Log for #openttd on 13th February 2007:
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00:26:07  <CIA-1> OpenTTD: rubidium * r8694 /trunk/src/ (roadveh_cmd.cpp station.cpp station.h station_cmd.cpp): -Codechange: make RoadStop's status accessible via accessor functions.
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00:35:27  <Tuzlo> anyway to make TTD load more than one train at a time?
00:37:11  <KeeperOfTheSoul> i thought that was stopped to the train that is loading to leave as quickly as possible?
00:38:10  <Tuzlo> well, only one train at a time loads, correct?
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00:38:45  <KeeperOfTheSoul> i think that only one train will load a particular good at a time, other trains wanting that good have to wait
00:39:54  <Rubidium> maybe toggle the fifo loading patch setting?
00:40:12  <KeeperOfTheSoul> although I can't say for certain, I forget what's in patches, whats in trunk to whats in releases :)
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00:43:48  <Rubidium> KeeperOfTheSoul: patches as in the 'Configure patches' GUI
00:44:05  <KeeperOfTheSoul> no, patches as in diff
00:44:43  <KeeperOfTheSoul> I do like being able to tweek the little things to suit one's self :)
00:46:52  <Rubidium> yes, but the problem that one train is loaded at a time can, AFAIK, be solved by toggling that patch setting
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01:04:56  <CIA-1> OpenTTD: bjarni * r8695 /branches/cpp_gui/src/ (14 files): [cpp_gui] -Codechange: changed AssignWidgetToWindow() and InvalidateWidget() into Window methods
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04:21:52  <Ailure> sexy
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09:54:45  <CIA-1> OpenTTD: bjarni * r8696 /branches/cpp_gui/src/ (6 files): [cpp_gui] -Codechange: changed GetMenuItemIndex() and ResizeWindow() into Window methods
09:56:44  <Smoovious> Bjarni... you recently submitted a patch having to do with unshareing a vehicles orders by clicking delete with 'shared orders' highlighted...
09:56:57  <Smoovious> will the orders be kept now, but unshared?
09:57:25  <Smoovious> (useful for changing one entry but keeping the others intact for a slightly different route)
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10:01:52  <Wolf01> hi
10:02:13  <Bjarni> you mean you want to unshare orders, but keep the orderlist, so you can change just one stop (like a waypoint)?
10:02:18  <Bjarni> hi Wolf01
10:02:41  <Smoovious> yeah
10:02:43  <Bjarni> you can't do that with the patch I committed, but it will not rule out the option of making new patches
10:03:09  <Smoovious> ok... I'll toss it up on flyspray later tonight then
10:03:46  <Bjarni> you see, when you share orders, you will make one order list and all the vehicles sharing it will use it. If you unshare the orders the vehicle will just stop pointing to those orders (list will then be empty)
10:04:14  <Bjarni> if you want to have the orders, but not share them the game will have to copy every single order
10:04:32  <Bjarni> which will be more work than my one line commit earlier :)
10:04:53  <Smoovious> yeah, I understand the way it works, and that is exactly what I would want... to keep the order list
10:04:55  <Smoovious> no prob
10:05:07  <Smoovious> perhaps, something like...
10:05:38  <Smoovious> clicking Delete with Shared Orders highlighted, will unshare the orders, retaining the list of orders... clicking Delete with End of Orders highlighted, will clear the orders
10:06:01  <Bjarni> that would be stupid
10:06:07  <Wolf01> i've seen that egladil made a new zoom out level for the 32bpp branch... good idea.. now i want to know the code so i can make a zoom in level for trunk, instead of using the ugly ctrl+d
10:06:17  <Bjarni> then you will need to copy the orders and then delete them if you want to get rid of them
10:06:20  <Smoovious> (I'd also like a shift-click on full load/unload/non-stop to set the flag on all orders at the same time too)
10:06:31  <Bjarni> which means you will have to find free orders to add
10:06:38  <Bjarni> and you risk not being able to do so
10:06:44  <Smoovious> well, I can't really think of a better way to implement it
10:06:47  <Smoovious> right now
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10:07:22  <Bjarni> I know how to code this (I think), but I'm out of ideas for the user interface
10:07:37  <Bjarni> or maybe not
10:07:57  <Wolf01> bjarni, there is a way to make orders grabbable? i mean to change their positions, instead of delete the order and remake it in a different position
10:08:08  <Bjarni> I could add a menu with the rarely used functions (deleting all orders would be a rare event)
10:08:13  <Smoovious> just thinking that if you're doing that on a vehicle that was already on the shared route, odds are good that the new route it will be on, would be similar in most cases... I don't see someone sending a truck to the other side of the map for example
10:08:35  <Rubidium> Wolf01: zooming out != using CTRL+d
10:08:43  <Smoovious> but unsharing the orders, is effectively deleting them anyways for that one vehicle
10:08:47  <Wolf01> i mean zooming in
10:09:19  <Rubidium> but he hasn't made the zoom in level (yet)
10:09:50  <Wolf01> yeah, but he made the zoom out level and i was working on the zoom in (with ugly graphical glitches)
10:10:25  <Rubidium> so how do you think the added zoom out level will help you creating the zoom in functionality?
10:10:33  <Wolf01> why not?
10:10:42  <Bjarni> damn, even though I fix those items on my TODO list, it's still rather big
10:10:58  * Smoovious grins.
10:11:15  <Bjarni> because it's like when I fix one thing you guys go "oh, can you do this as well, because it's kind of similar", so fixing one item adds 2-3 new items
10:11:24  <Rubidium> because zoom level 0 are the normal sprites
10:11:34  <Rubidium> everything zoomed out is just a downscale of those sprites
10:11:49  <Smoovious> could use another zoom-in level too... granted, all the pixels would be doubled (or squared), but with the hi-res screen I'm using, wouldn't be that big a deal
10:12:15  <Rubidium> adding a zoom level at the zoom out is 'just' increasing some constants, the other way around is much more difficult as you need to remap the zoom levels
10:12:27  <Bjarni> an extra zoom in level would be ok with 32 bit graphics. We could add the option to make twice a big sprites
10:12:52  <Wolf01> i use often the ctrl+d but it doubles also the gui, which i don't want, if there is a way to double only the sprites that should be a great improvement
10:13:13  <Smoovious> yeah, but I'm thinking even without using new sprites, I'd still be happy with further zooming in... even if what I see is slightly pixelated
10:13:24  <Rubidium> Wolf01: there was such a patch not very long ago
10:13:27  <Smoovious> yeah, the ^D just ... that's not a good substitute
10:14:29  <Wolf01> i've never seen that patch... or it was just my tryout
10:15:42  <Wolf01> i remapped successfully the zoom levels, but something was wrong
10:16:17  <Wolf01> now it is
10:16:17  <Wolf01> NORMAL
10:16:17  <Wolf01> ZOOM_IN
10:16:17  <Wolf01> ZOOM_OUT
10:16:17  <Wolf01> or something like that
10:16:48  <Wolf01> i made
10:16:48  <Wolf01> ZOOM_IN
10:16:48  <Wolf01> NORMAL
10:16:48  <Wolf01> ZOOM_OUT
10:16:48  <Wolf01> ZOOM_MORE_OUT
10:17:11  * Smoovious grins.
10:17:25  <Wolf01> all worked like now but not the ZOOM_IN
10:17:28  <CIA-1> OpenTTD: bjarni * r8697 /branches/cpp_gui/src/ (misc_gui.cpp station_gui.cpp window.cpp window.h): [cpp_gui] -Codechange: changed IsWindowOfPrototype() is a Window method
10:17:43  <Smoovious> what's wrong with ZOOM-2, ZOOM-1, ZOOM+0, ZOOM+1, ZOOM+2
10:17:50  <Smoovious> :D
10:18:26  <Wolf01> ZOOM-2 is useless.. at least if you don't want to see what happen into houses :P
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10:18:41  <Smoovious> dunno if you can use a signed 8-bit integer, but maybe zoom(#) where # can be from -127 to 128
10:18:48  <Smoovious> or however many bits are being used
10:19:33  <Smoovious> Zoom-2 would be more for getting an overview of what's nearby... like, seeing how the terrain is laid out while you're laying track from A to B
10:19:58  <Smoovious> besides... I usually have transparent buildings on so I don't see the houses themselves anyways :D
10:20:29  <Smoovious> which reminds me... gotta have a way to still see the depots in their company colors... I waste so much time trying to figure out where my inner-city bus depots are all the time
10:21:19  <Smoovious> usually I just grab a nearby bus, send it to the depot, and watch where it goes :D
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10:26:59  <CIA-1> OpenTTD: rubidium * r8698 /trunk/src/ (11 files): -Codechange: enumify the returns of VehicleEnterTile
10:27:21  <CIA-1> OpenTTD: bjarni * r8699 /branches/cpp_gui/src/ (7 files): [cpp_gui] -Cleanup: removed the word Window from some Window method names as just being Winddow methods indicates that it's working on a window
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10:30:31  <Wolf01> <Smoovious> [...] I waste so much time trying to figure out where my inner-city bus depots are all the time
10:30:31  <Wolf01> use the transparency options :D
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10:34:02  <Bjarni> it's cheating to loop though objects :P
10:34:14  <Bjarni> who do you think he is? Superman? :P
10:35:17  <lolman> Ello all :)
10:37:06  <lolman> Hah, I knew people were scared of me
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10:39:54  <boekabart_> Wolf01: egladil made an extra zoom OUT patch
10:40:06  <boekabart_> not zoom in, that would be a bit less trivial
10:41:09  <boekabart_> anyway, either on aren't easy to do in trunk since you'd have to write a new sprite blitter at 1/8 zoom level; for 32bpp patches it's easy to do since it already uses a (down)scaling blitter for every zoom level
10:41:13  <Smoovious> what transparency options?
10:43:14  <boekabart_> In (proposed) 32bpp, the current zoom level would be the '-2' zoom level (now tile sprites are 32 wide, then will be 4x as big, 128 wide).
10:43:53  <CIA-1> OpenTTD: rubidium * r8700 /trunk/src/train_cmd.cpp: -Fix (8698): replaced a magic number with the wrong enum :(
10:46:48  <CIA-1> OpenTTD: rubidium * r8701 /trunk/src/ (7 files): -Codechange: replace magic numbers with enums for u.rail.track.
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10:49:28  <Wolf01> thank you boekabart_, i already know this
10:49:50  <Wolf01> <Smoovious> what transparency options?
10:49:50  <Wolf01> my patch :D
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10:50:52  <Smoovious> sorry... I wasn't able to set my computer up to make my own compiles... unfortunately... :(
10:51:54  <Smoovious> 2 years ago, I upgraded 98se to 2000pro instead of 2000server like I wanted to... not noticing I hit the wrong selection... then when I realized it, figured I'd just downgrade back, and re-upgrade like I've done before, but 2000pro didn't include that possibility this time around
10:52:40  <Smoovious> so the only upgrade path for me now is XPpro... which I SOOOO don't wanna go to... and I can't upgrade to 2003... so I'm stuck for the time being, since one of the packages I need to install involving DirectX, won't install on 2000...
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10:53:09  <Smoovious> so one of these days when I get my hands on another box, I'll put 2003 on that, or put a *nix on it (or both)...
10:53:28  <Smoovious> thinking about just running a *nix in a VM for the time being just for compiling tho
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10:57:53  <lolman> Oh Noes
10:58:41  <lolman> Smoovious: can't you install XPPro then 2003?
11:00:07  <boekabart_> Smoovious: or reinstall the entire PC.. so worth the effort
11:00:18  <boekabart_> especially if you already upgraded from 98 ;)
11:01:55  <Smoovious> it is SO not worth the effort... reinstalling from bare, would involve well over 3 continuous weeks of work getting everything set back up the way I like it, getting all my data back in place, reconfiguring the LAN and everything else...
11:02:26  <Smoovious> I don't know if XPpro has an upgrade path to 2003server... I'd have to investigate that, but I don't think there is
11:03:31  <Smoovious> nope... not going to be cut off that long... will deal with all of the migration when I have a seperate computer to get set up at my leisure
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11:05:19  <Smoovious> just reinstall is fine if you don't keep much on the computer, and never customise, or tweak, or anything else with it but play games and 1 or 2 other programs... but there is just too much to do... that kind of reinstall is a major undertaking
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11:10:07  <CIA-1> OpenTTD: bjarni * r8702 /branches/cpp_gui/src/ (36 files in 2 dirs): [cpp_gui] -Codechange: changed the 3 window functions in widget.cpp into Window methods
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11:10:47  <Bjarni> btw I'm not going to change the orders window right now. It will just make syncing the cpp_gui branch harder than it have to be
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11:14:11  <Smoovious> not a problem... I figured it could be something post-0.5.0-stable...
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11:20:05  <Wolf01> mmmh my sysadmin closed the wrong ssh client
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11:20:39  <Wolf01> now i dit it
11:21:23  * Smoovious grins.
11:22:05  <Wolf01> Smoovious, why not dl the win32 from my topic on the forums?
11:22:29  <Wolf01> (about the talk of transparency options)
11:24:13  <Smoovious> ahh, well, I don't do forums that much, haven't seen it... taking a break from TTD for now anyways... catching up on a bunch of other stuff I've been neglecting the past few weeks
11:24:53  <Smoovious> webforums just annoy me... too much of a newsgroup guy
11:27:02  <Wolf01> if you want here is the direct link:
11:27:26  <Wolf01> built on the release 8680
11:27:33  <Wolf01> (of trunk)
11:28:24  <Smoovious> k... will set it aside for now... maybe peek at it tomorrow... ~6:30a for me now... gonna head to bed
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11:28:29  <Smoovious> 'night folks
11:28:36  <Wolf01> 'night
11:29:24  <CIA-1> OpenTTD: rubidium * r8703 /trunk/src/ (ship_cmd.cpp train_cmd.cpp): -Codechange/cleanup: some magic numbers -> enums and other small coding style changes to the ShipController and TrainController.
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11:38:47  <CIA-1> OpenTTD: KUDr * r8704 /branches/cpp_gui/src/ (11 files in 2 dirs): [cpp_gui] -Codechange: flash_timeout and autorepeat_timeout extracted from Window::flags4
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12:34:59  <CIA-1> OpenTTD: celestar * r8705 /trunk/src/ (5 files): -Codechange: Increased the number of airport blocks to 64. This involves changing the enum of airport blocks to a static const uint64 as SOME platforms do not support 64-bit enums
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13:00:42  <CIA-1> OpenTTD: KUDr * r8706 /branches/cpp_gui/src/ (window.cpp window.h): [cpp_gui] -Codechange: few more functions turned into Window methods
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13:19:55  <Wolf01> bye
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14:43:22  <lolman> Oh Noes
14:43:54  <Sacro|Laptop> indeed
14:45:16  <lolman> Got my hands on another machine to shove Linux on
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14:47:55  <lolman> Hah
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15:41:50  <SacroOSX> !seen Bjarni
15:41:52  <_42_> SacroOSX, Bjarni ( was last seen quitting #openttd 4 hours 3 minutes ago (13.02. 11:38) stating "Quit: Leaving" after spending 2 hours 53 minutes there.
15:42:14  <SacroOSX> hmm
15:42:19  <SacroOSX> osx is different
15:42:59  <CIA-1> OpenTTD: celestar * r8707 /trunk/src/ (6 files): -Codechange: Turn IsValidStation into a method of Station
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15:44:41  <CIA-1> OpenTTD: celestar * r8708 /trunk/src/station.cpp: -Codechange(r8514): No need to use "this->" in methods
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16:26:17  <lolman> :o
16:26:48  * Bjarni slaps lolman
16:26:58  <lolman> Bjarni: Sacro was looking for you earlier
16:27:08  <Bjarni> so what?
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16:27:20  <Bjarni> I'm not going to meet him
16:27:22  <lolman> Just letting you know :P
16:27:34  <Bjarni> thanks for the warning
16:27:46  <lolman> Hrm, brb
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16:36:44  <CIA-1> OpenTTD: celestar * r8709 /trunk/src/ (6 files in 2 dirs):
16:36:44  <CIA-1> OpenTTD: -Fix/Codechange: Rename the function GetStationPlatforms into GetPlatformLength
16:36:44  <CIA-1> OpenTTD: because that is what it really does. Overload it because there is already a
16:36:44  <CIA-1> OpenTTD: GetPlatformLength (one gives the length of the whole platform, the other gives
16:36:44  <CIA-1> OpenTTD: the remaining length in a given direction). Turned both functions into methods
16:36:44  <CIA-1> OpenTTD: of Station. While messing around with it, fix a problem where loading times for
16:36:46  <CIA-1> OpenTTD: overhanging trains are miscomputed.
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16:38:01  <lolman> Back :)
16:38:30  <Bjarni> (: fronT
16:38:46  <lolman> Haha
16:38:52  <Eddi|zuHause3> i love that commit message  :p
16:39:10  <Bjarni> it says that it should say
16:39:23  <Bjarni> it gives all the needed info about what changed
16:39:28  <Eddi|zuHause3> write an essay about tiny nonfunctional changes and hide an actual change in a side clause :p
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18:03:52  <Wolf01> evening, morning, afternoon... sunday monday happy days
18:04:16  <Bjarni> it's not Sunday anywhere on the planet :P
18:04:27  <Bjarni> and no Mondays either
18:04:29  <Eddi|zuHause3> aaah... he's gone completely crazy
18:04:42  <Bjarni> so no change?
18:04:46  <Eddi|zuHause3> Bjarni: not to speak of happy days ;)
18:05:08  <Bjarni> yeah
18:05:15  <Bjarni> usually days don't have moods
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18:07:42  <CIA-1> OpenTTD: bjarni * r8710 /branches/cpp_gui/src/ (12 files): [cpp_gui] -Codechange: yet another two functions are turned into Window methods
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18:19:44  <izhirahider> how can I move a buoey to an adjacent tile?
18:20:45  <Bjarni> build a new one and delete the old one
18:22:09  <scia> buoy-walking :D
18:23:13  <Bjarni> station walking with buoys :D
18:23:35  <Bjarni> well, by design they can't be moved
18:23:43  <SpComb> zonk
18:25:11  <KeeperOfTheSoul> I was wondering about a move function for waypoints/depots/etc so that you could shift them without breaking all the things that relied upon them
18:25:32  <SpComb> the station doesn't go away right after you blow up the station
18:25:42  <SpComb> well, at least the station sign doesn't
18:25:58  <SpComb> if you build another station close by then it replaces the old one
18:26:06  <Bjarni> waypoints aren't stations by design
18:26:10  <KeeperOfTheSoul> that doesn't help with relocating depots though
18:26:15  <Bjarni> it would need a redesign of them to be able to do that
18:26:27  <Bjarni> the same goes for multiple tile waypoints
18:26:36  <KeeperOfTheSoul> Bjarni: even for a simple relocate function?
18:26:46  <Bjarni> yes
18:26:59  <Bjarni> well, maybe depots would be able to do it, but not waypoints
18:27:11  <Bjarni> they are hardcoded to the TileIndex they are in
18:27:32  <KeeperOfTheSoul> so the orders store the tile index of the waypoint?
18:28:20  <Bjarni> moving it to a new tile would be like having a function that builds a new one, copies the name from the old to the new one and then loops all orders and change the orders to the new tile and then delete the old one
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18:28:25  <Bjarni> all that in one function
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18:28:35  <Bjarni> could take a while to code
18:28:36  <KeeperOfTheSoul> basically, that's what I was thinking
18:29:05  <Bjarni> but the idea of reusing the same waypoint and just change the tile will never work
18:29:30  <Bjarni> however my description would... I think
18:29:35  <Bjarni> I better write it down
18:29:49  <KeeperOfTheSoul> not needed, it's just the updating of orders I don't like if I need to shift a depot to a new location
18:30:21  <KeeperOfTheSoul> could make it more generic even, so the option to update waypoints is part of the station/depot/waypoint instead of having a specific move function
18:30:25  * Bjarni is still talking about waypoints
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18:32:59  * Tefad talks about URMOM
18:34:17  <KeeperOfTheSoul> that would work well, some sort of ability to say - for all vehicles which have this item as an order [insert order before/after/replace order with] order ...
18:35:05  <KeeperOfTheSoul> which would work well with my other common scenaro where a station grows and I want all current trains to go via a particular waypoint to the station, and certain other trains via a different waypoint to the station
18:35:46  <KeeperOfTheSoul> and as an update to that once working some sort of selection criteria, such as all trains that carry grain, etc
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18:42:31  <Wolf01> 20:25:11 < KeeperOfTheSoul> I was wondering about a move function for waypoints/depots/etc so that you could shift them without breaking all the things that relied upon them
18:42:34  <Wolf01> i made it
18:42:48  <Wolf01> or at least... Frostregen made it on my idea :P
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18:48:34  <KeeperOfTheSoul> cool, I'll have to lookout for that one
18:49:15  <Wolf01> i don't remember if it was included on miniIN
18:49:18  <Wolf01> maybe yes
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18:50:04  <Wolf01> yes, now i remember, it is in miniIN but the old version with alt key to popup the nearest station list
18:50:24  <Wolf01> and ctrl key to split a station when you want to build it near an opponent one
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18:50:44  <Wolf01> (the ctrl key part is mine :P)
18:50:59  <KeeperOfTheSoul> so you can build two stations adjacent?
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18:51:23  <Wolf01> yeah
18:52:05  <Wolf01>
18:54:12  <Wolf01> here is the image showing how you can join at distance a station
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19:36:02  <CIA-1> OpenTTD: bjarni * r8711 /branches/cpp_gui/src/ (7 files): [cpp_gui] -Codechange: even more funktion->method conversions
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19:56:47  <peter1138> hello
19:57:53  <Rubidium> evening peter1138
19:57:55  <Bjarni> hi
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20:00:50  <Belugas> Hello peter1138 :)
20:02:48  <peter1138> bah, stupid laptop
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20:03:16  <peter1138> when it starts or stops the cpu fan, it halts for a brief period
20:03:34  <peter1138> causing music, etc, to stutter
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20:07:55  <Bjarni> peter1138: I hope that it controls the fan correctly so it will not stop it, heat up so it starts again, then turns it off because it's cold.... you get the idea :)
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20:08:24  <peter1138> pretty much
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20:16:22  <peter1138> maybe i'll block the air vent
20:16:28  <peter1138> then it'll just stay on...
20:16:54  <Roelt> or overheat and shutdown
20:17:09  <peter1138> it won't shutdown
20:17:12  <peter1138> it would just lock up
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20:22:27  <boekabart> Ontopic: Question. There are 2 numbers for tilesize in code, 16 and 32
20:22:36  <boekabart> are they both linked to 'pixels per tile' ?
20:23:17  <boekabart> or is the 16 just a logical number for 'position on tile' that shouldn't change when going to larger base sprites
20:23:23  <peter1138> yes
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20:23:30  <peter1138> 16 is game units
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20:24:00  <boekabart> ok, i get that. can or will that change with larger tiles? it would influence the game completely, right?
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20:24:48  <Bjarni> are you thinking about sprites or gamewise enlargement?
20:25:33  <Bjarni> because if it's graphical, then it would (at least in theory) be possible to add higher resolution sprites
20:25:52  <Bjarni> however the resolution of where the vehicles is would remain the same
20:26:03  <peter1138> well
20:26:06  <peter1138> it would be possible to change it
20:26:10  <peter1138> but is "more work"
20:26:25  <Bjarni> is it worth the time?
20:26:49  <peter1138> if there are larger tiles, possibly
20:26:57  <boekabart> sprites
20:27:04  <peter1138> i imagine road or aircraft movement states would need adjusting
20:27:29  <boekabart> i want to see (32bpp patch) how hard it is to upscale sprites to be 64, 128 pixels instead of 32
20:27:43  <peter1138> it'll look silly, imho
20:27:51  <Bjarni> why would you want so big sprites?
20:27:59  <Tron> if you keep the game units the same but scale the sprites vehicles will "jump"
20:28:00  <peter1138> btw, our sprites are 64 across
20:28:00  <boekabart> well it's something the 32bit gfx guys want i believe
20:28:02  <peter1138> not 32
20:28:05  <Bjarni> you would not be able to see many tiles at once
20:28:12  <boekabart> i know, i agree
20:28:24  <Bjarni> reminds me of the guy, who though that each tile should be 1024x1024
20:28:29  <peter1138> the 32bpp graphics people have talked about 256 or 512 tiles...
20:28:33  <peter1138> or that
20:28:33  <peter1138> hehe
20:28:35  <boekabart> i (like egladil) added an extra zoom-out level which is far more useful
20:29:24  <boekabart> stupiud C question then... does  4 >> -2 exist?
20:29:28  <boekabart> guess not right?
20:29:58  <Tron> the right operand of shift operations must always be >= 0
20:30:22  <Tron> and less then the width of the left operand
20:30:26  <Tron> s/then/than/
20:31:02  <boekabart> yeah, obvious, cpus don't even have a shr-signed op
20:32:06  <Tron> you'd just need one bit wider MUXes
20:32:18  <Tron> although this means twice as many transistors
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20:32:38  <Tron> shifters need quite many transistors
20:33:04  <boekabart> ok i'm going back to playing with it anyway, but i agree to not really seeing the point in much larger sprites.
20:33:08  <boekabart> 64 maaaaaaaaaybe ;)
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20:33:15  <boekabart> 128 maaaaaaaybe i mean
20:33:28  <peter1138> i dislike simutrans' 128 pixel set
20:33:39  <peter1138> but that may just be the inconsistencyness
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20:34:02  <boekabart> default should be same
20:34:58  <Tron> 256 can look quite nice, too
20:35:01  <Tron>
20:36:24  <peter1138> yes
20:36:37  <peter1138> now put some out-of-scale vehicles and stations on it :)
20:40:10  <Roelt> that looks almost like an opengl game :)
20:40:31  <Tron> hardly
20:40:40  <Tron> polygon stuff looks way worse
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20:49:51  <peter1138> solution to fan problem: run a visualisation so that the fan stays on...
20:52:22  <Bjarni> LOL
20:57:09  <CIA-1> OpenTTD: rubidium * r8712 /trunk/src/ (rail.h roadveh_cmd.cpp): -Codechange/cleanup: replace 'magic' constants with enums, use proper types instead of byte, uint etc., give variables more descriptive names and add some comments.
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21:19:11  <peter1138> # we're chai-ai-ained
21:19:30  <hylje> # psst, they dont see us chatting
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21:19:48  <Roel> # Cool.. So we can make fun of the people that don't know this
21:19:58  <Roel> /* Does this work too */
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21:24:48  <peter1138> ...
21:30:19  <Maedhros> # And he makes it fast with one more thing
21:30:34  <Maedhros> # We are the sultans of swing
21:31:33  <Roel> o/~ But would please explain about the fifty ways to leave your lover o/~
21:31:46  <hylje> :o
21:32:09  <Roel> o/~ Hop on the bus, Gus o/~
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21:48:00  <Maedhros> g'night
21:51:13  <Smoovious> rem wonder if the old-school works too
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21:55:40  <Belugas> going home
21:55:56  <Belugas> good night, have fun, see you tomorrow, same hour, same chanel :)
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22:09:42  <CIA-1> OpenTTD: KUDr * r8713 /branches/cpp_gui/src/ (24 files in 2 dirs): [cpp_gui] -Codechange: SetWindowWidgetDisabledState turned into Window method
22:17:53  <CIA-1> OpenTTD: KUDr * r8714 /branches/cpp_gui/src/ (9 files): [cpp_gui] -Codechange: DisableWindowWidget() and EnableWindowWidget() turned into Window methods
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22:27:13  <peter1138> night
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22:27:30  <CIA-1> OpenTTD: rubidium * r8715 /trunk/src/ (6 files): -Codechange/cleanup: replace magic numbers related to state of road vehicles with enums. Original patch by mart3p.
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22:47:11  <CIA-1> OpenTTD: KUDr * r8716 /branches/cpp_gui/src/ (10 files): [cpp_gui] -Codechange: IsWindowWidgetDisabled() turned into Window method
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22:57:04  <Digitalfox> One question, i'm no programmer, but i'm curious...
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22:58:30  <Digitalfox> If you say have to change a function like 1=2 to 1=3 and the change has a lot of files of the code, will you have to change all of the files where that change is need or you have some kind of automatic way?
22:58:35  <CIA-1> OpenTTD: bjarni * r8717 /branches/cpp_gui/src/ (6 files): [cpp_gui] -Codechange: changed the functions about closing all windows into methods
22:58:52  <KeeperOfTheSoul> Digitalfox: you would be refering to a refactoring tool
22:59:03  <KeeperOfTheSoul> it depends on how smart the tool is, and what the change is
22:59:53  <Digitalfox> KeeperOfTheSoul: Hum... Ok :)
23:00:26  <Bjarni> Digitalfox: it also depend on how wise you as a coder is. If you code something cleverly enough, you will not duplicate code
23:00:26  <Bjarni> *you is as a coder
23:00:40  <Bjarni> damn, I'm speaking Yodaish o_O
23:00:44  <Digitalfox> Bjarni: OK :)
23:01:06  <KeeperOfTheSoul> Bjarni: are, you are as a coder :)
23:01:20  <Bjarni> given your first statement, I presume that you aren't a wise coder
23:02:12  <Bjarni> <KeeperOfTheSoul>	Bjarni: are, you are as a coder :) <-- considering what level of English I used in the first version of that sentence, we better most like 20 fixes forward before it's somewhat decent :P
23:02:50  <Digitalfox> Bjarni: Like the changes you and KUDr are doing with the branch cpp_gui, when making functions to methots do you have to make manual change to all files or you use like KeeperOfTheSoul says a " refactoring tool" ?
23:03:37  <KUDr> autoreplace tool
23:03:44  <Digitalfox> ^Maybe i'm making a bid confusion on what is turning functions to methods
23:03:48  <Bjarni> I prefer to actually look at the code I change, but usually I can go search and replace pretty fast
23:03:48  <Digitalfox> big
23:04:25  <KUDr> yes, it is called refactoring
23:04:39  <KUDr> but we don't use refactoring tool for it
23:04:42  <KUDr> :)
23:04:53  <Bjarni> so I just write the old string and the new one and then I click find and then "replace & find" for each one, but I like to see it before changing it
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23:05:11  <Digitalfox> Bjarni: I see.. :)
23:05:24  <Digitalfox> KUDr: Nice
23:05:29  <Bjarni> also sometimes the argument isn't w, but w2 or something and then I need to look into it (not tricky, I know, but still)
23:06:17  * Bjarni wonders about the stability of the login on uni
23:06:26  <Bjarni> it have been on and off since Monday
23:06:29  <Digitalfox> I like to learn how things work, so thanks for explaning
23:06:37  <Bjarni> now it have been off for hours
23:06:41  <Bjarni> :(
23:07:58  <CIA-1> OpenTTD: KUDr * r8718 /branches/cpp_gui/src/ (11 files in 2 dirs): [cpp_gui] -Codechange: SetWindowWidgetHiddenState(), HideWindowWidget(), ShowWindowWidget() and IsWindowWidgetHidden() turned into Window methods
23:08:18  <KeeperOfTheSoul> cool, so really aiming at moving over to cpp now?
23:08:38  <KUDr> KeeperOfTheSoul: only where it can help
23:09:13  <Bjarni> we will not convert to C++ unless we can benefit from it
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23:09:33  <Bjarni> if you look at the code we remove, then you will understand why it's a good idea to replace it
23:11:40  <Digitalfox> So cpp_gui will turn more easy for people to understand the code right?
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23:12:26  <KeeperOfTheSoul> hopefully, as I keep getting lost :)
23:13:14  <Bjarni> well
23:13:32  <Bjarni> it depends
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23:13:40  <Bjarni> on your skills :P
23:14:35  <stillunknown> That can be said for anything ;-)
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23:29:36  <Digitalfox> KUDr or Bjarni i read in revision 8683 log " note that although the number of windows is now unlimited, the maximum number of viewports is still hardcoded. This causes game crash when too many industry windows are opened.", will viewports max number be changed so no crashes happen?
23:29:53  <Digitalfox> Or a limit is applied?
23:30:25  <KUDr> probably will be changed too
23:30:32  <KUDr> we will see
23:30:54  <KUDr> but we should not do all at one shot
23:31:06  <KUDr> step by step seems better
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23:33:47  <Sacro> Bjarni: OSX is quite interesting...
23:37:57  <CIA-1> OpenTTD: rubidium * r8719 /trunk/src/lang/ (7 files): -Fix: some strings have an empty translation where it isn't empty in english.
23:42:34  <Bjarni> Sacro: I know
23:42:58  <Sacro> Bjarni: my new laptop is running it sweetly
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23:49:08  <CIA-1> OpenTTD: KUDr * r8720 /branches/cpp_gui/src/ (21 files in 2 dirs): [cpp_gui] -Codechange: SetWindowWidgetLoweredState(), ToggleWidgetLoweredState(), LowerWindowWidget(), RaiseWindowWidget() and IsWindowWidgetLowered() turned into Window methods
23:50:39  <Bjarni> 	<Sacro>	Bjarni: my new laptop is running it sweetly <-- then you can download the OSX binary and compare it to what you have seen on other platforms
23:50:47  <Sacro> Bjarni: yes...
23:50:47  <Bjarni> could be interesting to see such a comparison
23:50:54  <Sacro> i can check XP, Vista, Linux, and OSX
23:51:17  <Sacro> not sure if i got the sound working yet though...
23:51:20  <Sacro> or wireless
23:51:44  <Bjarni> you can always try
23:53:04  <Sacro> yep
23:53:10  <Sacro> i know the wired network works nicely
23:53:14  <Sacro> as does the graphics
23:54:40  <Bjarni> sounds like an unofficial install then
23:55:15  <Sacro> yep
23:55:24  <Sacro> 0.4.7 JaS to start with
23:55:32  <Sacro> then updated to 10.4.8
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