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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> http://www.qdb.us/75023 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? http://bugs.openttd.org/task/485 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: http://es.wikipedia.org/wiki/Lenguaje_de_programaci%C3%B3n_C <- 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 [~gonewacko@c18041.upc-c.chello.nl] 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 [~MeusH@host-ip18-138.crowley.pl] has quit [Quit: bye - quit] 00:11:43 <KUDr> stillunknown: ok 00:12:25 <Wolf01> night all 00:12:32 *** Wolf01 [~wolf01@87.4.232.25] 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@213.211.185.168] 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 [~C@sd511106a.adsl.wanadoo.nl] 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 [~bill@blk-215-68-38.eastlink.ca] 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 [~progman@p57A1D376.dip.t-dialin.net] has quit [Remote host closed the connection] 00:33:11 <Digitalfox> ok, but is a fix hard?? :| 00:33:28 *** Gonozal_VIII [~Gono@N742P031.adsl.highway.telekom.at] 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 :) 00:35:53 *** Gonozal_VIII [~Gono@N721P010.adsl.highway.telekom.at] has joined #openttd 00:36:09 <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd 00:36:09 <Gonozal_VIII> !logs 00:36:25 <Bjarni> http://www.qdb.us/28726 <--- Sacro|AFK is called Zippy as well? 00:41:06 *** scia_ [~scia@AveloN.xs4all.nl] has joined #openttd 00:42:55 *** scia [~scia@AveloN.xs4all.nl] has quit [Ping timeout: 480 seconds] 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.. http://img.photobucket.com/albums/v514/Digitalfox/OpenTTDBug.jpg 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> http://www.qdb.us/27597 <-- 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 [~irc@cc480157-b.sneek1.fr.home.nl] 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 [~ChrisM@p54AC740C.dip.t-dialin.net] 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 neowin.net, but theres a topic on it about OpenTTD, feel glad to post there to call people to the community of ttforums..! http://www.neowin.net/forum/index.php?showtopic=525118 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 ^^ 01:14:46 *** Vikthor [~Vikthor@snat2.arachne.cz] has quit [Quit: Leaving.] 01:15:25 <Bjarni> http://www.qdb.us/75028 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: http://bugs.openttd.org/task/486 <-- 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: http://bugs.openttd.org/task/476 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 01:27:01 *** Gonozal_VIII [~Gono@N721P010.adsl.highway.telekom.at] has quit [] 01:27:45 *** Prof_Frink [~proffrink@82-43-58-81.cable.ubr04.croy.blueyonder.co.uk] has quit [Ping timeout: 480 seconds] 01:28:20 <FlashFF> yeah thats right... be awed by me 01:28:29 *** Prof_Frink [~proffrink@82-43-58-81.cable.ubr04.croy.blueyonder.co.uk] has joined #openttd 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> http://bugs.openttd.org/task/458 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 01:36:54 *** Gonozal_VIII [~Gono@N721P010.adsl.highway.telekom.at] has joined #openttd 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!! 01:51:18 *** Digitalfox [~digitalfo@bl8-40-53.dsl.telepac.pt] has quit [] 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 01:58:36 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has quit [Quit: Leaving] 02:03:54 *** Peakki [antti@cs181000195.pp.htv.fi] has quit [Quit: Lähdössä] 02:06:00 *** BFM [~BurningFe@CPE-60-227-105-136.nsw.bigpond.net.au] has quit [Quit: Chatzilla 0.9.74 [Firefox 1.5.0.9/2006120612]] 02:20:51 *** Tess [~tess@dyn135-207.adsl.mpynet.fi] has quit [Ping timeout: 480 seconds] 02:23:54 *** Eddi|zuHause [~johekr@p54B76C46.dip.t-dialin.net] has joined #openttd 02:28:52 *** Eddi|zuHause [~johekr@p54B76C46.dip.t-dialin.net] has quit [] 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 02:42:24 *** Sacro [Ben@adsl-83-100-200-208.karoo.KCOM.COM] has quit [Read error: Connection reset by peer] 02:44:39 *** scia_ [~scia@AveloN.xs4all.nl] has quit [Quit: Lost terminal] 02:44:58 <Athorium> toctoc 02:57:09 *** Belugas_Gone [~jfranc@ip-87.44.99.216.dsl-cust.ca.inter.net] has quit [Quit: How about sleeping? Yeaaa..] 02:59:05 *** gass [~any@81.84.150.238] has quit [Quit: Leaving] 03:03:08 *** Sacro [~Ben@adsl-83-100-200-208.karoo.KCOM.COM] has joined #openttd 03:05:55 *** Eddi|zuHause [~johekr@p54B76C46.dip.t-dialin.net] has joined #openttd 03:24:50 *** BFM [~BurningFe@CPE-60-227-105-136.nsw.bigpond.net.au] has joined #openttd 03:35:26 <BFM> http://www.abc.net.au/news/newsitems/200612/s1819614.htm 03:53:37 *** dp__ [~dp@p54B2E5AD.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 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 03:56:53 *** BJH2 [~chatzilla@e176097162.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.61 [Mozilla rv:1.7.12/20050915]] 04:08:47 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 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 :( 04:16:39 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Quit: bye] 04:30:33 *** HMage [~HMage@85.21.179.41] has joined #openttd 04:37:13 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has joined #openttd 04:37:57 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has quit [] 04:38:01 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has joined #openttd 04:49:44 *** Sacro [~Ben@adsl-83-100-200-208.karoo.KCOM.COM] has quit [Read error: Connection reset by peer] 04:58:38 *** Nigel [~Nigel@202-154-144-120.ubs-dynamic.connections.net.nz] has quit [Read error: Connection reset by peer] 05:15:16 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has joined #openttd 05:37:20 *** HMage [~HMage@85.21.179.41] has quit [Read error: Connection reset by peer] 05:45:35 *** dp [~dp@p54B2CA9A.dip.t-dialin.net] has joined #openttd 05:59:21 *** roboboy [~Leo@c211-30-116-5.carlnfd2.nsw.optusnet.com.au] has quit [Read error: Connection reset by peer] 06:06:30 *** roboboy [~Leo@c211-30-116-5.carlnfd2.nsw.optusnet.com.au] has joined #openttd 06:35:20 *** HMage [~HMage@85.21.179.41] has joined #openttd 06:42:45 *** SGulsetg [sindre_g@ti132110a340-0009.bb.online.no] has joined #openttd 06:48:28 *** SGulseth [sindre_g@ti132110a340-0009.bb.online.no] has quit [Ping timeout: 480 seconds] 06:49:30 *** Nigel [~Nigel@202-154-144-120.ubs-dynamic.connections.net.nz] has joined #openttd 06:54:56 <Smoovious> anyone know who is working on the message system? (if anyone?) 07:18:25 *** HMage [~HMage@85.21.179.41] has quit [Ping timeout: 480 seconds] 08:05:54 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has quit [Quit: Tobin] 08:07:07 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has joined #openttd 08:07:45 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has quit [] 08:32:10 *** HMage [~HMage@85.21.179.41] has joined #openttd 08:33:29 *** Gonozal_VIII [~Gono@N721P010.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 08:34:04 *** Gonozal_VIII [~Gono@N858P029.adsl.highway.telekom.at] has joined #openttd 08:35:07 *** Zaviori [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has joined #openttd 08:49:50 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 08:50:21 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has left #openttd [] 08:51:11 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 08:51:29 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has quit [] 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> http://www.winterson.com/2005/06/episode-iii-backstroke-of-west.html - 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 >_> 09:27:09 *** Purno [~Purno@5351CE08.cable.casema.nl] has joined #openttd 09:34:55 *** Hadez_away [~chatzilla@151.244.broadband7.iol.cz] has joined #openttd 09:35:00 *** Hadez_away is now known as Hadez 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.) 09:40:06 *** Hadez is now known as Hadez_away 09:43:09 *** Frostregen_ [~sucks@dslb-084-058-142-112.pools.arcor-ip.net] has joined #openttd 09:49:03 *** Frostregen [~sucks@dslb-084-058-168-054.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 09:49:19 *** Frostregen_ is now known as Frostregen 09:57:36 *** scia [~scia@AveloN.xs4all.nl] has joined #openttd 10:02:24 *** HMage [~HMage@85.21.179.41] has quit [Read error: Connection reset by peer] 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? 10:10:42 *** Zaviori [~Zavior@d195-237-7-207.elisa-laajakaista.fi] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 10:11:02 *** Wolf01 [~wolf01@87.4.232.25] has joined #openttd 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> http://www.tt-forums.net/viewtopic.php?t=29308 <- "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 :) 10:24:45 *** Hadez_away is now known as Hadez 10:30:51 <Rubidium> Darkvater: I've updated the industry animation stuff so it is now 'unified'. http://rubidium.student.utwente.nl/openttd/industry_anim_rework.diff 10:33:48 <Darkvater> hmm that big table... 10:34:13 <Rubidium> I know, another solution is a big switch in DrawTile 10:35:17 *** Rens2Sea [~Rens2Sea@213.211.185.168] has joined #openttd 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 10:39:04 *** Celestar [~Jadzia_Da@p54968C55.dip0.t-ipconnect.de] has joined #openttd 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? :) 10:44:16 *** caladan [~caladan@161-be2-6.acn.waw.pl] has joined #openttd 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? 11:06:11 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd 11:07:05 <stillunknown> http://home.student.utwente.nl/m.g.maathuis/ride_depot_3.patch 11:09:11 *** Bjarni [~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk] has joined #openttd 11:09:13 *** mode/#openttd [+o Bjarni] by ChanServ 11:09:45 *** ChrisM87 [~ChrisM@p54AC68AC.dip.t-dialin.net] has joined #openttd 11:10:32 <Rubidium> http://bugs.openttd.org/task/487 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 11:25:07 *** Eddi|zuHause2 [~johekr@p54B76C46.dip.t-dialin.net] has joined #openttd 11:25:09 <Rubidium> even more abrupt than with length 1 stations 11:25:11 *** Eddi|zuHause [~johekr@p54B76C46.dip.t-dialin.net] has quit [Read error: Connection reset by peer] 11:25:28 <stillunknown> i will look how slamming works 11:28:21 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has quit [Quit: PandaMojo] 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 11:32:34 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 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 :) 11:33:24 *** Zr40 [~Zirconium@zr40.xs4all.nl] has joined #openttd 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 11:42:44 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has joined #openttd 11:42:54 *** caladan [~caladan@161-be2-6.acn.waw.pl] has quit [Quit: Lost terminal] 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 11:46:25 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has quit [Ping timeout: 480 seconds] 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> http://home.student.utwente.nl/m.g.maathuis/ride_depot_4.patch 12:06:47 <stillunknown> Rubidium: happier with this? 12:11:05 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 12:13:05 *** Wolf01 is now known as Wolf01|AWAY 12:13:08 <Bjarni> well, I'm not 12:13:19 <Bjarni> SingleVehicleService() looks odd 12:13:48 *** Vikthor [~Vikthor@snat2.arachne.cz] has joined #openttd 12:14:08 <Bjarni> it should (more or less) be like VehicleServiceInDepot() used to be 12:14:12 *** HMage [~HMage@85.21.179.41] has joined #openttd 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 12:16:29 *** Eddi|zuHause2 [~johekr@p54B76C46.dip.t-dialin.net] has quit [Quit: Konversation terminated!] 12:16:46 <stillunknown> Bjarni: what won't work on other vehicles? 12:16:46 *** Progman [~progman@p57A1D291.dip.t-dialin.net] has joined #openttd 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 12:19:55 *** Vikthor [~Vikthor@snat2.arachne.cz] has quit [Quit: Leaving.] 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 12:27:11 *** Wolf01|AWAY is now known as Wolf01 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 12:31:08 *** BJH2 [~chatzilla@e176097162.adsl.alicedsl.de] has joined #openttd 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? 12:33:30 *** [gen2]niki [~niki@p5090BB8A.dip0.t-ipconnect.de] has joined #openttd 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 12:35:50 *** mosfet [~opera@spc1-bror5-0-0-cust722.asfd.broadband.ntl.com] has joined #openttd 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 sample.cat. 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 12:50:08 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has joined #openttd 12:52:05 *** mosfet [~opera@spc1-bror5-0-0-cust722.asfd.broadband.ntl.com] has quit [Ping timeout: 480 seconds] 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 12:56:54 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has quit [Quit: Tobin] 12:57:13 <stillunknown> http://home.student.utwente.nl/m.g.maathuis/ride_depot_5.patch 12:57:15 *** KritiK [~Maxim@ppp85-140-205-36.pppoe.mtu-net.ru] has joined #openttd 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 12:59:57 *** helb [~helb@84.244.90.159] has quit [Remote host closed the connection] 13:00:24 *** helb [~helb@84.244.90.159] has joined #openttd 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> :) 13:05:04 *** GoneWack1 [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 13:05:05 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Connection reset by peer] 13:05:07 *** GoneWack1 is now known as GoneWacko 13:05:11 *** Rens2Sea [~Rens2Sea@213.211.185.168] has quit [] 13:05:31 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has quit [Quit: Chatzilla 0.9.77 [Firefox 2.0/0000000000]] 13:08:08 *** Rens2Sea [~Rens2Sea@213.211.185.168] has joined #openttd 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 13:30:15 *** helb [~helb@84.244.90.159] has quit [Quit: Leaving] 13:30:52 <Celestar> BAh 13:30:57 <Celestar> train refuses to enter tile 13:31:54 *** helb [~helb@84.244.90.159] has joined #openttd 13:32:46 <Smoovious> ... story of my life ... 13:32:47 <Smoovious> :P 13:33:05 <Celestar> :P 13:33:28 *** roboman [~Leo@c211-30-116-5.carlnfd2.nsw.optusnet.com.au] has joined #openttd 13:33:38 *** roboboy [~Leo@c211-30-116-5.carlnfd2.nsw.optusnet.com.au] has quit [Read error: Connection reset by peer] 13:33:49 *** mikk36_ [~mikk36@pc54.host1.starman.ee] has quit [Remote host closed the connection] 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 13:34:54 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has joined #openttd 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 :) 13:35:51 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has quit [Remote host closed the connection] 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 13:38:29 *** Wolf01|AFK [~wolf01@87.4.232.25] has joined #openttd 13:38:29 *** Wolf01|AFK [~wolf01@87.4.232.25] has quit [Read error: Connection reset by peer] 13:38:29 *** Wolf01 [~wolf01@87.4.232.25] has quit [Killed (NickServ (GHOST command used by Wolf01|AFK))] 13:38:54 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has joined #openttd 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 13:39:30 *** Wolf01 [~wolf01@87.4.232.25] has joined #openttd 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 13:49:45 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has quit [Ping timeout: 480 seconds] 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 13:51:14 *** Celestar [~Jadzia_Da@p54968C55.dip0.t-ipconnect.de] has quit [Quit: leaving] 13:51:37 <KUDr> Rubidium: what thread? 13:51:53 <Rubidium> http://www.tt-forums.net/viewtopic.php?t=29304 <- that one :) 13:52:04 <KUDr> ok 13:52:04 *** mikk36|lap [~mikk36@pc54.host1.starman.ee] has joined #openttd 13:55:08 *** Wolf01 [~wolf01@87.4.232.25] has quit [Read error: Operation timed out] 13:55:27 <Smoovious> Rubidium... good 'nuff 13:55:47 <Smoovious> flying trains? how cool. :) keep em in as a special mod :D 13:55:55 *** Wolf01 [~wolf01@87.4.232.25] has joined #openttd 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: http://zapotek.paivola.fi/~terom/logs/openttd 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> http://bin.4chan.org/an/src/1167428878931.jpg 13:58:15 *** Sacro [Ben@adsl-83-100-200-208.karoo.KCOM.COM] has joined #openttd 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 http://www.northeast.railfan.net/images/tr_prr4876a.jpg 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 14:14:05 *** Naksu [naksu@anime.fi] has quit [Ping timeout: 480 seconds] 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 :-) 14:18:08 *** Naksu [naksu@anime.fi] has joined #openttd 14:27:11 *** sdi80 [~mirc@de4.tcompressor.com] has joined #openttd 14:27:46 *** sdi80 [~mirc@de4.tcompressor.com] has left #openttd [] 14:28:03 *** ufoun [~opera@85.207.18.146] has quit [Ping timeout: 480 seconds] 14:28:13 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] has joined #openttd 14:28:53 <Hadez> !seen MiHaMi* 14:28:54 <_42_> Hadez, I found one match to your query: MiHaMiX. MiHaMiX (~miham@xenon.bibl.u-szeged.hu) 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> http://images2.fotosik.pl/314/34a7ef635846a0f5med.jpg 14:29:21 *** Tuzlo [~bill@blk-215-68-38.eastlink.ca] has joined #openttd 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> http://home.student.utwente.nl/m.g.maathuis/ride_depot_5.patch 14:31:20 <Bjarni> I saw that 14:31:54 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has quit [Quit: plz hetq] 14:32:09 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has joined #openttd 14:32:39 *** Celestar [~Jadzia_Da@mnch-4db034a0.pool.einsundeins.de] has joined #openttd 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 14:35:18 *** BobingAbout [~BobingAbo@adsl-83-100-202-4.karoo.KCOM.COM] has joined #openttd 14:35:21 *** BobingAbout [~BobingAbo@adsl-83-100-202-4.karoo.KCOM.COM] has quit [] 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> http://www.tt-forums.net/viewtopic.php?t=29306 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 14:44:43 *** eQualizer [~lauri@dyn15-55.dsl.spy.dnainternet.fi] has quit [Quit: kakka] 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 14:47:32 *** Celestar [~Jadzia_Da@mnch-4db034a0.pool.einsundeins.de] has quit [Quit: leaving] 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 14:51:20 *** Celestar [~Jadzia_Da@mnch-4db034a0.pool.einsundeins.de] has joined #openttd 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> http://www.fvfischer.de/ottd/cbh.png 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: http://www.tt-forums.net/download.php?id=62520 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> http://www.tt-forums.net//files/athland_infrastruct_ltd_4_ago_1933_514.png 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> http://www.fvfischer.de/ottd/cbhtest.sav 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> http://www.tt-forums.net/viewtopic.php?t=24661&highlight=town+build+++roads 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 15:04:21 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Connection reset by peer] 15:04:25 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 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 15:11:14 *** Azio [~Azio@host86-140-2-231.range86-140.btcentralplus.com] has quit [] 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? 15:14:02 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has joined #openttd 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> http://www.fvfischer.de/ottd/cbh4.sav <= 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? 15:32:01 *** Digitalfox [~digi@bl8-40-53.dsl.telepac.pt] has joined #openttd 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 :) 15:34:51 *** Guest56 [~Gono@N725P021.adsl.highway.telekom.at] has joined #openttd 15:34:59 <Celestar> stillunknown: C does not have a logical XOR operator 15:35:08 <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd 15:35:08 <Guest56> !logs 15:36:01 *** Aloysha [~Aloysha@ppp233-166.lns3.syd7.internode.on.net] has quit [Quit: Aloysha] 15:36:07 *** Gonozal_VIII [~Gono@N858P029.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 15:36:11 <hylje> Celestar: :o that sav crashed with 90deg turns 15:36:32 *** Guest56 is now known as Gonozal_VIII 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) 15:38:27 *** ufoun [~opera@85.207.18.146] has joined #openttd 15:39:14 <Sacro> Celestar: damn, beat me to it 15:40:16 <Digitalfox> Shouldn't the bridges be in order of speed?? http://img.photobucket.com/albums/v514/Digitalfox/OpenTTDBUG2.jpg 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.. :| 15:44:49 *** Peakki [antti@cs181000195.pp.htv.fi] has joined #openttd 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 15:46:37 *** pecisk [~pecisk@purvc-44-54.maksinets.lv] has joined #openttd 15:46:59 <Digitalfox> And i don't have any newgrf for bridges 15:50:47 *** Digitalfox [~digi@bl8-40-53.dsl.telepac.pt] has quit [] 15:54:40 <stillunknown> Athorium: http://www.tt-forums.net/viewtopic.php?p=535634#535634 15:55:48 <stillunknown> Athorium: try it and let me know if it works out 15:56:03 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 15:56:08 *** mode/#openttd [+v glx] by ChanServ 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 16:04:38 *** Rens2Sea [~Rens2Sea@213.211.185.168] has quit [Ping timeout: 480 seconds] 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? 16:09:10 *** Rens2Sea [~Rens2Sea@213.211.185.168] has joined #openttd 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> http://darkvater.homeip.net/~tfarago/openttd/ttdp_bridgehead.png 16:16:45 <Darkvater> there you go 16:17:09 <Darkvater> god...you 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> http://wiki.ttdpatch.net/tiki-index.php?page=CustomBridgeHeads 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 16:25:45 *** Celestar [~Jadzia_Da@mnch-4db034a0.pool.einsundeins.de] has quit [Quit: leaving] 16:25:49 <Biff> Born_Acorn: is someone working on that now? 16:25:59 *** Celestar [~Jadzia_Da@mnch-4db034a0.pool.einsundeins.de] 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 [~Jadzia_Da@mnch-4db034a0.pool.einsundeins.de] 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 16:31:23 *** Celestar [~Jadzia_Da@mnch-4db034a0.pool.einsundeins.de] has joined #openttd 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> http://jaalm.homedns.org/shot.png 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 16:35:29 *** HMage [~HMage@85.21.179.41] has quit [Ping timeout: 480 seconds] 16:35:42 <Tuzlo> http://jaalm.homedns.org/widershot.png 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: http://www.polar.sunynassau.edu/~fanellis/am2_hr_el_pato_en_la_sagra.jpg 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: http://www.swig.org/Doc1.3/Php.html#Php_nn2_6_4 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> http://71.205.140.67/sample_for_tuzlo.png 17:10:32 <Biff> screenshot is saved in ~/.openttd 17:10:34 <Tuzlo> bad link 17:10:38 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has quit [Ping timeout: 480 seconds] 17:11:39 <Smoovious> sorry 17:11:46 <Smoovious> http://71.205.140.67:81/sample_for_tuzlo.png 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 [~Tino@i5387DEB8.versanet.de] has quit [Read error: Connection reset by peer] 17:24:53 *** TinoM [~Tino@i5387F87A.versanet.de] 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> http://jaalm.homedns.org/shot1.png 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> http://jaalm.homedns.org/shot2.png 17:31:13 <hylje> 2*45 17:31:43 *** Hadez [~chatzilla@151.244.broadband7.iol.cz] 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> http://jaalm.homedns.org/shot3.png 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 [~jfranc@ip-87.44.99.216.dsl-cust.ca.inter.net] 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 17:53:21 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 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> http://www.fvfischer.de/ottd/cbh3.sav 17:58:37 <Celestar> this is one testcase with problems left 17:58:43 <Celestar> http://www.fvfischer.de/ottd/cbhhack.diff 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 18:02:29 *** Digitalfox [~digitalfo@bl8-40-53.dsl.telepac.pt] has joined #openttd 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 [~panda@c-67-183-223-161.hsd1.wa.comcast.net] 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 18:33:36 *** Eddi|zuHause [~johekr@p54B7D6CA.dip.t-dialin.net] has joined #openttd 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!! 18:46:19 *** scia [~scia@AveloN.xs4all.nl] has quit [Quit: Lost terminal] 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 18:53:07 *** Purno [~Purno@5351CE08.cable.casema.nl] has quit [Quit: Life is a game of pick-up-sticks, played by fucking lunatics.] 18:56:14 <izhirahider> is tron still developing for OpenTTD? 19:02:34 *** Sutherland [~murder_in@0x5550a029.adsl.cybercity.dk] has joined #openttd 19:04:19 <Noldo> oh, it worked, I'm a bit surpriced 19:05:52 *** GoneWack1 [~gonewacko@c18041.upc-c.chello.nl] 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 [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 19:10:35 *** GoneWack1 is now known as GoneWacko 19:11:08 <Naksu> hmm 19:11:31 *** Tobin [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] has joined #openttd 19:12:29 *** Eddi|zuHause [~johekr@p54B7D6CA.dip.t-dialin.net] has quit [Quit: Konversation terminated!] 19:14:00 *** PandaMojo [~panda@c-67-183-223-161.hsd1.wa.comcast.net] has quit [Quit: PandaMojo] 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 19:22:11 *** Vikthor [~Vikthor@snat2.arachne.cz] has joined #openttd 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 [~Tobin@c58-107-61-130.eburwd7.vic.optusnet.com.au] 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: http://www.tt-forums.net/viewtopic.php?p=535712#535712 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 20:17:53 *** mikk36 [~mikk35@pc54.host1.starman.ee] has quit [Read error: Connection reset by peer] 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 20:22:26 *** Sacro [Ben@adsl-83-100-200-208.karoo.KCOM.COM] has quit [Read error: Connection reset by peer] 20:22:27 *** Sutherland [~murder_in@0x5550a029.adsl.cybercity.dk] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 20:28:15 *** tokai [~tokai@p54B843B6.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 20:30:49 *** tokai [~tokai@p54B83963.dip0.t-ipconnect.de] has joined #openttd 20:30:51 *** mode/#openttd [+v tokai] by ChanServ 20:31:09 *** BJH2_ [~chatzilla@e176112218.adsl.alicedsl.de] has joined #openttd 20:38:00 *** BJH2 [~chatzilla@e176097162.adsl.alicedsl.de] has quit [Ping timeout: 480 seconds] 20:42:53 *** KritiK [~Maxim@ppp85-140-205-36.pppoe.mtu-net.ru] has quit [Ping timeout: 480 seconds] 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> http://home.student.utwente.nl/m.g.maathuis/ride_depot_8.patch 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 :-) 20:54:07 *** mikk36 [~mikk35@pc54.host1.starman.ee] has joined #openttd 20:54:44 <Born_Acorn> I thought it was agreed not to have drive through depots for some reason. 20:55:55 *** MUcht [~Mucht@p57A0E2AC.dip.t-dialin.net] 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_ [~Mucht@p57A0F690.dip.t-dialin.net] 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 webring.com? 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 [~Maxim@ppp85-140-205-36.pppoe.mtu-net.ru] 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 [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 21:07:33 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] has joined #openttd 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: http://bugs.openttd.org/task/491 <- 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: http://home.student.utwente.nl/m.g.maathuis/ride_depot_9.patch 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 [~progman@p57A1D291.dip.t-dialin.net] 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 [~Zirconium@zr40.xs4all.nl] 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> http://www4.passur.com/jfk.html 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> http://darkvater.homeip.net/~tfarago/openttd/hidden.png << 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 21:56:05 *** Tefad [~tefad@c-71-63-10-125.hsd1.va.comcast.net] has left #openttd [] 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 [~Jadzia_Da@mnch-4db034a0.pool.einsundeins.de] 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> http://darkvater.homeip.net/~tfarago/openttd/backport.txt 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 [~Tino@i5387F87A.versanet.de] has quit [Read error: Operation timed out] 22:15:58 *** [gen2]niki [~niki@p5090BB8A.dip0.t-ipconnect.de] 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 [~sexybigge@biggetje.xs4all.nl] has quit [Quit: www.sexybiggetje.nl] 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 amazon.de 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 amazon.de 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 amazon.de 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 amazon.de? 22:43:50 <Gonozal_VIII> use amazon.fi :-) 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 [~armeagle@cc8543-a.groni1.gr.home.nl] 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 [~gonewacko@c18041.upc-c.chello.nl] has quit [Read error: Operation timed out] 23:06:59 *** GoneWacko [~gonewacko@c18041.upc-c.chello.nl] 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). 23:15:55 *** Guest56 [~Gono@N725P021.adsl.highway.telekom.at] has joined #openttd 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> http://www.tt-forums.net/viewtopic.php?t=29228 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@201.255.94.48] 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 [~opera@cpc3-bror5-0-0-cust821.bmly.cable.ntl.com] has joined #openttd 23:23:22 *** Gonozal_VIII [~Gono@N725P021.adsl.highway.telekom.at] 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 [~pecisk@purvc-44-54.maksinets.lv] 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@201.255.94.48] 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 [~opera@cpc3-bror5-0-0-cust821.bmly.cable.ntl.com] 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: http://www.torrentflux.net/saddamdown.wmv 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 [~Gono@N725P021.adsl.highway.telekom.at] 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 [~Gono@N937P025.adsl.highway.telekom.at] 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 [~scia@AveloN.xs4all.nl] 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