01:14:15  <CIA-1> Darkvater * r7636 /trunk/ (newgrf.c openttd.h):
01:14:15  <CIA-1> -Cleanup: Remove unused window classes (sorry WC-mess) and use sizeof(array) instead
01:14:15  <CIA-1>  of X * sizeof(array[0])
01:14:25  <Bjarni> that one worked as well
01:14:27  <Darkvater> ha, pwnd, openttd.h ^^
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01:15:25  <Bjarni>
01:16:15  <FlashFF> damn you!
01:16:26  <FlashFF> editing openttd.h!
01:16:39  <FlashFF> lol
01:16:41  <FlashFF> im so bored
01:16:48  <Darkvater> HA!
01:17:21  * Bjarni wonders if openttd.h got comments, that needs updating, so he can have a commit ready for the next time compilation is done
01:17:47  <Rubidium> it always does :)
01:17:57  <Bjarni> Sacro: btw how did you break your leg?
01:17:58  <CIA-1> Darkvater * r7637 /trunk/ (18 files):
01:17:58  <CIA-1> -Codechange: Change ShowQueryString to use a window pointer as a parent. If the
01:17:58  <CIA-1>  query has no parent (eg give money, rename waypoint), the global function
01:17:58  <CIA-1>  HandleOnEditText is used.
01:18:23  <Sacro> Bjarni: i had an operation on it to remove a metal plate, i had it straightened when i was younger
01:18:24  <Darkvater> I think the x64 bug will need to wait till the morning though
01:19:15  <Bjarni> Darkvater: <-- will you take a look at this
01:19:18  <FlashFF> lol bjarni  i hate you
01:19:50  <Bjarni> sorry about the qdb quote. I wondered about changing your name to protect you, but I didn't
01:20:11  <Darkvater> Bjarni: this was already decided against
01:20:38  <Darkvater> oh heh
01:20:41  <Darkvater> nice
01:21:06  <FlashFF> decided against?  why
01:21:17  <FlashFF> that seems like a pretty harsh bug lol
01:21:18  <Darkvater> no, that was some'ing else
01:21:21  <FlashFF> oh
01:21:25  <FlashFF> ok lol
01:21:26  <Darkvater> well similar
01:21:40  <Bjarni> I'm not really sure to what you refer to, but I guess it's ok
01:21:53  <Darkvater> tommorrow
01:21:55  <Bjarni> I mean if we decided on it, then we know it to be for the best
01:22:00  <FlashFF> cmon server   you can make it
01:22:24  <FlashFF> done!
01:22:30  <Rubidium> Bjarni:
01:22:48  <Rubidium> that's the 'bug' Darkvater meant
01:23:18  <FlashFF> wouldnt it be a good plan
01:23:23  <FlashFF> to add a flag to all widgets
01:23:33  <FlashFF> to see if it should or shouldnt give a cost estimate
01:24:01  <FlashFF> therefore solving all those problems and putting a sytem in for future development
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01:28:20  <FlashFF> yeah thats right... be awed by me
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01:28:45  <Bjarni> Result:
01:28:45  <Bjarni> OpenTTD window changes to white and then crashes.
01:28:45  <Bjarni> Expected Result:
01:28:45  <Bjarni> No Crash
01:28:50  <Bjarni> I like bug reports like that
01:28:55  <FlashFF> ..
01:28:59  <Bjarni> specially the last part
01:29:01  <FlashFF> wtf is that lol
01:29:26  <Bjarni> parts of a bug report I just read. It contains info on how to reproduce it as well
01:29:31  <Bjarni> but it works for me
01:29:33  <FlashFF> lol
01:29:44  <FlashFF> sure u got same version?
01:29:51  <Bjarni>
01:29:57  <FlashFF> did they even say what version lol
01:30:03  <Bjarni> yeah
01:30:05  <Bjarni> RC1
01:30:30  <Bjarni> it actually contains whatever info I would consider asking for
01:31:02  <Bjarni> but...
01:31:08  <Bjarni> [02:28:45] 	<Bjarni>	Expected Result:
01:31:08  <Bjarni> [02:28:45] 	<Bjarni>	No Crash
01:31:24  <FlashFF> lol
01:31:26  <Bjarni> I would be somewhat surprised if he expected it to crash when switching resolution
01:31:37  <FlashFF> u got a mac version?
01:31:50  * Bjarni slaps FlashFF
01:31:53  <FlashFF> lol
01:31:58  <FlashFF> what was that for
01:32:01  <Bjarni> I'm the mac porter. What do you think?
01:32:06  <FlashFF> i didnt know that lol
01:32:12  <FlashFF> i just thought u were a crazy dev lol
01:32:14  <FlashFF> im new
01:32:44  <Bjarni> then you need to get your firmware updated
01:33:02  <Bjarni> luckily it appears to be stored in flashRAM, so it should be trivial to do so
01:33:31  <Bjarni> you never read the forums?
01:33:40  <FlashFF> i do on occasion
01:33:44  <FlashFF> im not a forum fan
01:33:58  <FlashFF> it involves people and ppl cant be coded so they are of no use to me
01:34:32  <FlashFF> wow at mixed use of acronyms
01:35:01  <Bjarni> I would say that people are booleans
01:35:07  <Bjarni> either they are dead or they aren't
01:35:13  <Bjarni> start coding
01:35:13  <FlashFF> lol
01:35:52  <FlashFF> if (FlashFF) Bjarni = false;
01:36:11  <Bjarni> I'm sorry to hear that
01:36:13  <FlashFF> lol
01:36:17  <FlashFF> :(
01:36:24  <Bjarni> was your funeral nice?
01:36:28  <FlashFF> lol
01:36:41  <FlashFF> in my world  false is dead lol
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01:37:11  <Bjarni> so if you are alive, then I'm dead, but since I'm not dead, you are
01:37:23  <FlashFF> ah but can you be sure you're not
01:37:32  <FlashFF> because if i'm alive, then you must be dead
01:37:41  <FlashFF> but if we both think we are alive, one of s is wrong
01:37:57  <FlashFF> and i coded us so it cant be me
01:38:19  <Bjarni> there is a perfectly good reason why it got to be you, who died
01:38:22  <Bjarni> I'm op and you are not
01:38:25  <FlashFF> lol
01:38:43  <FlashFF> i like your thinking and am somhow urged to agree
01:38:46  * FlashFF dies
01:39:45  <Bjarni> :(
01:39:54  <Bjarni> this channel smells awful
01:39:59  <Bjarni> did something die in here?
01:40:00  <FlashFF> RECODE ME RECODE ME!
01:40:14  <FlashFF> i dun wanna be dead
01:40:18  * Bjarni hits the reset button on FlashFF and reboots him
01:40:42  * FlashFF *whirrrrrrr*
01:40:48  <FlashFF> ta luv
01:40:52  <Bjarni> so you do know how to code
01:41:01  <Bjarni> then you should prove yourself
01:41:06  <FlashFF> ...
01:41:16  <Bjarni> you do know how to code, right?
01:41:25  <FlashFF> every time someone says that they give me massively hard task that noone else wants lol
01:41:29  <FlashFF> yeah....
01:41:45  <Bjarni> well, you can finish the 32 bit branch
01:41:53  <FlashFF> lorl
01:42:04  <FlashFF> see!  i didnt even know there was one lol
01:42:13  <Bjarni> you asked for a "massively hard task that noone else wants", right?
01:42:27  <FlashFF> lol no  i said thats what ppl keep givin me lol
01:42:37  <Bjarni> same thing
01:42:40  <FlashFF> lol
01:42:41  <Bjarni> you mentioned it
01:42:50  <FlashFF> your logic does not resemble our earth logic
01:43:03  <Bjarni> or would you declare that you aren't a person?
01:43:15  <FlashFF> im so confused lol
01:44:05  <Bjarni> if people want you to do it and you are a person and a person in plural is people, then you want yourself to code it
01:44:22  <Digitalfox> Well bjarni sorry to interrupt the tak, but the 32 branch people don't want it because it's difficult, and not because it's not important! I know you know that, but i jusd said it to people outside this talk understnad the reason.. ;)
01:45:21  <Bjarni> I would be silly to hand out task that I didn't want to see finished, so yes, I want it to be done
01:45:31  <Bjarni> however I think we need to find something else for FlashFF
01:45:43  <FlashFF> lol
01:45:46  <FlashFF> its all lies
01:46:00  <Bjarni> we should not find something else for you?
01:46:03  <Bjarni> fine, start coding then
01:46:04  <FlashFF> sure
01:46:06  <FlashFF> but bjarni
01:46:11  <FlashFF> about ur "logic"
01:46:41  <FlashFF> if people want me to do it, and im people, but noone wants to do it, and noone would therefore mean not even me, then do i want to do it or not?
01:46:47  <Digitalfox> Anyway, going to bed.. My girlfriend is screaming at me.. She want's me in bed with her... So bye bye playing OpenTTD , and let the party begin.. :)
01:47:32  <Bjarni> it will in your bed
01:47:41  <Digitalfox> right ;)
01:47:59  <FlashFF> new line of code to add to the openttd startup
01:48:08  <FlashFF> int i; for i = 0; i <= 10; i++){  i--  }
01:48:12  <Digitalfox> goodnight all!!
01:48:12  <FlashFF> lets go
01:48:17  <FlashFF> nite
01:48:29  <FlashFF> damn i missed a bracket
01:48:36  <FlashFF> int i; for (i = 0; i <= 10; i++){  i--  }
01:48:39  <FlashFF> ahh
01:48:48  <Bjarni> Digitalfox: have fun
01:48:52  <Bjarni> :P
01:49:16  <Bjarni> FlashFF: seriously, what do you want to do?
01:49:21  <FlashFF> i dunno lol
01:49:46  <FlashFF> atm im just readin bits of the code
01:51:15  <Digitalfox> Thanks Bjarni!!
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01:52:16  <CIA-1> Darkvater * r7638 /trunk/ (5 files): (log message trimmed)
01:52:16  <CIA-1> -Codechange: Remove special window ShowJoinStatusWindowAfterJoin and shuffle around
01:52:16  <CIA-1>  some code for SetupColorsAndInitialWindow. Because we know that after a successful
01:52:16  <CIA-1>  load all windows are removed we can setup default windows in this function, and
01:52:16  <CIA-1>  show ShowJoinStatusWindow in PACKET_SERVER_MAP.
01:52:18  <CIA-1> -Setup the global _network_join_status for ShowJoinStatusWindow in the only two
01:52:20  <CIA-1>  places where the function is called, instead of inside it.
01:58:32  <Bjarni> goodnight
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02:34:27  <FlashFF> wow
02:34:37  <FlashFF> the 32 bpp version wont copile in vs 2003 :(
02:34:41  <FlashFF> *compile
02:36:16  <FlashFF> zomg fixed
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02:44:58  <Athorium> toctoc
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03:35:26  <BFM>
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03:55:30  <mattt_> is it possible to have multiple TIM engines on one train?
03:55:50  <roboboy> did the bug where YAPF didnt equaly distribute rvs amungst bays get fixed
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04:10:10  <orudge> Hmm, with smooth economy changes on in OpenTTD, do new industries ever get created? (I don't think I've seen any). I want an oil rig or a bank :(
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06:54:56  <Smoovious> anyone know who is working on the message system? (if anyone?)
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08:52:47  <Rubidium> oh, spiritual descendant of the NewGRF gods, are you awake?
08:53:32  <Rubidium> in other words, peter1138: ping?
08:58:58  <HMage> - Star Wars 3 was translated into chinese, then subtitled into english afterwards
08:59:43  <hylje> thats SO 2005
09:00:25  <HMage> well I doubt everyone saw that
09:01:28  <stillunknown> anyone know why GetNewVehiclePos returns the current tile for a moving tile?
09:01:53  <stillunknown> ignore, it should
09:02:21  <stillunknown> it shouldn't, but anyway, i'm wrong
09:06:52  <stillunknown> is there a sane way to predict several cells ahead of the train?
09:13:18  <PandaMojo> I still need to formulate a response for zahlman.
09:18:16  <PandaMojo> Whoops, wrong channel >_>
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09:37:19  <Hadez> I just tried to refit a train (from CSDset). I was shown STR_983D_SELECT_TYPE_OF_CARGO_FOR that says: "Select type of cargo for ship to carry" :-)
09:37:20  <Hadez> I suggest someone to replace "ship" with "vehicle".
09:38:19  <Hadez> And BTW for MiHaMiX, if he has returned from his trip, that I can assist with fixing my language file. (I updated it at home.)
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10:08:35  <Rubidium> Darkvater: what is the idea of SetWindowWidgetDisabledState(w, VLW_WIDGET_NEW_VEHICLES, window_type != VLW_STANDARD); in vehicle_gui.c? Disabling the 'New vehicle' button when you opened the list via a station and enabling it when you open the global list?
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10:11:20  <Wolf01> ello
10:11:23  <Darkvater> morning
10:11:35  <Darkvater> Rubidium: yes
10:11:53  <Rubidium> why?
10:12:05  <Rubidium> this makes users think that you cannot build vehicles
10:13:16  <stillunknown> you can't built trains from stations :-)
10:13:25  <Darkvater> why? you cannot build vehicles from that window
10:13:50  <Rubidium> <- "Unable to build any aircraft"
10:15:22  <Darkvater> if the button is enabled he will just complain the 'buy vehicle; is greyed out in the next window
10:16:39  <Rubidium> then it is better to not show the button, than to disable it
10:17:52  <Darkvater> then he will complain theglobal window doesn't work :p
10:18:12  <Rubidium> why that?
10:18:46  <Darkvater> cause he is looking to build an aircraft in totally the wrong place
10:19:21  <Darkvater> but perhaps it is indeed better to hide the button altogether for these
10:19:47  <Rubidium> Darkvater, true, but... if you see a grayed New vehicle button, you assume you cannot build a vehicle anywhere else
10:21:07  <Darkvater> we can't say what a user would assujme cause we konw the game too well :)
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10:30:51  <Rubidium> Darkvater: I've updated the industry animation stuff so it is now 'unified'.
10:33:48  <Darkvater> hmm that big table...
10:34:13  <Rubidium> I know, another solution is a big switch in DrawTile
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10:35:26  <Rubidium> and this table approach might be useful when animation is implemented for NewIndustries
10:35:32  <Darkvater> are you sure that works?
10:35:48  <Darkvater> cause those gfx thingies even have values like 174, 165, etc.
10:36:12  <Rubidium> I know
10:36:16  <Darkvater> and you return the raw gfx value
10:36:44  <Darkvater> or there are 174 values in there?
10:37:03  <Rubidium> should be :)
10:37:45  <Darkvater> I wonder how this can work for newindustres, added industries
10:38:10  <Rubidium> they have to rework those tables into something more editable :)
10:38:33  <Rubidium> and you can get the industry-struct and get the mapping to the real sprite from there
10:38:38  <Darkvater> hmm what if you simply add a boolean value to _industry_draw_tile_data?
10:38:55  <Darkvater> ok, that would add 700 values instead of 174 ;p
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10:39:07  <Celestar> morning peops
10:39:16  <Darkvater> morning
10:39:26  * stillunknown has learned a small lesson, never think you can hack into a pathfinder :-)
10:39:35  <Celestar> stillunknown: rofl
10:39:36  <Rubidium> and... I use the boolean value to calculate the index into the draw_tile_data table
10:39:56  <Celestar> Rubidium: any luck with the desync stuff?
10:40:13  <Darkvater> Celestar: any luck with fixing the tunnel bb? eg bridge over tunnel entrance in the same direction makes tunnel show through
10:40:47  <Rubidium> !openttd commit r7631
10:40:53  <Rubidium> for Celestar:
10:41:09  <Celestar> Darkvater: nope but working on it. I'm not sure we can do it without new tunnel sprites :(
10:41:15  <Rubidium> doh, no r ofcourse :)
10:41:18  <Rubidium> !openttd commit 7631
10:41:19  <_42_> Commit by rubidium :: r7631 /trunk/texteff.c (2006-12-30 00:22:03 UTC)
10:41:21  <_42_> -Fix (r1): some pointer arithmetic gave the number of entries instead of the number of bytes to move when removing the animated state from a tile. This caused desyncs between Little and Big Endian machines. Thanks to pv2b for helping me in locating the bug and to Darkvater for figuring out that the arithmetic returned the number of entries instead of bytes.
10:41:35  <Celestar> wow
10:41:39  <Celestar> nice one Rubidium
10:41:40  <hylje> :o
10:41:51  <Celestar> Rubidium: was that the problem Brianetta faced as well?
10:41:54  <hylje> so we got a long-standing desync bug squashed?
10:41:55  <Darkvater> Rubidium: well if there is no other way... but do link that table to the gfx enum you base it on
10:42:00  * Celestar is doing svn co
10:42:17  <Celestar> hylje: apparently
10:42:45  <Darkvater> Rubidium: why did the old code work though?
10:42:59  <Darkvater> Rubidium: was | GetIndustryConstructionStage(ti->tile) something special?
10:43:11  <Rubidium> because animation state was stored in the same bits as the construction stage
10:43:36  <Darkvater> why's that bad ;p
10:43:38  <Celestar> we have a pretty large codebase, haven't we? :)
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10:44:26  <Celestar> because I'm still checking out :o
10:44:47  <Darkvater> :)
10:45:55  <Celestar> ok I need an artist :P
10:46:15  <stillunknown> finally the trains don't overshoot their repairpoint :-)
10:46:22  <Celestar> well
10:46:27  <Celestar> but my trains shoot off the bridge :S
10:46:31  <Wolf01> Celestar, when will custom bridgeheads be in trunk?
10:46:39  <Celestar> Wolf01: they're nowhere near finished :(
10:46:39  <Rubidium> Darkvater: like the linkage as done in the updated diff?
10:46:55  <Rubidium> Wolf01: when it works properly :)
10:46:59  <Celestar> Wolf01: the graphics are doing allright, but the trains fly around off-track at the moment :)
10:47:08  <Wolf01> lol
10:47:35  <stillunknown> i just saw something funny, train broke down while being repaired (not trunk)
10:49:13  <Darkvater> Rubidium: well, not exactly :). I was thinking of adding a comment for _industry_section_draw_animation_state about them being linked to the GFX_ enum ininudstry_map.h
10:49:30  <Celestar> stillunknown: you need better maintenance staff :P
10:50:03  <Celestar> I really shouldn't check out all those tags :S
10:50:22  <Celestar> vici@rivendell:[/home/vici]> du -sh openttd
10:50:23  <Celestar> 811M    openttd
10:50:25  <Celestar> WHAT THE FUCK?
10:51:28  <caladan> saves?
10:51:30  <Celestar> no
10:51:32  <Wolf01> 811MB of sources?
10:51:33  <Celestar> CLEAN checkout
10:51:37  <caladan> ah :D
10:51:59  <Celestar> 500 MB of branches :)
10:52:26  <Wolf01> yeah, i only have 150MB of trunk and the old miniIN
10:53:14  <Wolf01> but with a compression they are only 20
10:56:25  <Celestar> damnit guys
10:56:34  <Celestar> I don't understand the interface :P
10:57:35  <stillunknown> what interface?
10:58:23  <Celestar> the UI
10:59:18  <Celestar> Darkvater: I need help :P
11:00:31  <stillunknown> is it bad to have two features in one patch?
11:00:43  <stillunknown> as far as acceptance is concerned
11:00:55  <Eddi|zuHause> yes, you will burn in hell
11:01:35  <Celestar> back in 20
11:02:10  <stillunknown> Eddi|zuHause: is that warm?
11:02:15  <Rubidium> Celestar: only 800 MB of clean checkout, or also with object files?
11:04:59  <Rubidium> Darkvater: is the updated diff better?
11:05:56  <stillunknown> anyone wants to do a sanity check on some code?
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11:07:05  <stillunknown>
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11:10:32  <Rubidium> is something in Bjarni's area of expertise, right?
11:11:49  <stillunknown> do most people use realistic acceleration?
11:11:59  <Rubidium> stillunknown: the first two changes in train_cmd.c are bogus
11:12:40  <stillunknown> those kind of things never make sense to me
11:12:53  <stillunknown> maybe someone's using dos style line endings?
11:13:03  <Rubidium> you (or your editor) added tabs
11:13:26  <Rubidium> and it happens on more locations
11:14:08  <Rubidium> trailing whitespaces are forbidden in the code of OpenTTD; committing files with trailing whitespace fails :)
11:14:59  <Bjarni> ahh, the patch I wanted showed up :D
11:16:07  <stillunknown> i'm truly puzzled, my editor sais there is not tab :-|
11:16:56  <Rubidium> -
11:16:56  <Rubidium> +
11:17:16  <Rubidium> arg, my IRC client filters tabs :(
11:17:24  <Rubidium> anyway, there are tabs :)
11:17:34  <stillunknown> i was looking at a clean checkout, no wonder they aren't there :-)
11:18:23  <Rubidium> I'm not happy with TrainShouldStopWaypoint as it will interfere a lot with the performance
11:18:51  <Bjarni> oh great. This diff is against 0.5.0, so it failed to apply anything to the trunk :s
11:18:58  <Rubidium> why can't it be like it happens with (1 tile) stations and depots, just 'slam' the train into the wall :)
11:19:47  <Rubidium> Bjarni: for what it's worth, that 'failed' debug should be of level 0 I think
11:20:09  <Rubidium> well, 'slam' into an imaginary wall :)
11:24:27  <stillunknown> Rubidium: slamming is not realistic, normally stations have length > 1
11:24:33  <stillunknown> so it's acceptable
11:24:58  <Rubidium> slamming before signals isn't realistic either and that happens too
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11:25:09  <Rubidium> even more abrupt than with length 1 stations
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11:25:28  <stillunknown> i will look how slamming works
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11:28:34  <CIA-1> bjarni * r7639 /trunk/music/qtmidi.c: -Fix: FS#487 Changed music/qtmidi.c to not use functions deprecated by Apple (pvz)
11:29:25  <Darkvater> you guys are so helpless without me ;p
11:29:52  <Darkvater> Rubidium: let's see
11:30:24  <Rubidium> Bjarni: now (request) a patch (from pvz) for the QuartZ and other warnings :)
11:30:34  <Bjarni> heh
11:30:34  <Darkvater> Rubidium: better :)
11:30:37  <Bjarni> that's not so easy
11:31:08  <Bjarni> Apple decided to deprecate the whole engine we based the cocoa driver on and trying another one made it dead slow
11:31:43  <Bjarni> so we will figure out something clever
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11:32:39  <Bjarni> if we are lucky, the cocoa graphic driver will work in 10.5.x and we will have until Apple releases 10.6, which will likely give us a year or more to figure something out
11:32:58  <Bjarni> if it fails with 10.5, then we are screwed :P
11:33:04  <Darkvater> you are :)
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11:33:30  <Darkvater> Celestar: donnu what you're doing but my wc is only 150MB
11:33:43  <Darkvater> and that's with 30MB of object files
11:33:48  <Darkvater> perhaps svn cleanup?
11:33:56  <Bjarni> well, I got a trick or two to try to work around it, but they aren't nice
11:35:20  <Bjarni> so it would really be more like a problem with other people compiling on OSX
11:42:19  <CIA-1> rubidium * r7640 /trunk/ (industry_cmd.c industry_map.h table/industry_land.h):
11:42:19  <CIA-1> -Codechange: move a table from industry_cmd.c to table/industry_land
11:42:19  <CIA-1> -Codechange: add a reference to the industry GFX enum and some comments to the tables
11:42:19  <CIA-1> -Codechange: remove some magic numbers
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11:43:02  <Celestar> back
11:43:11  <Celestar> Darkvater: I just checked out
11:43:41  <Darkvater> Celestar: are you sure you only checked out trunk? :)
11:43:52  <Celestar> Darkvater: no I'm developing custombridgeheads
11:43:56  <Celestar> I checked out the entire tree
11:44:04  <Darkvater> that's stupid ;)
11:44:07  <Celestar> ;)
11:44:25  <Celestar> Darkvater: stop complaining and tell me where I find the autorail/rail placement GUI stuff
11:44:35  <Darkvater> which one?
11:45:03  <Celestar> Darkvater: I need the rail placement to work on bridge tiles
11:45:53  <Celestar> and I need a sample savegame
11:45:54  <Celestar> :P
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11:49:50  <Darkvater> Celestar: hmm the atuorail thing already works for bridge-heads...the problem is you will need to check the tile-type for every tile, on every draw :s
11:50:20  <Celestar> Darkvater: no I don't :)
11:50:25  <Celestar> Darkvater: at least I hope not to
11:50:28  <Celestar> Darkvater: but WHERE is it
11:50:38  <Darkvater> of course you do
11:50:51  <Darkvater> the bridgehead goes \ the autorail highlight goes \ instead of level --
11:51:28  <Darkvater> lemme see
11:51:53  <CIA-1> rubidium * r7641 /trunk/ (industry_cmd.c industry_map.h): -Codechange: remove the last direct map accesses from industry_cmd.
11:51:59  <Darkvater> it's in viewport.c somewhere
11:52:22  <Celestar> Darkvater: ok will check
11:52:33  <roboboy> is it possible to extend tab completion to station names?
11:52:40  <Darkvater> CalcRaildirsDrawstyle
11:52:49  <Celestar> ok
11:53:01  <Darkvater> have fun :)
11:53:30  <Darkvater> it's pretty unreadable at first glance but when you get into it it's not so bad
11:53:54  <Darkvater> although you do need to check the tile-type because the atorail is shown sloped where on a bridge it should be level
11:54:15  <Celestar> Darkvater: like on a "foundation" right?
11:54:19  <Darkvater> yes
11:54:30  <Darkvater> hmm
11:54:39  <Darkvater> if the bridge-head is on a foundation then it should work out of the box
11:54:41  <Celestar> custombridge == rail with foundation
11:55:03  <Darkvater> hmm well..ok it doesn't
11:55:14  <Darkvater> cause you can't have a \ slope and a rail pointing --
11:55:21  <Darkvater> that would drop off the cliff and is not allowed
11:56:29  <Celestar> yeah
11:56:36  <Celestar> but I'll see what I can do :)
11:56:43  <Celestar> maybe just alter the foundation thingy
11:57:57  <CIA-1> rubidium * r7642 /trunk/ (7 files in 3 dirs): -Codechange: unify all the different locations where the animation state is stored into a single location.
11:58:04  <CIA-1> celestar * r7643 /branches/custombridgeheads/ (bridge_cmd.c openttd.c rail.h rail_cmd.c rail_map.h): [cbh] - Codechange: Railway bridges now store track bits just like normal rail tiles. For railway bridges, GetTileTrackStatus_Bridge just calls GetTileTrackStatus_Track
12:01:23  <Rubidium> hmm, only the signal code still uses direct map accesses :)
12:01:38  <Celestar> Rubidium: yes
12:02:57  <stillunknown> Rubidium: i tried your brick wall approach and it looks ok for normal/slow trains
12:05:11  <CIA-1> celestar * r7644 /branches/custombridgeheads/ (bridge_cmd.c rail.h rail_cmd.c): [cbh] - Codechange: For custombridgeheads (those that have more than just one straight piece of track) use a foundation and the normal track drawing code
12:06:25  <Celestar> doing progress here
12:06:32  <stillunknown>
12:06:47  <stillunknown> Rubidium: happier with this?
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12:13:08  <Bjarni> well, I'm not
12:13:19  <Bjarni> SingleVehicleService() looks odd
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12:14:08  <Bjarni> it should (more or less) be like VehicleServiceInDepot() used to be
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12:14:39  <Rubidium> Bjarni: why do we have openttd.xcode, it is hopelessly outdated?
12:15:04  <Celestar> ^^
12:15:06  <Celestar> wee
12:15:19  <Bjarni> then the new VehicleServiceInDepot() should ensure that only the right vehicles are called (front aircraft, ships and road vehicles and locomotives)
12:15:38  <Bjarni> right now you hardcoded this to work on only trains, or at least you presume that all vehicles calling this will be trains
12:15:45  <Rubidium> stillunknown: you still have a lot of trailing tabs (especially on 'empty' lines)
12:16:09  <stillunknown> i do, i'll check again
12:16:12  <Bjarni> Rubidium: because it still works as a nice GUI frontend for gdb. It reads the makefile when compiling, which prevents it from being outdated
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12:16:46  <stillunknown> Bjarni: what won't work on other vehicles?
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12:16:54  <Rubidium> pv2b had problems with it yesterday
12:16:55  <Bjarni> add a file to the makefile and the xcode project file adds it even without modifying the project file itself
12:17:05  <Bjarni> he had...
12:17:06  <Bjarni> hmmm
12:17:22  <pv2b> i didn't have problems
12:17:26  <pv2b> i just asked if it was up-to-date
12:17:30  <pv2b> i didn't end up using it
12:17:41  <pv2b> it was suspiscious because it was for an old version of xcode
12:17:45  <Rubidium> hmm, then I remembered it wrong :)
12:18:22  <Bjarni> stillunknown: IsTrainEngine(u) <-- this is from train.h, which presumes that it's a train. If you call this on anything else, the result is undefined
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12:20:10  <Bjarni> for road vehicles and ships, it will always be false and for aircraft, it reads a bit to figure this out, but that bit actually tells plane type, so without checking, I will assume that slow planes and helicopters will no longer be serviced
12:21:56  <stillunknown> if (IsTrainEngine(u) || !IsTrainWagon(u)) {
12:22:09  <stillunknown> is this safe, or do i need to check the vehicle type first?
12:22:43  <Bjarni> also when a function only contain one vehicle, we usually call it v. u is for when there are more than one
12:23:13  <stillunknown> this function is meant to deal with parts of a vehicle, that's why i use u
12:23:38  <Bjarni> if (v->type != VEH_Train || IsTrainEngine(v)) {
12:23:44  <Rubidium> stillunknown: in rail_cmd.c you call CmdBuildTrainWaypoit directly with DC_EXEC, this is _bad_ (you can build the waypoint if you do not have enough money and it builds it when you query for the cost, i.e. holding shift)
12:23:53  <Bjarni> true for nontrains and locomotives, but not wagons
12:24:56  <stillunknown> Rubidium: that's a leftover
12:25:01  <stillunknown> from a previous attempt
12:25:05  <stillunknown> i'll remove it
12:25:42  <Rubidium> wp->repair = (p2 == 1); instead of the if and then assigning true/false to the variable :)
12:26:00  <Bjarni> also call it v, not u
12:26:18  <Bjarni> wp->repair = HASBIT(p2, 0);
12:26:23  <Rubidium> and with bools you do not talk about 0 and 1, but true and false
12:26:34  <Rubidium> Bjarni: that's an option too
12:26:40  <Bjarni> then it will not need updating if we decide to use another bit in p2 for something else
12:26:41  <Darkvater> p2 is int32 not a bool
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12:27:26  <Rubidium> Darkvater: true, but that is not the issue here
12:27:47  <Rubidium> I was mentioning: +	bool repair;       ///< 1 if a ride trough depot, 0 if not
12:28:31  <Bjarni> imagine that we will need another bit for something else and then we use HASBIT(p2, 0) and HASBIT(p2, 1) for two different things. Since we already added it for bit 0, that line will not need to be modified in a future commit where it could be unrelated to the new feature. Makes diff files smaller and easier to read
12:28:32  <stillunknown> i fixed that without fixing the comment
12:28:33  <Darkvater> ah, k
12:30:56  <Bjarni> +	SLE_CONDVAR(Waypoint, repair,      SLE_UINT8,                 43, SL_MAX_VERSION), <-- remember to set this var when loading old savegames. This is done in openttd.c
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12:31:21  <Bjarni> we should have a well defined value for the old (non-repairing) waypoints when loading, so they don't toggle at random
12:32:24  <Bjarni> +	SLE_CONDVAR(Vehicle, being_repaired,          SLE_BOOL,                 43, SL_MAX_VERSION), <-- the same goes for this one
12:32:32  <Bjarni> hmm
12:32:48  <Bjarni> why is repair saved as an UINT8, while it's actually used as a bool?
12:33:14  <Celestar> (gdb) p GetTileType(m_old_tile)
12:33:14  <Celestar> Segmentation fault
12:33:17  <Celestar> what the hell?
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12:33:36  <Darkvater> :)
12:33:37  <Rubidium> tile outside of the map :)
12:33:40  <stillunknown> Bjarni: same reason as comment, it was initially a byte
12:33:43  <stillunknown> will fix
12:34:16  <Rubidium> can we make stickies flash or so?
12:34:35  <Celestar> Rubidium: tile was not outside the map
12:34:36  <Rubidium> preferable red :)
12:35:31  <Rubidium> Celestar: gdb itself is crashing?
12:35:47  <Celestar> Rubidium: yes
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12:35:56  <Darkvater> my gdb crashes when I run openttd with timidity
12:36:26  <Rubidium> my valgrind crashed with MP games :)
12:36:37  <Bjarni> my debugger never crashed
12:36:45  <Celestar> KUDr: please resond
12:36:48  <Celestar> respond
12:37:05  <Darkvater> and blathijs's gdb crashes when saving games
12:37:44  <Celestar> fun fun fun
12:38:38  * Celestar doesn't like messing around with yapf because he doesn't know the internals :S
12:38:52  <Bjarni> I once failed to start openttd from gdb because it didn't find Turned out to be a working dir setup issue
12:39:36  * Celestar messed up something :o
12:40:49  <Bjarni> the only way to be sure not to do that is to do nothing and we don't want that ;)
12:41:03  <Bjarni> so in fact we want you to mess up stuff once in a while :P
12:42:21  * Celestar bangs head against desk
12:43:04  * Rubidium hopes Celestar did hit an empty spot somewhere away from the edges and especially corners :)
12:43:13  <Celestar> note to self: a << b is NOT the same as a < b
12:43:38  <Darkvater> one would htink so, wouldn't he?
12:44:36  <Celestar> yeah
12:46:42  <Celestar> is it me or is the sense of TRACK_BIT_* and TRACK_ vice versa?
12:47:30  <Rubidium> you?
12:47:59  <Celestar> ok :P
12:48:18  <Rubidium> hmm, however, you've got a point
12:48:49  <Celestar> you see what I mean?
12:49:00  <Rubidium> a Track would be a powerset of the TrackBits :)
12:50:03  <CIA-1> celestar * r7645 /branches/custombridgeheads/bridge_map.h: [cbh] - Fix: In r7643, I broke the building of new bridges because I forgot to change the map-accessors. repair this
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12:55:55  <CIA-1> celestar * r7646 /branches/custombridgeheads/ (ai/trolly/pathfinder.c bridge_cmd.c bridge_map.h rail_cmd.c): [cbh] - Feature: Allow building additional tracks on a (horizontal) bridge ramp using normal building tools
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12:57:13  <stillunknown>
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12:57:58  <stillunknown> i'll be away for a while soon, let me know what you think
12:58:43  <stillunknown> i am aware not non-realistic acceleration isn't covered yet
12:59:03  <stillunknown> one not too many :-)
12:59:21  <CIA-1> celestar * r7647 /branches/custombridgeheads/elrail.c: [cbh] - Fix: Draw catenary on custombridgeheads properly
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13:00:37  <Wolf01> celestar, don't make the catenary drawing complicated because i'll need to change it for my patch :P
13:02:33  <Celestar> ^^
13:02:36  <Rubidium> Wolf01: the diff does not change anything about the drawing itself, just the gathering of the information :)
13:02:42  <Celestar> I'm not chaging a lot
13:02:43  <Celestar> :)
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13:15:19  <CIA-1> celestar * r7648 /branches/custombridgeheads/rail_cmd.c: [cbh] - Feature: Allow removal of tracks from bridge heads. However, trains on the bridge must still be able to access the bridge head
13:15:29  <Celestar> Rubidium: are you proof-reading my changes? if so please tell me any findings :)
13:16:08  <Rubidium> no, I'm not, just the 'draw catenary' diff
13:17:29  * Brianetta reads up
13:18:14  <Brianetta> Celestar: That wasn't the problem, as my secync was ia32 Linux -> ia32 Linux
13:18:20  <Brianetta> no endianness problems
13:18:20  <Celestar> Brianetta: ok
13:18:39  <Celestar> Brianetta: weird
13:18:53  <Brianetta> It also clears up
13:18:56  <Brianetta> and comes back later
13:19:15  <Brianetta> I haven't reloaded the server at all, yet after a bit, the game becomes playable
13:19:25  <Brianetta> Darkvater found it in one of its playable periods
13:19:49  <Brianetta> It's not a game-days thing since min_players is 1
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13:30:52  <Celestar> BAh
13:30:57  <Celestar> train refuses to enter tile
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13:32:46  <Smoovious> ... story of my life ...
13:32:47  <Smoovious> :P
13:33:05  <Celestar> :P
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13:33:53  <Smoovious> don't suppose you'd know if there is a list showing who is working on what?
13:34:50  <Celestar> hm
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13:34:59  <Celestar> GetTileTrackStatus returns the right stuff
13:35:07  <Celestar> VehicleEnterTile allows to enter
13:35:12  <Celestar> yet .. nothing
13:35:29  <Rubidium> Smoovious: no, unless you want to read through the IRC logs :)
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13:36:34  <Smoovious> nah... hopefully, I'll have a good idea by the time I'm ready to jump in on something... was looking for a new project since µT got sold... something I can be more hands-on with...
13:36:43  <Smoovious> and since I LOVE TTD... :D
13:37:10  <Smoovious> just don't wanna step on any toes
13:38:03  <hylje> Smoovious: check out the source, patch something, post diff
13:38:05  <hylje> ???, profit
13:38:15  * Smoovious chuckles.
13:38:23  <Smoovious> profit doesn't grab me
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13:38:57  <Smoovious> just didn't wanna end up working on a piece someone else was already doing... will decide in a few weeks
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13:42:13  <Celestar> what the HELL?
13:43:15  <Smoovious> ?
13:45:16  <Celestar> the TrainController is not doing what I expect it to
13:45:21  <Celestar> :q
13:46:00  <Rubidium> Smoovious: just ask whether somebody is working on it when you want to begin with it
13:46:51  <KUDr> Celestar: respond...
13:47:22  <Celestar> KUDr: bbl
13:47:30  <Celestar> or waut
13:47:32  <Celestar> wait*
13:47:59  <Celestar> KUDr: I'll need a bit of help with yapf later on
13:48:05  <KUDr> ok
13:48:13  <Celestar> but somehow .. :S
13:49:43  <Celestar> KUDr: ok I first need to deal with all my flying trains :P
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13:50:11  <KUDr> ok, i'll try to be around
13:50:46  <Rubidium> KUDr: can you look at the savegame of this thread, it is using yapf and dead slow
13:51:12  <Celestar> back in 30
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13:51:37  <KUDr> Rubidium: what thread?
13:51:53  <Rubidium> <- that one :)
13:52:04  <KUDr> ok
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13:55:27  <Smoovious> Rubidium... good 'nuff
13:55:47  <Smoovious> flying trains? how cool. :) keep em in as a special mod :D
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13:56:14  <Smoovious> set up a ramp dead-head for taking off and landing them.
13:56:55  <Bjarni> flying trains...
13:57:03  <Bjarni> sounds like derailing trains to me
13:57:14  <Bjarni> they fly, but only for a short period of time
13:57:20  <SpComb> Logs:
13:57:20  <Wolf01> !logs
13:57:57  <Smoovious> that would be kinda cool as a crash/maintenance option... train derails on a curve, going straight instead of following the track, crashing into a building... graphic for the building shows a big hole the train is sticking out of
13:58:01  <hylje>
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13:58:16  <hylje> Smoovious: not really feasible with spriteys
13:58:23  <Smoovious> yeah, I know. :D
13:58:35  <Smoovious> just part of the wishful thinking pile
14:01:11  <Bjarni> you mean something like
14:01:16  <Bjarni> right?
14:01:52  <Bjarni> this was a brake failure at the end of the line, so the tracked stopped instead of turning, but still...
14:02:39  <Bjarni> hylje: what is that supposed to look like?
14:03:18  <hylje> Bjarni: the marks on the snow are obvious enough
14:03:26  <hylje> oh and regarding snow
14:03:42  <hylje> can't subarctic snow tracks get snowed when no train goes on them
14:04:03  <hylje> same way dynamite'd tiles "decay" back to natural colors
14:04:03  <Bjarni> sure they can... if we got the sprites
14:04:17  <hylje> hmm :)
14:04:52  <Bjarni> those markings in the snow looks like markings.... of a bowl with fire in it or a deep sea creature or something
14:05:04  <Bjarni> most likely I miss the thing it is supposed to look like
14:05:22  <Bjarni> could also look like a manta
14:05:48  <pv2b> there are flying cars, there are flying boats, and flying planes of course
14:05:53  <pv2b> so why not flying trains? :-)
14:06:14  <Bjarni> I saw a flying car on TV a month ago
14:06:18  <pv2b> bet they'd be a bitch to land
14:07:21  <Bjarni> it went into Guinness book of world records in it's new own category as vehicle, that could drive 100+ km/h, sail (at a pretty decent speed) and fly (not just jump)
14:08:11  <Bjarni> but really.... what are those markings in the snow supposed to look like?
14:08:15  <Bjarni> an UFO?
14:08:47  <hylje> an owl or another large bird visited a bunny
14:09:51  <pv2b> are there going to be bunnies in openttd? :-)
14:10:16  <KUDr> Rubidium: very interesting savegame. YAPF is selected for ships, but NPF is used
14:10:22  <KUDr> @NPFRouteToDepotTrialError@20	66.207	0.014	13983	3
14:10:29  <KUDr> 66% of total CPU
14:12:41  <Bjarni> hylje: ahh. I thought somebody made a prank out of this
14:13:39  <pv2b> Bjarni: i put a patch to qtmidi on flyspray
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14:14:16  <Bjarni> I noticed
14:14:35  <Bjarni> I modified it (it was based on RC1, not trunk) and committed it already
14:15:24  <pv2b> what about the CMD_PAUSE patch?
14:15:32  <Bjarni> oh
14:15:36  <Bjarni> didn't look at it
14:15:39  <pv2b> ok :-)
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14:28:53  <Hadez> !seen MiHaMi*
14:28:54  <_42_> Hadez, I found one match to your query: MiHaMiX. MiHaMiX ( was last seen rejoining #openttd from a netsplit 1 week 2 days 3 hours 17 minutes ago (21.12. 11:11) MiHaMiX is still there.
14:29:18  <hylje>
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14:29:24  <Tuzlo> mornin all
14:29:46  <Tuzlo> correct me if im wrong, you can build a tunnel under a track, but you cant bridge over one?
14:29:49  <stillunknown> Bjarni: are you here?
14:30:06  <pv2b> Tuzlo: you can bridge over tracks as long as they don't contain branches or signals
14:30:14  <Bjarni> stillunknown: no :P
14:30:27  <stillunknown> let me know when you are :-)
14:30:38  <Tuzlo> ah
14:30:51  <Bjarni> hehe
14:30:58  <Bjarni> that unknown guy is easily fooled
14:31:00  <stillunknown> you can bridge over more stuff with trunk version
14:31:12  <stillunknown>
14:31:20  <Bjarni> I saw that
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14:32:42  <Celestar> back
14:32:52  <Athorium>  Bjarni is possible to implement my idea of speed signals?
14:33:19  <Celestar> what is a speed signal?
14:33:26  <Bjarni> hey, that's my line
14:33:35  <Bjarni> I was the one to be asked, remember ;)
14:33:35  <stillunknown> Bjarni: is there something better than HASBIT to check if a variable exists (savegame loading)?
14:34:06  <Athorium> u are brianetta?
14:34:36  <Bjarni> stillunknown: yeah, look at the post loading function (forgot the name, but it's in openttd.c and is rather long). It checks savegame version number and you know that it's missing if it's older than 43 or whatever it was that you will add it in
14:34:37  <Athorium>  Celestar speed signals is a idea that I've posted on forums
14:34:54  <stillunknown> Bjarni: i found that
14:35:11  <stillunknown> i mean something to check if a variable has any value
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14:35:21  <Athorium>  Bjarni is possible to implement it taking a "semaphore" action, but with bridges limitations? one signal to enable limitation, and other signal to change or delete speed limitation?
14:36:26  <scia> openttd: network.c:1197: NetworkHandleLocalQueue: Assertion `0' failed.
14:36:26  <scia> Aborted (core dumped)
14:36:28  <Bjarni> stillunknown: in theory you should never read from a variable without assigning something first and there is no external memory keeping track of what variables you assigned values for
14:36:34  <scia> in 0.5.0-RC1
14:36:45  <Bjarni> so assign false when building and when loading old savegames
14:37:20  <Noldo> scia: file it as a bug with the core
14:37:20  <stillunknown> Bjarni: i was actually checking a value were none could exist :-|
14:38:04  <scia> Noldo: I've had this bug many times before so I presumed it was known :s
14:38:25  <Tuzlo> is there a way to change the economy? I mean, I made 0 million and not a town over 20000 pppl.
14:38:30  <Bjarni> Athorium: link?
14:38:43  <Athorium> what?
14:39:06  <Athorium>
14:41:25  <Bjarni> well, I guess it's possible
14:41:28  <Smoovious> Bjarni... yeah, something like that pic... (nice one btw, adding to my collection :) ) ... sorry didn't reply right away... trying to turn my mom's computer from a trojan spam-bot back into a normal computer again...
14:41:30  <Athorium> really? :D
14:41:37  <Bjarni> it's just... I'm not sure that it's a good idea
14:41:44  <Bjarni> and if it's possible without breaking something else
14:42:14  <Athorium> I think that can be a nice feature and excellent to control train traffic
14:43:18  <Celestar> KUDr: about that signalling problem under bridges, any luck with it?
14:43:36  <KUDr> solved
14:43:39  <KUDr> commited
14:43:54  <Celestar> :o what rev?
14:43:55  <KUDr> also solved for tunnels (the same problem)
14:44:00  <Celestar> yeah
14:44:06  <KUDr> huh
14:44:16  <KUDr> !openttd commit 7628
14:44:17  <Bjarni> Athorium: I think a solution will have to be a bit more complex and a train should know the distance to the train in front of it and adjust speed accordingly
14:44:18  <_42_> Commit by KUDr :: r7628 /trunk/yapf/ (yapf_costrail.hpp yapf_rail.cpp) (2006-12-29 23:06:00 UTC)
14:44:20  <_42_> -Fix: [YAPF] suppress 'Train is lost' message if pathfinding ended on the first two-way red signal due to yapf.rail_firstred_twoway_eol option.
14:44:26  <KUDr> no
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14:44:46  <Celestar> damnit I really have to totally change the pathfinders :S
14:44:50  <Celestar> peter1138: are you around?
14:45:03  <Bjarni> so they can go 200 km/h if they are alone, but they all go say 75 if they all arrive at nearly the same time (to prevent stopping at signals and start from a dead stop)
14:45:09  <KUDr> !openttd commit 7620
14:45:10  <_42_> Commit by KUDr :: r7620 /trunk/pathfind.c (2006-12-29 17:51:16 UTC)
14:45:12  <_42_> -Fix: [OPF] signal update was incorrectly propagated:
14:45:14  <_42_>  - through incompatible rail types
14:45:16  <_42_>  - from under bridge track to the bridge ramp (peter1138)
14:45:18  <_42_>  - same for tunnels (from track on top of tunnel entry to the tunnel)
14:45:33  <KUDr> Celestar: ^^^
14:45:35  <Bjarni> bbl
14:45:40  <Athorium>  Bjarni in real life, in some routes the trains have a concrete speed limit, for example on a multiple bifurcations
14:46:42  <Celestar> KUDr: thanks
14:46:50  <Athorium> another example, a fast train in neighborhoods routes have a concrete speed limit
14:47:30  <Celestar> back in 3
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14:47:44  <KUDr> Celestar: commit your current bridgeheads as it is and let me work on fixing pathfinders
14:47:48  <Smoovious> I don't know how far route-based signalling has progressed yet, but the speed adjustment should probably wait for that first... then the signal for the train, will 'know' what route the train intends to take, and can show the proper route/speed indication accordingly
14:47:50  <KUDr> shit
14:48:31  <Smoovious> Athorium... the speed rating in neighborhoods tho is an artificial limit... not a track-rating limit... they only go slow cuz enough people got together and bullied the company into going slower
14:49:25  <Athorium> not really true
14:49:36  <Smoovious> it is certainly true here
14:49:42  <Athorium> in a concrete areas the train have a fix signal that train can't exceed
14:49:54  <Smoovious> the track is capable of 70mph travel, but trains aren't allowed to go faster than 40
14:50:46  <Smoovious> perhaps we're misunderstanding by your usage and my understanding of the word 'concrete' there
14:51:00  <Smoovious> it is meaning hard-limit to me
14:51:03  <Bjarni> <Athorium>	 Bjarni in real life, in some routes the trains have a concrete speed limit, for example on a multiple bifurcations <-- such speed limits are often based on how strong the switches are
14:51:08  <Bjarni> and the number of switches
14:51:15  <Bjarni> bbl 4 real
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14:51:21  <Smoovious> and the radius of the switch
14:51:21  <Celestar> back
14:51:42  <Athorium> yeah, bifurcations i mean switches .p
14:52:04  <Smoovious> ok, then for multiple bifurcations you're referring to an interlocking?
14:52:22  <Smoovious> in which case, speeds would vary depending on how the switches are thrown
14:52:34  <Athorium> i mean for example the exit of Barcelona
14:52:44  <Smoovious> I'm not familiar with Barcelona
14:52:53  <Athorium> have more than 8 switches, and trains only can go to a concrete speed
14:53:37  <Smoovious> um, yeah, that has more to do with the individual switches radii and strength, and the track construction, than due to the fact that they're there to begin with
14:53:38  <Athorium> or for example, on a "commercial" area with many roadcross, the train have a signal to slow the speed
14:54:34  <Athorium> I think, to make the configuration more easily in OTTD, can make a signal and assign the speed you would add it. And other signal to delete the speed
14:55:31  <stillunknown> Athorium: your best bet is to find someone who wants and can code it
14:55:39  <Smoovious> that would over-complicate... just assign a speed of 0 to all signals (no limit), and the areas you want a limit through, set on the signal, which would stay in effect until the next signal...
14:55:50  <Athorium>  Smoovious
14:56:03  <Celestar>
14:56:04  <Smoovious> even so tho... I think you're asking for a level of realism that is just going to be more trouble than it is worth in an environment such as TTD
14:56:08  <Athorium> the area is the same that... TTDPatch PBS, between one and other signal
14:56:16  <Celestar> KUDr: in for a challenge? I need to make this configuration work :P
14:56:38  <KUDr> hey Celestar
14:56:40  <Smoovious> PBS last I knew is still being worked on... worry about speed ratings later once they get routing worked out and implemented...
14:56:50  <KUDr> wait, don't disappear again :)
14:57:03  <Celestar> KUDr: I'm here (unless my HDD dies again:)
14:57:24  <Athorium> I mean, that this speed system, is activated when train are on the signal tile, and be removed when train are on signal no-limit tile
14:57:47  <Smoovious> no need to "remove"...
14:57:58  <Celestar> Darkvater: you around
14:58:03  <Smoovious> just reset the speed back to default
14:58:06  <KUDr> Celestar: and what is preventing you from it?
14:58:20  <Athorium> if not the speed limit exist in all your route because you no say that the train can go faster
14:58:21  <Celestar> KUDr: it's not working (yet) :P
14:58:24  <KUDr> commit your current bridgeheads as it is and let me work on fixing pathfinders
14:58:36  <Celestar> KUDr: there is a problem in-between
14:58:41  <KUDr> aha
14:58:43  <Celestar> with the exit and enter tiles
14:58:46  <Athorium> llok this:
14:58:47  <Smoovious> even so tho... I think it is still a level of realism that TTD isn't really ready for... not until PBS has been worked out and implemented first
14:58:48  <KUDr> so do it for NPF
14:58:55  <KUDr> and i can do the rest
14:59:02  <Celestar> I'm trying to work on VehicleEnterTile_Bridge
14:59:05  <Athorium> ups, wait
14:59:10  <Athorium>
14:59:16  <Celestar> KUDr: (what you see up there is already commited, so if you have a sec, go ahead)
14:59:21  <Celestar> I'll upload the savegame
14:59:22  <Smoovious> I'm not chasing http links... I have no browser on this computer and I hate typing URL's by hand
14:59:36  <KUDr> ok
14:59:49  <Athorium> lol
14:59:51  <KUDr> upload where?
14:59:52  <Celestar>
14:59:54  <Celestar> there :)
15:00:00  <Athorium> well, you can see a example to the speed limit function
15:00:08  <Celestar> ok I'll dive into the code again :)
15:00:09  <KUDr> ok
15:00:14  <Athorium> have a multiple crossroads
15:00:14  <izhirahider> this 19-char town name limitation is a bitch :)
15:00:24  <Celestar> ^^
15:00:33  <Athorium> if the train goes at 220 Km/h is possible that one train crash with some trucks
15:00:36  <Rubidium> Celestar: if you're there, fix the graphics glitchs with the foundations :)
15:00:40  <Celestar> Rubidium: ^^
15:00:44  <Celestar> Rubidium: trying to
15:00:44  <Smoovious> Athorium... I am totally understanding what it is you're wanting... what I am saying, is I am both suggesting a simpler way to program it, and also, that other things need to be worked out first before that would be good to consider... PBS signalling for instance...
15:00:52  <Celestar> but I also need to enable singals on bridgeheads
15:00:58  <Celestar> (later possibly :))
15:01:14  <KUDr> :)
15:01:25  <Athorium>  Smoovious oks, I only post this for a possible idea to make one better OpenTTD ^_^
15:01:41  <Athorium> and please, someone release one Townbuildnoroads!!!! :(
15:01:58  <Smoovious> I understand... but ya gotta remember the environment to begin with... realism is already taking a back seat to playability. :P
15:02:06  <stillunknown> Athorium: what was the link to the old town builds no roads?
15:02:09  <Celestar> KUDr: first of all VehicleEnterTile_Bridge doesn't let trains enter the bridgehead from the side. this is what I'm looking at now
15:02:32  <Athorium> uhm, wait
15:02:44  <Athorium> I tried to install it, but makes a lot of conflicts that can't be solved...
15:03:05  <stillunknown> i just want to see how complex the problem is
15:03:05  <KUDr> Celestar: ok, seems that i must wait for it anyway
15:03:12  <Smoovious> brb... gotta go make like a steam engine
15:03:24  <KUDr> makes no sense for me to implement it until trains will move
15:03:32  <Athorium> because the old patch is created for r4549
15:03:33  <Athorium>
15:03:33  <Celestar> KUDr: yeah :)
15:03:41  <Celestar> KUDr: well they do move ..
15:03:48  <Celestar> .. only sometime they move off-track :P
15:03:56  <KUDr> but they need wings
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15:05:09  <Celestar> hehe
15:05:24  <stillunknown> Athorium: I'll try
15:05:31  <Athorium> :D
15:05:45  <Athorium> if you made it, I make a TTD statue for you
15:05:46  <Athorium> xDD
15:08:55  <Wolf01> [16:04:08] <KUDr> but they need wings
15:08:56  <Wolf01> why not use airplanes directly?
15:10:20  <Celestar> because custombridgeheads for airlines do not make much sense :P
15:10:33  <Gonozal_VIII> reminds me of the time, when some signals had plane sprites on them^^
15:11:05  <hylje> :o
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15:11:20  <Celestar> KUDr: but maybe you can help me here...
15:11:44  <Celestar> v->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? 1 : 2); <= can I somehow tell the pathfinder here to choose the right track?
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15:14:25  <Smoovious> is it possible to use other company's tracks/stations/airports yet?
15:14:40  <Smoovious> (for a reasonable surcharge? :D )
15:16:34  <Celestar> niet
15:16:41  * Smoovious pouts.
15:16:52  <Wolf01> tracks yes
15:17:04  <Wolf01> stations i don't know
15:17:27  <Smoovious> wanna take a computer player's airline business cuz he isn't doing a good job at a town where I can't build an airport at
15:18:48  <Sacro> speed signals have been done before
15:19:24  <Celestar> !seen peter1138
15:19:25  <_42_> Celestar, if you can't see peter1138 here right now, you probably need new glasses. ^_^
15:19:33  <Celestar> !bitch
15:19:42  * Sacro bitchslaps Celestar
15:20:01  <Celestar> since when has he been idling?
15:20:01  <KUDr> Celestar: i don't understand
15:20:45  <Celestar> KUDr: neither do I (yet) :P
15:23:27  <KUDr> *switching to bridge branch*
15:25:28  <Sacro> oooh bridges?
15:25:31  <Sacro> or cbh?
15:26:01  <Celestar> WEE
15:26:07  <Celestar> KUDr: custombridgeheads branch
15:26:15  <KUDr> Celestar: in VehicleEnter_TunnelBridge() ?
15:26:26  <KUDr> aha
15:27:01  <Celestar> <= KUDr load this game, watch. then activate 90° turns and watch again ^^
15:28:05  <Gonozal_VIII> 90° turns should crash the game, slap the player and throw his pc out of the window^^
15:28:28  <Sacro> seconded
15:28:45  <KUDr> *compiling*
15:29:07  <Celestar> 90° turns rock for testing :)
15:29:12  <hylje> Celestar: in cbh?
15:29:22  <Celestar> hylje: yeah
15:29:34  <hylje> what was the branch name again
15:29:36  <hylje> bridge?
15:29:40  <Celestar> custombridgeheads
15:30:00  <pv2b> how do you autoreplace stuff to electric trains?
15:30:01  <hylje> o
15:30:22  <KUDr> Celestar: '.\tunnelbridge_cmd.c': No such file
15:30:34  <hylje> ottd has hueg amount of stuff in it
15:30:36  <Athorium> (Smoovious) is it possible to use other company's tracks/stations/airports yet? <------- yes is possible, with cooperation ^^'
15:30:45  <Celestar> KUDr: you don't need this file :)
15:31:02  <KUDr> it is in project ;)
15:31:04  <Sacro> Smoovious: subsiduaries patch
15:31:04  <Celestar> oh
15:31:22  <Celestar> KUDr: please remove tunnelbridge_cmd.c off the project and add tunnel_cmd.c and bridge_cmd.c :)
15:31:38  <KUDr> ok
15:31:44  <stillunknown> isn't ^^ logical XOR?
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15:32:05  <Celestar> ^^ is a smiley you :P
15:32:20  <Digitalfox> Hi everybody.. :)
15:32:24  <Celestar> hi onebody
15:32:33  <stillunknown> ^ is bitwise XOR, what's the other?
15:33:17  <Digitalfox> Big changes in branch [cbh] keep the good work celestar :)
15:33:53  <Celestar> Digitalfox: ^^
15:34:02  <Celestar> Digitalfox: just working on it :)
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15:34:59  <Celestar> stillunknown: C does not have a logical XOR operator
15:35:08  <SpComb> Logs:
15:35:08  <Guest56> !logs
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15:36:11  <hylje> Celestar: :o that sav crashed with 90deg turns
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15:37:11  <KUDr> Celestar: assert on line 91 @ follow_track.hpp
15:37:22  <KUDr> is it what you mean?
15:37:56  <Celestar> KUDr: yeah, but if you say you can deal with the pathfinders, I'll just solve the rest before that
15:38:13  <Celestar> stillunknown: if you want a logical Xor,just do (!a ^ !b)
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15:39:14  <Sacro> Celestar: damn, beat me to it
15:40:16  <Digitalfox> Shouldn't the bridges be in order of speed??
15:40:47  <Digitalfox> and at the same time price??
15:40:51  <KUDr> Celestar: GetBridgeRampDirection() should be replaced by different API
15:41:24  <Sacro> Digitalfox: yes
15:41:31  <Celestar> KUDr: yes
15:41:47  <KUDr> then i can do something
15:42:08  <hylje> cbh looks quite nice
15:42:34  <KUDr> GetBridgeRampTracks() and GetBridgeEnterDir()
15:42:53  <Digitalfox> Yeah sacro i thought so!! :)
15:43:08  <KUDr> Celestar: ^^ those two should be enough i guess
15:43:16  <Sacro> Digitalfox: ill just check
15:43:27  <Celestar> KUDr: I agree
15:43:37  <Sacro> Digitalfox: hmm, they seem right here
15:43:46  <Celestar> KUDr: well GetBridgeRampTracks is not needed, as GetTrackBits just does the same
15:43:54  <KUDr> ok
15:43:59  <KUDr> aha
15:44:12  <KUDr> and GetBridgeRampDirection() does the rest?
15:44:21  <KUDr> and does it work?
15:44:35  <Digitalfox> but the picture i posted shows them not order correctly by speed :| In the last nightly and even in old nightlys.. :|
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15:45:34  <Celestar> GetBridgeRampDirection works
15:45:49  <KUDr> ok, than it should be no problem
15:45:54  <Celestar> GetTrackBits works as well
15:45:54  <KUDr> i will look at it
15:46:33  <Digitalfox> The order it's like -> 80Km -> 80 Km -> 128 -> 112 -> 160 -> 208 - > 240
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15:46:59  <Digitalfox> And i don't have any newgrf for bridges
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15:54:40  <stillunknown> Athorium:
15:55:48  <stillunknown> Athorium: try it and let me know if it works out
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15:56:08  <Athorium> omg! I'm on it
15:57:32  <Darkvater> Celestar: ye
15:58:13  <KUDr> Celestar: train is bouncing at the cbh
15:58:22  <KUDr> is it ok for now?
15:59:46  <stillunknown> Athorium: away for a while
16:00:32  <Athorium> I compiling game
16:04:04  <Celestar> KUDr: yeah working on it
16:04:07  <Celestar> might not make it today
16:04:24  <Celestar> some part of the code are more bitchy than I had hoped for :P
16:04:36  <Celestar> Darkvater: now what did I want to ask you :P
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16:06:09  <Darkvater> hehe
16:08:01  <Celestar> Darkvater: nonetheless I can meanwhile build and remove tracks on bridge heads
16:08:17  <Darkvater> sweet :)
16:08:23  <Darkvater> will we get enhancedtunnels as well?
16:08:29  <Darkvater> eg track over tunnel entrance?
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16:10:47  <Tuzlo> to convert a complete rail system to Mag lev you would have to send all trains to depot's right?
16:11:24  <Celestar> Darkvater: possibly, but not right now
16:11:39  <Celestar> Darkvater: what does TTDP permit on bridge heads btw?
16:11:53  <Darkvater> it treats them as normal tiles I suppose
16:12:01  <Darkvater> if level of course
16:12:12  <Darkvater> let's see if it does signals
16:14:58  <Darkvater> he, their custombridgeheads doesn't play nice with the highlighttool :O
16:15:10  <Darkvater> nor with foundations in general
16:15:21  <Darkvater> you can't put signals on bridge-head in TTDP
16:15:48  <Celestar> well we will be able to
16:15:55  <Celestar> even on sloped heads I guess
16:16:35  <Gonozal_VIII> :-)
16:16:43  <Darkvater>
16:16:45  <Darkvater> there you go
16:17:09  <Darkvater> know what irritates me most in TTD/TTDP?
16:17:10  <Gonozal_VIII> shorter signal distance is nice to keep lots of trains going
16:17:18  <Darkvater> that the quit window doesn't quit the game when I press enter
16:17:21  <Celestar> I just hope peter1138 can help me with some stuff, as he's already done it at some point
16:17:29  <Celestar> Darkvater: lol
16:17:46  <Darkvater> or am I alone with this?
16:17:54  <Born_Acorn> Can bridges be built over the Bridgeheads? :p
16:18:04  <Celestar> Born_Acorn: yes.
16:18:06  <Born_Acorn> wo
16:18:07  <Born_Acorn> o
16:18:27  <Celestar> even over custombridgeheads
16:18:38  <Born_Acorn> woo even more!
16:19:01  <Celestar> Darkvater: what about custombridgeheads for roads?
16:19:06  <Gonozal_VIII> [17:17:54] <Born_Acorn> Can bridges be built over the Bridgeheads? :p <-- i think that was always possible
16:19:10  <Celestar> do "they" have it
16:19:14  <Celestar> ?
16:19:33  <Darkvater> checking...
16:19:35  <Born_Acorn> I believe it is true
16:19:44  <Celestar> Darkvater: I will not allow depots on bridgeheads, but waypoints are possible.
16:19:47  <Darkvater> yes they do
16:19:52  * Born_Acorn scroes
16:19:56  <Born_Acorn> *scores
16:20:04  <Darkvater> no screenshot though this time :)
16:20:08  <Celestar> ok
16:20:14  <Darkvater> exit
16:20:14  <Born_Acorn> I've seen screens utilising it in towns
16:20:16  <Darkvater> crap
16:20:18  <Celestar> we really need some more killer-features :P
16:20:20  <Darkvater> no console either :s
16:20:42  <Born_Acorn>
16:20:47  <Smoovious> what'd be nice is if long bridges or tunnels (especially tunnels) can be assumed to have ABS signalling in them so more than one train can be in it
16:20:47  <Noldo> Celestar: what did you have in mind?
16:20:56  <Celestar> Noldo: dunno, any ideas?
16:21:03  <Born_Acorn> "Enabling rearranging track and road pieces on flat bridge heads"
16:21:37  <Noldo> Celestar: free graphics for skeleton playability?
16:21:52  <Born_Acorn> Thats yonks away
16:21:56  <Celestar> Smoovious: that is planned
16:22:05  <Smoovious> coolies
16:22:14  <Born_Acorn> What about Canal Bridges? eh? eh?
16:22:23  * Born_Acorn nudges some crazy suggestions around
16:22:29  <Smoovious> in TTD having a tunnel spanning the length of the map was nice, but trains were queueing up forever waiting for a turn. :D
16:22:38  <stillunknown> Athorium: it works?
16:23:07  <Celestar> Darkvater: can you build track combos on bridges where one piece isn't connected to the bridge after all?
16:23:12  <Celestar> like:
16:23:14  <Celestar>   V
16:23:21  <Celestar> ---cancel---
16:23:21  <Darkvater> it's just like a normal tile
16:23:23  <Celestar>   B
16:23:29  <Celestar>  | |
16:23:32  <Celestar> great :S
16:23:37  <Celestar> Darkvater: ok :P
16:23:45  <Darkvater> why great?
16:23:51  <Darkvater> if it weren't so I would consider it a bug
16:24:06  <Athorium> I think, that yes, works
16:24:23  <Born_Acorn> Next big feature = Signals on bridges.
16:24:35  <Celestar> Darkvater: I mean "great" at my marvellous illustration
16:25:43  <Celestar> back in5
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16:25:49  <Biff> Born_Acorn: is someone working on that now?
16:25:59  *** Celestar [] has joined #openttd
16:26:17  <Celestar> Darkvater: did peter1138 say when he'll be online today?
16:26:25  <Darkvater> no
16:26:45  <Celestar> gnah
16:26:58  <Celestar> do you have an idea where is old custombridgehead patch is
16:27:17  <Darkvater> english no speakah
16:27:40  <Sacro> ne parlez de anglais?
16:27:49  <Darkvater> on his server somewhere probably but I can't get a listing
16:28:48  <Born_Acorn> Yeah, he took away the listing. :(
16:28:55  <Celestar> pity
16:29:00  <Born_Acorn> and replaced it with an index!
16:29:00  *** Celestar [] has quit []
16:29:12  <Born_Acorn> (as in the file, not an index of his stuff)
16:30:49  <Tuzlo> anywhere I can post a png so someone can look at my messy station?
16:31:11  <Born_Acorn> Ooh, ooh, Next Big Feature = Trams?
16:31:13  <Born_Acorn> :p
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16:31:32  <Celestar> I wish my external hdd had a proper plug :S
16:31:32  <Smoovious> Tuzlo... can you DCC?
16:31:38  <Tuzlo> yeah
16:32:01  <Smoovious> if you only need it up for a short time, send it over, I'll put it on my web service for a little while
16:32:24  <Born_Acorn> I can never resist building a pointless tram network in TTDPatch whenever I fire it up.
16:32:32  <Tuzlo> I coulda hosted it on my linux box .... Duh
16:32:35  <Born_Acorn> Even though I have no tram GRF files.
16:32:39  <Tuzlo> take a look at that Smoovious
16:32:39  * Smoovious chuckles.
16:32:54  <Smoovious> um,  hang on
16:33:01  <Tuzlo> maybe I shoulda moved to the right more, ignore that shot
16:33:03  <Smoovious> I'm "umode +g" whatever that is
16:33:11  <Smoovious> try it now
16:34:06  <Smoovious> guess the g flag means something different here
16:34:20  <Tuzlo>
16:34:28  * Smoovious retypes.
16:34:37  <Tuzlo> posted a better shot
16:34:48  <Smoovious> hang on
16:34:51  <Smoovious> no browser on this computer
16:34:54  <Celestar> Darkvater: but I'll guess we'll have to wait a bit until custombridgeheads work as I'd like it to
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16:35:42  <Tuzlo>
16:35:46  <Darkvater> :)
16:35:48  <Tuzlo> theres a wider view
16:36:18  <Smoovious> some of that looks SO unnecessary... especially where the depots are
16:36:43  <Smoovious> is that just for examples or proof-of-concept stuff?
16:37:11  <Tuzlo> but I have a long run, dont want trains blockin the train station, I have about 30 trains goin to that station
16:37:54  <Smoovious> yeah, but you're gonna have issues with those depots and the signalling... and you should be able to get the turnouts closer together too
16:38:14  <Smoovious> I see where you removed a depot but left the turnouts to it there
16:38:16  <Tuzlo> whats wrong with the signalling?
16:38:17  <Sacro> nice depot area
16:38:23  <Smoovious> 2 of em actually
16:38:29  <Tuzlo> yeah, it was creating congestion
16:38:29  <Celestar> KUDr_wrk: ok I've changed my mind, debugger the tile entry/exit would be much easier with a working pathfinder :P
16:39:10  <Smoovious> well, with the signalling... you have bidirectional signals all up and down the tracks leading to the 4 depots... trains will meet head-to-head
16:39:12  <KUDr> heh
16:40:06  <Tuzlo> ah
16:40:44  <Tuzlo> oh thers 23 ships that dock at that station too
16:40:48  <Tuzlo> busy spot
16:41:07  <Smoovious> and you can get the turnouts closer together too without wasting the empty space
16:42:27  *** TinoM| is now known as TinoM
16:42:29  <Tuzlo> but that slows the trains down a lot doesnt it?
16:42:34  <Smoovious> trains coming out of the depots have no escape should all of the track leading up to them get occupied
16:42:48  <Smoovious> no slower than having them spaced apart like that
16:43:16  <Tuzlo> define turnouts
16:43:24  <Tuzlo> maybe im mis understanding you
16:43:35  <Smoovious> a track diverging away from the main track... otherwise known as a switch
16:44:31  <Smoovious> leading into the depots... you have a right-hand turnout, a straight track, right-hand turnout, straight track, right-hand turnout, then straight into the last depot... take out those straight segments and just go turnout-turnout-turnout
16:44:43  <Smoovious> but even then, you're still gonna have problems
16:46:49  <Smoovious> I see you spaced out your turnouts the same way leading into the station too
16:47:32  <Smoovious> hang on, lemme see if I can throw together an example or two for you
16:48:19  <Tuzlo> spaced them out so I could put signals on the main line
16:49:28  <Smoovious> unnecessary
16:49:35  <Celestar> gnaah
16:49:44  * Celestar punches TrainController();
16:50:07  <Tuzlo> well, it was causing accidents if I didnt
16:50:21  <Biff> oOo, new bus/lorry stations are sweet
16:50:24  <Tuzlo> Celestar, thats just gonna get you booted off the train
16:50:25  <Smoovious> only reason it would cause accidents is if they weren't signalled properly
16:50:25  <stillunknown> Celestar: there could be children in here :-)
16:50:36  <Tuzlo> Smoovious probably
16:50:46  <Biff> why is it not integrated in trunk? ;)
16:51:23  <stillunknown> because it's experimental and broken atm?
16:51:32  <Biff> broken how?
16:51:58  <Smoovious> ugh... I forgot the cheat menu... anyone gimme a hint?
16:52:07  <stillunknown> trains fly or don't go over the bridge, from what i've read recently
16:52:14  <stillunknown> ctrl-alt-c
16:52:18  <Smoovious> thganky
16:52:21  <Smoovious> thanky
16:53:16  <Celestar> ok I trashed the stack
16:53:29  <Smoovious> ok, gimme a few and I'll put together a couple examples
16:53:32  <stillunknown> Celestar: btw, weren't you working on a ottd fork a while back?
16:55:41  <Tuzlo> kk
16:58:56  <Celestar> I was?
17:00:00  <FlashFF> hi!
17:00:36  <Athorium> weee Finally, I finished my AVE 102 'El Pato'
17:00:38  <Athorium> :_)
17:02:15  <FlashFF> who codes the 32bpp branch?
17:02:21  <Darkvater> hmm any PHP expert around?
17:02:34  <Darkvater> can I use a static member function with PHP4 or not?
17:02:36  <Celestar> AVE102?
17:02:41  <Celestar> do an AVE103 :)
17:04:08  <Athorium> omg
17:04:13  <Athorium> wait I need time
17:04:15  <Athorium> haha
17:04:26  <Athorium> the AVE 102 is the famous 'El Pato'
17:04:27  <Athorium> ^^
17:04:45  <Biff> AVE 102?
17:04:53  <Athorium> yes
17:05:03  <Celestar> (gdb) watch ((Vehicle *)0x8312714)->z_pos
17:05:07  <Celestar> AVE103 is fast :)
17:05:10  <Biff> what is that?
17:05:36  <Athorium> Renfe AVE 102
17:05:37  <Biff> bah, doesnt anyone else experience that the game suddenly goes into fast forward?
17:05:44  <FlashFF> dark  afaik  google says yes lol
17:05:46  <Athorium> high-speed train maded in spain
17:05:57  <Darkvater> FlashFF: where'd you find that?
17:06:27  <Athorium> Biff:
17:06:39  <FlashFF> well there seems to be a few things mentioning php4 and static member functions so i assume it works lol
17:06:47  <CIA-1> KUDr * r7649 /branches/custombridgeheads/ (openttd_vs80.vcproj yapf/follow_track.hpp): [cbh] - Fix: [YAPF] assert on cbh
17:06:49  <FlashFF> try:
17:06:50  <Darkvater> he
17:06:56  <Darkvater> I don't have php4 to test :(
17:07:04  <FlashFF> oh
17:07:04  <KUDr> uhh
17:07:14  <KUDr> commited also vcproj ;)
17:07:21  <Smoovious> grr... where do screenshots get saved? (and can we change that?)
17:07:27  <Tuzlo> openttd
17:07:30  <Biff> Athorium: damn, that is one ugly train
17:07:39  <Athorium> mmmmm
17:07:46  <Athorium> go to learn more about trains man
17:07:49  <Tuzlo> under transpotr co name and date
17:08:04  <Athorium> this train is the spanish beautifully
17:08:14  <Smoovious> yeah, I found it... bad place... hate cluttering up my installation folders...
17:08:18  <Tuzlo> Athorium my tranes are bringin in 0 per year
17:08:24  <Tuzlo> Athorium my tranes are bringin in 0 Million per year
17:08:30  <Athorium> :?
17:08:32  <Tuzlo> Smoovious agreed
17:08:33  <Athorium> and...
17:08:47  <Tuzlo> smooth runnin
17:08:51  <Tuzlo> least for now
17:08:54  <CIA-1> celestar * r7650 /branches/custombridgeheads/train_cmd.c: [cbh] - Codechange: For the time being, re-enable the invalid-raid debug statements
17:09:02  <Darkvater> well FlashFF we'll see ;p
17:09:04  <Darkvater> thanks for the link
17:09:07  <FlashFF> np
17:09:12  <Darkvater> KUDr: what's the vcproj change?
17:09:16  <Athorium> I every year more than 300 million $
17:09:23  <KUDr> needed too
17:09:28  <Smoovious> ok... I have 4 shown... a "You have...", a "Better", an "Even better", and a "Best"
17:09:30  <KUDr> some files missing
17:09:36  <Celestar> wee something works :)
17:09:38  <CIA-1> celestar * r7651 /branches/custombridgeheads/bridge_cmd.c: [cbh] - Fix: Allow trains to enter bridge head tiles from "the side"
17:09:39  <KUDr> and one deleted
17:09:45  <Darkvater> just curious
17:10:11  <Smoovious>
17:10:32  <Biff> screenshot is saved in ~/.openttd
17:10:34  <Tuzlo> bad link
17:10:38  *** GoneWacko [] has quit [Ping timeout: 480 seconds]
17:11:39  <Smoovious> sorry
17:11:46  <Smoovious>
17:13:19  <Tuzlo> I see says the blind man
17:13:42  <Sacro> does he?
17:13:54  <Smoovious> you could have the inbound track tunnel instead so outbounds don't slow down as much
17:13:54  <Sacro> to be honest, if it was the mute, i'd be mroe worried
17:14:00  <hylje> Smoovious: fails for no usage of magic bridges
17:14:16  <Sacro> that can be optimized
17:14:21  <Smoovious> hylje... I didn't want his brain to explode
17:14:26  <Sacro> place one depot behind the other
17:14:34  <Sacro> and have both outs on one side, and both ins on t'ohter
17:14:37  <Smoovious> yeah, it can... what he's doing is something I wouldn't do to begin with
17:16:12  <FlashFF> are there any plans to reimplement the logging system in a stable way? lol
17:16:20  <CIA-1> celestar * r7652 /branches/custombridgeheads/bridge_cmd.c: [cbh] - Fix: On last commit, I messed up some check and trains could not longer leave the "on bridge" status. Oops.
17:16:23  <Celestar> KUDr: this appear to work :o
17:16:33  <KUDr> still assert
17:16:36  <FlashFF> my server runs a script to change its log when it resets, and it keeps just missing days
17:16:37  <KUDr> another one
17:16:48  <KUDr> in yapf
17:17:08  <Tuzlo> Smoovious, takes a lot of planning
17:17:18  <Smoovious> yeah
17:17:30  <Celestar> KUDr: well I have some problems here as well, but it's going forward :)
17:17:39  <KUDr> yes
17:17:51  <Tuzlo> Smoovious what about stations?
17:18:00  <Smoovious> just, no matter what you do, always leave an escape
17:18:21  <Tuzlo> or no where to crash
17:18:27  <Smoovious> for stations I try to keep em roll-on roll-off... so they come in on one end, leave on the other end...
17:18:46  <Smoovious> I try to avoid endpoints unless I have to
17:20:54  <Smoovious> wow... yeah, just took a look at your wide-shot...
17:21:02  <Smoovious> overkill
17:22:07  <Tuzlo> in and out?
17:22:16  <Smoovious> they have to travel so far to get to the depot
17:22:45  <Celestar> wtf?
17:23:13  <Smoovious> you have so many tracks in the station, might be better just to make that station an endpoint, and plop a depot snug up against the far end of each station track
17:24:13  <Smoovious> lots of room for improvement
17:24:15  *** TinoM [] has quit [Read error: Connection reset by peer]
17:24:53  *** TinoM [] has joined #openttd
17:25:08  <Tuzlo> but I want it ro-ro so it moves faster
17:25:33  <Smoovious> you still got choking points...
17:25:36  <Celestar> hell
17:25:54  <Celestar> trains don't want to drive onto bridge from a non straight part
17:26:11  <Celestar> because they never reach the coordinate on the border
17:26:18  <Smoovious> Tuzlo... give me a shot with the station more centered, but still zoomed out like that
17:26:18  <Celestar> they're reversed before
17:26:29  <Smoovious> lemme see if I can put something better together
17:27:29  <Tuzlo>
17:27:34  <Smoovious> can improve that a lot with better use of block signalling
17:27:34  <Tuzlo> that entrance better?
17:28:02  <Smoovious> I think you're better off concentrating on using your signalling, and enough track for overflow
17:28:15  <Smoovious> than for having a seperate depot yard
17:29:39  <Smoovious> nonono... get rid of all those windows, center the station on the screen, and zoom out for that wider shot like your 2nd image... I need to get an overall look of the whole thing
17:29:55  <Smoovious> don't worry about the tracks leading up or the depot area, but I need the station in the center of the shot
17:30:39  <Tuzlo>
17:31:13  <hylje> 2*45
17:31:43  *** Hadez [] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0/0000000000]]
17:35:15  <CIA-1> celestar * r7653 /branches/custombridgeheads/bridge_cmd.c: [cbh] - Codechange: Split VehicleEnter_Bridge into separate files for road and rail to simplify further work on this
17:36:29  <[gen2]niki> Tuzlo.. that screenshot is awesome.. billions! O.o is there a guide to become as good as this?
17:37:56  <Bjarni> [gen2]niki: yes... play on easy and play long enough
17:38:09  <Biff> Tuzlo: you should have a better turn at the entry there
17:38:25  <Bjarni> using the cheat menu is quicker, but a lot more boring
17:38:37  <Athorium> omg shit
17:39:08  <Athorium> someone can solve one problem? ShowQueryString(v->string_id, STR_8865_NAME_TRAIN, 31, 150, w->window_class, w->window_number, CS_ALPHANUMERAL);
17:39:30  <Tuzlo> ok refined, hows this one?
17:39:33  <Darkvater> change w->window_class, w->window_number to simply a single 'w'
17:39:54  <Athorium> vehicle_gui.c :2230: error: too many arguments for funtion 'ShowQueryString'
17:40:16  *** Belugas_Gone [] has joined #openttd
17:40:36  <Athorium> ShowQueryString(v->string_id, STR_8865_NAME_TRAIN, 31, 150, w-> window_class, window_number, CS_ALPHANUMERAL
17:40:39  <Athorium> correct?
17:42:00  <Athorium>  Darkvater ?
17:42:09  <Darkvater> ..
17:42:22  <Darkvater> ShowQueryString(v->string_id, STR_8865_NAME_TRAIN, 31, 150, w, CS_ALPHANUMERAL);
17:42:25  <Athorium> I no understand about coding .p
17:42:31  <Athorium> ok, thx ^^
17:42:48  <Darkvater> a little basic skill would be good :)
17:43:26  <Athorium> nice it works! :D
17:43:30  <Athorium> you are my idol
17:43:32  <Athorium> hahahaah
17:43:59  <Athorium> OpenTTD 0.5.0 RC1 + Passengers with destinations + townbuildnoroads + Daylenght
17:44:15  <Athorium> :D
17:45:01  <Smoovious> Tuzlo... how long are those trains?
17:45:11  <Smoovious> in squares
17:46:06  <Tuzlo> 20+ cars
17:46:12  <Tuzlo> sec
17:46:25  <Smoovious> is the station 12 length?
17:47:16  <Sacro> daylength?
17:47:22  * Sacro wiggles
17:47:38  <Tuzlo> looks like 10-12
17:47:46  <Tuzlo> station is 15
17:47:49  <Smoovious> and are you picking up there or dropping off
17:47:55  <Tuzlo> both
17:48:03  <Athorium>  Darkvater what problem are on this?
17:48:09  <Smoovious> 15... hmm... some reason I can't make a 15-length station... I'll check my settings
17:48:13  <Athorium> 					const SettingDesc *sd = GetPatchFromName(page->names[i], &index);
17:48:14  <Athorium> 					assert(sd != NULL);
17:48:14  <Athorium> 					page->entries[i].setting = sd;
17:48:14  <Athorium> 					page->entries[i].index = index;
17:48:23  <Tuzlo> oil tankers drop off and goods are picked up
17:48:40  <Tuzlo> hmmm, I can make up to 20
17:48:41  <Darkvater> Athorium: well what does it do?
17:48:47  <Athorium> when I try to go to settings show me a line 707 error... 707 is 'asset(sd !=NULL);
17:49:03  <Smoovious> there we go
17:49:05  <Smoovious> 15
17:49:05  <Darkvater> that setting page->names[i] doesn't exist it seems
17:49:14  <Smoovious> (I had my station spread set at 12)
17:49:22  <Tuzlo> gotta constantly watch trais
17:49:24  <Tuzlo> trains
17:49:46  <Athorium> uhmmm
17:49:47  <Smoovious> gimme a few... gonna try and copy the terrain
17:49:52  <Athorium> I think that is from one of 'add-ons'
17:49:57  <Celestar> yay
17:50:19  <Athorium> but when I try to go to settings, the game crash to line 707
17:50:32  <Athorium> 707............ assert(sd !=NULL);
17:50:38  <Darkvater> ..
17:50:43  <Darkvater> what does page->names[i] say?
17:50:58  <Darkvater> I am not sure you should be merging patches if you have no coding experience whatsoever though
17:51:34  <Athorium> because I would a complete game
17:51:36  <Athorium> ^^'
17:51:41  <Sacro> Darkvater: its a good way to learn
17:51:48  <Darkvater> it's not
17:51:58  <Darkvater> you need at least a basic concept of a programming language
17:52:06  <Darkvater> and be able to write hello world or something
17:52:12  <Athorium>  Darkvater time to time here a copy of the lines
17:52:13  <Athorium> 				for (i = 0; i != page->num; i++) {
17:52:13  <Athorium> 					uint index;
17:52:13  <Athorium> 					const SettingDesc *sd = GetPatchFromName(page->names[i], &index);
17:52:14  <Athorium> 					assert(sd != NULL);
17:52:14  <Athorium> 					page->entries[i].setting = sd;
17:52:16  <Athorium> 					page->entries[i].index = index;
17:52:16  <Athorium> 				}
17:52:17  <Sacro> only if your fixing conflicts
17:52:18  <Athorium> 			}
17:52:18  <Athorium> 			first_time = false;
17:52:20  <Athorium> 		}
17:52:20  <Athorium> 		LowerWindowWidget(w, 4);
17:52:21  <Sacro> Athorium: pastebin please
17:52:26  <Athorium> 	} break;
17:52:29  <Athorium> sorry!!! -__-
17:52:32  <Darkvater> Athorium: ok, I told you what is wrong!
17:52:40  <Darkvater> page->names[i] doesn't exist
17:52:53  <Darkvater> go into the debugg, look up what the value there is, and remove it in settings_gui.c
17:52:57  <Sacro> im not liking lines 2 and 3
17:53:16  <Athorium> I delete them?
17:53:17  <Sacro> unless GetPatchFromName sets index
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17:53:24  <Athorium> the whole line?
17:53:52  <Tuzlo> I made a cpl changes Smoovious
17:54:50  <Darkvater> Athorium: no, the string that points to page->names[i]
17:55:14  <Athorium> and what page is this?
17:55:15  <Athorium> :S
17:55:46  <Athorium> this name no exists
17:55:53  <Athorium> only are
17:55:53  <Athorium> 					page->entries[i].setting = sd;
17:55:53  <Athorium> 					page->entries[i].index = index;
17:56:02  <Darkvater> only you know what it is
17:56:10  <Darkvater> page->names[i] points to a string somewhere
17:56:13  <Darkvater> that string doesn't exist
17:56:22  <Darkvater> Sacro: see, very, very bad idea to program like this
17:56:36  <Athorium> in the same file?
17:56:37  <Celestar> Darkvater: KUDr I gotta go
17:56:42  <Sacro> Darkvater: hmm, i agree now
17:56:44  <pv2b> wow. cut and paste programming?
17:56:54  <KUDr> hmm
17:57:00  <KUDr> tomorrow?
17:57:16  <Celestar> KUDr: will hope later today
17:57:17  <Darkvater> Athorium: hover your mouse over page->names[i] when the program crashes
17:57:23  <KUDr> ok
17:57:30  <Celestar> KUDr: do you have that cbh3.sav from before
17:57:31  <Celestar> ?
17:57:41  <KUDr> no
17:58:02  <Athorium> where?
17:58:21  <KUDr> Celestar: cbhtest.sav
17:58:26  <Celestar> KUDr: ok
17:58:31  <Celestar>
17:58:37  <Celestar> this is one testcase with problems left
17:58:43  <Celestar>
17:58:46  <KUDr> getting
17:58:54  <Celestar> this is one hack to get (some) problems solved
17:58:55  <Darkvater> Athorium: you have NO idea what you are doing, you have no programming knowledge whatsoever, and neither do you have any experience witht he compiler you are using. I cannot help you like this because the most basic things are missing
17:59:12  <Athorium> uhmmm Darkvater exact :D
17:59:19  <Athorium> :(
17:59:33  <Celestar> KUDr: please have a look and tell me what you think and if you have some idea how to solve stuff
17:59:53  <KUDr> what stuff?
17:59:57  <KUDr> entering?
18:00:28  <Celestar> stuff == 1) entering bridge from non straight track (use diff, but it's ugly), 2) problem when leaving (see yourself after applying diff) :)
18:00:41  <KUDr> 1) using my 'track follower'
18:01:11  <KUDr> i will look there
18:01:59  <Celestar> I'll stay online, if you have some idea, drop me a PM
18:02:26  <KUDr> ok
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18:04:33  <Tuzlo> I really wish you could zzom in one more level
18:04:48  <Smoovious> ok, Tuzlo... just finished the countours of the landscape... waiting for the water to fill in
18:05:02  <Smoovious> yeah, I'd like to zoom in a little more too... especially on high res screens
18:06:21  <Celestar> bye KUDr and thanks for helping :)
18:06:29  <KUDr> bye
18:08:14  <stillunknown> Darkvater: are you here (and do you have a few minutes)?
18:08:15  <Born_Acorn> Next big feature = extra zoom with Zector Smoothing!
18:09:05  * Prof_Frink smooths Born_Acorn's Zectors
18:10:37  <Tuzlo> Smoovious, thast been a lot of my confusion with signals is the fact im zoomed out just a little too far
18:11:19  *** PandaMojo [] has joined #openttd
18:12:49  <Smoovious> get a room you two
18:13:22  <Smoovious> hard to tell sometimes which signal-type you're dealing with too with pixels so small
18:14:01  <Digitalfox> doesn't 32 bit grafics going to fix that, by having graficas like 64 and 128??
18:14:30  <hylje> :o
18:14:42  <hylje> we dont have 64 or 128bit monitors
18:15:18  <Smoovious> Tuzlo... did you tell me if you were picking up or dropping off there?
18:15:33  <Smoovious> 32bit graphics is color depth
18:15:39  <Smoovious> not resolution
18:17:10  <Tuzlo> Smoovious both
18:18:44  <Smoovious> you're hauling oil there?
18:18:56  <Tuzlo> oil to it and goods away
18:19:03  <Smoovious> hmm... ok...
18:19:42  <Tuzlo> I wish dokcs would load faster, I got 1.5 Mill barrels of oil waitin and ships are so slow
18:20:04  <Smoovious> get more ships
18:20:34  <Tuzlo> theres a half dozen waitin, they only load one at a time
18:20:38  <Tuzlo> heh
18:20:58  <Tuzlo> another thinkg that would be nice is storage facilities at the stations so you dont lose goods
18:21:45  <Smoovious> whaddya think this is, Railroad Tycoon? :P
18:21:49  <CIA-1> miham * r7654 /trunk/lang/ (9 files): (log message trimmed)
18:21:49  <CIA-1> WebTranslator2 update to 2006-12-30 19:20:49
18:21:49  <CIA-1> american - 1 fixed by WhiteRabbit (1)
18:21:49  <CIA-1> bulgarian - 5 fixed by kokobongo (5)
18:21:49  <CIA-1> estonian - 3 fixed, 2 deleted, 95 changed by kristjans (100)
18:21:50  <CIA-1> italian - 1 fixed by sidew (1)
18:21:50  <CIA-1> norwegian - 3 fixed by oletk (3)
18:21:52  <Tuzlo> when a unit transfers goods to a station and a dollar value pops up in YELLOW (not green) is that a profit or a cost?
18:22:02  <Tuzlo> haha Smoovious
18:22:18  <Tuzlo> only RRtycoon I liked was the original
18:22:40  <Smoovious> I hated the colors
18:22:43  <hylje> Tuzlo: it tells what it would have PROFIT!!ed
18:22:48  <Tuzlo> ah
18:22:50  <hylje> Tuzlo: its not a cost nor a PROFIT!!
18:25:09  <CIA-1> KUDr * r7655 /branches/custombridgeheads/yapf/yapf_costrail.hpp: [cbh] - Fix: [YAPF] another assert (on opposite cbh when it contained choice). Now it is possible to reach choice when exiting wormhole. So the wormhole cost must be taken into consideration when starting new YAPF node.
18:26:24  <Gonozal_VIII> wormholes?
18:26:30  <KUDr> yes
18:26:38  <Tuzlo> he's developed intergalactic planes
18:26:42  <Smoovious> PBS signals aren't in the RC yet are they?
18:26:46  <Gonozal_VIII> like in black holes?
18:26:49  <Tuzlo> no Smoovious
18:27:02  <Tuzlo> I think they are in nightly's
18:27:04  <Smoovious> okee... one less thing to worry about right now
18:27:36  <KUDr> Gonozal_VIII: bridges are like tunnels (wormholes)
18:28:08  <Gonozal_VIII> a tunnel is a wormhole :S
18:28:24  <KUDr> you enter it from one side and magically appear on the other side
18:28:32  <KUDr> in ottd yes
18:29:53  <Tuzlo> Smoovious I should save this game and post it for you
18:30:02  <Tuzlo> you're only seein a small portion of this
18:30:18  <Gonozal_VIII> what about trains that are stopped inside a tunnel?
18:30:37  <Tuzlo> youre screwed till they leave
18:30:57  <Tuzlo> secially since you can only signal entrance and exit
18:31:05  <Tuzlo> *specially
18:31:21  <hylje> you can select the trains from list
18:31:24  <hylje> but other than that
18:31:28  <hylje> you're fucked
18:32:23  <Smoovious> no thanks, Tuzlo...
18:33:12  <Tuzlo> haha
18:33:16  <Tuzlo> gotta go out, emerg
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18:36:51  <CIA-1> KUDr * r7656 /branches/custombridgeheads/stdafx.h: -Fix: warning 'not all control path return value' generated by VC in debug mode (bridge_cmd.c:1038)
18:43:39  <Noldo> I made a function for scenario editor, what is the easiest way to run it?
18:44:22  <KUDr> try to add console command for it
18:44:30  <Noldo> ok
18:44:54  <Digitalfox> By the way when earlier i said 32 bits grafics and 64 and 128, i was refering to 64*64 pack and 128*128 pack.. Like in Simutrans!!
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18:46:25  <Smoovious> ahh ok
18:46:52  <Smoovious> never tried Simutrans... been wanting to try a lot of other programs I just never got around to
18:47:04  <Smoovious> MSTS and Trainz is still on my list to try out too... one of these days
18:47:32  <Smoovious> just keep piling more on my plate before I finish what I already have
18:48:55  <Digitalfox> Well actually i've tried them and get back to OpenTTD almost imediatly.. I love the gameplay of TTD/OpenTTD
18:49:36  <Digitalfox> Chris Sawyer made a nice job with the gameplay of TTO/TTD, no doubt about that..
18:50:31  <Smoovious> yeah, I keep playing it for the gameplay too... often I restrict myself to just one vehicle type too... nice to be able to tell OTTD to only let computer players do the same, so I can play a full game of nothing but road vehicles if I want
18:51:16  <Smoovious> but I do like the train simulators too... I still got a very old one that I still play occasionally... TrainSim
18:51:35  <Smoovious> (or RailSim? yeah... RailSim)
18:51:48  <Smoovious> only have the demo of it tho
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18:56:14  <izhirahider> is tron still developing for OpenTTD?
19:02:34  *** Sutherland [] has joined #openttd
19:04:19  <Noldo> oh, it worked, I'm a bit surpriced
19:05:52  *** GoneWack1 [] has joined #openttd
19:06:00  <Digitalfox> izhirahider-> I think so!!
19:06:55  <Naksu> why isnt there a sane and portable way for interprocess communication :|
19:07:36  <Prof_Frink> Naksu: libcarrierpigeon
19:09:51  <Smoovious> Naksu... <insert-Microsoft-Windows-programming-joke-here>
19:10:34  *** GoneWacko [] has quit [Read error: Operation timed out]
19:10:35  *** GoneWack1 is now known as GoneWacko
19:11:08  <Naksu> hmm
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19:14:43  <Naksu> oh cool
19:14:45  <Naksu> it works :D
19:15:48  <Naksu> (signals in windows)
19:17:48  <hylje> :O
19:19:37  <Naksu> or at least signals in perl in windows
19:19:43  <Naksu> which is quite enough
19:20:01  <Sutherland> hello everyone :D
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19:26:18  <Athorium> someone can "repair" my OpenTTD to be able to compile?
19:26:32  <hylje> worksforme
19:27:15  <Athorium> you want?
19:27:40  <hylje> its not broken to begin with
19:27:45  <hylje> what platform, compiler?
19:28:12  <Athorium> is only to repair actual 'game' to be able to compile with cygwin
19:28:49  <Triffid_Hunter> what's wrong with the native windows build?
19:28:50  <Athorium> now when I try to compile shows a lot of errors
19:31:43  <Sacro> Athorium: svn up
19:32:12  <Athorium>  Sacro i not would to "reset" my game this is a very modified game that I actualy play with it
19:32:19  <Athorium> but I installed some things and now I can't compile it
19:34:44  <Athorium>  hylje if you want, I can send you my OpenTTD and you try to compile it repairing the errors in files
19:35:03  <hylje> -_-
19:50:51  <stillunknown> test
19:51:26  <Gonozal_VIII> pong
19:51:31  <hylje> ping
19:51:35  <stillunknown> pung
19:52:52  <stillunknown> is Darkvater around?
19:53:06  <Born_Acorn> I don't know.
19:53:11  <Born_Acorn> I'll find out.
19:53:14  <Born_Acorn> Darkvater, you around?
19:53:25  <Born_Acorn> I don't think he is.
19:53:38  <stillunknown> how funny :-)
20:04:13  *** Tobin [] has quit [Quit: Tobin]
20:06:19  <Athorium> wooooow
20:06:32  <Athorium> terrorist attack!
20:08:22  <Tuzlo> is it me, or can you not replace electric trains in 0.5.0 rc1. I can buy one but can automatically replace one electric with another
20:09:17  <stillunknown> in the replace window there is a dropdown box that normally sais trains
20:09:25  <Digitalfox> terrorist attack??
20:09:25  <stillunknown> try that and select electric trains
20:10:11  <Tuzlo> damn, didnt know they had a menu for that
20:11:02  <stillunknown> it's to prevent that you replace a train with an electric train by accident :-)
20:11:48  <Tuzlo> or a maglev
20:11:50  <Tuzlo> heh
20:14:14  <Tuzlo> is it possible to convert electric over to Maglev with little difficulty?
20:14:59  <Gonozal_VIII> drag the convert thingie over everything
20:16:02  <Tuzlo> hmmmm
20:16:19  <Tuzlo> might be a problem, have to manually recreate all the routes
20:16:31  <Gonozal_VIII> no
20:16:32  <Athorium>  Digitalfox yes terrorist attack
20:16:45  <Athorium> I posted it on forums:
20:17:21  <Tuzlo> jesus
20:17:31  <Gonozal_VIII> send all trains from a route to depot, sell them all, convert the depot, buy a new train.. it has the route programmed... clone it
20:17:31  <Tuzlo> reprisals for the Hanging of Saddam I gathjer
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20:17:58  <Tuzlo> ok, how do you convert a depoty?
20:18:14  <Gonozal_VIII> same as track, when it's empty
20:18:23  <Tuzlo> I got too many routes to do that with GoneWacko
20:18:27  <Tuzlo> Gonozal_VIII
20:18:42  <Gonozal_VIII> then don't convert to maglev...
20:19:20  <Tuzlo> <Gonozal_VIII> send all trains from a route to depot, sell them all, convert the depot, buy a new train.. it has the route programmed... clone it
20:19:32  <Gonozal_VIII> yes
20:19:34  <Tuzlo> nm, didnt see the sell train
20:19:50  <Tuzlo> I got 42 trains to do that too
20:19:53  <Tuzlo> yuck
20:19:56  <Triffid_Hunter> Tuzlo: you can also click on goto, then click on a running train to clone its orders
20:20:03  <Gonozal_VIII> only 42 trains?
20:20:41  <Tuzlo> but thye running trains cant run on maglev
20:20:58  <Gonozal_VIII> doesn't matter for orders
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20:50:10  <stillunknown> is there a secret meeting somewhere? :-)
20:50:26  <izhirahider> stillunknown, don't you know? :)
20:51:15  <stillunknown> no
20:51:41  <stillunknown>
20:51:55  <stillunknown> for anyone who wants a preview of ride trough depots :-)
20:52:02  <stillunknown> comment appreciated
20:52:19  <Gonozal_VIII> <-- too stupid to patch/compile
20:53:14  <stillunknown> it's your loss :-)
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20:54:44  <Born_Acorn> I thought it was agreed not to have drive through depots for some reason.
20:55:55  *** MUcht [] has joined #openttd
20:56:00  <Gonozal_VIII> some reason = ?
20:56:16  <stillunknown> it's not strictly drive through
20:56:55  <stillunknown> there is always a speed limit and for repair each pair of two wagons needs to go 0 km/h for a split second
20:57:40  <stillunknown> if there are balance suggestions, then be my guest
20:58:00  <Bjarni> back
20:58:11  <Rubidium> front
20:58:29  <Bjarni> hmm
20:58:33  <Bjarni> balance issues
20:58:33  <Gonozal_VIII> slower for long trains, faster for short ones
20:58:48  <stillunknown> as in real life
20:59:12  <stillunknown> riding into a depot takes longer for a long train too
20:59:20  <stillunknown> except that happens at 61 km/h
21:00:01  <stillunknown> in this case it's a "bit" slower, but you don't cover the distance twice and they are easier to place
21:00:03  <Bjarni> it will/should be a bit slower than a regular depot, but it would still be a good idea to use them because it allows one directional tracks. Regular depots got the same entrance and exit, hence it will not be nice with a whole lot of trains
21:00:06  <Gonozal_VIII> doesn't have to stop all the time but has to go twice
21:00:31  <Bjarni> using a regular depot should be faster if the traffic on the rails aren't any issue
21:00:42  <Rubidium> Bjarni: due to the fact that it stops for every tile worth of vehicles, it will be slower
21:00:54  <Bjarni> yeah
21:01:07  <Bjarni> which makes it perfect for this balance issue ;)
21:02:10  *** Mucht_ [] has quit [Ping timeout: 480 seconds]
21:02:35  <Gonozal_VIII> btw
21:02:35  <Gonozal_VIII> [19:19:41] <Tuzlo> I wish dokcs would load faster, I got 1.5 Mill barrels of oil waitin and ships are so slow
21:02:36  <Gonozal_VIII> [19:20:03] <Smoovious> get more ships
21:02:36  <Gonozal_VIII> [19:20:33] <Tuzlo> theres a half dozen waitin, they only load one at a time
21:02:42  <Wolf01> there is somebody here which is used with
21:02:44  <Gonozal_VIII> that is due to gradual loading
21:04:18  <Rubidium> stillunknown: could you update your local working copy to the latest (fix the conflicts) and post the updated diff?
21:04:55  <stillunknown> i did recently
21:05:04  <stillunknown> it just had U's and G's
21:05:40  <Rubidium> what is recently?
21:06:11  <Rubidium> ah, never mind, it is up-to-date :)
21:06:42  *** KritiK [] has joined #openttd
21:06:51  <Rubidium> anyway, there was a new savegame revision and you'll have to increase your savegame revision
21:06:58  *** GoneWacko [] has quit [Read error: Operation timed out]
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21:08:42  <Tuzlo> plain old electric trains cant run on maglev can they?
21:09:08  <Bjarni> how would you make regular trains levitate over the tracks?
21:09:15  <Gonozal_VIII> only if you don't have enough money to replace all engines and only some get replaced
21:09:42  <Tuzlo> thou8ght so
21:09:52  <Tuzlo> gonna have to get inventive here
21:14:34  <stillunknown> Rubidium: when/why did that savegame bump happen?
21:15:58  <Rubidium> !openttd commit 7642
21:16:02  <_42_> Commit by rubidium :: r7642 /trunk/ (7 files in 3 dirs) (2006-12-30 11:57:52 UTC)
21:16:04  <_42_> -Codechange: unify all the different locations where the animation state is stored into a single location.
21:16:23  <Rubidium> ^ there
21:18:22  <qball> Bjarni: Huge magnets
21:19:46  <Gonozal_VIII> everything levitates with some more tesla :-)
21:20:49  <Rubidium> Bjarni: <- seems you introduced that bug, is the fix ok, or is he missing something?
21:21:21  <Rubidium> (your introduced it with r6291, not 6165 as in the bugreport)
21:21:25  <Born_Acorn> How about rockets?
21:21:33  <Born_Acorn> Rockets and hoverballs!
21:23:17  <GoneWacko> christ
21:23:26  <GoneWacko> people have to stop highlighting me when they're talking to Gonozal_VIII
21:23:32  <GoneWacko> :>>
21:23:36  <Tuzlo> hah, I got a train that wont stop at a atation that I tell it to
21:23:48  <Athorium> Terrorist attack in Spain
21:24:16  <Tuzlo> we know Athorium
21:25:23  <stillunknown> Rubidium:
21:26:20  <Born_Acorn> GoneWacko, I think you are the best possible Gonozal_VIII ever
21:26:22  <Born_Acorn> oh, sorry.
21:26:30  <Gonozal_VIII> :P
21:27:04  * Gonozal_VIII is very sad now
21:28:24  <blathijs> Darkvater: Shall I prepare the debian part of the 0.5 branch for 0.5.0-rc2 already, or would we rather wait till just before release?
21:29:05  <blathijs> Darkvater: I understand you will handle the backporting of fixes to the 0.5 branch? So I don't have to do it myself?
21:30:03  <stillunknown> does it even make sense to have a 0.5 branch if a whole bunch of stuff has to be backported?
21:30:45  <glx> stillunknown: new features won't be backported
21:31:01  <Gonozal_VIII> features are baaaaad
21:31:16  <Bjarni> Rubidium: it looks ok. Would you mind testing this and committing it if it's ok?
21:31:46  <blathijs> stillunknown: Now we can continue working on new features (and effectively on 0.6 already) without conflicting with 0.5
21:31:58  <blathijs> stillunknown: or having to wait for 0.5 to be fully stable
21:32:25  <stillunknown> let's hope for someone's sake that there aren't a whole lot of fixes to backport :-)
21:32:55  <stillunknown> -whole
21:33:16  * stillunknown and sentences, not always best friends
21:33:49  <Darkvater> back
21:33:54  <Darkvater> so shall I start backporting?
21:34:08  *** Progman [] has quit [Remote host closed the connection]
21:35:05  <Rubidium> Darkvater: yeah :)
21:35:08  <stillunknown> Darkvater: rumour has it that you are one of the people that need to be convinced before new features can be added
21:35:48  <Rubidium> stillunknown: the train stops 5 times (0 kph) for a train of 6 part (1 engine, 5 wagons) and it doesn't stop for the last wagon as far as I can see
21:36:01  <Rubidium> the bug exists and the patch works
21:36:06  <Darkvater> stillunknown: I am not in a convincible state now
21:36:31  <stillunknown> Darkvater: i will try later
21:36:51  <stillunknown> Rubidium: it basicly stops maintains what is in range, moves on, etc
21:37:10  <Rubidium> then it should stop 3 times
21:37:34  <Darkvater> Rubidium: shall I hide the 'build vehicle' button or leave it disabled?
21:38:29  <Rubidium> I would go for hiding
21:38:40  <stillunknown> Rubidium: i'm currently not controlling anything besides that it should stop, so it probably brakes before the second car is in range
21:40:53  <Celestar> did peter1138 show up?
21:41:12  <Born_Acorn> No. :(
21:41:17  *** Zr40 [] has quit [Ping timeout: 480 seconds]
21:41:26  <Born_Acorn> I can't even ask him about the mega buffers of doom! D:
21:41:29  <CIA-1> rubidium * r7657 /trunk/aircraft_cmd.c: -Fix (r6291): 'Goto Depot' did not work for helicopters going to an airport without depot (mart3p).
21:42:09  <Darkvater> he Jurassic park is on tv ;)
21:43:17  <Celestar>
21:43:19  <Celestar> this is soo cool
21:43:41  <Rubidium> oh, the one with the 'easily' accessible, for a 12 year old girl, Unix :)
21:44:02  <Darkvater> Look, it's UNIX, I know this!
21:44:09  <Celestar> ^^
21:44:42  <Darkvater> hmm the hidden button looks a bit weird
21:44:48  <Celestar> use the link and put 80 miles on
21:44:49  <Celestar> :)
21:45:15  <stillunknown> Rubidium: do you think it stops too much? (i can probably change it, but not without messing with the acceleration functions)
21:45:27  <Darkvater> << Rubidium
21:45:41  <stillunknown> is it normal that a train reduces speed on a bridge in a brick wall style?
21:45:50  <stillunknown> even with realistic acceleration on
21:45:59  <Celestar> Darkvater: what am I seeing?
21:45:59  <Darkvater> bridges have maximum speeds
21:46:00  <Celestar> stillunknown: yeah
21:46:12  <Darkvater> a hidde 'new vehicles' button instead of a disabled one
21:46:24  <Darkvater> some stupid noob was complaining
21:46:42  <Celestar> Darkvater: that is really a critical bug
21:47:15  <Celestar> hm
21:48:19  <Celestar> Darkvater: any objections to me trying to improve the intercont airport?
21:48:22  <Darkvater> what do you say Rubidium ?
21:49:05  <Darkvater> Celestar: none at all. RichK didn't provide any documentation on it and I don't want't to figure out what he did
21:49:08  <Rubidium> it's not pretty
21:49:26  <Celestar> Darkvater: I'll try to find out the next few days
21:49:38  <Celestar> Darkvater: he did a good job
21:49:54  <Darkvater> Rubidium: I know... shall I just leave it as that then?
21:50:03  <Celestar> Darkvater: he actually was able to simulate all the bottlenecks airports like Chicago, Los Angles and Heathrow all suffer from ^^
21:50:11  <Rubidium> it is a nice example of a dilemma
21:50:11  <Darkvater> lol
21:50:22  <Celestar> Darkvater: that being taxi problems
21:50:30  <Darkvater> ok, I'm leaving it then
21:50:48  <Gonozal_VIII> interconti is very ineffective
21:52:09  <Celestar> Gonozal_VIII: I'll improve it
21:52:34  <Celestar> I know quite a bit about airport optmization in real life, so it should work in ottd as well :P
21:52:41  <Gonozal_VIII> :D
21:53:13  <stillunknown> (before i go) is there an objection to try and make certain speed transitions more smooth?
21:53:41  <Celestar> stillunknown: no, not at all
21:54:01  <Gonozal_VIII> wow, many nice things come up recently
21:54:06  <Celestar> like? :)
21:54:19  <stillunknown> more smaller patches preferred to one larger?
21:54:23  <Gonozal_VIII> all that *gg*
21:54:29  <Celestar> stillunknown: yes much preferred
21:55:05  <stillunknown> is it ok if the beheaviour improvement only applies to realistic accel?
21:55:14  <Wolf01> mmmm what about 4096 maps? there is a patch in the ttf which attract me a lot
21:55:22  <Celestar> I think so, but I can only speak for myself
21:55:23  <Darkvater> !openttd commit 7541
21:55:26  <_42_> Commit by Darkvater :: r7541 /trunk/lang/ (bulgarian.txt esperanto.txt ukrainian.txt) (2006-12-22 01:19:32 UTC)
21:55:28  <_42_> -Set svn:eol-style native for some languages that missed it.
21:55:33  <Celestar> Wolf01: there was some issue with 4096 and larger maps.
21:55:43  * stillunknown away
21:55:52  <Gonozal_VIII> for me that would be much too big
21:56:00  <Tefad> ok guys, i'll probably see you in a week or so : D
21:56:01  <Wolf01> i already have problems playing with 2048
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21:57:43  <Gonozal_VIII> an option for less towns/industries on large maps would be good, even with low, there are lots
21:59:45  <Celestar> cu tomorrow
21:59:52  <Gonozal_VIII> cu
21:59:55  <Wolf01> my problem is that the game begins normally, after some time it slow down and the fast forward button has no effect
22:00:00  <Wolf01> cya Celestar
22:00:14  <Celestar> Wolf01: even the latest nightly?
22:00:21  <Wolf01> with 2048 maps
22:00:27  <Celestar> Wolf01: if so give me some example game tomorrow and I'll look at it, k?
22:00:40  <Wolf01> i'll try to load my old savegame
22:00:56  <Celestar> the one with the two airports only?
22:01:03  <Celestar> that works nicely here
22:01:30  <Wolf01> no, not that
22:01:33  <Celestar> okc
22:01:39  <Celestar> cu tomorrow anyway :)
22:01:41  <izhirahider> in a town generator function, are there any performance benefits of using a bool local variable type as opposed to the plain int? Should I use static here?
22:01:54  <izhirahider> I don't use C too long now :/
22:02:23  <Celestar> izhirahider: bool is slower than int mostly
22:03:11  <Darkvater> he, they're at the UNIX part now
22:03:12  <Darkvater> gogo
22:03:17  <Celestar> rofl
22:03:20  <Celestar> good night people
22:03:20  <Darkvater> gimme 3D action aby!
22:03:29  <Celestar> Darkvater: you allright?
22:03:35  <Celestar> or do you need medical care?
22:03:35  <Darkvater> JP
22:04:28  <Darkvater> damn shitload of backports
22:05:54  <Rubidium> that shows that the RC was useful :)
22:06:29  <Darkvater> :)
22:08:56  <Gonozal_VIII> hmmm
22:09:05  <Wolf01> eeeek i lost it.. :(
22:09:15  <Wolf01> it was about 9MB
22:09:33  <Wolf01> but i have only one so big... and is not that
22:09:48  <Gonozal_VIII> just generated a 2048^2 map with lots of industries but there is not one single oil rafinery
22:10:35  <MiHaMiX> hmm
22:10:42  <MiHaMiX> Gonozal_VIII: which climate? :D
22:10:44  <Rubidium> hmm, shitload is about 50 patches?
22:10:49  <Gonozal_VIII> normal
22:11:16  *** Celestar [] has quit [Quit: leaving]
22:11:23  <Darkvater> MiHaMiX: got a wt2 commit-flash?
22:11:27  <Rubidium> Gonozal_VIII: you probably used with TerraGenesis algorithm with high water and lots of roughness/hills
22:11:35  <Wolf01> i've only a liiiitle picture i took from it :(
22:11:41  <MiHaMiX> Darkvater: pm
22:11:41  <Gonozal_VIII> flat, minimum water
22:12:05  <Gonozal_VIII> lots of land within the 16 tile range
22:12:56  <Darkvater>
22:12:58  <Darkvater> comments?
22:13:22  <Darkvater> I have questionmarks at checkstationspreadout (cpu usage) and QT deprecated fix (only fixes compile warnings)
22:13:27  <Gonozal_VIII> hf
22:13:58  <Darkvater> !openttd commit
22:13:59  <_42_> Commit by rubidium :: r7657 /trunk/aircraft_cmd.c (2006-12-30 21:41:15 UTC)
22:14:01  <_42_> -Fix (r6291): 'Goto Depot' did not work for helicopters going to an airport without depot (mart3p).
22:15:47  *** TinoM [] has quit [Read error: Operation timed out]
22:15:58  *** [gen2]niki [] has quit [Quit: Verlassend]
22:16:05  <Rubidium> what about 7555?
22:16:22  <Rubidium> hmm, it is there :)
22:16:32  <Darkvater> 7555 (heightmap)
22:16:48  <Rubidium> huh... searching for 7555 doesn't find it, but it is there :)
22:16:57  <Darkvater> you cannot search ;p
22:19:07  <Bjarni> wow, I just got a mail. I got problems receiving TV, so I sent a mail to tech support and they just replied with a solution.... I mean somebody is at work right now!!!
22:19:52  <hylje> generally theres 1-2 tech monkeys online at any time for tech support
22:20:01  <hylje> especially for a TV or telecom business
22:20:32  <Bjarni> but this is the company, that made my tuner, not the TV station guys
22:20:38  <Born_Acorn> That mart3p is the best aircraft related developy dude ever!
22:20:41  *** DJ_Mirage [] has quit [Quit:]
22:20:58  <Rubidium> Darkvater: 7606 instead of 7607
22:21:16  <Gonozal_VIII> ok.. not many places where a oil refinerry could be placed with 16... they appear with higher distance
22:21:32  <Darkvater> yeah
22:22:05  <Bjarni> <Born_Acorn>	That mart3p is the best aircraft related developy dude ever! <--- well, it's always nice when somebody, who knows what they are doing figures out when you did something bad. His patch fixed what my mass goto depot broke
22:22:32  <Bjarni> and... I broke my own code because I wrote that helicopter find depot code as well... but that was long ago
22:23:59  <Rubidium> Darkvater: that QT change should go into 0.5 too I think; it's nothing more than using non-deprecated functions instead of deprecated function
22:25:34  <Bjarni> oh, backporting for RC2 right now?
22:26:30  <Darkvater> Rubidium: we don't know what it'll break ;p
22:26:54  <hylje> bjarni tends to break stuff anyway
22:26:59  <Bjarni> :P
22:27:08  <Rubidium> hmm, that's true... Bjarni did you test it _really_ _really_ good?
22:27:18  <Bjarni> not really
22:27:20  <blathijs> Darkvater: Seen my questions?
22:27:27  <Darkvater> blathijs: where?
22:27:30  <blathijs> here :-)
22:27:35  <Darkvater> whcih one?
22:27:44  <blathijs> 22:28 < blathijs> Darkvater: Shall I prepare the debian part of the 0.5 branch for 0.5.0-rc2 already, or would we rather wait till just before release?
22:27:48  <blathijs> 22:29 < blathijs> Darkvater: I understand you will handle the backporting of fixes to the 0.5 branch? So I don't have to do it myself?
22:27:51  <Darkvater> ok I'll leave the QT thing out then
22:28:04  <Darkvater> blathijs: what is the 'prepare debian part'?
22:28:20  <Bjarni> and it's not urgent as RC1 works on all supported platforms. It's a thing to ensure that we should not get problems whenever Apple release a new version of OSX or something
22:30:17  * Darkvater starts backporting then...
22:30:43  <Bjarni> so we will release tonight?
22:31:09  <Naksu> my guess is that building a debian package requires preparation
22:31:23  <Darkvater> let's do so
22:31:33  <Bjarni> fine
22:31:33  <blathijs> Darkvater: Add an entry to debian/changelog
22:31:37  <Naksu> either preparation H or the normal kind
22:31:52  <Darkvater> after we agree on the checkstationspreadout CPU_usage killer commit(s) to go in or not
22:32:20  <Rubidium> which ones are that?
22:32:34  <Darkvater> 7585 7590 7599 ? (checkstationspreadout)
22:32:54  <Darkvater> blathijs: you can do that sure
22:33:25  <CIA-1> miham * r7658 /trunk/lang/ (french.txt hungarian.txt):
22:33:25  <CIA-1> WebTranslator2 update to 2006-12-30 23:32:34
22:33:25  <CIA-1> french - 1 fixed by glx (1)
22:33:25  <CIA-1> hungarian - 3 fixed by miham (3)
22:34:48  <Rubidium> it is a really severe reduction in CPU waste, right?
22:35:26  <Darkvater> it is though
22:36:32  <CIA-1> matthijs * r7659 /branches/0.5/os/debian/changelog: - [Debian] Prepare debian packing files for 0.5.0-rc2
22:36:33  <Rubidium> then we should see it as a fix, I guess
22:37:03  * blathijs is off to bed, gn
22:37:26  <ln-> wer hat einen babylon 5 box von gekauft?
22:38:39  <Bjarni> ln-: not me... and are you asking in the right channel?
22:39:31  <ln-> this channel is not known for its on-topic discussions...
22:40:25  <Gonozal_VIII> why did you ask in german?
22:40:44  <ln-> because i suppose the majority wouldn't understand if i asked in finnish,.
22:40:59  <Gonozal_VIII> but english^^
22:41:50  <ln-> are you sure there are more englishmen than germans around here?
22:41:50  <Athorium> here english ^^
22:41:55  <Athorium> yes
22:42:20  <ln-> besides, englishmen are not as likely to order from as others.
22:42:37  <Athorium> the language here "english" if everyone speak their mother speaking language... This can be a chaos ;D
22:43:08  <ln-> and besides[2], ordering from requires at least some knowledge of german words.
22:43:13  <Gonozal_VIII> stimmt, weil ich kann weder finnisch noch spanisch^^
22:43:16  <Bjarni> and we actually banned non-English after a day where more Hungarian than English ended up here
22:43:36  <Bjarni> ln-: why do you want to use
22:43:50  <Gonozal_VIII> use :-)
22:44:16  <Athorium> and If I speak spanish... hehe
22:44:19  <ln-> Bjarni: because of the price. well, actually it's my friend who is ordering, but i'm considering ordering too.
22:45:23  <Bjarni> You mean you can buy a DVD (set?) with both English and German speech cheaper in Germany that you can buy an English one in England?
22:45:25  <Gonozal_VIII> never had any trouble with amazon
22:45:34  <Bjarni> same here
22:45:39  <Bjarni> I never used them XD
22:45:43  <Gonozal_VIII> ^^
22:45:50  <Gonozal_VIII> i did
22:46:00  <ln-> Bjarni: yes.
22:46:15  <ln-> the thing i'm interested is whether the discs have finnish subtitles. the amazon site doesn't say.
22:47:05  <Bjarni> why would anybody want something as weird as Finnish subtitles???
22:47:07  <Bjarni> oh wait
22:47:20  <Bjarni> screwed up people would :P
22:47:51  <Gonozal_VIII> hehe
22:49:10  <ln-> Bjarni: there was an interesting situation with StarWars Ep 1 and 2 DVD releases... you could walk into a local store in Finland and buy the disc for 38EUR, or alternatively you could order it from Australia, and get it for 22EUR including shipping to your own mailbox.
22:49:28  <ln-> and the discs did have finnish and other nordic subtitles.
22:50:25  <Rubidium> ln-: just watch movies like Star Wreck, then you do not have to worry about the subtitles :)
22:50:50  <Gonozal_VIII> no region code problem or something? (i don't know much about dvds)
22:51:04  <CIA-1> Darkvater * r7660 /branches/0.5/changelog.txt:
22:51:04  <CIA-1> -Backport from trunk (r7537, r7539):
22:51:04  <CIA-1>  - Changelog updates
22:51:04  <ln-> Gonozal_VIII: nope, they were R2,4
22:51:20  <ln-> Rubidium: i've got the star wreck dvd and it has subtitles e.g. in klingon.
22:51:33  <Nigel> I wish i had a Zone 1 player
22:53:16  <CIA-1> Darkvater * r7661 /branches/0.5/openttd_vs80.vcproj:
22:53:16  <CIA-1> -Backport from trunk (r7550):
22:53:16  <CIA-1>  - [win32] x64 compile fixed.
22:55:41  <CIA-1> Darkvater * r7662 /branches/0.5/Makefile:
22:55:41  <CIA-1> -Backport from trunk (r7557, r7624):
22:55:41  <CIA-1>  - [OSX] makefile fixes (static libfontconfig) (r7557).
22:55:41  <CIA-1>  - [FS#470] Install openttd.32.bmp on install so that SDL window has icon (r76240.
22:59:03  <Bjarni> revision 76240.... somebody missed a shift :P
22:59:04  *** ArmEagle [] has joined #openttd
22:59:25  <ArmEagle> hi, how old does a company need to be till you can buy it's shares?
23:00:29  <CIA-1> rubidium * r7663 /branches/makefile_rewrite/ (3 files in 2 dirs): [MakefileRewrite] -Fix: bring the documents in-sync; one rename was missed as was the removal of yapf.txt.
23:01:48  <Rubidium> ArmEagle: 5 or 6 I believe
23:02:00  <CIA-1> Darkvater * r7664 /branches/0.5/ (17 files in 3 dirs):
23:02:00  <CIA-1> -Backport from trunk (r7587, r7588, r7600, r7605, r7626, r7629):
23:02:00  <CIA-1>  - [OSX] universal binary docs, makefile (r7587, r7588, r7626).
23:02:00  <CIA-1>  - General documentation update (r7600, r7605).
23:02:00  <CIA-1>  - openttd -h showed outdated help for '-n' switch (r7629).
23:02:16  <ArmEagle> ok.
23:02:42  <Bjarni> here (In Denmark) it's legal to play whatever region you want and also modify your player if needed. The demand is that you need to have legal access to the DVD (as usual)
23:03:29  <Bjarni> it's easiest just to use region 2 like they intend us to do, but there is actually nothing to stop us from using other regions as well
23:03:37  <CIA-1> Darkvater * r7665 /branches/0.5/station_cmd.c:
23:03:37  <CIA-1> -Backport from trunk (r7547):
23:03:37  <CIA-1>  - When removing a rail station, the cost was added for the full rectangle not for
23:03:37  <CIA-1>  only the removed tiles themselves.
23:04:33  <CIA-1> Darkvater * r7666 /branches/0.5/ (Makefile os_timer.c readme.txt stdafx.h):
23:04:33  <CIA-1> -Backport from trunk (r7548):
23:04:33  <CIA-1>  - Some MorphOS changes to get OpenTTD compiled, packaged.
23:05:11  <Bjarni> Darkvater: maybe the changelog should mention that we cancel support for OSX 10.2. Now OSX 10.3.9 or newer is needed
23:05:29  <Bjarni> I don't think I actually wrote that anywhere except for the svn log
23:06:22  <Bjarni> but I don't think I wrote that 10.2 was needed either
23:06:35  *** GoneWacko [] has quit [Read error: Operation timed out]
23:06:59  *** GoneWacko [] has joined #openttd
23:09:37  <CIA-1> Darkvater * r7667 /branches/0.5/ (newgrf.c newgrf_config.c newgrf_config.h newgrf_gui.c):
23:09:37  <CIA-1> -Backport from trunk (r7549, r7551, r7554, r7582, r7594):
23:09:37  <CIA-1>  - change size of newgrf GUI to same size as TTDP (no overflows) (r7549).
23:09:37  <CIA-1>  - segmentation fault on showing NewGRF settings of a network game (r7551).
23:09:37  <CIA-1>  - in Action 0xE, don't deactivate the current GRF (r7554).
23:09:38  <CIA-1>  - appending static GRF's could cause duplicate GRF's in the list (r7582).
23:09:38  <CIA-1>  - GRF config not cleared when no GRF's are used (r7594).
23:11:23  <CIA-1> Darkvater * r7668 /branches/0.5/heightmap.c:
23:11:23  <CIA-1> -Backport from trunk (r7555):
23:11:23  <CIA-1>  - off-by-one error due do truncation on division by 2 in heightmap code.
23:12:19  <CIA-1> Darkvater * r7669 /branches/0.5/screenshot.c:
23:12:19  <CIA-1> -Backport from trunk (r7556):
23:12:19  <CIA-1>  - screenshot no_con didn't remove console from screenshot.
23:13:20  <Born_Acorn> Woah.
23:14:01  <Born_Acorn> CIA-1 overload
23:14:52  <CIA-1> Darkvater * r7670 /branches/0.5/ (economy.c order_cmd.c):
23:14:52  <CIA-1> -Backport from trunk (r7558, r7559):
23:14:52  <CIA-1>  - [FS#464] do not wait till a crashed vehicle is removed before starting to load
23:14:52  <CIA-1>  other vehicles (r7558).
23:14:52  <CIA-1>  - [FS#456] clicking 'full load' can change depot order under certain circumstances (r7559).
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23:17:09  <Athorium> anyone says nothing about my creations :(
23:19:17  <Bjarni> you created something?
23:19:25  <Athorium> yes
23:19:27  <Bjarni> I think it was many commit messages ago
23:19:30  <Athorium> 2 trains
23:19:45  <Bjarni> oh, I missed that
23:19:48  <Athorium>
23:19:53  <Athorium> my creations thread
23:20:10  <Athorium> but I can't compile to a grf because I don't know how to config a nfo
23:20:36  <CIA-1> Darkvater * r7671 /branches/0.5/ (8 files):
23:20:36  <CIA-1> -Backport from trunk (r7560, r7561, r7566):
23:20:36  <CIA-1>  - No new company could join if 8 clients were connected in less than 8 companies (r7560).
23:20:36  <CIA-1>  - [FS#431] internal and visible settings of autorenew could go out of sync (r8561).
23:20:36  <CIA-1>  - Server told clients to start syncing from a bad position, causing asserts/crashes (r7566).
23:20:50  <Bjarni> those are ugly, but I guess they have to be to look like the real thing ;p
23:21:15  <stillunknown> is there serious objections to having the TrainLocoHandler look one cell forward to predict if it needs to stop?
23:21:17  <CIA-1> Darkvater * r7672 /branches/0.5/video/win32_v.c:
23:21:17  <CIA-1> -Backport from trunk (r7562):
23:21:17  <CIA-1>  - [win32] OpenTTD didn't always remember its maximized state on restart.
23:21:23  <Athorium>  Bjarni what are ugly?
23:21:36  <Bjarni> and don't look at me for coding grf files. I never finished porting grfcodec, so I can't even do it myself
23:22:00  *** UnderBuilder [~chatzilla@] has joined #openttd
23:22:01  <Bjarni> stillunknown: define what you mean with cell
23:22:11  <stillunknown> tile i mean
23:22:25  <stillunknown> one train segment ahead
23:22:29  <UnderBuilder> is anyone of the kirk server here?
23:22:34  <CIA-1> Darkvater * r7673 /branches/0.5/ (economy.c economy.h town_cmd.c):
23:22:34  <CIA-1> -Backport from trunk (r7563):
23:22:34  <CIA-1>  - [FS#468] Removing towns in scenario editor didn't remove their subsidies.
23:23:04  <Bjarni> actually.... moving fast though that thread... the trams looks nice
23:23:06  <CIA-1> Darkvater * r7674 /branches/0.5/gfx.c:
23:23:06  <CIA-1> -Backport from trunk (r7580):
23:23:06  <CIA-1>  - Wrong bounding boxes were computed for certain strings.
23:23:16  *** mosfet [] has joined #openttd
23:23:22  *** Gonozal_VIII [] has quit [Ping timeout: 480 seconds]
23:23:49  <CIA-1> Darkvater * r7675 /branches/0.5/newgrf_station.c:
23:23:49  <CIA-1> -Backport from trunk (r7606):
23:23:49  <CIA-1>  - [NewStations] Add support for variables 45 and 65.
23:24:14  *** Guest56 is now known as Gonozal_VIII
23:24:24  <Athorium> now I trying to make roads
23:24:37  *** pecisk [] has quit [Quit: J?iet prom]
23:24:45  <Bjarni> that duck train got an odd nose
23:25:00  <Bjarni> I'm Spanish!
23:25:01  <Bjarni> Sorry
23:25:05  <Bjarni> what a cool signature :D
23:25:43  <stillunknown> Bjarni: i would modify a GetNewVehiclePos function, so it would return the next tile
23:25:53  <UnderBuilder> is anyone from the ottd kirk's server here?
23:26:13  <CIA-1> Darkvater * r7676 /branches/0.5/ (economy.c texteff.c):
23:26:13  <CIA-1> -Backport from trunk (r7630, r7631):
23:26:13  <CIA-1>  - cur/old economy memmove magic (r7630).
23:26:13  <CIA-1>  - wrong pointer arithmetic that totally corrupted animated_tiles table, desyncing
23:26:13  <CIA-1>  between different endiannes-machines in multiplayer (r7631).
23:26:14  <stillunknown> which i could use for more gracefull speed changes at signals and bridges
23:27:13  <CIA-1> Darkvater * r7677 /branches/0.5/aircraft_cmd.c:
23:27:13  <CIA-1> -Backport from trunk (r7657):
23:27:13  <CIA-1>  - 'Goto Depot' did not work for helicopters going to an airport without depot
23:27:24  *** UnderBuilder [~chatzilla@] has quit [Quit: Chatzilla 0.9.77 [Firefox 1.0.3/20050414]]
23:28:48  <Bjarni> stillunknown: I think that should be in a different patch. Be careful not to mess with too much at once. It makes debugging harder to commit too much as once and that could cause diff files to be rejected
23:29:43  <CIA-1> Darkvater * r7678 /branches/0.5/gfx.c: -Fix (r7674): DEBUG macro has been changed
23:29:50  <stillunknown> i need to make a basic structure, which i will only use for bridges first
23:30:18  <stillunknown> TrainLocoHandler seems like a logical place to gather, since it can be reused
23:30:25  <CIA-1> Darkvater * r7679 /branches/0.5/yapf/ (yapf_costrail.hpp yapf_rail.cpp):
23:30:25  <CIA-1> -Backport from trunk (r7628):
23:30:25  <CIA-1>  - [YAPF] suppress 'Train is lost' message if pathfinding ended on the first
23:30:25  <CIA-1>  two-way red signal
23:31:18  *** mosfet [] has quit [Ping timeout: 480 seconds]
23:32:50  <CIA-1> Darkvater * r7680 /branches/0.5/road_gui.c:
23:32:50  <CIA-1> -Backport from trunk (r7586):
23:32:50  <CIA-1>  - Remove landscaping toolbar from road-toolbar in scenario editor
23:33:45  <ln-> this is what you all have been waiting for, right:
23:34:00  <Bjarni> stillunknown: still... I would not recommend starting to mess with game internals that can really screw up the game internals. Consider figuring out how to just get this to work without touching such important functions and then make the wanted improvements once the basics are in the trunk
23:34:23  <Digitalfox> ln-> not me, i think it was a error to kill saddam.. More conflits in Iraq!! :|
23:35:01  <stillunknown> Bjarni: i won't do anything that requires changing everything, i'm not crazy
23:35:18  <CIA-1> Darkvater * r7681 /branches/0.5/ (station.h station_cmd.c):
23:35:18  <CIA-1> -Backport from trunk (r7585, r7590, r7599):
23:35:18  <CIA-1>  - Drastically reduce CheckStationSpreadOut CPU usage which got called way too much by the AI.
23:36:22  *** Gonozal_VIII [] has quit [Ping timeout: 480 seconds]
23:39:16  <CIA-1> Darkvater * r7682 /branches/0.5/ (6 files in 3 dirs):
23:39:16  <CIA-1> -Backport from trunk (r7539, r7541, r7603):
23:39:16  <CIA-1>  - Added esperanto language files to MS projects (r7539).
23:39:16  <CIA-1>  - Polish townname generator uses proper UNICODE characters (r7603).
23:39:48  <Bjarni> <Digitalfox>	ln-> not me, i think it was a error to kill saddam.. More conflits in Iraq!! :| <--- maybe, but it was an Iraqi court, who sentenced him and Iraqi people, who performed it. In a way that is what the world asked for when we told Iraq to handle this themselves in their court system. We knew that this would happen
23:40:24  *** Gonozal_VIII [] has joined #openttd
23:41:34  <Bjarni> and then people can shut up about being against death penalty and how it's wrong since the same people said earlier that Iraq should do trial him themselves and it was Iraqi law and everybody knew that it would be death penalty
23:42:45  *** scia [] has joined #openttd
23:42:46  <Bjarni> he should, however, not be buried in Jordan as that could create a new "Mecca" and a marthyr and that would really screw up the somewhat peace we got in Iraq
23:43:19  <Bjarni> how it's your turn to say something. This is not a monologue
23:44:44  <Bjarni> <stillunknown>	Bjarni: i won't do anything that requires changing everything, i'm not crazy <--- I would say that if possible, then wait with this. The diff file already got a decent size. Making it two different diff files and hence commits also makes it easier to benchmark performance impact of your look ahead idea
23:45:08  <Smoovious> on the other hand, it would attract a lot of them into one place making it easier to take most of em out with a bomb
23:45:18  <stillunknown> Bjarni: this will be seperate
23:45:55  <stillunknown> i just want to try some things
23:45:58  <Bjarni> Smoovious: and you think peace will come by starting to bomb people visiting the grave of a martyr?
23:46:51  <Bjarni> <stillunknown>	i just want to try some things <-- that's good and nothing stops you from doing so, but I considered my answer in relationship with what could be committed in one commit
23:47:20  <Bjarni> you can always try something locally and see the result and then decide how to continue on your work locally
23:47:38  <stillunknown> i know that the size of a patch is inverse proportional to the chance it'll get accepted :-)
23:47:52  <stillunknown> and probably not linear too
23:48:12  <Rubidium> rather s/size/complexity/ :)
23:48:25  <Bjarni> yeah
23:48:47  <Bjarni> but huge diff files tend to introduce something complex
23:49:19  <Bjarni> and there is a limit to how complex a diff file can be if it can be on the screen at once with normal font size
23:50:23  <Gonozal_VIII> the decelerating thing with looking one tile in front would probably not be much more realistic, maybe you could calculate the distance needed for decelerating at a certain speed and then look ahead that far?
23:51:00  <Bjarni> that sounds cool, but I think it may have a performance issue
23:51:04  <stillunknown> i have to draw a limit somewhere, i would need to use a pathfinder to go any further
23:51:16  <stillunknown> which is not wise imo
23:51:36  <Gonozal_VIII> maybe independant of engine type and such, just with the speed as factor
23:52:31  <Smoovious> peace is only an option when both sides want it...
23:52:59  <Smoovious> they aren't interested in peace.. they're interested in domination..
23:53:02  * Smoovious shrugs.
23:53:27  <stillunknown> i just realised predicting the next cell is not that easy if there are turns
23:53:37  <Gonozal_VIII> much about the money
23:53:59  <Smoovious> doesn't really matter where they bury him... it isn't going to change what they want one little bit
23:54:43  <Rubidium> stillunknown: turns or junctions?
23:55:17  <stillunknown> i just realised turns are not that difficult, junctions i have to give some thoughts
23:56:48  <stillunknown> i'll let junctions be for the moment, because it requires pathfinder interaction probably
23:56:58  <Gonozal_VIII> and if you implement it without junctions first and when that works try to include data from a pathfinder or something?
23:57:03  <Gonozal_VIII> ^^
23:57:27  <stillunknown> possibly
23:59:26  <stillunknown> but i must have a basic framework first and have that committed, because pathfinder interaction is not easy and can break in strange ways

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