Log for #openttd on 3rd March 2007:
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00:01:37  *** Burgundavia [~corey@] has joined #openttd
00:08:12  <Darkvater> hmm
00:08:14  <Darkvater> gn :)
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00:10:02  <KUDr> gn
00:13:22  <Nigel> hmmm, PBS would be handy on this network...
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00:17:52  <piotrekk> hi all
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00:24:56  <izhirahider> Where can I find the "Transfer Credit" string in the game? (STR_FEEDER_CARGO_VALUE)
00:25:20  <Rubidium> probably shows up when transferring stuff
00:25:59  <Rubidium> oh, it's in the vehicle's detail window
00:29:21  <izhirahider> hmmm
00:34:21  <piotrekk> need a help
00:34:23  <piotrekk> with libs
00:34:51  <izhirahider> Rubidium, do you know what it means?
00:34:56  <piotrekk> My libs in linux folder /usr/lib64
00:35:06  <piotrekk> openttd cant search libs
00:35:25  <piotrekk> sorry for my english
00:36:26  <Rubidium> izhirahider: not exactly, but I expect that it means what the amount of money already (virtually) paid to other vehicles for transferring the cargo
00:36:40  <Rubidium> piotrekk: what version are you using? did you compile it yourself?
00:36:51  <piotrekk> new version
00:36:54  <piotrekk> R%
00:36:55  <piotrekk> R5
00:37:03  <piotrekk> i cant open server
00:37:24  <lolman> 0.5.0 final is out :)
00:37:31  <Rubidium> is that 0.5.0-RC5 or 0.5.0?
00:37:32  <piotrekk> libs not found in /usr/lib. I have libs on /usr/lib64
00:37:42  <piotrekk> 0.5.0-RC5
00:37:53  <Rubidium> what version did you download?
00:38:07  <piotrekk> 0.5.0-RC5 ..
00:38:36  <Rubidium> hmm, uhm.. did you download a 32 bits binary or 64 bits binary or do you not know what you downloaded?
00:39:25  <piotrekk> dont know :D
00:39:37  <Smoovious> 0.5.0 is current... 0.5.0-RC5 is outdated
00:39:39  <piotrekk> i copy my 32 bits files for ubuntu/debian
00:39:59  <piotrekk> but i use this version to server
00:40:23  <piotrekk> i copy my 32 bits files for debian/ubuntu to shell account 64bit
00:40:31  <Rubidium> ok, I think you are using a 32 bits binary on a computer with 64 bits libraries (or at least a server without the required 32 bits libraries)
00:40:45  <piotrekk> noo
00:40:56  <Rubidium> and the 32 bits binary cannot use the 64 bits libraries
00:40:59  <piotrekk> i copy my 32 bit files to shell account
00:41:19  <piotrekk> but server computer is 64bit computer
00:41:23  <Smoovious> Rubidium... would you be able to assign task #525 on Flyspray to me? I posted the feature request, and I'm going to try to tackle it myself
00:41:31  <Smoovious> shouldn't be very complicated
00:41:45  <Rubidium> Smoovious: I'm not able to do so :(
00:41:52  <Smoovious> okee
00:42:03  <piotrekk> and i try create server with autopilot 1.3
00:42:05  <Smoovious> shoulda grabbedBjarni while I had the chance
00:42:13  <piotrekk> but cant search libs.
00:42:30  <piotrekk> libs directory /usr/lib64
00:42:34  <Rubidium> because the server does not have the required 32 bits libraries you need
00:42:48  <piotrekk> l.
00:42:49  <piotrekk> ;/
00:42:50  <Rubidium> 64 bits libraries are utterly useless for 32 bits libraries
00:43:00  <piotrekk> where i get 64bit version
00:43:01  <piotrekk> game
00:43:35  <Rubidium> what flavour of linux do you have?
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00:43:50  <piotrekk> debian
00:43:54  <dihedral> hi
00:43:56  <piotrekk> hi
00:44:04  <dihedral> little question:
00:44:37  <Smoovious> so little, I can't even see it
00:44:38  <dihedral> is it a bug of a feature that ship depots dont show a 'build date' when using 'land area information'?
00:44:41  <Smoovious> couldja make it a bit bigger?
00:44:47  <dihedral> sure
00:45:01  <dihedral> multiliner?
00:45:07  <Smoovious> nevermind
00:45:13  <dihedral> :-)
00:45:18  <Smoovious> probably not a bug,... but an oversight
00:45:22  <Rubidium> piotrekk: you can either download the 0.5.0-RC5 amd64 debian package and install that or wait till the amd64 debian package for 0.5.0 is finished
00:45:56  <dihedral> would it be a lot of work to add it?
00:46:01  <Rubidium> dihedral: do other depots have that kind of information?
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00:46:33  <piotrekk> where i get this package?
00:46:38  <piotrekk> i see only win64
00:46:46  <dihedral> nope - but stations do - and i could be helpful :-)
00:46:47  <Sacro|Laptop> hey RichK67!
00:46:52  <RichK67> hi sacro
00:47:07  <RichK67> have you seen brianetta tonite?
00:47:24  <Rubidium> piotrekk: there is a line saying 'In addition, binaries for ...... available here', then click on 'here'
00:47:24  <dihedral> or would it increase the map size by to much
00:47:28  <Sacro|Laptop> Nope, but then I've been out
00:47:41  <dihedral> lol
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00:48:27  <Rubidium> hmm, apparently he doesn't need the rest of the instructions...
00:48:44  <dihedral> hehe
00:49:20  <Rubidium> dihedral: wouldn't add much to the mapsize, but I don't see why it would be useful
00:49:39  <dihedral> admins point of view
00:49:42  <dihedral> solving issues
00:49:58  <dihedral> generally checking when something was built is good
00:50:20  <Rubidium> yeah, but then you need to do so for every tile to be effective
00:50:22  <dihedral> as the information (if i am not misstaken) is stored in the tile
00:50:38  <dihedral> or is it not?
00:51:13  <Smoovious> probably not
00:51:15  <Rubidium> no, for stations it's stored with all the other information of the station
00:51:23  <Smoovious> if it was, then yeah, that would increase the map size by a lot...
00:51:24  <dihedral> ah - ok
00:51:35  <dihedral> hehe
00:51:48  <dihedral> i thought there were reserved bits for every tile holding that info :-)
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00:53:28  <Smoovious> hmm... it seems, the # of competitors in the difficult settings menu, counts the human player when it shouldn't... computer player hasn't started company #8 yet after 6 years...
00:54:38  <Smoovious> no... think of the # of tiles in the map... take that #, and multiply by 4, and that's the amount of extra data is needed to keep track of the date on a tile-by-tile basis
00:54:56  <Smoovious> for vehicles, stations, etc, it is stored in the same table that the vehicle/station info is in
00:56:03  <dihedral> makes sence
00:56:06  <dihedral> :-)
00:56:12  <RichK67> depends what you are using the date for, as to how much accuracy you need...
00:57:01  <dihedral> days is good - think they are part of a date too :-)
00:57:03  <Smoovious> the date isn't stored in MM-DD-YYYY or other local format... it is in # of seconds since a certain reference point
00:57:16  <Smoovious> so it can be translated easily to different locales
00:57:54  <dihedral> now - i have another q for you
00:57:57  <Smoovious> (or # of days, since the game doesn't need to keep track of seconds)
00:57:59  <dihedral> while we are at it :-)
00:58:01  <Rubidium> Smoovious: you are talking about a completely differnt date I guess
00:58:34  <Rubidium> but the date is in days since 1-1-0 (D-M-Y)
00:58:55  <dihedral> clients get the map sent to them when they connect
00:59:12  <dihedral> as of then do-commands are sent to clients
00:59:16  <Smoovious> Rubidium... from another conversation some time ago, I thought it wasn't stored in DMY format... when we were talking about figuring the leap years with the bug where some months/years started on the 2nd instead of the 1st
00:59:41  <Smoovious> yeah, days instead of seconds...
00:59:47  <Smoovious> either way, same principle
00:59:49  <dihedral> though when i reset a company
00:59:59  <dihedral> is that also a do-command?
01:01:00  <dihedral> can i send a do-command to all clients that - lets say - company 2 gives moeny to nobody?
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01:02:05  <dihedral> i hate kicking, banning and resetting companies - but sometimes it just has to be done
01:02:06  <Rubidium> dihedral: not with an unpatched OTTD
01:02:31  <dihedral> i would still prefer just fining say 25-50% of p->money64 of that player
01:02:56  <dihedral> my server has some extra console commands
01:03:04  <dihedral> and it runs stable
01:03:18  <dihedral> and the clients are regular 0.5.0 final
01:04:09  <dihedral> just info outputtet to the console nothing much
01:05:29  <_Ben_> hi, anyone no if ground tiles require an additional file so that they change colour between climates (talking 32bpp here), in a similar way to viecles required the file saying wich bits change for team colours also..?
01:07:55  <Rubidium> dihedral: you might be able to send a CMD_GIVE_MONEY but you need to send it to a valid player and you can only do 20.000.000 pounds at a time and it fails when the player has a loan
01:08:34  <dihedral> how about the money cheat
01:08:47  <Smoovious> cheats are disabled in multiplayer
01:08:50  <Rubidium> hmm, it does not fail when you have a loan, you can only get the amount of money - loan
01:09:02  <Rubidium> dihedral: that is exactly the opposite of what you want to do
01:09:28  <dihedral> thought money cheat will give money to the player if a negative value is used
01:09:53  <dihedral> but the actual prob is: i though the client had to issue the cmd_give_money
01:10:08  <dihedral> and i (server side) need to get the client to issue that command :-P
01:10:29  <dihedral> if it works using a do-command ?
01:10:45  <dihedral> can i not give money to player 0?
01:11:31  <Rubidium> if you mean the first player with player 0, then yes
01:12:48  <Rubidium> the clients send commands to the server, which the server then distributes. The sending client will 'lose' track of the commands until the server tells the client to perform the command (the client does not really know that it has sent it)
01:13:22  <Rubidium> so the server can in fact send all commands to the clients it pleases, even impersonating other players to do the CMD_GIVE_MONEY trick
01:13:56  <dihedral> hehe - that would be good
01:15:07  <dihedral> so could i just add something to EXPENCES_OTHER with no explaination on what the palyer payed for?
01:15:31  <dihedral> that would then go to nobody and the money would be deducted?
01:15:47  <dihedral> just trying to pick your brains here :-)
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01:16:44  <Rubidium> you have to send the money to an existing player
01:16:59  <dihedral> shoot
01:17:36  <dihedral> that is a real shame
01:18:35  <dihedral> but that was very helpful - thank you :-)
01:20:02  <dihedral> anyway - think i need to head to bed
01:20:21  <dihedral> 'night
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01:22:25  <_Ben_> meh, so knowbody knows?
01:23:40  <Rubidium> in the current 8 bits system temperate sprites (from trg1r.grf) get overwritten with sprites for the other climates (if necessary)
01:27:21  <Smoovious> nevermind my earlier comment about competitors... it took forever, but the last one finally started
01:28:00  <Rubidium> yup, the problem of testing stuff that uses Random()
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01:29:30  <_Ben_> Rubidium: hmm, yeah I'm getting confused.  If I switch scenarios the grass from the original scenario appears in the other scenarios also still, I suppose I'll ignore that then till its sorted.
01:30:47  <Rubidium> that's because the grass and the toyland ground uses the same sprite numbers
01:31:09  <_Ben_> The grass appears in tropical and artic also currently
01:31:26  <Rubidium> true, they use the same sprite numbers as the temperate grass too
01:32:14  <_Ben_> what is the shortcut for the cheats?  It doens't seem to allow me to sqitch threw the scenarios in this new build
01:36:55  <Nigel> where is the upgrade trains button these days?
01:40:07  <_Ben_> Migel: If there in the depot, hit the bottom right burron with the yellow up arrow, in the depot menu.. (i thinnk)
01:40:14  <_Ben_> button*
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01:52:41  <Nigel> I meant auto replace
01:52:48  <Nigel> i.e. Electric 1 to Electric 2
01:53:05  <glx> "manage list" in vehicle list
01:53:19  <Nigel> oh *doh*
02:03:49  <UnderBuilder> I have a cosmetical idea: what if we replace the "The LA of footown refuses ..." we add at the end of the message a shorter text like "Sorry, but antiecologists aren't appreciated here"?
02:04:19  <UnderBuilder> something like a shout should be that
02:06:11  <UnderBuilder> or maybe that appears if you destroy much trees and if you destroy more houses you get another shout like "demagogues out"
02:06:52  <Nigel> personally I like the idea of "<Your Company> would like to submit 'plans' here is 20 million pounds in return for allowing them"
02:07:03  <Nigel> the plans can include leveling :P
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02:15:04  * Smoovious rolls his eyes.
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02:47:49  <CIA-1> OpenTTD: KUDr * r8986 /branches/cpp_gui/src/ (9 files in 3 dirs):
02:47:49  <CIA-1> OpenTTD: [cpp_gui] -Add: resizing window by dragging ResizeBox
02:47:49  <CIA-1> OpenTTD:  -Fix: Moving top-left corner of widget now moves is instead of resizing
02:47:49  <CIA-1> OpenTTD:  -Add: Resizing widget/window now generates OnResize() event
02:47:49  <CIA-1> OpenTTD:  -Add: Resizing container now generates OnResizeParent() for all children
02:47:50  <CIA-1> OpenTTD:  -Add: Widget anchors (widgets now resize/move when container widget resizes)
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04:04:25  <CIA-1> OpenTTD: belugas * r8987 /trunk/src/ (30 files in 2 dirs): -Cleanup: doxygen changes. Again. Mostly (still) @files missing tags and (more than just) a few comments style.
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09:40:37  <CIA-1> OpenTTD: peter1138 * r8988 /trunk/src/station_gui.cpp: -Fix: Indenting, variable scope, variable type and minor duffage
09:47:02  <Eddi|zuHause3> what the heck is a "duffage"?
09:47:32  <Darkvater> morning peter1138
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09:55:20  <peter1138> it's where you duff the code
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09:58:22  <CIA-1> OpenTTD: peter1138 * r8989 /trunk/src/graph_gui.cpp: -Fix: more indenting and variable scoping
09:58:29  <peter1138> 8989, hee
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10:30:49  <Wolf01> hello
10:31:18  * Smoovious touches the brim of his black hat™ to Wolf01
10:48:28  <CIA-1> OpenTTD: peter1138 * r8990 /trunk/src/bridge_gui.cpp: -Fix: more indenting and variable scoping
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11:20:50  <CIA-1> OpenTTD: KUDr * r8991 /branches/cpp_gui/src/ (6 files in 2 dirs): [cpp_gui] -Codechange: composite widgets (incl. windows) now must implement CreateWidgets() method which is called from the default OnCreate() implementation
11:32:04  <Wolf01> DaleStan, do you remember my talk about "8bpp graphics don't fit with 32bpp"?
11:32:14  <Wolf01> i meant this:
11:32:24  <Wolf01> see the road/terrain and the houses
11:32:51  <peter1138> yeah
11:32:55  <peter1138> those 32bpp graphics look shit
11:34:14  <Wolf01> no, they should be good... if only sergej want to do his job well and not something cut and glued in 10 minutes
11:34:24  <peter1138> no, they are shit
11:34:29  <peter1138> they do not fit together
11:34:42  <peter1138> and they're 'blurry'
11:35:02  <Wolf01> what i mean, is that i don't want to see half the graphics smooth and half the graphics pixelated
11:35:18  <peter1138> well it doesn't need to be zoomed it
11:35:21  <peter1138> *in
11:36:07  <Wolf01> i often play with ctrl+d to see better the junctions and signals
11:36:28  <Wolf01> so i don't have problem to see ALL pixelated or ALL smooth
11:38:53  <peter1138> s/to see/with seeing/
11:39:33  <Smoovious> any reason why we can't just zoom in further, and let the graphics get pixelated, without having to change the whole viewport?
11:43:19  <Wolf01> i tried, but it didn't work, i can't remember why
11:46:07  <CIA-1> OpenTTD: KUDr * r8992 /branches/cpp_gui/src/widget/ (window_event.cpp window_event_base.h): [cpp_gui] -Add: CaptureTicket::IsActive() to determine if the ticket is in use
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11:49:12  <Wolf01> there is anything interesting (bugfix/feature) included in trunk since r8884?
11:50:48  <CIA-1> OpenTTD: KUDr * r8993 /branches/cpp_gui/src/widget/widget_resizebox.cpp: [cpp_gui] -Fix: ResizeBox now draws itself in lowered state when resizing
11:50:48  <peter1138> yes
11:50:54  <Wolf01> i'm not able to see ottd only commits on the CIA's site and also i can't find the older ones
11:51:04  <Wolf01> *ottd -> trunk
11:51:29  <Eddi|zuHause3> svn log?
11:53:10  <Wolf01> mmm right
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11:54:47  <Wolf01> too bad that i don't want anymore to keep my patches synced
11:56:02  <Wolf01> the daylength patch should be totally rewritten
11:57:20  <Wolf01> strange, transparency option still work
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12:01:05  <Wolf01> and maybe drag&drop remove station tiles
12:01:28  <Wolf01> i can see that now planes travel at full speed :D
12:03:17  <Smoovious> they did that last night
12:03:57  <Eddi|zuHause3> there was also big transfer fix
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12:04:33  <Smoovious> all of your transfer money now goes to my company if I'm in the same game... otherwise, it works normally
12:05:00  <Wolf01> i see
12:05:25  <Wolf01> many thanks to richk
12:06:23  <Wolf01> but now is possible to have A<->B<->C routes or only A->B->C?
12:07:00  <peter1138> that probably needs the fabled cargo packets
12:08:36  <Wolf01> as i can read, is possible to have something like A->C<-B + C->D and vehicles remember if a cargo is coming from A or B
12:08:59  <Wolf01> which is really an improvement
12:09:43  <Darkvater> Wolf01: that's cargo packets
12:09:56  <Darkvater> right now all your cargo is one packet, so destinations simply get overwritten
12:10:03  <Eddi|zuHause3> hm, i don't know if it actually remembers if it is from A or B, but it remembers how much it has been paid for
12:10:13  <Darkvater> peter1138: can I ask for your utf8 expertise? ;)
12:10:31  <Wolf01> oh, ok
12:10:46  <Smoovious> probably too much to ask to be able to put together a switching yard so cars can be set out to go on other trains to the right destination... :D
12:10:46  <Wolf01> i misread richk's post
12:10:50  <peter1138> expertise? hmmm
12:11:18  <Darkvater> peter1138:
12:11:43  <Darkvater> basically when you chat for example, your string just gets cut off somewhere without regard for utf8 sequences
12:11:54  <Darkvater> Utf8TrimString tries to remedy that
12:11:59  <peter1138> ah
12:12:10  <Darkvater> the gfx.cpp change adds support for IDEOLOGICAL_SPACE as a whitespace character
12:12:26  <Eddi|zuHause3> Smoovious: i had an idea how to handle that, but it requires a complete rewrite of the way vehicles are handled internally, and that is just way over my programming skills
12:12:28  <Darkvater> and of course corrects the fact that s[-1] is not always correct for utf8
12:12:52  <Wolf01> ok, i think that this is the last transparency gui sync, i'll work on daylength patch since... now, to make it non-savegame based and better bugfixed
12:13:02  <Darkvater> ...this is where KUDr comes in to say we should all switch to UCS4 ;)
12:13:45  <peter1138> heh
12:13:50  <peter1138> shouldn't be too much work ;p
12:14:16  <peter1138> fcvo
12:14:17  <Smoovious> Eddi|zuHause3... >nods<... could assign 1 or 2 switcher engines to stay at the yard to automatically assemble trains and stuff. :)
12:14:48  <Eddi|zuHause3> Smoovious: well, that's the 2nd step
12:15:28  <Wolf01> will you implement also the drive trains manually?
12:15:44  <Smoovious> aside from that, one thing I'd like to see is if a train takes out a road vehicle, the train comes to an emergency stop, and waits in a crashed state until the road vehicle has been cleared out, and then resumes its run at a reduced/damaged speed until next depot... with a small chance of derailing due to the crash
12:15:53  <Eddi|zuHause3> we should switch to UTF-7 :p
12:16:09  <Smoovious> Wolf01... dunno... it is just wishful thinking right now. :D
12:17:40  <Smoovious> the train/road crashing would be an incentive for people to lay track to avoid crossings... there's no downside for trains and crossings right now
12:17:50  * Darkvater smacks Eddi|zuHause3
12:18:04  <Eddi|zuHause3> autsch
12:18:46  <Wolf01> i already wonder something like a defrag, or hanoi tower: open depots (like stations), orders like go to yard1, take 2 wagons, go to yard2, leave one wagon, go to yard3, take one wagon, go to yard2...
12:18:48  <Smoovious> like, make the derailing rare... like a 1:100 chance of derailing due to a road-vehicle impact
12:20:01  <Smoovious> with maybe a 5:100 chance if the road vehicle happened to be a full oil tanker, or something else with a lot more mass in its cargo
12:20:07  <Smoovious> nah, 3:100
12:20:13  <Smoovious> something small anyways
12:20:53  <Smoovious> if the vehicle was a full bus, then hold the train longer for the NTSB investigators on the scene :D
12:22:01  <Smoovious> wonder how hard it would be to set something up like an NPC vehicle... so a town can send out emergency crews if they can get there by road or something
12:22:10  <Eddi|zuHause3> one of the worst train accidents in germany involved a double-decker train full of children and an oil tanker
12:22:47  <Smoovious> I'd also like to see drawbridges of some sort
12:22:51  * Smoovious shrugs.
12:23:05  <Smoovious> I got a lot of things on my wish list
12:23:28  <Smoovious> but for the time being, just sticking to trying my hand at implementing my feature request on flyspray
12:24:47  <Smoovious> #525... I got a couple ways in my head to implement it... and should be relatively straightforward... good thing to try while I get used to the environment
12:24:48  <Darkvater> Brianetta: ^_^
12:25:16  <Smoovious> Darkvater... are you able to assign Flyspray tasks?
12:27:08  * Smoovious grins. "Yeah, that Standale shot is pretty cool... woulda liked to see the full game map on that one"
12:28:40  <Eddi|zuHause3> yeah, maybe there should be a link to the scenario
12:29:54  <Darkvater> search the forums
12:30:07  <Darkvater> donnu if Brianetta still has the scenario on his webspace
12:30:28  <Darkvater> Smoovious: which one?
12:32:49  <Smoovious> Darkvater... #525
12:33:25  <Darkvater> there you go
12:33:34  <Smoovious> gonna try and do #525 as my first project while I get used to svn/vc2005...
12:33:38  <Smoovious> thanky muchly. :D
12:34:04  <Smoovious> I almost feel like I matter now. :D
12:38:12  <Darkvater> peter1138: how do you feel about it?
12:38:57  <izhirahider> What happened to planes here, I updated to the rev. 8993 and the planes seem to go blazing fast including helicopters...
12:39:45  <Eddi|zuHause3> planes are going at their actual speed now
12:40:51  <Eddi|zuHause3> !openttd commit 8973
12:40:53  <_42_> Commit by celestar :: r8973 /trunk/src/ (11 files in 2 dirs) (2007-03-02 12:01:24 UTC)
12:40:55  <_42_> -Feature/Codechange: Changed the internal unit for aircraft velocities to from 8mph to 1km/h (peter1138), also give aircraft realsitic velocities (so that 1km/h is 1km/h independent of vehicle type) (peter1138). Introduce a flag to reduce aircraft speed in holding patterns to some realistic velocity. Use this flag for the city airport for the time being and make use of the different entry points for this airport type.
12:44:37  <izhirahider> Eddi|zuHause3, thanks
12:44:37  <Wolf01> i've seen also richk's real world airports, one of them has diagonal runways, is possible to use them or they are only eyecandy?
12:44:51  <Darkvater> of course it's possible
12:45:05  <Darkvater> the engine doesn't care about the direction of the runway
12:45:08  <Wolf01> no, i mean the diagonal runways XD
12:45:11  <Wolf01> ah
12:45:13  <Wolf01> ok
12:45:29  <Eddi|zuHause3> afaik the system has always been capable of that, just it was never used
12:45:35  <Wolf01> good
12:46:21  <Wolf01> when we will add some megabytes to the map array?
12:46:30  <Smoovious> I know planes are capable of their take-off angle-of-attacks diagonally... I see them do it sometimes when I am upgrading an airport as an aircraft is climbing
12:56:59  <Eddi|zuHause3> yippeee! for the very first time i actually got a spam mail! ;)
12:57:07  <Wolf01> lol
12:57:26  <Smoovious> that feeling is going to die pretty hard real quick from this point on
12:57:39  <Eddi|zuHause3> i have this account for 5 years already ;)
12:57:49  <Smoovious> you're welcome to my ~200-300 a day
12:57:59  <Smoovious> but I've had the same email for ~20 years
12:58:28  <Eddi|zuHause3> i'm not that oldschool :p
12:58:55  <Smoovious> at least I don't have to use bang!paths anymore
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13:08:36  <Wolf01> uint16, max value?
13:09:32  <Eddi|zuHause3> 2^16?
13:09:38  <Eddi|zuHause3> -1
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13:13:49  <Darkvater> peter1138: was there any rationale behind making bought-land owner-signs also transparent?
13:13:51  <CIA-1> OpenTTD: Darkvater * r8994 /trunk/src/video/win32_v.cpp: -Fix [FS642, r3320]: [win32] Resolution doubled in cfg file when fullscreen mode used. Use _wnd.double_size which gives back its correct state with respect to double size and fullscreen.
13:13:58  <Darkvater> peter1138:
13:15:49  <Eddi|zuHause3> has anyone considered adding linux double-mode support? (zewensoft did a patch for that a while back)
13:18:53  <Wolf01> yeah, found why daylength is broken
13:19:37  <Eddi|zuHause3> that is one of the two reasons that is preventing me from abandoning my miniin games
13:19:46  <Eddi|zuHause3> (the other one being PBS)
13:19:49  <Wolf01> i set the savegame_version to 1000, now with 255 works
13:20:16  <Wolf01> i must use the same method as miniIN
13:20:25  <Eddi|zuHause3> that sounds very odd, Wolf01
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13:21:44  <Wolf01> eh, every savegame bump i must increase the daylength version too, so if i put it already very high it should work
13:22:04  <Smoovious> <Darkvater> peter1138: was there any rationale behind making bought-land owner-signs also transparent? <--- my complaint as well
13:22:29  <Darkvater> not 'as well'
13:22:36  <Wolf01> heh is a preparation for eyecandy :D
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13:25:36  <Wolf01> if you want to use the transparency gui, you shouldn't have problems with transparent signs, you can make them transparent with unmovables
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13:31:42  <Wolf01> in miniIN:
13:31:44  <Wolf01> enum {
13:31:44  <Wolf01> 	INVALID_SAVEGAME_VERSION = (uint16)-1,
13:31:44  <Wolf01> 	LATEST_TRUNK = 48
13:31:44  <Wolf01> };
13:31:59  <Wolf01> latest trunk seem redundant
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13:36:27  <CIA-1> OpenTTD: Darkvater * r8995 /trunk/src/roadveh_gui.cpp: -Fix (FS#620, r8464): revert properly (reversion of r4322) internal speeds
13:36:58  <Biff> Eddi|zuHause3: double-mode?
13:37:27  <Eddi|zuHause3> Ctrl+D ... kind of an additional zoom level
13:37:43  <Eddi|zuHause3> only that it also "zooms" the GUI elements
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13:46:11  <peter1138> Darkvater: no idea, i probably didn't try it :p
13:46:20  <Wolf01> is there somebody who can help me to understand how to use the same method which handle the savegame_version of miniIN for my patch?
13:46:33  <Darkvater> peter1138: no idea for which one?
13:46:40  <peter1138> transparent flags
13:47:48  <peter1138> was this introduced in the no-sprite-limit stuff?
13:48:31  <Wolf01> peter1138, please, think 4 times before remove the transparent flag for purchased land
13:48:41  <peter1138> why?
13:48:56  <Wolf01> because we might need it for eyecandy
13:48:58  <peter1138> clearly i added it by mistake
13:49:14  <peter1138> then it can be reintroduced for eyecandy
13:49:19  <peter1138> it's not much work
13:49:27  <Wolf01> is one line
13:50:16  <peter1138> but damn
13:50:21  <peter1138> this station filter is *still* a bitch
13:50:33  <peter1138> i even gave up to go and work in the garden :p
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13:51:51  <Wolf01> why not use the same method i used for transparency gui, where if you don't want to make a thing transparent, you can avoid to pass the bit to the drawsortablesprite function
13:52:48  <Wolf01> (and for this i must thank belugas and darkvater :P)
13:53:03  <peter1138> why not just add the transperencyucewuhwgwe gui
13:53:05  <peter1138> when i can type
13:53:28  <Wolf01> yes why not?
13:53:32  <glx> Darkvater: <-- new version
13:53:44  <Wolf01> is ready since 2 months
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13:54:10  <peter1138> because "is ready since 2 months" is bad english
13:54:15  <peter1138> so i might not any more
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13:54:35  <Wolf01> lol
13:55:02  <peter1138> "has been ready for 2 months" is more like it
13:55:28  <peter1138> welcome to #openttd, your annoying and unwanted english tuition
13:55:49  <Wolf01> thanks, i must add it to my sentences file from which i copy/paste :P
13:55:54  <peter1138> hehe
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14:04:00  <Wolf01> the TGP uses day_ticks?
14:06:36  <Wolf01> mmm seem that the problem is in another place
14:07:40  <peter1138> god damn
14:07:43  <peter1138> i wish my eyes were better :/
14:07:52  <peter1138> maybe i should ditch the crt and get a tft
14:08:59  <Smoovious> skip the eyes completely and get a braille display
14:10:35  <peter1138> maybe a 30" dell
14:10:37  <peter1138> 2560x1600 :D
14:11:13  <peter1138> hmm, don't think that would fit
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14:14:37  <Eddi|zuHause3> your ceiling is that small? :p
14:18:02  <Smoovious> hey, if you gotta take out part of the wall in order to fit your computer equipment... well... gotta do what ya gotta do... priorities, man...
14:18:07  <Smoovious> what has a wall done for you lately?
14:18:51  <Eddi|zuHause3> "the wall must go! the wall must go!"
14:18:59  <Eddi|zuHause3> that is so 1989!
14:20:21  <Smoovious> I was thinking more of the ones inside... like... I got walls all over the I really need that many?
14:20:37  <Smoovious> oh sure, I should keep at least 4 of them, but the rest?
14:21:25  <Eddi|zuHause3> The Wall WAS inside... it was used to keep those imperialistic bastards outside our small democratic country
14:23:14  <Smoovious> if it is being rained on, and birds crapping on it... it wasn't inside
14:24:22  <Eddi|zuHause3> you DARE mocking our most precious imperialistic security wall?
14:26:32  <peter1138> s/mocking/to mock/
14:27:40  <Smoovious> mock? hardly... but it was outside... not inside
14:30:17  <Eddi|zuHause3> peter1138: are you sure about that?
14:30:36  <Eddi|zuHause3> i'd actually like to hear the rule about that...
14:30:43  <Smoovious> and you knew damned well what kind of wall I was talking about in the first place... your own fault for bringing the other wall up... don't bring it up next time if you don't wanna open it up to comment
14:31:10  <Eddi|zuHause3> Smoovious: i thought it was kinda obvious i was being ironic
14:32:15  <Smoovious> I failed to see what was ironic about it
14:32:27  <Eddi|zuHause3> besides, the wall was in fact completely inside GDR territory (most people believe it was on the border between east and west, but that is not true)
14:32:59  <Smoovious> inside territory, perhaps... but even while being inside territory, it was still outside
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14:33:30  <Eddi|zuHause3> and that is the ironic part, the completely different interpretations of "wall" and "inside"
14:34:39  <Eddi|zuHause3> (besides of the fact that no sane person defends that stupid crap of german history)
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15:01:16  <izhirahider> src/vehicle.cpp:3287: void Vehicle::BeginLoading(): Assertion `IsTileType(tile, MP_STATION) || type == VEH_Ship' failed.
15:01:26  <izhirahider> rev. 8995
15:01:59  <izhirahider> reproducable: always; I have the .sav
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16:11:21  <CIA-1> OpenTTD: KUDr * r8996 /branches/cpp_gui/src/ (11 files in 2 dirs): (log message trimmed)
16:11:21  <CIA-1> OpenTTD: [cpp_gui] -Add: CloseBox added into CaptionBar
16:11:21  <CIA-1> OpenTTD: -Add: when pressing gui button and holding the mouse button down you can now
16:11:21  <CIA-1> OpenTTD: move mouse out of the button and it will get released silently. So if you
16:11:21  <CIA-1> OpenTTD: release mouse button after leaving gui button the button will not raise
16:11:22  <CIA-1> OpenTTD: OnLeftClick() event.
16:11:24  <CIA-1> OpenTTD:  -Fix: OnCreate() is now propagated properly to base classes
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16:45:56  <valhallasw> is it possible to do something like
16:46:16  <valhallasw> #include <set> \n class X { public: set<X> var; }
16:46:18  <valhallasw> in c++?
16:46:58  <KUDr> public: std::set<X> var;
16:47:08  <KUDr> but no
16:47:46  <KUDr> std::set<X*> will work
16:47:56  <Thomas[NL]> is it just me or isnt the newest svn-build starting anymore in linux?
16:48:06  <valhallasw> yeah, okay, <X> would give some nice recursive memory-filling
16:48:33  <KUDr> but i dunno, it might work
16:48:57  <KUDr> newly created std::set is empty
16:49:08  <KUDr> and it allocates items on the fly
16:49:28  <KUDr> so theoretically it can work
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16:50:17  <valhallasw> n.var.append(n) would not be a good idea though (no, it's not called append, but i'm too lazy to think of the right term ;))
16:51:04  <KUDr> inserrt would make copy
16:51:35  <KUDr> but is there is already something it can fill memory, yes
16:54:06  <valhallasw> mkay
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17:06:47  <Eddi|zuHause3> if union(s,s) creates an endless loop, the implementation of union is wrong
17:08:10  <Eddi|zuHause3> that is, unless s was infinite in the first place
17:08:45  <ln-> Error: Cannot open file 'data/'
17:08:45  <ln-> openttd: /home/lauri/openttd/src/openttd.cpp:96: void error(const char*, ...): Assertion `0' failed.
17:08:52  <ln-> $ ls -l data/
17:08:52  <ln-> -r-------- 1 lauri lauri 1608618 13. helmi   2005 data/
17:13:50  <Eddi|zuHause3> sure it's no permission problem?
17:14:41  <ln-> no change after chmod a+rwx data/
17:14:47  <Eddi|zuHause3> cause it works fine here
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17:16:12  <Eddi|zuHause3> and data/ is subdirectory of the bin/ dir?
17:16:31  <Eddi|zuHause3> when was the last time it worked?
17:16:56  <ln-> it worked before someone introduced the configure script thingie some months ago.
17:17:15  <Eddi|zuHause3> right, then move data/ into bin/
17:17:31  <ln-> ok, my data/ is probably at the wrong place, but it would be *damn nice* if the error message told the _absolute_ path where it is looking for the file.
17:18:16  <Eddi|zuHause3> while you're at it, move gm/ and other similar dirs as well
17:19:21  <ln-> ok, it's running
17:21:08  <ln-> err.. what's this fuzzy logic about which currency i can choose in game settings?
17:22:12  <Eddi|zuHause3> the logic behind that sentence is a little fuzzy
17:23:45  <ln-> about half of the options in the "Currency units" drop-down menu are disabled
17:24:20  <ln-> interestingly, i can choose euro in the year 1950.
17:24:53  <Eddi|zuHause3> yeah, i have no idea about that either
17:25:42  <ln-> and now they are again all enabled
17:25:50  <ln-> i didn't do anything, just waited a minute
17:25:57  <ln-> now half of them disabled.
17:26:03  <ln-> now enabled.
17:26:20  <ln-> now disabled.
17:26:25  <ln-> this is nuts.
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17:40:26  <UnderBuilder> a question: is possible to add a font with the game running?
17:46:52  <Wolf01> maybe with the font gui
17:47:05  <Eddi|zuHause3> we have a font gui?
17:47:09  <Wolf01> no
17:47:14  <Wolf01> it is in development
17:47:19  <Eddi|zuHause3> good, i was wondering ;)
18:03:31  <peter1138> not by us
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18:24:31  <Gorre> morning.
18:25:54  <Wolf01> evening
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19:13:30  <UnderBuilder> I was playing ottd in a server and then jasper joined it O_o
19:14:28  <UnderBuilder> as always, he asked for highways
19:15:24  <Eddi|zuHause3> tell him to provide a patch ;)
19:15:45  <peter1138> hee
19:16:28  <UnderBuilder> right eddi
19:17:06  <Eddi|zuHause3> highways basically needs these things: space in the map array, pathfinder adaption, movement adaption, build interface and graphics
19:18:29  <UnderBuilder> also if oneway roads and roads over tunnel entrances are coded we can have some highways ;)
19:18:32  <Eddi|zuHause3> and they are 98% eyecandy unless we introduce AI road traffic
19:18:57  <Sacro|Laptop> yup
19:19:41  <Eddi|zuHause3> which means i would not expect anyone (reasonably) working on them before version 1.1 ;)
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19:20:28  <Sacro|Laptop> well we just released 5.0
19:20:55  <Eddi|zuHause3> who is "we"?
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19:21:19  <peter1138> Sacro's got his own version, i guess
19:21:48  <Eddi|zuHause3> ah, so "we" is sacro and his split personality
19:23:12  <peter1138> yeah
19:23:14  <Eddi|zuHause3> btw. peter1138, you chickened out earlier on my question when to use infinitive and when to use gerundive
19:23:29  <mikk36> question
19:23:35  <mikk36> chat log ingame
19:23:44  <mikk36> too hard to make ?
19:23:52  <Sacro|Laptop> press `
19:23:56  <Sacro|Laptop> then use page up and page down
19:23:58  <mikk36> console ?
19:24:04  <mikk36> thanks :)
19:24:43  <mikk36> hmm, page up and down won't work
19:25:02  <Eddi|zuHause3> shift+pgup i believe
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19:25:15  <mikk36> yup
19:25:16  <mikk36> found
19:25:21  <mikk36> the default linux console way :)
19:25:30  <mikk36> thanks :)
19:25:49  <Eddi|zuHause3> and you can probably output that into a file somehow
19:25:57  <mikk36> not needed
19:25:59  <mikk36> atm
19:26:19  <Eddi|zuHause3> brianettas autopilot can even output that into an IRC channel
19:26:40  <Eddi|zuHause3> (and backwards, i assume)
19:26:47  <mikk36> yup
19:26:54  <mikk36> i've tested it and it works
19:27:00  <mikk36> openttdcoop uses it too
19:31:43  <mikk36> hmm
19:31:53  <mikk36> would someone add a currency to game ?
19:32:12  <mikk36> Estonian Kroon (kr)
19:32:26  <mikk36> 1 € = 15.64 EEK
19:33:45  <Eddi|zuHause3> £ is the base unit
19:33:52  <ln-> available since.. ~1991?
19:34:02  <mikk36> well, EEK is tied to €
19:34:10  <mikk36> and pound's value is changing for us
19:34:31  <Eddi|zuHause3> that still has nothing to do with how the game handles currencies
19:34:35  <mikk36> i don't know the relation of pounds to euros
19:34:47  <mikk36> i said what i knew
19:34:55  <Eddi|zuHause3> all factors are relative to £, and they cannot be fractional
19:35:04  <mikk36> int ?
19:35:27  <Eddi|zuHause3> well, >0, so uint rather
19:36:02  <mikk36> so
19:36:18  <mikk36> if 1 pund is 2 dollars, what is the base unit ?
19:36:21  <mikk36> pound*
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19:36:46  <mikk36> 1 dollar -> 0.5 pounds
19:37:27  <Eddi|zuHause3> the current factor of 2EUR=1£ is not very exact
19:37:39  <mikk36> aint it that ingame ?
19:37:47  <Eddi|zuHause3> that is ingame
19:37:56  <mikk36> that's what i'm talking about
19:38:20  <Eddi|zuHause3> but the real value is probably more like 1,5EUR=1£
19:38:46  <Eddi|zuHause3> i'd ask google, it might even know this ;)
19:39:02  <mikk36> hmm
19:39:15  <mikk36> atm, 1GBP = 23.2174 EEK
19:39:35  <Eddi|zuHause3> 1 UK£ = 1.48170084 EUR
19:39:47  <Eddi|zuHause3> that's what google says
19:39:58  <mikk36> 1,0000000000 	 1,4838623087
19:40:06  <mikk36> this is what our national bank says
19:40:10  <mikk36> that's for us :)
19:40:27  <mikk36> anyway
19:40:40  <mikk36> is it possible that u guys add Estonian Kroon ?
19:40:48  <Eddi|zuHause3> well, the google courses might not be very uptodate
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19:41:51  <Eddi|zuHause3> in the mean time, you can use "custom" currency
19:42:53  <mikk36> and what do i enter there to get a normal value there ?
19:43:06  <mikk36> close-to-real vallue
19:43:09  <mikk36> value*
19:43:37  <ln-> remember that the pound values are far from real.
19:43:53  <mikk36> that ofc
19:44:02  <mikk36> but in relation to pound
19:44:16  <Eddi|zuHause3> well, if you want to use the real EUR-EEK value (~15), you need 2*15, if you want to use the real £-EEK value, use 23
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19:45:55  <Ailure> hmm
19:46:00  <Ailure> I'm wondering out of curiousness
19:46:20  <Ailure> how does inflation work in the game? I assume it's some kind of variable that slowly increases over time? <<
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19:53:49  <Eddi|zuHause3> hm, funny, google now finds the cheapest call-by-call offer ;)
19:56:50  <peter1138> hmm what
19:57:37  <peter1138> what question was that?
19:58:13  <Eddi|zuHause3> [2007-03-03 15:24] <Eddi|zuHause3> you DARE mocking our most precious imperialistic security wall?
19:58:14  <Eddi|zuHause3> [2007-03-03 15:26] <peter1138> s/mocking/to mock/
19:58:48  <Eddi|zuHause3> in that context, i asked what the official rules are
19:59:47  <peter1138> to mock!
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20:00:21  <Eddi|zuHause3> yeah, you said that, but i want to know on what base i can decide in the future what to use
20:00:28  <peter1138> basis
20:00:31  <peter1138> ;p
20:00:42  <Eddi|zuHause3> fine :p
20:00:43  <Smoovious> the i's should be capitalized
20:01:04  <Eddi|zuHause3> i rarely capitalise in irce
20:01:10  <peter1138> ok
20:01:12  <Smoovious> and instead if "I can decide", it should be "can I decide"
20:01:18  <Smoovious> :P
20:01:20  <Eddi|zuHause3> -e
20:01:32  * Smoovious tosses in a couple commas in for good measure.
20:01:37  <peter1138> besides
20:01:55  <Smoovious> -in(2nd)
20:02:00  <Eddi|zuHause3> "can i decides" sounds anti-english
20:02:27  <Noldo> very
20:02:29  <peter1138> i don't know the rules, i just know what's right
20:02:29  <peter1138> and "i can decide" is right
20:02:32  <Smoovious> well, the whole sentence sounds anti-english... it is, however, perfect 'merican
20:03:06  <Eddi|zuHause3> well, "'merican" is probably influenced by german there
20:03:41  <Eddi|zuHause3> also french has an "inversion" form of questions
20:04:04  <Smoovious> we'd be more influence by mexican than german
20:04:12  <Eddi|zuHause3> but they mark those with a -
20:04:25  <Smoovious> influenced
20:05:21  <Eddi|zuHause3> there was a time when the citicens of philadelphia were over 50% of german origin
20:06:39  <Eddi|zuHause3> and also changes like theatre->theater, seem to be german influenced
20:07:05  *** Purno_ [] has quit [Ping timeout: 480 seconds]
20:08:00  <Smoovious> yeah, but this country is made up almost exclusively of immigrants... so we have influences from all over the spectrum... not such an easy thing to nail different things down to one region over another
20:08:18  *** ammler [] has joined #openttd
20:09:07  <Smoovious> we could have very easily ended up having spanish, or french, as our national language...
20:09:20  <Eddi|zuHause3> well, seeing that english itself is already a conglomerate of most european languages :p
20:10:16  <Eddi|zuHause3> there is a long standing story that america was only 1 vote away from using german as official language
20:10:31  *** ammler [] has quit []
20:10:37  <Eddi|zuHause3> but i think that is exaggerated
20:10:53  <Smoovious> perhaps, but I'm going back even before then... with the spanish and french wars... and which ships from which countries landed where...
20:12:12  <Smoovious> just hitting the coastline 100 miles off of where they did, could have conceivably changed the development from that point...
20:12:20  <Smoovious> butterfly effect and all that
20:12:57  *** Sacro|Laptop [~Ben@adsl-83-100-198-186.karoo.KCOM.COM] has quit [Quit: Leaving]
20:13:12  <Smoovious> hell, even if the native americans slaughtered the sailors soon as they made landfall, all the home country would have assumed was they sailed off the edge of the earth
20:13:29  <mikk36> :P
20:13:40  <mikk36> not to the edge, over the edge ;)
20:13:49  <Smoovious> kinda an interesting exercise to try and imagine how this country would be today, if the native americans were still the dominant class here
20:14:14  <mikk36> most people would be like hipis i think :)
20:14:15  <Wolf01> night all
20:14:18  <mikk36> night
20:14:19  *** Wolf01 [] has quit []
20:14:32  <Smoovious> for one thing, I wouldn't have to worry about getting pinched for having a bag of marijuana on me. :D
20:14:42  <mikk36> :P
20:14:52  <Eddi|zuHause3> i don't think you can even closely imagine what the world looked like without colonies existing
20:15:21  <Smoovious> oh I can imagine alright... but nobody will ever know how accurate it might have been
20:15:42  <mikk36> good point
20:16:10  <Eddi|zuHause3> i'd say we'd still not have any industrialisation and especially electricity
20:16:44  <ln-> our openttds would be horse-powered.
20:16:54  <Eddi|zuHause3> and the american inhabitants would still live in stone-age
20:16:56  <Digitalfox_> It's hard to have a newgrf configuration where i can have newroads, new road buildings, new bridges and new tunnels... Theres no way of making all work in combination well :(
20:16:58  <Smoovious> dunno about that... it would have happened somewhere else... maybe give or take a handful of years... but someone, somewhere, would have seen the need and put their imagination to work
20:17:01  <peter1138> mmm, beer
20:17:58  <Smoovious> Eddi|zuHause3... the anglo-saxon's aren't necessarily better tho... the natives here lived in harmony with the land... had a totally different view on life... and there was a lot of appeal in that...
20:17:59  <Eddi|zuHause3> well, the inventions could have been made
20:18:03  <Digitalfox_> If i use TTRS3.01, can't make new bridges grf work.. If i use US roads, no new tunnels
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20:18:35  <Eddi|zuHause3> but the success of industrialisation was based mostly on the fact that colonies were exploited
20:18:42  <Eddi|zuHause3> (coal, ore)
20:18:51  <Eddi|zuHause3> (manpower)
20:19:02  <Smoovious> doesn't mean it couldn't have happened somewhere else
20:19:06  <peter1138> yum, slavery
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20:25:40  <CIA-1> OpenTTD: KUDr * r8997 /branches/cpp_gui/src/ (6 files in 2 dirs):
20:25:40  <CIA-1> OpenTTD: [cpp_gui] -Codechange: common window features are now controlled by FeatureFlags enum.
20:25:40  <CIA-1> OpenTTD:  -Caption bar, close box and resize box are created automatically depending on features specified in window ctor.
20:27:52  <peter1138> BE AGGRESSIVE
20:32:50  <ln->
20:33:34  <CIA-1> OpenTTD: KUDr * r8998 /branches/cpp_gui/src/window.h: [cpp_gui] -Fix(r8997): some obscure g++ warnings about base/member initialization order (glx)
20:33:38  <peter1138> o_O
20:36:00  <mikk36> still no bridges over diagonal tracks ? :(
20:36:05  <mikk36> sad
20:36:10  <peter1138> ...
20:37:34  <Rubidium> mikk36: not in 0.5.0, it is in the nightlies
20:37:44  <mikk36> :)
20:40:37  <Smoovious> excellent. :) didn't realize it was in, looks great
20:41:51  <Smoovious> notice I can only destroy the bridge from the endpoints too, letting me destroy what's underneath while leaving the bridge... far as I know it was always like that, but never tried til now
20:41:53  <ln-> ok, when will the US and A attack at Iran?
20:42:07  <Smoovious> tomorrow
20:42:15  <mikk36> lol
20:42:26  <Smoovious> seriously, I doubt it'll happen anytime soon... we're already over-extended as it is
20:42:46  <Smoovious> tho if they want nukes so bad, I say lets just send them some... :D
20:43:52  <CIA-1> OpenTTD: rubidium * r8999 /trunk/src/rail_gui.cpp: -Fix [FS#450]: do not select a disabled platform length/number of track count when going out of drag-drop mode.
20:43:54  <CIA-1> OpenTTD: rubidium * r9000 /trunk/src/ (engine_gui.cpp lang/english.txt): -Fix [FS#581, r2572]: new locomotive names were not announced in the news, it said "new railway locomotive available - railway locomotive".
20:44:21  <Smoovious> seriously tho... most of the people there just want to live their lives, make a living, and raise their families... so would suck to actually do that, just cuz of the people in power wanting to exterminate other countries
20:44:22  <ln-> you don't see any problem with invading a sovereign country?
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20:44:50  <Smoovious> ln-... it depends on why...
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20:45:02  <ln-> why then?
20:45:35  <Smoovious> simply posing it as just 'invading a sovereign country' isn't a valid question... but the reason for doing so...
20:46:17  <ln-> "weapons of mass destruction", yeah, that has been a good enough reason lately.
20:46:25  <Smoovious> frankly, I'd support it, if they already made some kind of offensive move to begin with... so far, all we've had was bluster and posturing... not reason enough to invade
20:46:51  <Smoovious> there was more to it than that... but yeah, that was the reason they kept pushing and pushing through the media...
20:47:49  <Smoovious> I don't know if the iraq thing was a good idea or not... from the first moment I heard our forces were going in, I just didn't really have a good reason why for it... Afghanistan was one thing... but even today, I have yet to hear of a good enough justification for Iraq...
20:48:21  <Smoovious> they try to link it up to the whole war-on-terror thing (which won't work... you can't fight a concept... you have to have a specific, identifiable target)
20:48:38  <Smoovious> but they never really made the link well enough to my satisfaction
20:49:14  <ln-> someone pointed out that unlike Iraq, Iran does have real armed forces, and the average citizen of Iran is quite satisfied with his country.
20:49:35  <Smoovious> I think Saddam got what he deserved... if for no other reason than trying to exterminate portions of his own citizens... but that was still an internal thing...
20:49:42  <nairan>
20:50:24  <Smoovious> ln-... yeah, but you know how easy it is to shape public opinion when they only get limited sides of the argument
20:50:35  <mikk36> Rubidium, any info about automatic signali placement to trunk ?
20:50:44  <Noldo> Smoovious: public opinnion where?
20:50:59  <ln-> Noldo: he must mean the US and A.
20:51:13  <Smoovious> I've only talked directly to 2 iranians in the past couple years... and they must not have been among the 'satisfied with their country' group
20:51:17  <Smoovious> Noldo... in Iran
20:52:21  <Darkvater> goddammit Rubidium
20:52:30  <Darkvater> Rubidium: I had the fix for that and was just bout to commit it
20:52:45  <Noldo> yeah, shaping the public opinion has been so easy in Iraq too
20:52:48  <Darkvater> evil, so evil
20:53:06  * Smoovious nods.
20:53:06  <mikk36> lol @ Darkvater
20:53:06  <peter1138> heehe
20:53:16  <Rubidium> Darkvater: which of the two?
20:53:30  <Darkvater> railway locomotive
20:53:37  <Darkvater> but I am not sure your fix is correct
20:53:46  <Darkvater> frankly I think it's even plain wrong
20:53:59  <Smoovious> but then... until they actually attack us... it isn't really our problem... to attack someone just cuz you think they're going to attack you... regardless if it is true or not? ... fear alone, isn't enough justification
20:54:14  <Darkvater> STR_02B6 is also used for economy stuff (eg bankrupcy) where that string doesn't consume an other strings
20:54:17  <Smoovious> but if they attack you first, and you respond taking them out... is a much different thing to justify
20:54:42  <Smoovious> note how the vast majority of the controversy is centered around Iraq... you hardly ever hear any dissent about our going into Afghanistan
20:55:14  <Rubidium> hmm, didn't know that :(... but how would you solve the problem?
20:55:37  <Darkvater> Rubidium: easily. it is clear train needs a different string
20:55:38  <Darkvater> so
20:56:00  <Darkvater> instead of STR_02B6 I added STR_NEWS_STRING_NEW_TRAIN: :{STRING1} -  {STRING}
20:56:29  <Smoovious> it wouldn't suprise me if Iran is trying to provoke a first move from us, just so they can take the position of being forced into defending themselves... and we would be seen as the invaders/aggressors... and they'd be right about that viewpoint too
20:56:47  <Darkvater> it's basically a duplicate of the STR_02B6 but the first string really needs to consume
20:58:01  <nairan> you are already agressors with your president
20:58:24  <Darkvater> it took me a little while to hunt down, but found it pretty fast after I had a look at STR_8859_NEW_NOW_AVAILABLE
20:58:31  <Darkvater> which got added with elrails I think
20:58:37  <Rubidium> hmm, isn't it better to make it "STR_NEW_VEHICLE_AVAILABLE :new {STRING} available - {STRING}"
20:58:45  <Smoovious> but then again, I do see the argument... it isn't like when the US and the ex-USSR had nukes... neither country was eager for a nuclear war... neither country's people wanted to die... but the middle east... they seem almost eager to, so long as they take some of us out with them
20:59:00  <nairan> smooth
20:59:03  <Smoovious> nairan... it isn't that simple...
20:59:21  <Smoovious> would be nice if it was, but it isn't... and it is a much longer-standing thing, than just him
20:59:22  <Rubidium> Darkvater: it is caused by r2572, because there the behaviour of eating params changed
20:59:38  <Darkvater> Rubidium: that'd probably create too many special casings for other uses
20:59:49  <nairan>
21:00:09  <Smoovious> yeah, save the links... I don't feel like re-typing them in the other computer
21:00:23  <Darkvater> Smoovious: do you wonder after the rhetoric by the US for the last 10 years that the ME is an axis of evil, etc.?
21:00:25  <mikk36> Darkvater, how possible is it that shared tracks and signals auto-complete will get to trunk ?
21:00:41  <nairan> i wonder when the us consider europe as evil
21:00:42  * Darkvater licks his finger and sticks it up in the air
21:00:56  <mikk36> and the answer is... ?
21:00:56  * nairan grins evilly.
21:01:12  <mikk36> was the air warm or cold ?
21:01:13  <Rubidium> the answer is: 42
21:01:18  <peter1138> when will the us realise that they are evil and attack themselves?
21:01:20  <Smoovious> Darkvater... no, I don't wonder... it makes for great propoganda... the vast majority of our people are religious types... they eat up the whole good-vs-evil crap as fast as it gets shovelled out to them and then ask for more
21:01:21  <mikk36> damn u, Rubidium :D
21:01:22  <Smoovious> sad really
21:01:39  <mikk36> and, Rubidium, 42 is the answer for one other question
21:01:44  <Darkvater> peter1138: that'd solve a lot of problems :)
21:01:44  <mikk36> the ultimate question
21:01:55  <mikk36> mine wasn't the ultimate one
21:02:08  <Smoovious> evil is a matter of perspective... and is a lousy argument when having rational and thoughtful discussion about issues
21:02:21  <mikk36> well, Darkvater ?
21:02:30  <Darkvater> just saying to " they seem almost eager to, so long as they take some of us out with them"
21:02:51  <Darkvater> and mind you, these same people were heroes and freedom fighters when they fought the USSR
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21:03:00  <Darkvater> so this is all a bunch of bullcrap
21:03:07  <Darkvater> mikk36: your guess is as good as mine
21:03:08  <Smoovious> yeah, well... 9-11 happened to shape our view a bit
21:03:38  <Smoovious> Darkvater if I recall, the situation was very different, too
21:03:51  <Darkvater> imho all the US has to do is settle this damn Israel/Jeruzalem thing *neutrally* and stop demonizing people/countries
21:04:13  <Smoovious> it isn't up to us to settle it
21:04:32  <Smoovious> Israel is a sovereign country... they make their own decisions...
21:04:40  *** kdr [] has quit [Ping timeout: 480 seconds]
21:04:43  <Darkvater> of course it is. Every half-constructive and serious solution to the problem has been vetoed
21:04:45  <Rubidium> Darkvater, why would there be too many cases if you replace the first {STRING} with railway locomotive, electric..., mono..., maglev... road vehicle, ship, aircraft ?
21:04:57  <Smoovious> solution to what problem?
21:05:01  <Smoovious> that they exist?
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21:05:19  <Darkvater> mainly Jeruzalem I'd say
21:05:34  <Darkvater> Rubidium: hmm, could work...
21:05:43  <Rubidium> because the 4 GetNewsStringNew<TYPE>Avail() is almost completely duplicted four times, only for rail vehicles you've got the 4 subtypes
21:05:43  <Darkvater> Rubidium: will you look into that? Then I'll drop my fix ;)
21:05:46  <Smoovious> that isn't our territory, and isn't up to us to settle anything... it is up to the Israelis...
21:05:59  <Rubidium> yup
21:06:45  <Darkvater> ..
21:06:50  <Smoovious> I'm kinda picking up on a double standard... we're supposed to stay out of other people's independent issues, yet, we're supposed to get in the middle of people's independent issues...
21:07:05  <Ailure> [20:47] <Ailure> hmm
21:07:06  <Ailure> [20:47] <Ailure> I'm wondering out of curiousness
21:07:06  <Ailure> [20:48] <Ailure> how does inflation work in the game? I assume it's some kind of variable that slowly increases over time? <<
21:07:13  <Ailure> :o
21:07:26  <peter1138> hehe
21:07:30  <peter1138> if only
21:08:02  <Smoovious> Israel/Jerusalem isn't a US issue... got a problem with Israel, take it up with them... but, we are allied with Israel... so that comes into play too, but only to a point... and the Jerusalem thing, is beyond that point
21:08:47  <mikk36> question: can i compile openttd using visual studio 2005 ?
21:08:55  <Smoovious> mikk36... yes
21:08:58  <Smoovious> er
21:09:02  <Smoovious> well,
21:09:10  <mikk36> i have it installed
21:09:13  <Smoovious> I know you can with Visual C 2005
21:09:16  <Ailure> I think that's what most people use even <<
21:09:25  <Smoovious> I use VC2005
21:09:48  <mikk36> i'd like to add one small patch to 0.5.0
21:09:50  <mikk36> shared tracks :)
21:09:52  <Smoovious> mikk36... there is a wiki page with information about libraries you'd need to load up and some other configuration
21:10:12  <Smoovious> you can find it through the developer/development section
21:10:14  <Darkvater> wtf?
21:10:22  <Darkvater> << how can this guy have a crash.dmp file?
21:10:30  <Darkvater> 0.5.0 final doesn't have minidump support
21:10:37  <mikk36> lol
21:10:56  <mikk36> "oops" ? :D
21:10:58  <Smoovious> maybe it was an old one that he didn't check the date on
21:11:13  <Darkvater> could be, crash.log is correct
21:11:13  <mikk36> when did u release 0.5.0 ?
21:11:18  <Darkvater> 27feb
21:11:20  <Smoovious> I almost posted mine last night until I noticed it was over a month old
21:11:25  <mikk36> and that's from 27 feb.. hmm
21:14:35  <mikk36> Smoovious
21:14:38  <Thomas[NL]> wow, those planes in the nighlies title-screen are fast ...
21:14:47  <mikk36> could u hint me a bit ?
21:15:12  <Smoovious> hint you a bit?
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21:15:26  <mikk36> do u use mingw and stuff or just vc2005 ?
21:15:40  <Eddi|zuHause3> hm, why did i not get an email about closing FS#450?
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21:15:51  <Smoovious> just vc2005(plus the libraries on the wiki page), and TortoiseSVN
21:16:46  <Smoovious> I've only just started using then in the past couple weeks tho...
21:16:51  <Smoovious> then=them
21:17:25  <mikk36> but u know what i have to set to get a normal build out so it works on other computers too ?
21:17:50  <Smoovious> I haven't tried to compile for other computers, only for myself
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21:18:46  <mikk36> installed products: ... visual c++ 2005 ... :)
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21:19:31  <mikk36> which file do i open in VS ?
21:19:43  <mikk36> slnor vcproj ?
21:19:47  <mikk36> sln or*
21:19:48  <Smoovious> oh, the project file?
21:19:51  <Smoovious> no, hang on
21:19:59  <Smoovious> VC2005 needs a different one
21:20:13  <mikk36> ?
21:20:49  <Smoovious> hang on
21:20:56  <Smoovious> looking for the exact name
21:21:19  <Smoovious> ok... openttd_vcproj is in vc2003 format... for vc2005, you need to use openttd_vs80.vcproj instead
21:22:58  <mikk36> i opened that, yay :)
21:23:07  <Smoovious> :)
21:23:09  <mikk36> now
21:23:12  <mikk36> what and how do i need to add ?
21:23:14  <Smoovious> do you have everything else from the wiki page?
21:23:22  <Smoovious> getting the URL, gimme a sec
21:24:56  <Smoovious> ok... go to ... it'll tell you what libs you need, and for vs2005, you also need the directx SDK... follow the link to the wiki page at the bottom of the page, and it'll give you more detailed lists
21:25:07  *** Sacro|Laptop [~Ben@adsl-83-100-175-58.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds]
21:25:27  <Smoovious> what OS do you have?
21:25:30  <mikk36> slib, libpng and freetype2 then ?
21:25:33  <mikk36> xp ofc
21:25:54  <Smoovious> yeah, but just get the openttd-useful pack... it has all of those in it already
21:26:10  <mikk36> :)
21:26:12  <Smoovious> ok, you should be able to install the SDK then
21:26:38  <mikk36> where do i unpack them ?
21:27:15  <mikk36> that useful
21:27:51  <mikk36> Smoovious ?
21:28:31  <Smoovious> ...\Microsoft Visual Studio 8\VC\include and ...\VC\lib... it'll show on the 2nd wiki page
21:29:04  <Smoovious> be patient... I'm going back and forth between computers
21:29:10  <mikk36> np :)
21:30:45  <mikk36> wheuuh, lucky i have a valid win :)
21:30:51  <mikk36> (validation required)
21:31:13  <mikk36> omg, noo
21:31:16  <mikk36> so big :D
21:31:20  <Smoovious> yeah, it is
21:31:28  <Smoovious> I had to repartition to fit it
21:31:37  <mikk36> :P
21:31:42  <mikk36> no problem with that :)
21:31:46  <mikk36> luckily
21:33:39  <mikk36> another question: can i use those diff files with vc ?
21:34:12  <glx> use tortoise to merge them
21:34:19  <Darkvater> Rubidium: ping
21:34:24  <Rubidium> pong
21:34:35  <mikk36> damn, tortoise not installed in this pc :P
21:34:42  <Darkvater> Rubidium: road_cmd.cpp:73 how does that smell to you?
21:34:45  <peter1138> or just patch...
21:34:49  <mikk36> hmm, idea... source -> server -> merge -> back to here
21:35:04  <mikk36> patch
21:35:05  <mikk36> ?
21:35:17  <peter1138> patch is a command for applying patches...
21:35:20  <Darkvater> Rubidium: why would that function even be called if the road-tile stores its TOWNID on the map? And why is there no fallback for when t might be NULL
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21:35:35  <glx> patch is available on
21:35:55  <Rubidium> Darkvater: because the drive through stop removal check calls that function too
21:36:36  <Rubidium> and the station does (afaik) not have enough bits free to store the town id
21:36:38  <Darkvater> ah...something else is wrong though
21:36:52  <Darkvater> cause there's an unrelated bugreport but a crash in there
21:37:10  <Darkvater> but even then it should check for town==NULL as threshold can be _really_ small
21:38:09  <Smoovious> mikk36... do you have another SVN client?
21:38:20  <Rubidium> Darkvater: hmm, that is true
21:38:22  <Darkvater> dammit, I have no global information in minidump of RC1 :(
21:38:25  <mikk36> i have svn client on my server
21:38:30  <mikk36> nothing in this pc
21:38:31  <Darkvater> cannot see what road-type was removed
21:38:53  <Smoovious> k, yeah, you need an svn client there to keep current with the sources
21:38:54  <Darkvater> or the guy's map was totally fucked..since you remove a road and it should alwyas have an owner
21:39:10  <Darkvater> Rubidium: so I might be wrong
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21:39:41  <peter1138> right, new station cargo filter gui... hmm
21:48:12  <Rubidium> Darkvater: what do you think of ?
21:50:06  <Eddi|zuHause3> oh great, email took one hour!
21:52:01  <mikk36> nice
21:52:24  <mikk36> what build is 0.5.0 ?
21:52:37  <Darkvater> mikk36: tags/0.5.0
21:52:47  <mikk36> ?
21:53:55  <izhirahider> mikk36, Do you mean which revision does it correspond?
21:54:03  <mikk36> right
21:54:31  <Darkvater> mikk36: tags/0.5.0
21:54:45  <Darkvater> svn://
21:54:58  <mikk36> brh
21:55:18  <mikk36> i don't want the svn path
21:55:29  <mikk36> what was the revision of it ?
21:55:37  <Darkvater> why would you want that?
21:55:46  <mikk36> couldn't u just tell me it ?
21:56:00  <Darkvater> no, cause I don't know and am too lazy to look it up
21:56:06  <mikk36> k
21:56:19  <Rubidium> and it is utterly useless to know the revision too
21:56:27  <Darkvater> I'm wondering though about your rationale to know the revision?
21:56:38  <Darkvater> because unless you know the path it belongs to it's totally useless
21:57:02  <Darkvater> Rubidium: he a bit bigger diff than I was expecting ;)
21:57:04  <Rubidium> because "trunk at revision of 0.5.0 tag" != "0.5.0"
21:57:20  <Rubidium> Darkvater: true, but it removes so much duplication
21:57:25  <Darkvater> yes I see it
21:58:08  <Rubidium> and the final diff will be even larger
21:58:12  <mikk36> how do i apply a diff file with tortoise ?
21:58:26  <Darkvater> looking good though
21:58:42  <Rubidium> hmm, should I care about removing the old strings, or should we let WT2 handle the removal?
21:58:43  <Darkvater> Rubidium: if possible, leave out the other languages and commit them seperately if that's what you are thinking about
21:58:59  <Darkvater> I usually do the other languages as well cause I don't really trust WT2
21:59:05  <Darkvater> it has a tendency to fuck things up
21:59:40  <ln->
21:59:47  <Darkvater> but the diff is to my liking :)
22:03:13  <Brianetta> Hey
22:03:18  <CIA-1> OpenTTD: rubidium * r9001 /trunk/src/ (5 files in 2 dirs): -Codechange: remove duplication of functions and strings with respect to the news of new vehicles.
22:03:25  <Bjarni> ln-: I would like to yell "photoshop", but I know that it's actually a real place and that people actually go there because the planes are that low over the beach
22:03:51  <Bjarni> also at one time a plane came in a bit low and hit the fence... imagine how close it must have been to the people
22:04:22  <ln-> Bjarni: yeah, the place and its non-photoshoppedness has been discussed earlier on this channel..
22:04:28  <Darkvater> Rubidium: I would've called it a fix and refer to your previous commit... unless you write it down you'll forget to backport this and stick around with a bug that will even crash openttd
22:05:38  <Rubidium> oh, shit
22:05:44  <Bjarni> ln-: I would never go to that beach though, but it appears that some people like to live dangerously
22:05:54  <Rubidium> hmm, lets make a to backport for 0.5.1 list :)
22:09:30  <Rubidium> removing those strings from the other language, under what tag should I put that? -Update?
22:11:07  <Darkvater> something creative ;)
22:13:28  <Bjarni> "something" is not a supported keyword :P
22:14:13  <Bjarni> those new OSX specific bug reports are odd
22:14:25  <Bjarni> I mean I never noticed those problems and I can compile
22:15:47  <CIA-1> OpenTTD: rubidium * r9002 /trunk/src/lang/ (36 files in 2 dirs): -Update: remove strings removed in r9001 from languages other than English.
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22:28:47  <nairan> wow ya getting soon to 10k!
22:28:56  *** _Ben_ [~Ben@] has joined #openttd
22:29:53  <_Ben_> Hi, hope im not interupting...I've got a problem...
22:30:58  <_Ben_> for the 32bpp sprites, do the edges automatically get made semi opake?  I have a screen grab and if you look down the bottom some of the tiles have a very slight gap between, yet if I lay the individual tiles over them they shouldn't be there...
22:31:04  <_Ben_>
22:31:45  <guru3> anyone watching the eclipse?
22:31:51  <Prof_Frink> yep
22:32:04  <guru3> almost at the zenith
22:32:17  <Prof_Frink> running commentary on #tycoon, quakenet
22:32:44  <guru3> cool
22:34:30  <Darkvater> _Ben_: no idea, you really need to ask egladil that
22:37:17  *** stillunknown [] has joined #openttd
22:39:08  <_Ben_> Darkvater...dang, hes gone away
22:41:48  <Bjarni> <guru3>	anyone watching the eclipse? <-- well, I planned on doing so, but with 100% of the sky being cloud covered....
22:42:04  <guru3> no clouds here :>
22:42:15  <Eddi|zuHause3> same as Bjarni
22:42:24  <guru3> shame :/
22:42:27  <guru3> looks quite cool
22:42:27  <Eddi|zuHause3> it's even raining
22:42:32  <guru3> don't know the next time i'll be able to see it
22:42:39  *** Loke`` [] has joined #openttd
22:42:45  <Prof_Frink> That's what you get for being foreign :p
22:42:45  <Loke``> hey
22:42:47  <Eddi|zuHause3> and i think it's the second consecutive eclipse
22:43:02  <Eddi|zuHause3> that was covered by clouds
22:43:29  <Loke``> no servers up at the new patch though:(
22:43:35  <Bjarni> I have seen both solar and lunar eclipses before, so I will survive
22:43:35  <Eddi|zuHause3> lunar eclipse is about every 2.5 years
22:43:49  <guru3> ah well
22:43:53  <guru3> still wanna see it
22:43:58  <Bjarni> I have even spotted ISS
22:44:24  <Bjarni> kind of awesome to see the man made "star"
22:44:31  <Eddi|zuHause3> solar eclipse is as often, but it is only visible at a very small part of the world at the same time
22:45:26  <guru3> even if it's every 2 years
22:45:31  <guru3> still worth celebrating
22:45:47  <Bjarni> yeah
22:45:58  <Bjarni> we celebrate Christmas every year
22:46:07  <guru3> :>
22:46:14  <guru3> lunar eclipse has a more coolness to it
22:46:17  <guru3> have an eclipse gift :D
22:46:20  * guru3 showers gifts
22:46:58  <peter1138> nini
22:47:01  * Eddi|zuHause3 has no idea what "shower gifts" means
22:47:12  <Bjarni> Christmas was originally the shortest day of the year and people celebrated that the days started to become longer again
22:47:32  <Bjarni> and they really wanted a party with lots of lights during the really dark time of the year
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22:48:21  <Bjarni> the church later decided to add Christ to a celebration that people already had in order to make it easier to make the population Christian
22:48:27  <Eddi|zuHause3> yeah, lots of "christian" holidays were put at the same time as already existing local holidays
22:48:35  <Smoovious> is cool to see the ISS when a ship is coming in to dock, or just undocked... you see em both moving together
22:48:51  <Smoovious> wish NASA still sent out email updates for their element sets...
22:48:58  <Smoovious> gotta get em manually
22:49:06  <Bjarni> 	<Smoovious>	is cool to see the ISS when a ship is coming in to dock, or just undocked... you see em both moving together <-- never had the opportunity to see that :(
22:49:09  <Bjarni> at least not yet
22:49:46  *** stillunknown [] has quit [Quit: Words get written, words get twisted, old meanings change in the drift of time.]
22:50:08  <Smoovious> I run a satellite tracker... have for years... used to look at the MIR too... other satellites sometimes...
22:50:26  <Bjarni> nice
22:51:02  <Smoovious> dunno if it is still being updated, but it is STS Plus
22:51:26  <Smoovious> the orthographic view should be pretty smooth now with today's computers
22:51:41  <Bjarni> I have been in the satellite data receiving lab at campus
22:52:15  <Bjarni> it kept track of a zillion satellites and had the ability to turn all the antennas and stuff
22:52:19  <mikk36> question
22:52:25  * Smoovious grins.
22:52:26  <Bjarni> so they can read from all of them if wanted
22:52:35  <mikk36> what command did i have to use to delete a company from dedicated console ?
22:52:56  <Bjarni> mikk36: you have the "manual"
22:53:13  <Bjarni> the source is like a manual, but with less pictures and no left out details
22:53:14  <mikk36> again, couldn't u just tell me it ? :)
22:53:23  <Smoovious> way back, I put together a receiver with my CoCo-II... picked up a program that let me download a copy of the weather maps that got transmitted to NOAA... it wasn't very good at it... but when it worked, was quite cool
22:54:29  *** stillunknown [] has joined #openttd
22:55:46  <Bjarni> reset_company?
22:56:12  <Smoovious> speaking of reset_company... why doesn't that command work on AI players?
22:56:21  <Bjarni> IConsoleHelp("Remove an idle company from the game. Usage: 'reset_company <company-id>'");
22:56:21  <Bjarni> 		IConsoleHelp("For company-id's, see the list of companies from the dropdown menu. Player 1 is 1, etc.");
22:57:04  <Bjarni> 	<Smoovious>	speaking of reset_company... why doesn't that command work on AI players? <-- how should I know? I'm looking in the source just to figure out how to do this and it really lack descriptive comments :P
22:58:18  * Smoovious chuckles.
23:10:19  <Darkvater> glx: I had a look at the patch. It's better, but the language bar totally fucks up, disappearing, japanese-keyboard input appearing at random, etc.
23:10:22  <Darkvater> mess :s
23:10:35  <glx> and I don't know why
23:11:21  <Darkvater> we probably need to handle keyboard change messages? don't know
23:11:34  <glx> maybe
23:12:30  <glx> but I don't know either
23:13:10  <Darkvater> cause like this it's pretty unusable
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23:19:31  <ln->
23:22:51  *** setrodox [] has quit [Remote host closed the connection]
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23:27:11  *** CoRnJuLiOx [~jrtuvera@] has joined #openttd
23:27:34  <CoRnJuLiOx> hey, i'm getting errors when i try to compile openttd
23:27:44  <CoRnJuLiOx> it looks like someone made a few mistakes in saveload.c
23:28:01  <CoRnJuLiOx> stuff like, 'error: 'p' is undeclared'
23:28:12  <blathijs> Any debian users around?
23:28:33  <Rubidium> yes, but probably not the kind you're looking for
23:28:42  <CoRnJuLiOx> and, 'warning: implicit declaration of function 'deflate' '
23:29:01  <blathijs> Rubidium: Any debian user that can test a .deb for me will do :-)
23:29:09  <Eddi|zuHause3> CoRnJuLiOx: you are missing zlib
23:29:30  <Rubidium> blathijs: could try it
23:31:17  *** CoRnJuLiOx [~jrtuvera@] has quit []
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23:35:37  <CoRnJuLiOx> whoops
23:35:51  <CoRnJuLiOx> ok, i've compiled openttd
23:36:10  <CoRnJuLiOx> but when i type 'openttd' the version that starts is the 0.4.8 version
23:36:42  <CoRnJuLiOx> not the 0.5.0
23:36:47  <glx> ./openttd
23:36:49  <blathijs> CoRnJuLiOx: You should probably run ./openttd
23:36:58  <blathijs> CoRnJuLiOx: What distro are you on?
23:37:01  <glx> and remove the installed 0.4.8
23:37:06  <ln-> that's so old-fashioned.
23:37:07  <CoRnJuLiOx> ubuntu 6.06
23:37:14  <CoRnJuLiOx> how do i remove? 'make uninstall'?
23:37:32  <CoRnJuLiOx> you know, i forgot where i installed this thing :-/
23:37:40  <blathijs> CoRnJuLiOx: probably through dpkg
23:37:46  <CoRnJuLiOx> and i need the data files from it
23:37:52  <blathijs> CoRnJuLiOx: If you have a few minutes, I'm building .deb files right now
23:38:02  <CoRnJuLiOx> alright
23:38:06  *** Sacro|Laptop [~Ben@adsl-83-100-198-186.karoo.KCOM.COM] has joined #openttd
23:38:10  <blathijs> CoRnJuLiOx: And I need people to test them (I only have remote access to my debian machine atm)
23:38:14  <CoRnJuLiOx> but i'd need to hose the ones i did first, wouldn't i?
23:38:33  <CoRnJuLiOx> i'll try em out for you.
23:39:39  <blathijs> CoRnJuLiOx: no, dpkg will handle upgrading automatically
23:39:56  <CoRnJuLiOx> ok
23:40:14  <blathijs> It's building right now
23:40:32  <mikk36> Q
23:40:39  <mikk36> what did the min. profit mean ?
23:40:44  <blathijs> Couldn't build them before, since my build environment is normally on my laptop, which is in repair
23:41:11  <CoRnJuLiOx> but wait. how do i find where the old 0.4.8 is installed so i can grab my data files from it?
23:41:12  <blathijs> Managed to recreate the environment on my workstation now (lot of chroot stuff, so it should be identical)
23:41:26  <blathijs> CoRnJuLiOx: They should be in /usr/share/games/openttd/data
23:41:34  <blathijs> CoRnJuLiOx: But the new version will use them from there
23:41:41  <CoRnJuLiOx> ok
23:41:51  <CoRnJuLiOx> so i'll just leave em there
23:41:59  <CoRnJuLiOx> let me know when the stuff is ready
23:42:19  <blathijs> nearly so
23:43:05  <Rubidium> Darkvater: you still here?
23:43:45  <Darkvater> yes
23:44:10  <Rubidium> what should happen when the server cheats?
23:44:27  <blathijs> Rubidium: CoRnJuLiOx:
23:44:39  <blathijs> Install with "dpkg -i <filename.deb>"
23:44:42  <Darkvater> Rubidium: what do you mean?
23:45:01  <Rubidium> the server uses the money cheat for example
23:45:10  <Darkvater> you can't cheat in MP
23:45:16  <Rubidium> or rather, the client playing on the server
23:46:13  <Rubidium> but yes, you can't cheat with stock OTTD, but with a *slightly* modified server you can
23:46:14  <CoRnJuLiOx> blathijs: ok, its installing right now
23:46:54  <Darkvater> Rubidium: it's up to the server imho what it wants to do
23:47:06  <CoRnJuLiOx> blathijs: bingo! its working!
23:47:29  <blathijs> Rubidium: Could you try as well?
23:47:43  <CoRnJuLiOx> isnt there a cheat mode for openttd?
23:47:48  <Rubidium> so we should allow it that the player at the non-dedicated server has a (virtually) infinite amount of money
23:49:06  <Darkvater> Rubidium: how can you cheat?
23:49:08  <Darkvater> the client will
23:49:11  <Darkvater> #ifndef _DEBUG if (_networking) return CMD_ERROR;
23:49:12  <Darkvater> #endif
23:49:20  <Darkvater> so desync
23:51:12  <Rubidium> hmm, testing with debugging doesn't trigger that :(
23:51:31  <Rubidium> why are those #ifdefs there anyway?
23:51:55  <Darkvater> it says #ifndef
23:51:57  <Eddi|zuHause3> why would any normal player play online with a debug build?
23:54:21  <blathijs> Darkvater: I'm considering leaving the -1 for the debian version in the filename for openttd
23:54:37  <blathijs> Darkvater: Since there might just be a -2 version in the future
23:55:15  <Rubidium> blathijs: seems to install, run the intro game and deinstall correctly
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23:55:33  <blathijs> Rubidium: k, tnx
23:55:48  <Darkvater> ok
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23:56:26  <blathijs> Darkvater: so that would be openttd-0.5.0-1-i386.deb
23:58:52  <Sacro|Laptop> well Arch has openttd-0.5.0-1.pkg.tar.gz
23:59:10  *** Bjarni [] has quit [Quit: Leaving]
23:59:41  <blathijs> Darkvater: It's uploaded to sf, could you add it?
23:59:45  <blathijs> Darkvater: I'll update the site

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