Log for #openttd on 14th February 2007:
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00:06:54  <Digitalfox> It's possible to run simultaneosly two OS in the same machine?? I'm not talking about virtualization ( vmware or virtual pc ), i'm talking using two keyboards, two mouses and two monitors with an OS running with two diferent users, is there any hardware that makes this possible?
00:07:16  <Triffid_Hunter> two systems in one case :P
00:07:40  <Digitalfox> I have a costumer who asked this to me this today .. :|
00:08:55  <Digitalfox> He wants to go with a machine to a expo and wants two users using it, like having two pc's but with just one box
00:09:00  <Digitalfox> an expo
00:09:25  <Triffid_Hunter> I put my two servers in one case, it's quite doable
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00:10:07  <Digitalfox> Triffid_Hunter: Like having 2 motherboards in one box?
00:10:12  <Triffid_Hunter> yep
00:10:38  <Triffid_Hunter> bit of perspex between them, drives mounted vertically, 2nd psu jammed into the cdrom bay
00:10:40  <SpComb> Digitalfox: take two computers, a liberal amount of tape, ...
00:10:47  <Digitalfox> hum, but no, he has already a lot of pc's at his company, what he wants is just to have to take 1 pc
00:11:36  <Triffid_Hunter> Digitalfox: well, tell him as soon as he finds a system with two separate everythings, it'll be possible. closest I've seen to that is two motherboards etc in one case connected via a network switch
00:12:03  <Triffid_Hunter> otherwise both OSes will mash each other's data up something shocking as it roams throughout the system
00:13:17  <Triffid_Hunter> unless you use a hypervisor or virtualisation which provides the necessary isolation
00:20:31  <Sacro> Digitalfox: thin client
00:25:12  <Digitalfox> thin client?
00:25:22  <Sacro> yep
00:25:42  <Sacro> it runs a lightweight system, usually just X11 and its dependancies
00:25:52  <Sacro> and then gets its things from a centralised server
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00:50:47  <CIA-1> OpenTTD: rubidium * r8721 /trunk/src/roadveh_cmd.cpp: -Fix (8715): road vehicles could not turn around properly
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00:57:34  <CIA-1> OpenTTD: glx * r8722 /branches/cpp_gui/src/ (station_gui.cpp vehicle_gui.cpp window.cpp): [cpp_gui] -Fix: g++ warnings 'variable might be used uninitialised'
01:01:38  <CIA-1> OpenTTD: rubidium * r8723 /trunk/src/ (roadveh_cmd.cpp table/roadveh.h): -Codechange: replace yet another couple of magic numbers with enums.
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02:11:41  <CIA-1> OpenTTD: egladil * r8724 /branches/32bpp/ (67 files in 11 dirs): [32bpp] -Sync r8668:8723 from trunk.
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08:37:51  <Desolator> Hello?
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09:12:54  <Darkvater> morning @all
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09:16:13  <Bjarni> hi Darkvater
09:16:17  <Darkvater> 'ola
09:17:05  <Maedhros> morning
09:20:12  <Darkvater> 'ola
09:23:57  <CIA-1> OpenTTD: rubidium * r8725 /trunk/src/roadveh_cmd.cpp: -Fix (r8712): test the first bit of the bitmask, not the nth, as we are shifting the bitmask.
09:25:11  <Darkvater> I watched eragon yesterday.....god what a bunch of utter crap that is
09:25:22  <Darkvater> Rubidium: is that fixing the crash in the title screen?
09:26:35  <Bjarni> <Darkvater>	I watched eragon yesterday.....god what a bunch of utter crap that is <-- nice to know. The only thing I heard was from the guy who likes all movies if they contains special effects and that the Eragon game is crap.
09:27:24  <Darkvater> it's trying to be some lotr but much much much worse
09:27:56  <Darkvater> I only sat through it cause I had nothing better to do ;p
09:29:15  <Rubidium> Darkvater: if you had npf and yapf for roadvehicles disabled, then mostly yes
09:34:15  <CIA-1> OpenTTD: rubidium * r8726 /trunk/src/ (roadveh_cmd.cpp station.cpp): -Codechange: bools are 1 or 0 according to the C++ standard and refactor RoadStop::AllocateBay to remove a loop condition. Suggestions by Tron.
09:39:07  <CIA-1> OpenTTD: maedhros * r8727 /trunk/src/macros.h: -Cleanup (r8366): Remove BIGMULSS64 since it isn't used any more.
09:41:28  <CIA-1> OpenTTD: miham * r8728 /trunk/src/lang/ (6 files in 2 dirs): (log message trimmed)
09:41:28  <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-02-14 10:40:39
09:41:28  <CIA-1> OpenTTD: afrikaans - 112 fixed, 3 changed by TrueTenacity (115)
09:41:28  <CIA-1> OpenTTD: catalan - 1 fixed by arnaullv (1)
09:41:28  <CIA-1> OpenTTD: czech - 3 deleted by Hadez (3)
09:41:28  <CIA-1> OpenTTD: slovak - 64 changed by lengyel (64)
09:41:28  <CIA-1> OpenTTD: traditional_chinese - 8 changed by thomasau (8)
09:42:56  <MiHaMiX> Total percentage: 95% - 4444 bad strings out of 107958 strings (2841 strings / language)
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10:07:56  <Darkvater> DaleStan: ping
10:10:37  <Smoovious> I saw The Pursuit of Happyness last weekend... excellent movie... worth seeing
10:11:49  <Darkvater> is that the one with jack black?
10:12:30  <Smoovious> no, I don't think so... Will Smith plays the lead, along with his RL son...
10:13:44  <Smoovious> took my mom to go see it... she said some parts of it made her wanna cry
10:17:18  <Darkvater> ah the one where he's a poor smug and gets rich?
10:17:44  <Smoovious> well... he ends up getting the broker's position he took a chance and went after...
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10:17:49  <Smoovious> but otherwise, yeah
10:18:09  <Smoovious> most of us would have given up before he got what he went after
10:18:26  <Smoovious> good story
10:18:58  <Smoovious> and something more people should take to heart, actually... got a dream? go out and you get it and don't let anyone tell you you can't have it
10:21:50  <Smoovious>
10:22:04  <CIA-1> OpenTTD: miham * r8729 /trunk/src/lang/czech.txt: [Translations] -Fix: removed dead cases from czech language
10:23:16  <roboboy> gnight
10:23:54  <Smoovious> wave
10:25:31  <Bjarni> Smoovious: nice pic. I have seen it before though
10:25:41  <Bjarni> I wonder if they faked it though
10:26:17  <Smoovious> dunno... one of my fellow ops else-chan just posted it to me... to post to someone I just banned who was whining...
10:26:40  <Smoovious> thought I'd share... I can just picture a southern county setting up a speed trap and hiding behind the trees in an apache waiting for a speeder to blow up
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10:33:42  <CIA-1> OpenTTD: rubidium * r8730 /trunk/src/ (road.h roadveh_cmd.cpp vehicle.cpp): -Codechange: more replacements of magic numbers by enums and removal of some (by now) redundant comments.
10:33:45  <Smoovious> well, if it is a fake job, it is a damned good one
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10:46:46  <CIA-1> OpenTTD: bjarni * r8731 /branches/cpp_gui/src/ (59 files in 8 dirs): [cpp_gui] -Sync: r8730 from trunk
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11:53:43  <CIA-1> OpenTTD: celestar * r8732 /trunk/src/ (ai/trolly/pathfinder.cpp macros.h tunnelbridge_cmd.cpp): -Codechange/Fix(r8705): Turned the bit-handling macros into template functions. Fixes a problem with MSVC and 64-bit shifts.
12:00:48  <CIA-1> OpenTTD: celestar * r8733 /trunk/src/ (aircraft_cmd.cpp airport.h): -Fix(r8705): Forgot to change some more places where airport blocks are stored
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12:06:21  <boekabart_> hm
12:06:48  <boekabart_> 0.5.0.RC5 doesn't compile in vs2005 with latest (=vista) Platform SDK
12:06:59  <boekabart_> redefinition of SORT_ORDER_DESCENDING
12:07:39  <Bjarni> as MS didn't manage to fool any of the developers into buying that GUI change addon for an OS, then we wouldn't know
12:07:50  <Bjarni> redefinition where?
12:07:57  <boekabart_> which is being redefined in the sdk; but only for NTDDI target version 'longhorn' and/or IE IE7 target ver
12:08:10  <Bjarni> hmm
12:08:19  <boekabart_> these winvers are 'defaulted' by the sdk to vista/ie7
12:08:36  <boekabart_> if we define target platform to win2000+sp4 (or lower, even) it's no problem
12:08:49  <Bjarni> goto the line where SORT_ORDER_DESCENDING is defined and add just before it:
12:08:52  <Bjarni> #ifdef SORT_ORDER_DESCENDING
12:08:56  <Bjarni> #undef SORT_ORDER_DESCENDING
12:08:58  <Bjarni> #endif
12:09:08  <Bjarni> that should do it
12:09:12  <boekabart_> bjarni: doesn't work, openttd.h if first
12:09:35  <Ailure> (13:11:00) Ailure: openTTD = arctic climate in intro
12:09:35  <Ailure> (13:11:09) Ailure: transport tycoon deluxe = tropical
12:09:35  <Ailure> (13:11:12) Ailure: orgianl = temperate
12:09:35  <Ailure> (13:11:25) Ailure: so if there's a openTTD fork, maybe they use toyland xD
12:09:42  <boekabart_> #  define _WIN32_WINNT 0x0500 // Win 2000
12:10:00  <boekabart_> and #  define WINVER 0x0500 // Win 2000              and                    #  define NTDDI_VERSION NTDDI_WIN2KSP4 //2000 sp4
12:10:09  <boekabart_> put in stdafx.h, will solve the problem
12:10:57  <Bjarni> wait a minute
12:11:04  <Bjarni> where is SORT_ORDER_DESCENDING in our code?
12:11:13  <boekabart_> my code? openttd.h
12:11:40  <Bjarni> doesn't look like it's in trunk
12:11:54  <boekabart_> see ^^^ 0.5.0.RC5
12:11:58  <boekabart_> i was checking out trunk now to see
12:12:28  <Bjarni> can't find it in RC5 either
12:12:32  <boekabart_> anyway; there is still the issue. If you don't explicitly set the 'target platform' before including windows.h, it will assume you target the latest platform known to the SDK
12:12:53  <boekabart_> bjarni: my bad; SORT_ASCENDING
12:12:57  <boekabart_> and descending
12:13:03  <boekabart_> without order
12:14:02  <boekabart_> My suggestion is to decide on a target platform and define these winvers in the stdafx.h ; this will make sure that openttd.exe runs on that platform and later. So i guess it'd have to be 98se, right?
12:14:50  <boekabart_> because the bad thing is, that currently it's decided by the installed SDK...
12:16:25  <boekabart_> c:\program files\microsoft sdks\windows\v6.0\include\shobjidl.h(5185) : error C2365: 'SORT_DESCENDING' : redefinition; previous definition was 'enumerator'
12:16:25  <boekabart_>         e:\bart\mydevs\mysvn\openttd0_32plus\openttd.h(544) : see declaration of 'SORT_DESCENDING'
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12:29:36  <boekabart_> so.. what IS the win32 target platform?
12:29:52  <boekabart_> are 98 pre-se and NT4 supported?
12:30:09  <Bjarni> I think it's win95, but I'm not sure
12:30:20  <boekabart_> sdk doesn't support 95 officially
12:30:31  <Ailure> still
12:30:38  <Ailure> I really want to see the titlescreen replaced with toyland
12:30:40  <Ailure> :))))
12:31:03  <boekabart_> ailure: so, save toyland game, rename it to ottdtitle.dat and put in in data\
12:31:06  <Darkvater> Ailure: just rename your favourit
12:31:10  <Darkvater> eh, too slow
12:31:11  <Ailure> I know how to do it
12:31:12  <Ailure> xD
12:31:15  <Ailure> but I meant like
12:31:18  <Ailure> as a offical trunk update
12:31:19  <Ailure> :D
12:31:28  <Ailure> imagine the flocks of people screaming hurray
12:31:40  <Ailure> well, there would be screams at least
12:32:00  <Bjarni> we should make a lot of titlescreen savegames and make it pick a random one each time main menu is opened
12:32:34  <Darkvater> perhaps
12:32:40  <Darkvater> but most likely we should not
12:32:42  <Bjarni> then people can open the game, start a game and return to main menu and it will be a different background compared to what they first saw
12:33:03  <Bjarni> why not?
12:33:18  <Bjarni> I didn't say we should make them toyland backgrounds :P
12:35:56  <Darkvater> it's lomo like....brr
12:37:14  <Bjarni> we could also make a real map (not just one screen) and make the screen follow a random vehicle and once in a while switch to follow a different vehicle
12:37:20  <Bjarni> then it would move around
12:37:38  <Smoovious> maybe look for ottdtitle#.dat, and pick one of the matching files at random for the title screen
12:37:49  <Darkvater> mhm, we could...but probably not
12:38:09  <Bjarni> so we should just stick to the one that people complain about?
12:38:35  <Darkvater> they complain about?
12:38:35  * Bjarni receives complains about the current background once in a while
12:38:42  <Smoovious> no need for the official trunk to distribute more than one opening screen, but would allow people to add their own for themselves
12:38:45  <Bjarni> it's boring and the same every time
12:38:52  <Darkvater> so?
12:39:04  <Bjarni> it's boring and the same every time
12:39:07  <Darkvater> so?
12:39:12  <Bjarni> ...
12:39:40  <Smoovious> can the opening screen contain newgrf buildings?
12:39:47  <Bjarni> if the game should be truly great, then we should also care about the menu itself
12:40:13  <Bjarni> see. Now Smoovious started talking about the boring titlescreen
12:40:36  <Smoovious> I just like variety and customization...
12:40:41  <Bjarni> but using newgrf would need the people to download the grf file themselves or we should include it in the distributions
12:41:01  <Smoovious> no, not in the distributions... for one I make for myself for my own personal install
12:41:17  <Bjarni> you can use newgrf... I think
12:41:18  <Darkvater> Smoovious: the opntitle.dat is no different from any other game
12:41:21  <Bjarni> try it
12:41:40  <Darkvater> if people think the title screen is boring, then they can change it
12:41:46  <Smoovious> will try it later... gonna crash soon
12:41:47  <Darkvater> all this stupid whining makes me sick
12:42:00  <Maedhros> talking of newgrf buildings, i'd like to merge newhouses at some point soon
12:42:04  <Smoovious> but... but... Daaaarrrkvaaater!!!!! >snuffle<
12:42:11  <Maedhros> so we need to sort out m7 :)
12:42:24  <Bjarni> bbl
12:44:03  <Darkvater> well my idea for m7 is on the maillist
12:44:32  <Maedhros> yeah, i tried it (both splitting off type_height, and m7) as well as increasing the size to 16 bits
12:44:43  <Maedhros> i haven't actually noticed any performance differences from any of them
12:50:13  <boekabart_> Posted about the v6.0/vista platform sdk:
12:51:08  <Darkvater> vista isn't even supported ;)
12:51:45  <Darkvater> Maedhros: increase 16bit would only be senseless size-increase I think
12:51:50  <Darkvater> but don't you mean 16 bytes?
12:52:03  <Maedhros> oops, yeah
12:52:21  <Maedhros> i'm not really a fan of it either
12:52:41  <Ailure> heh
12:52:44  <Ailure> the title screen
12:52:46  <Ailure> I know outright
12:52:48  <Ailure> in my head
12:52:50  <Ailure> what sounds plays
12:52:53  <Ailure> when I start openTTD
12:52:54  <Ailure> it's always that
12:52:58  <Ailure> "ding ding ding ding"
12:53:08  <Ailure> and then a boat horn
12:53:14  <Ailure> and ka-ching
12:53:22  <Darkvater> yep :)
12:53:32  <Darkvater> it's classic
12:58:29  <Maedhros> so of the remaining two options, the patches are here: and
12:58:54  <Brianetta> ding-ding-ding-ding-honk-honk-kaching means "Network sync error"
12:59:27  <Maedhros> if we're planning to increase the map size again (without rewriting it completely) splitting off m7 is probably better
12:59:51  <boekabart_> NT4/98 aren't supported with fontcache: NTDDI_WIN2K is minimum...
12:59:57  <Maedhros> if not, type_height i think
13:00:33  <Darkvater> boekabart_: NT4/W98 doesn't use fontcache
13:00:44  <boekabart_> apparently, but how?
13:00:53  <Darkvater> what do you mean apparently?
13:01:03  <Darkvater> and what the heck is fontcache?
13:01:17  <boekabart_> well. if I set target platform (WINVER) to Win98 0x0400, it doesn't compile
13:01:35  <Darkvater> what is fontcache?
13:01:47  <boekabart_> i have no idea, but fontcache.c doesn't compile :)
13:02:08  <Darkvater> and why would you change target platform? VS2003 compiles for all platforms, VS6 for nothing and VS2005 not for >Win9x
13:02:23  <boekabart_> If I set winver to nothing (=vista, ie7 default with platform sdk 6.0), there's a conflict somewhere
13:02:30  <boekabart_>
13:03:31  <boekabart_> (just updated the proposed patch)
13:04:27  <boekabart_> fact is; as it is, RC5 (and i _think_ trunk also) doesn't compile after the latest ms platform sdk is installed.
13:04:48  <Darkvater> well far more easier could be to #ifdef bla #define bla bla_custom #endif
13:04:49  <Darkvater> and done
13:05:03  <Darkvater> as was done for OSX and some other clashing names
13:06:19  <boekabart_> # define _WIN32_WINNT 0x0500 //Win2000
13:06:19  <boekabart_> # define _WIN32_IE_ 0x0401 // 4.01 (win98 and NT4SP5+)
13:06:19  <boekabart_> # define WINVER 0x0400 // NT4 == 98
13:06:19  <boekabart_> # define NTDDI_VERSION 0x05000400 //Win2000 SP4
13:06:58  <boekabart_> that fixes it, and makes sure that our build doesn't accidently need XP, XPSP2 or IE7 (or vista, even worse)
13:08:58  <boekabart_> Tron: (code police?) can you comment on the issue?
13:09:34  <Darkvater> either way this needs double checking whether the binary works on w95/w98/winME and mingw compiles don't break
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13:11:50  <Smoovious> what would the 95 version memory requirements be?
13:12:46  <Triffid_Hunter> same as any other version I expect
13:13:16  <Smoovious> well, dunno what they are for the other versions either. :D
13:13:30  <Smoovious> probably needs more than I have on this computer tho...
13:13:49  <Triffid_Hunter> I suspect map size would affect that
13:13:56  <Smoovious> naturally
13:13:57  <hylje> openttd mem usage is generally a little more than 1) loaded grfs 2) current map size
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13:28:35  <boekabart_> Darkvater: How is the win98 built currently done?
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13:33:01  <Darkvater> boekabart_: vs2003 and unicode
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13:36:45  <CIA-1> OpenTTD: egladil * r8734 /branches/32bpp/src/ (4 files): [32bpp] -Fix: Make the branch compile on 64bit systems. (Thanks to Celestar for pointing this out.)
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14:15:35  <Belugas> good day to you all
14:16:03  <Belugas> Maedhros, i'm definitvely prefer the type_height split then the m7 one
14:16:08  <Belugas> but you already know that :)
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14:43:49  <bubersson> hi, I have just a little question: why is opntitle.dat so big?? Its map 512x512, and it could be like 128x128 so the loading of ottd would be faster.
14:44:25  <Darkvater> it's a 256 map afaik
14:45:41  <bubersson> ah, I see... but also its bigger, than it could be
14:46:05  <Darkvater> if you are that concerned, just delete/rename opntitle.dat
14:47:10  <bubersson> I did this. I'm not angry or whatever, I was just pointing out, that it could me smaller map.
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14:58:58  <Eddi|zuHause2> i'd assume it's from a time before different map sizes were available
14:59:20  <Eddi|zuHause2> 256 maps seem so tiny nowadays
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15:03:15  <Zavior> he hyes
15:03:19  <Zavior> Heh yes
15:03:22  <Zavior> hehy es
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15:25:05  <Darkvater> < home
15:27:20  * boekabart_ is following Darkvater home. Well... digitally... as in.... also going home. my own one. bye
15:33:16  <DaleStan> Darkvater: pong
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15:37:39  <bubersson> Hi again (still losing net conection), I have another question. Whats the height, which gets refreshed after demolishing building? Because some of tall buildings dont get whole refreshed.
15:49:01  <Sionide> till you move the map away and back again?
15:57:17  <bubersson> zooming helps, but there should be better solution... ;)
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16:12:21  <Eddi|zuHause2> bubersson: a few months ago, there was a commit saying something like "draw whole station if you build a new piece", it might be a related problem
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16:37:45  <CIA-1> OpenTTD: rubidium * r8735 /trunk/ (26 files in 5 dirs): -Feature: drive-through road stops made possible by the hard work of mart3p.
16:38:18  <Maedhros> \o/
16:38:58  <Sacro> :o IN TRUNK?
16:38:59  <hylje> drive-through in trunk? :-)
16:39:46  <Sacro> WOOYAY
16:40:02  <Digitalfox> Nice :)
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16:44:06  <Bjarni> Sacro: it's a faked commit message. He just cleaned up some comments and decided to look for the reaction :P
16:44:16  <Bjarni> and it ended up just as we had hoped :D
16:44:56  <Sacro> :(
16:45:04  * Sacro sits in the corner and sulks
16:45:12  <Bjarni> hmm
16:45:20  <Bjarni> looks like Sacro is emo
16:45:41  * Sacro fiddles with OSX
16:45:52  <Bjarni> he sits in a corner and fails to read the channel
16:46:20  <Bjarni> 26 files in 5 dirs.... do you really think that is a comment cleanup???
16:46:22  <Sacro> hmm, according to this, my wifi should work in OSX
16:46:39  <Bjarni> however your keyboard will not :P
16:46:49  <Sacro> well... it kinda does
16:46:54  <hylje> :o
16:46:57  <Sacro> i know where # is
16:47:00  <Sacro> and i found @
16:47:10  <Bjarni> ahh, it moved around all the keys
16:47:14  <Sacro> yes
16:47:20  <Sacro> its actually quite american
16:47:24  <Sacro> with # on win+3
16:47:34  <hylje> :o
16:47:36  <Sacro> and i think @ is win+2
16:48:07  * Bjarni is not going to tell Sacro that there is a keyboard selection option or where it is
16:48:19  <Sacro> Bjarni: i can change it to UK
16:48:29  <Sacro> but i never found an option to change it to UK with a windows keyboard
16:49:45  <Bjarni> you better stop messing with those settings or you can end up with a Turkish OS language and a Russian keyboard :P
16:49:51  <Sacro> and oh shit
16:50:03  <Sacro> my recovery dvd appears to have snapped in half...
16:50:29  <scrooge> Bjarni: that's no excuse, just the hard way to learn ;-)
16:51:58  <Bjarni> I read that during recording of a movie, some prank went wrong because the took the instructor's/producer's phone and switched it to Turkish and nobody knew Turkish so they could not switch it back. It ended up being a serious issue
16:54:06  <scrooge> hehe, do you know what movie this was?
16:54:15  <Bjarni> hmm
16:54:19  <Bjarni> one of the big ones
16:54:30  <Bjarni> Harry Potter or Lord of the Rings or something
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17:05:51  <nairan> Lord of the potters =P
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17:21:01  <Sacro> oh noes
17:21:20  <lolman> Indeed
17:22:36  <lolman> I was considering shoving Arch on this box I'm on now...decided it would be too much effort and put Ubuntu on instead
17:23:04  <Sacro> :o
17:23:08  <Sacro> Ubuntu is le slow
17:23:20  <lolman> Yeah, but it's far too easy to install
17:26:06  <lolman> I'm lazy, and want to get stuff running with the minimum of fuss :)
17:29:03  <Sacro> heh...
17:29:54  <lolman> .:. it had to be a major distro :P
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17:41:02  <Brianetta> Fastest installing Linux distribution is Censornet
17:41:13  <Brianetta> It basically unzips everything to your HD in one go
17:41:22  <Brianetta> then asks you a couple of questions about networking
17:41:36  <Brianetta> of course, it's only good if you want a web proxy
17:41:44  <Brianetta> bye
17:42:48  <Sacro> Brianetta: thats what Arch does
17:43:01  <Sacro> it just tar -xzf s the files
17:43:16  <Sacro> and you just setup the rc.conf and any other config files you need
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18:03:39  <lolman> oh noes
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18:03:58  <dihedral> hi
18:04:05  <Wolf01> hello
18:04:08  <Wolf01> hellolman
18:04:19  <lolman> Ello Wolf01
18:04:43  <dihedral> could somebody help me with some coding?
18:05:30  <Eddi|zuHause2> Sacro: yeah, ten minutes of unzipping, and 2 weeks of configuring
18:05:48  <Sacro> Eddi|zuHause2: i can have it configured nicely in about 5-10 mins
18:06:04  <Eddi|zuHause2> yeah, after you know exactly what you are doing
18:06:14  <dihedral> i just need to propagate some changed company info to all connected clients
18:06:26  <Eddi|zuHause2> dihedral: yes, we use our telepathinc powers to know what you are doing
18:06:28  <dihedral> if the clients disconnect and reconnect it works
18:06:30  * lolman doesn't know what he is doing, so it'll be about 2 weeks :P
18:06:34  <Eddi|zuHause2> -n
18:06:43  <Darkvater> DaleStan: hi :)
18:06:44  <dihedral> ney
18:06:46  <dihedral> ok
18:06:53  <Darkvater> DaleStan: I had a question for you but patchman already helped me out
18:07:01  <Sacro> Digitalfox: put it in the save file, it should go on its own
18:07:05  <dihedral> one can kick or ban misbehaving players
18:07:09  <Sacro> s/DigitalFox/dihedral/
18:07:22  <Eddi|zuHause2> dihedral: look at other settings that are synchronized over the network
18:07:23  <Digitalfox> Sacro: LOL
18:07:33  <dihedral> have tried
18:07:45  <Eddi|zuHause2> there should be plenty of examples
18:07:49  <Sacro> ooh xchat 2.8.0
18:07:58  * lolman uses irssi :P
18:08:06  <dihedral> thats what i am currently trying to use
18:08:59  <dihedral> i aint stupid - if that is what you are trying to tell me with
18:09:01  <dihedral> there should be plenty of examples
18:09:50  <dihedral> i have looked at other syncs - i have tried a few
18:10:07  <Eddi|zuHause2> well yeah, my telepathic attemt did not really succeed in telling if you were "stupid" or ... something else
18:10:18  <dihedral> :-)
18:10:20  <Eddi|zuHause2> +p
18:10:23  <dihedral> at least you tried, ey?
18:10:55  <Eddi|zuHause2> well, i really can't help you any further than that
18:11:01  <dihedral> i want to fine companies with a certain percentage of p->money64 for misbehaving rather than kicking them
18:11:12  <dihedral> i have a function i have a command
18:11:13  <Wolf01> yeah roadstops in trunk
18:11:29  <dihedral> when clients reconnect everything works
18:11:34  <Eddi|zuHause2> oh... you might look at how the send-money-feature works
18:11:38  <dihedral> fine is charged to EXPENCES_OTHER
18:12:08  <dihedral> i have :-(
18:12:13  <Eddi|zuHause2> and?
18:12:16  <dihedral> not really getting anywhere
18:12:20  <Born_Acorn> Ooh, Drive through stops in trunk? Amazingabilities!
18:12:21  <dihedral> same prob
18:12:41  <Eddi|zuHause2> well, then you are forgetting to sync something
18:12:54  <dihedral> can i send you the patch - it aint big
18:13:06  <Eddi|zuHause2> that probably won't help
18:13:21  <Born_Acorn> woo drive through.
18:13:31  <dihedral> why not?
18:13:42  <Eddi|zuHause2> well, you can try
18:13:53  <Eddi|zuHause2> but generally i'm a person of theory
18:14:04  <Rubidium> dihedral: use a 'command' (see command.h)
18:14:22  <dihedral> i had a look in there
18:15:09  <Rubidium> it is what you need, otherwise network games might desync
18:15:55  <Darkvater> dihedral:
18:15:59  <dihedral> check
18:16:53  <dihedral> your a star
18:16:59  <Darkvater> no
18:17:03  <Darkvater> you're
18:17:12  <dihedral> now why would that be
18:17:34  <dihedral> i dont even know c/c++
18:17:47  <Darkvater> cause you misspelled "you are"
18:17:59  <dihedral> true true
18:18:17  <dihedral> where in england are you from if i may ask?
18:18:59  <Darkvater> hmm, let's see
18:19:02  <Darkvater> nowhere :)
18:19:12  <Born_Acorn> Darkvater is from Preston
18:19:18  <Darkvater> sweet
18:19:20  <Born_Acorn> Because Preston is most like the Netherlands.
18:19:29  <Eddi|zuHause2> in 90% of all cases, native english speakers are the ones who write the worst
18:19:45  <Born_Acorn> Because I haven't been to any of those places, therefore they have something in common
18:19:57  <dihedral> thanks - at least that is a reason for my typos
18:20:04  <Bjarni> Eddi|zuHause2: you call whatever Sacro speaks for English?
18:20:23  <Eddi|zuHause2> Bjarni is an exception to the rule ;)
18:20:40  <Bjarni> ???
18:20:44  <Sacro> Eddi|zuHause2: indeed he is
18:20:54  <dihedral> another question
18:21:07  <Sacro> Bjarni: at least my english is better that yours
18:21:18  <dihedral> what you guys think of fining other companies from the console?
18:21:22  <Bjarni> I'm not replacing e with a
18:21:47  <Eddi|zuHause2> Bjarni gets 98% of all have/has and are/is wrong, even though he is not native english speaker
18:22:07  <dihedral> that is impressive :-)
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18:22:19  <Bjarni> 	<dihedral>	what you guys think of fining other companies from the console? <-- it opens op for an admin to fine all his opponents a little once in a while so he will have more money than the others without the others noticing it
18:22:39  <Eddi|zuHause2> and to answer the question... whatever you call what Sacro speaks, it is native ;)
18:22:49  <Bjarni> Hullian?
18:22:56  <Bjarni> Hullish?
18:23:12  <Bjarni> because it's not English
18:23:29  <lolman> Humberish
18:23:38  <Bjarni> Garbage
18:23:59  <dihedral> good point bjarni
18:24:13  <Bjarni> bbl
18:24:18  <Eddi|zuHause2> do hummers even talk?
18:24:37  <Eddi|zuHause2> i never heard hummers talking
18:25:29  <Sacro> lolman: humberish?
18:25:42  * Sacro talks north 'ull
18:25:42  <lolman> Sacro: indeed
18:25:53  <Belugas> [13:24] <Eddi|zuHause2> do hummers even talk?  <--- they hum.  and smell bad :)
18:26:31  <Eddi|zuHause2> and Belugas smell differently?
18:26:47  <Darkvater> Bjarni: I'd imagine the fine would be broadcast as a chat message
18:27:38  <Belugas> [13:27] <Eddi|zuHause2> and Belugas smell differently? <---  yeah. Fish or sweat, depending of the days :D
18:28:27  <Eddi|zuHause2> hm... sorry, i don't understand that one
18:28:30  <Darkvater> lol
18:29:52  <Belugas> a beluga is a whale eating fish.  And it's my nickname too, so sometimes, i may smell sweat if i do exercises
18:29:53  <Wolf01> good, i don't need to change anything in the transparency gui patch :D
18:31:02  <hylje> a whale eating fish+
18:31:27  <Born_Acorn> (18:22:50) <Bjarni> Hullian? <-- They spell it "Julian", and speak in a Brazilian accent
18:32:01  <Sacro> :o who invited boekabart_
18:32:14  <Sacro> s/boekabart_/Born_Acorn/
18:32:18  <Sacro> damn this nick completion
18:32:53  <Born_Acorn> You fail, boi
18:36:10  <glx> Darkvater: what do you think of (dead-key handling worked for win9x, but didn't for winXP)
18:36:38  <glx> (I tried this fix on both)
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18:54:53  <CIA-1> OpenTTD: miham * r8736 /trunk/src/lang/ (6 files in 2 dirs): (log message trimmed)
18:54:53  <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-02-14 19:54:03
18:54:53  <CIA-1> OpenTTD: afrikaans - 114 fixed by TrueTenacity (114)
18:54:53  <CIA-1> OpenTTD: bulgarian - 5 fixed by kokobongo (5)
18:54:53  <CIA-1> OpenTTD: catalan - 3 fixed by arnaullv (3)
18:54:55  <CIA-1> OpenTTD: dutch - 3 fixed by habell (3)
18:54:55  <CIA-1> OpenTTD: russian - 3 fixed by DarkFenX (3)
18:55:49  <Born_Acorn> Woo translations
18:55:57  <Born_Acorn> I can play OpenTTD in Russian!
18:56:13  <SpComb> Logs:
18:56:13  <Born_Acorn> !logs
18:57:26  *** Tron_ is now known as Tron
18:57:38  <Belugas> wb Tron
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18:59:01  <Born_Acorn>
18:59:01  <Born_Acorn> woo
18:59:47  <Desolator> yeah, what?
18:59:58  <Born_Acorn> woo
19:00:01  <Desolator> about drive-through?
19:00:20  <Desolator> i spoke to mart3p and i was first to know =D
19:00:41  <Born_Acorn> Whoop-de-doo.
19:00:50  <Desolator> damn M$ installer, it's so sloooooooooooooow!
19:01:59  <Darkvater> glx: deadkey?
19:02:09  <glx> for accents
19:02:22  <Desolator> ?
19:02:54  <glx> I can enter ê in RC5 under win9x but I can't under winXP
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19:03:14  <Tron> Belugas: hi
19:03:16  <Darkvater> glx: winxp would never execute ToAScii since it would successfully execute tounicode
19:03:52  <glx> but ^ is a deadkey and ToUnicode returns -1
19:04:23  <Darkvater> glx: also I don't think windows version changes during the exeuction of openttd
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19:04:50  <glx> yes I could set a global on start
19:04:51  <Darkvater> glx: then the '-1' case should be handled
19:05:02  <Darkvater> and '0' checked for failure
19:05:23  <Darkvater> and '>2' probably as well
19:05:32  <Born_Acorn> I wonder if an "insert symbol" window would be feasible. :p
19:05:46  <Rubidium> Desolator: you where the first to know what?
19:06:01  <Desolator> Rubidium: yes
19:06:03  <Darkvater> god why is this system so damn slow
19:06:12  <Desolator> Rubidium: what to know?
19:06:26  <glx> time to eat bbl
19:06:31  <Desolator> Rubidium: about drive-through stations integrated in trunk
19:06:36  <Rubidium> 19:59 < Desolator> i spoke to mart3p and i was first to know =D <- that
19:06:47  <Desolator> ^
19:06:55  <Desolator> -----^
19:06:57  <Born_Acorn> mart3p was the first to know then.
19:07:13  <Desolator> excepting mart3p
19:07:20  <Born_Acorn> That's cheating!
19:07:34  <Born_Acorn> I won the race, excepting the winner!
19:07:41  <Rubidium> I knew it before mart3p knew it :)
19:07:45  <Desolator> he is the developer, of coure he knows first, so it's not cheating
19:07:56  <Born_Acorn> Rubidium knew before mart3p!
19:08:01  <Born_Acorn> So you are third!
19:08:04  <Desolator> hey, that is real cheting!
19:08:09  <Desolator> *cheating
19:09:20  <Desolator> then except everyone who contributed to the development....but that would exclude me since i found a bug! darn, i annoyed myself
19:09:42  * Darkvater doesn't see the problem
19:10:03  <Desolator> ask M$
19:10:31  <Desolator> and they'll say "Because we wanted to do that!"
19:10:44  <Darkvater> glx: although it's interesting how to solve tounicode returning 2 or more characters because atm we only support a single char
19:11:26  <Born_Acorn> When is tonights nightly built?
19:11:45  <Darkvater> it's busy
19:11:53  <Desolator> 19 G
19:11:57  <Desolator> GMT
19:12:08  <Born_Acorn> Ah.
19:13:53  * Desolator goes mad because the install process of M$ VC++ is slooooooooooow
19:14:15  <|Jeroen|> kick the pc
19:14:44  <Desolator> it's not the pc's fault
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19:15:04  <|Jeroen|> no but it would make u feel better
19:15:15  <Desolator> it won't
19:15:23  <Desolator> i wanna kick bill's ass!
19:15:38  <Desolator> actually "Henry William" 's
19:15:59  <|Jeroen|> dunno him
19:16:14  <Desolator> hmmm...A$$ isn't a too nice word *changes to butt*
19:17:32  <Desolator> btw, why aren't most developers on win? this game was made for windows first!
19:17:36  <Maedhros> heh, what's wrong with a word for "donkey"? :p
19:17:42  <Darkvater> hmm
19:17:42  <Maedhros> so what?
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19:17:56  <Darkvater> Rubidium: this road-through the hell do you remove them?
19:18:07  <Desolator> blow 'em up
19:18:10  <Darkvater> dynamite doesn't work and tile-query tool says cost to remove: N/A
19:18:14  <Born_Acorn> D:
19:18:17  <Desolator> whoa?!
19:18:19  <Desolator> bug!
19:18:21  <|Jeroen|> i guess because most windows gamers want crappy 3d games
19:18:22  <Born_Acorn> Sounds like an evil bug of doomery
19:18:51  * Desolator reports to mart3p
19:18:53  <Born_Acorn> Nonsense. The Majority of Windows users can't play 3d games because they have poo computers
19:19:12  <Bjarni> *	Desolator reports to mart3p <-- actually it's part of the trunk now
19:19:14  <Born_Acorn> Therefore say such new 3d games are crappy, at least until they get new mega computers.
19:19:28  <Rubidium> Darkvater: with the remove tool
19:20:01  <Darkvater> so I have to select the station then the remove tool and then remove?
19:20:10  <Darkvater> ugh...that pretty much sucks
19:20:27  <Desolator> yeah
19:20:33  <Darkvater> what's wrong with dynamite like you do on bridges?
19:20:37  <Desolator> blowing up is so much easier
19:20:49  <Bjarni> it will remove the road as well?
19:20:59  <Bjarni> then remove the road as well
19:21:02  <Desolator> who cares so much?
19:21:13  <Darkvater> Bjarni: not with bridges
19:21:20  <Bjarni> and use the remove tool for removing the station and keep the road
19:21:21  <Darkvater> get your facts before spreading fud :)
19:21:25  <Desolator> most of the time i don't build them on city roads
19:21:31  <Bjarni> I'm not talking about bridges
19:21:58  <Bjarni> it's drive though roadstops we are talking about, right?
19:22:05  <Desolator> u can build the station on bridges or what?
19:22:11  * Desolator is ocnfused
19:22:17  <Bjarni> I don't think so
19:22:42  <Darkvater> the dynamite has to work: it should remove roadstop only if the road is unremovable or roadstop only and then road
19:22:45  <Bjarni> we talked about stations and all of a sudden Darkvater starts to talk about bridges
19:22:57  <Desolator> lol
19:23:08  <Darkvater> this current behaviour is 1. cumbersome 2. hard to use 3. user-unfriendly
19:23:16  <Darkvater> plus the query-tool is 'broken'
19:23:30  <Desolator> yeah
19:24:08  <Darkvater> sorry if I sound bitching or moaning but I just tested it and it was the first thing that happened
19:24:29  <Desolator> everyone is so used to blowing stuff up instead of gently removing it
19:25:56  <Darkvater> Desolator: you know how much removing sucks? One has to go the road-build bar, select station select the remove tool and click
19:26:02  <Darkvater> all this instead of a single click?
19:26:12  <Desolator> i know
19:27:45  <Darkvater> 6415 tfarago    5 -10  638m 541m 531m S  1.9 53.4   3:21.39 beagle_helper
19:27:46  <Darkvater> grr
19:27:49  <Maedhros> has anyone else noticed glitches with pikka's viaduct and Born_Acorn's roads?
19:27:50  <Maedhros>
19:28:00  <KeeperOfTheSoul> what's wrong with using 5 R instead of the mouse?
19:28:19  <Born_Acorn> argh, erroors!
19:29:14  <Desolator> that doesn't seem to work for me (the glitch)
19:29:37  <Maedhros> hmm, maybe i have an old version of pb_viaduct.grf
19:29:50  <Desolator> Yes as Rubidium says use the remove tool. If the patch 'allow removal of more town-owned roads..' is on , then you can use the dynamite and it destroys the road as well. If 'allow removal of more town-owned roads..' is off you are not allowed to remove the road, so you can only remove the stop with the remove tool.
19:30:08  <Tron> Darkvater: you have to redefine what the dynamite tool does, then. Atm it means "Make the tile barren" and it is directly linked to the ClearTile functions (and their behaviour mustn't change!)
19:30:53  *** Sacro [~ben@] has quit [Quit: Leaving]
19:31:05  <Desolator> Maedhros: or maybe I have an old working version =D
19:31:18  <dihedral> what does "implicit declaration of function" mean
19:31:21  <Darkvater> Tron: hmm got a point there
19:31:27  <Desolator> what was the speed limit? 100 mph? it's 128 km here!
19:31:38  <Born_Acorn> Maedhros : (19:31:17) <Lakie> Works fine here in TTDpatch r1397
19:31:49  * Born_Acorn tests it himself
19:32:15  <Maedhros> Born_Acorn: looks like i had an old version of pb_viaduct... sorry :-/
19:32:21  <Desolator> oh
19:32:24  <Born_Acorn> ah, no worries
19:32:38  * Desolator cries
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19:33:30  <Darkvater> ola peter1138
19:33:38  <peter1138> Mr Vater
19:34:17  <Born_Acorn> Mr Nelson
19:34:21  <Born_Acorn> Lord Nelson
19:34:32  <UnderBuilder> Darkvater - who is your son? :)
19:34:38  <Born_Acorn> Preston.
19:34:58  <Born_Acorn> Preston is the answer to all Darkvater related questions.
19:34:58  <Bjarni> Born_Acorn: peter1138 is not a lord and never will be
19:35:08  * Darkvater slaps Bjarni
19:35:11  <Darkvater> shut up slave!
19:35:12  <Born_Acorn> Lies
19:35:13  <Born_Acorn>
19:35:16  <Desolator> lol
19:35:20  <Bjarni> lordshipment is an objective thing. It's inheritaged
19:35:31  <XeryusTC> <Born_Acorn> Preston. <- Preston Lacy (or whatever the guys last name is)?
19:35:41  <Born_Acorn> No, just Preston.
19:35:56  <UnderBuilder> then: Darkvater says to Preston: "I am your father" :]
19:36:00  <Born_Acorn> Preston is the answer to all Darkvater related questions, remember? It's company policy
19:36:39  <XeryusTC> right
19:36:40  <Bjarni> also Lord Nelson is a war criminal. He fired on and killed surrendering Danish civilians
19:36:43  <XeryusTC> not 42 anymore?
19:36:43  <UnderBuilder> yes I watch too many Star Wars :P
19:36:56  <Darkvater> they probably deserved it
19:36:58  <Belugas> hey peter1138
19:37:04  <Darkvater> those thieving scoundrels ^^
19:37:32  <UnderBuilder> somebody wants to play in a r8736 server?
19:37:46  <Bjarni> <Darkvater>	those thieving scoundrels ^^ <-- wtf are you talking about
19:37:48  <peter1138> Evening, Belugas
19:37:53  <Darkvater> hehe
19:37:56  <Born_Acorn> Bjarni, shh, if you insult Lord Nelson, he won't code any newcargos!
19:38:28  <Bjarni> then we will do with the old ones like rom, slaves and tobacco
19:38:34  <Wolf01> hi peter1138
19:39:35  <UnderBuilder> I mean, someone want to test drive-through bus stations
19:40:10  <Desolator> me ants but doesn't have the trunk
19:40:13  <Desolator> *wants
19:40:42  * Desolator doesn't have the build because VC++ 8 is still installing
19:40:55  <Maedhros> it'll be in the nightly
19:41:13  <Desolator> i guess it is already
19:41:17  <UnderBuilder> why not use the nightly build from
19:41:24  * Desolator goes
19:41:43  * Desolator waits
19:41:51  <Darkvater> :O
19:41:57  <Darkvater> MD5 of TRG1R.GRF is ****INCORRECT**** - File Corrupt.
19:41:57  <Darkvater> openttd: /home/tfarago/openttd/src/train_cmd.cpp:3780: void ConvertOldMultiheadToNew(): Assertion `0' failed.
19:42:01  <Darkvater> hmm
19:43:05  <Rubidium> Darkvater: did I interpret the backlog correctly if I think you changed your mind about removing drive through road stops from town owned roads using dynamite?
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19:43:41  <Bjarni> 	<Desolator>	i guess it is already <-- nightly builds were done at 20:19 today
19:44:01  <Bjarni> so yes, they are available already
19:44:06  <Darkvater> Rubidium: well I did not really but indeed the functionality should change for dynamite then. It should remove as much as possible and not panick if it cannot do the whole thing
19:44:06  <peter1138> But it's only 19:44
19:44:18  <Darkvater> that's still the most user-friendly
19:44:28  <Bjarni> peter1138: yeah, you will get them an hour later than the rest of us :P
19:44:46  <Bjarni> now that's lag
19:45:06  <Darkvater> eg it should remove roadstop and leave road alone, or should remove railroad crossing and leave road alone (if it's not yours or town refuses it)
19:45:11  <Desolator> gimme ip
19:45:14  <Darkvater> or perhaps remove road if the rail is not yours
19:45:44  <Darkvater> Rubidium: so it's not as easy as I first thought. Therefore I stand corrected and apologize for the too quick flame
19:46:02  <Darkvater> however
19:46:06  * Darkvater hisses at bjarni
19:46:22  <Bjarni> ???
19:46:23  <Rubidium> 'just' changing the behaviour that is removes as much as possible of the roadstop is easy, but I fear about problems else where in the code
19:46:28  <Darkvater> he didn't update oldloader to be compatible with the new veh-types
19:46:34  <Bjarni> I didn't commit to the trunk today
19:46:42  <Bjarni> so I didn't break anything in the trunk today
19:47:07  <Darkvater> so /me has to fix it himself
19:48:10  <Bjarni> hey wait a minute. What's with that assert?
19:48:33  <Darkvater> that's you
19:49:38  <Darkvater> anyways got it fixored now
19:49:43  <Darkvater> peter1138: how're you doing? :)
19:50:01  <Darkvater> been hearing some little birds saying you got pretty busy at work?
19:50:36  <dihedral> what can i do about this
19:50:38  <dihedral> warning: implicit declaration of function NetworkPacketSend_PACKET_SERVER_COMPANY_INFO_command
19:50:56  <Darkvater> you have not declared the function before using it
19:51:09  <Bjarni> wtf... that assert makes no sense to get now. It's from way back when I changed the train subtypes
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19:51:38  <Rubidium> dihedral: still why would you want to use that function? Use a command as that is much easier and much safer
19:51:52  <dihedral> including another header file could fix it, as it is available in other files?
19:52:01  <Darkvater> Bjarni: you changed v->type, type 0 is now train
19:52:02  <dihedral> i have now clue :-D
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19:52:26  <Darkvater> snice you failed to update these values for the oldloader INVALID_VEH is assumed as train
19:53:25  <Bjarni> ahh
19:53:25  <Rubidium> dihedral: doing stuff that changes the game state outside of the command system causes desyncs
19:53:37  <lolman>  /join #grub
19:53:40  <lolman> wtf
19:53:52  <dihedral> how can i get it into the command system?
19:53:53  <lolman> wrong network too
19:53:54  <lolman> LOL
19:54:19  <Rubidium> as said before, look how for example pausing is implemented
19:54:41  <dihedral> quite honestly - it did not understand what was going on :-(
19:54:43  <Rubidium> just search for CMD_PAUSE and CmdPause
19:55:06  <dihedral> + i wanted code that will not require a change of the clients version
19:55:15  <Darkvater> that's impossible
19:55:29  <peter1138> wtf
19:55:36  <dihedral> thought company data is stored in the map?
19:55:37  <ln-_> who the hell has authorized this new "make run" stuff?
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19:56:08  <Bjarni> 	<Darkvater>	Bjarni: you changed v->type, type 0 is now train <--- FOR_ALL_VEHICLES() should skip VEH_Invalid (now 0xFF), so the function should not be changed at all
19:56:08  <peter1138> I've a load average of 8 just doing a system update
19:56:20  <Darkvater> Bjarni: you don't get it do you
19:56:26  <dihedral> hence i wanted to force the server to send the company details back to the clients
19:56:36  <Darkvater> loading TTD(P) games has veh_train as 16, veh_invalid as 0, etc.
19:56:37  <dihedral> desync - yes
19:56:41  <Darkvater> it's not 0 and 0xff
19:57:09  <Rubidium> dihedral: you can send that information to the client, but that information is discarded as that 'packet' is not used in-game, only pre-game
19:57:47  <dihedral> ha
19:58:18  <dihedral> can i use docommand to make the client deduct money by himself and send updates to the server?
19:58:58  <Bjarni> ohh.. that type conversion isn't taking place in the old loader
19:59:05  <Bjarni> Darkvater: can I get that savegame?
19:59:12  <Bjarni> to test on
19:59:28  <Born_Acorn> These drive through bus stops are great stuff.
19:59:29  <Rubidium> dihedral: clients should only act on commands send by the server; a client sends his commands to the server and when it get a reply they will actually be executed.
19:59:34  <UnderBuilder> I think the feature more necesary in openttd is newcargos because the current ones are getting boring
19:59:46  <Rubidium> this ensures that all commands are performed in the same order, so the game state stays the same
19:59:48  <dihedral> right
19:59:51  <Tron> Rubidium: DO NOT TRUST THE CLIENT
20:00:18  <Darkvater> Bjarni: any savegame will work
20:00:21  <Born_Acorn> You'd make a lovely bank manager
20:00:23  <Born_Acorn> :p
20:00:24  <dihedral> so i cannot force a client to have some EXPENCE_OTHER charge?
20:00:30  <Darkvater> but anyways, got it fixed locally just doing some cosmetic changes
20:00:31  <Tron> -                               (IsTileOwner(tile, _current_player) || (_patches.road_stop_on_town_road && IsTileOwner(tile, OWNER_TOWN))) &&
20:00:32  <Tron> -                       if (IsTileOwner(tile, OWNER_TOWN)) SETBIT(p2, 3); // It's a town owned road
20:00:50  <Tron> with this trivial client side change you can always build road stop on town owned tiles
20:01:05  <Tron> and thefore let me say it again
20:01:09  <Tron> DO NOT TRUST THE CLIENT
20:01:11  <Tron> EVER
20:01:39  <dihedral> say i wanted to fine somebody 20% of p->money64
20:01:41  <dihedral> how would i then go about doing that
20:02:11  <dihedral> but i do not want that value to be assigned somewhere else
20:02:23  <UnderBuilder> sergey is strange :S
20:02:37  <Born_Acorn> It is a shame I can't place the bus stops on roads without first getting rid of the road.
20:02:40  <UnderBuilder> but all know that :P
20:03:21  <Maedhros> Born_Acorn: 'tis a patch option
20:03:50  <Born_Acorn> Ooh
20:03:54  <Born_Acorn> Ooh some more
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20:07:44  <Bjarni> dammit
20:07:59  <Bjarni> where did I put *any* TTD(P) savegame...
20:08:10  *** MUcht [] has joined #openttd
20:09:30  <Darkvater> Bjarni: which rev did you change the veh-types?
20:10:35  *** Desolator [~admin@] has quit [Read error: Connection reset by peer]
20:10:49  <Darkvater> nvm
20:11:05  <CIA-1> OpenTTD: Darkvater * r8737 /trunk/src/oldloader.cpp: -Regression (r8621): VEH_Type renumbering wasn't performed for TTD(P) games, failing to load them
20:11:54  *** Mucht_ [] has quit [Ping timeout: 480 seconds]
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20:13:24  <Bjarni> !openttd commit 8621
20:13:27  <_42_> Commit by bjarni :: r8621 /trunk/src/ (13 files) (2007-02-07 19:10:19 UTC)
20:13:29  <_42_> -Codechange: assigned new numbers to the VEH_(type) enum so that VEH_Train is 0, VEH_Road is 1 and so on
20:13:31  <_42_>   This means that "v->type" can be used as array indexes instead of VehTypeToIndex() (or "v->type - VEH_Train/0x10 as the code still used in some places)
20:13:33  <_42_>   Surprisingly this can be done without changing the savegame format
20:14:10  <Born_Acorn> E-nums are bad, the campaign for healthy food said so
20:14:34  <Bjarni> well, the old loader needed to be changed, but nobody thought of that at the time, just really old OTTD savegames
20:14:46  <Bjarni> Born_Acorn: that's both true and false
20:15:08  <Darkvater> ttd(p) games are sometimes easy to miss
20:15:27  <Bjarni> Born_Acorn: some really normal ingredients have E numbers. I think there is one for common salt
20:15:32  <Bjarni> baking powder
20:15:43  <Born_Acorn> No!
20:15:48  <Born_Acorn> My daily staple diet!
20:15:52  <Born_Acorn> A mix of both!
20:16:16  <Bjarni> well, not baking powder itself, but the active stuff from baking powder
20:17:01  <Bjarni> if I recall correctly, E300 is harmless
20:17:09  <Bjarni> E310 should be ok as well
20:17:15  <CIA-1> OpenTTD: Darkvater * r8738 /trunk/src/oldloader.cpp: -Fix: TTDP games have all tiles touching the water marked as MP_WATER, we do not (tiles with one corner, or steep tiles), so check and fix these tiles.
20:18:07  *** dihedral [] has quit [Quit: Chatzilla 0.9.77 [Firefox]]
20:19:10  <CIA-1> OpenTTD: Darkvater * r8739 /trunk/src/oldloader.cpp: -Codechange: Update the oldloader debug levels to be more in spec with the guidelines in debug.h.
20:20:50  <Bjarni> <Born_Acorn>	E-nums are bad, the campaign for healthy food said so <-- you know, E numbers are invented to hide all the bad stuff they add. In order not to make E numbers bad, they also added a lot of normal stuff to the E number list in order to avoid a statement like that
20:21:30  <Bjarni> rule #1: consider what you buy. Some stuff (like candy) is known to be really bad
20:21:31  <Born_Acorn> I was only making a pun, no need to torture me with facts!
20:21:37  * Born_Acorn cries
20:23:29  <Bjarni> specially avoid "hardened (fat/oil)" as it goes to your bloodstream and continues to harden the stuff it comes in contact with (risking blocking the blood flow)
20:24:13  <KeeperOfTheSoul> i thought E numbers were just used to designate specific chemicals ond, regardless
20:24:19  <KeeperOfTheSoul> *and
20:24:36  <KeeperOfTheSoul> food additives regardless of whether they were good or not
20:25:08  <KeeperOfTheSoul> yeah, salt will have one, so does each of the vitamins
20:26:08  <Bjarni> some of them covers stuff that's "known to cause serious allergic reactions"
20:33:03  <UnderBuilder> I find a bug: when a company goes bankrupt his drive-through bus stations doesn't get cleared
20:36:34  <Born_Acorn> bah
20:37:05  <Born_Acorn> I had a perfect scenario, and then changed the road side to left, but the road graphics didn't change
20:37:24  <Born_Acorn> ooh, save and load.
20:38:39  <scrooge> I got an email about the translation and version 0.5.0, is there a long time untill it's released?
20:38:51  *** peter1138 [~peter@] has joined #openttd
20:39:02  <scrooge> I'm just thinking if I have time to translate all the missing strings
20:39:42  <Darkvater> wb peter1138
20:39:50  <Darkvater> scrooge: what lang?
20:40:04  <UnderBuilder> someone more wanna join my server?
20:41:02  <Darkvater> hmm...great double code :s
20:41:05  <glx> Darkvater: in r8738, you don't handle all MP_* values
20:41:22  <scrooge> icelandic
20:42:12  <Darkvater> glx: why should I? Only MP_RAIL and MP_WATER are used
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20:42:26  <glx> that give warnings
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20:44:56  <Darkvater> he
20:44:58  <Darkvater> stupid gcc
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20:48:06  <CIA-1> OpenTTD: Darkvater * r8740 /trunk/src/oldloader.cpp: -Fix (r8783): GCC warnings about not-handled MP_ values in switch case (glx)
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20:58:26  <CIA-1> OpenTTD: rubidium * r8741 /trunk/src/ (road_gui.cpp station_cmd.cpp table/files.h): -Fix (r8735): make the saveguards of CmdBuildRoadStop more robust and add roadstops.grf to the list of required grfs.
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20:59:07  <Darkvater> hmm
20:59:16  <Darkvater> how do I initialize a struct to 0?
20:59:28  <Rubidium> { 0 } ?
20:59:39  <Darkvater> doesn't work
20:59:56  <Darkvater> error C2552: 'c' : non-aggregates cannot be initialized with initializer list
21:00:28  <Rubidium> then I've got no idea
21:00:50  <Darkvater> or I have to name each element individually :/
21:00:50  <Belugas> memset?
21:00:57  *** peter1138 [~peter@] has quit [Quit: Ex-Chat]
21:01:23  <Darkvater> Belugas: why would I want to use memset if this can be done compile-time?
21:01:50  <Belugas> because tright now, it seems you cannot ;)
21:02:01  <Tron> Darkvater: context
21:02:07  <Darkvater> GRFConfig c;
21:02:16  <Darkvater> I want c to be all 0 or NULL
21:02:54  <Tron> and you did?
21:03:08  <Darkvater> I tried GRFConfig c = {0};
21:04:26  <Rubidium> scrooge: there isn't much time left for 0.5.0 (think in days rather than weeks)
21:06:13  <Tron> Darkvater: it's a derived type. you cannot do that
21:06:43  <Darkvater> << according to this I should be able to
21:06:54  <Darkvater> oh wait
21:06:57  <Darkvater> it's derived
21:07:16  <Darkvater> I missed that part ;s
21:07:48  <Darkvater> hmm so memset or back to calloc...
21:09:03  <Tron> how about a constructor?
21:10:00  <Darkvater> that would set all GRFConfig's to zero which is probably not what you'd want
21:10:04  <scrooge> Rubidium: I see
21:10:35  <scrooge> well, I got to keep going then, I really want icelandic to be fully implemented in 0.5.0
21:11:42  <scrooge> although I have my doubts about how many actually use it =P
21:12:08  <Darkvater> Tron: heh, constructor will execute memset(0) anyways cause of the params-array
21:12:21  <Tron> ?
21:13:46  <Darkvater> which needs setting to 0
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21:15:12  <Darkvater> bleh, this CPP thing is not my thing
21:16:41  <hylje> in cpp(p) not your thing is this thing!!
21:17:12  <Darkvater> Tron: how would you do such a constructor?
21:20:42  <Born_Acorn> Con Struct Tor, the evil alien robot king from Mars
21:26:12  <scrooge> what is "Max. T.E." in some vehicle info window, I'm not sure which one it is
21:26:43  <hylje> tractive effort
21:27:24  <scrooge> thanks
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21:52:30  <Belugas> good night
21:53:21  <Born_Acorn> Night night night Mr Belugas
21:55:12  <Wolf01> 'night
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22:02:50  <Born_Acorn> Woo drive through bus stations. Best feature of the month award!
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22:13:37  <Desolator> Anyone using VC++ 2005?
22:13:42  <KeeperOfTheSoul> i am
22:15:46  <Desolator> i need some help
22:16:38  <Desolator> when I compile ottd (got source through svn), the exe appears under debug, and when i run it, it opens a dos window, which makes the frame rate very low
22:16:51  <Desolator> how can i get rid of that dos window?
22:17:12  <Darkvater> do you get lots of text in the dos window?
22:19:03  <Darkvater> if you don't there is no problem with the dos window
22:19:21  <Darkvater> otherwise you can only get rid of it by doing a release build, but you won't be able to debug your changes
22:19:24  <Darkvater> < sleep
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22:19:49  <re06011988> Hello all
22:21:26  <Desolator> I dont get nything, but I don't want to debug anything either, and I have no idea how to change it to release
22:21:28  <Desolator> Hi
22:21:45  <glx> Desolator: there's a dropdown
22:22:53  <Desolator> found it! thanks
22:23:02  * Desolator compiles again
22:23:08  <scrooge> {WHITE}Shared orders of {COMMA} Vehicle{P "" s}
22:23:18  <scrooge> can anyone explain to me how the plural works
22:23:41  <glx> did you check the wiki?
22:23:57  <scrooge> hmm, actually not
22:24:01  <scrooge> i check that, thanks
22:24:32  <Bjarni>
22:24:53  <glx> I was about to paste the same :)
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22:25:37  * Bjarni decides to read it as well
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22:27:40  <scrooge> thank you for the link
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23:15:55  <izhirahider> when does STR_CAN_T_REMOVE_TRUCK_STATION appear in the game? (In what situation can't I remove a truck station?)
23:16:14  <scrooge> when there are trucks inside?
23:16:39  <scrooge> that's the first I can think of at least
23:17:12  <izhirahider> no, that shows "truck in the way" message
23:18:03  <Rubidium> when trying to remove a truck stop with the remove tool (build truck stop and the bulldozer button selected)
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23:21:07  <Born_Acorn> Rubidium, can you use the bulldozer tool to remove the drive through stations?
23:21:21  <Rubidium> yes
23:21:34  <Born_Acorn> Does it leave the road behind too?
23:21:39  <Rubidium> yes
23:21:44  <Born_Acorn> ooh, nice work
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23:26:05  <Eddi|zuHause2> izhirahider: what about grep STR_CAN_T_REMOVE_TRUCK_STATION src/*.[ch]?
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23:27:10  <Rubidium> Eddi|zuHause2: that won't give a hit :)
23:28:20  <izhirahider> I was just trying to see where the new translation items would appear in the game, since just looking at the english version doesn't cut it
23:28:20  <Bjarni> what about "grep -R STR_CAN_T_REMOVE_TRUCK_STATION src/*"
23:28:22  <Eddi|zuHause2> right, cpp
23:28:42  <Bjarni> then you will also include the subdirs
23:28:47  <Bjarni> all of them
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23:34:17  <izhirahider> these drive-through stations are a new feature?
23:35:02  <Born_Acorn> In trunk, yes.
23:35:14  <Born_Acorn> But as an independant patch, no.
23:38:13  <izhirahider> I see
23:43:12  <izhirahider> these drive-through station are ideal to be able to build two "regular" truck stops on different sides of a road
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