Log for #openttd on 11th April 2007:
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00:49:17  <Digitalfox[Home]> Hi everybody :)
00:50:22  <Digitalfox[Home]> Belugas, Maedhros or peter1138  found a bug on newhouses support with TTRS 3, new banks don't appear with new grafics, they still appear with the old...
00:56:17  <Digitalfox[Home]>
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07:51:31  <Ailure> *shrug*
07:51:32  <Ailure> Spambot
07:51:40  <Ailure> [00:54] <hillary___> Hello..foryou.. AN INVITATION TO THE TRUTH click please (choose language please)
07:51:57  <Ailure> talks like a foreign student here
07:52:12  <Ailure> oh god
07:52:23  <Ailure> it's one of thoose propoganda sites against science
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09:02:03  <Maedhros> Digi<tab>: ttrs3 seems to be using newindustries code for the banks, rather than sprite replacement
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09:10:58  <Zuu> [noai] Hmm.. how would it if SQ could print out which companys instance of the script that crashed...
09:14:00  <peter1138> Maedhros: indeed
09:14:08  <peter1138> to the digi<tab> heh
09:34:25  <Zuu> hmm.. nooo *not* a good idea to put status in company-name => the base-name seams to be free when a new AI is started... :( Perhaps a pharser can solve that though... :)
09:34:49  <Zuu> Now I got 3 AIs with the same base-name... :/
09:37:21  <peter1138> heh
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10:05:28  <jansk> Are there any daily restarting multiplayer games? I would like to participate from as early on as possible.
10:05:44  <peter1138> my server tends to be singleplayer ;/
10:06:17  <Zuu> Another nice thing that is more related to my code is when 7 AIs try to connect two cities at the same time they fool each other so that some road-stations end up at road-stumps that are not connected to the city-road-network. :)
10:07:08  <Zuu> A such case can hapen if a city expands over the lower population-limit and all AIs have connected all possible towns above the limits.
10:07:24  <jansk> I think it would be nice to play "competitive" for, say, 24 hours at a time.
10:08:45  <Zuu> jansk: Not that I am aware of. There is #openttdcoop but that is probably not what you are looking for.
10:12:51  <jansk> Well, no, it's not - but it sounds fairly interesting!
10:13:13  <jansk> I'm just afraid I am too much a newbie to team up with anyone. :)
10:29:19  <Zuu> If you know how to build stations and connect them to a side-line, you can join their sandbox and do such things.
10:29:49  <Zuu> Just join their channel and tell them before you join.
10:31:20  <Zuu> But you will need a quite fast computer on #openttdcoop since they often have much more trains than your avagere single-player-game.
10:31:51  <Nigel> in the end it's always 500
10:32:17  <Nigel> I did coop'ing for a week or two and kinda got fed up
10:32:53  * Zuu got feed up after a few hours
10:33:10  <Nigel> well yeah, thats true
10:34:07  <Zuu> But it is often beutifull to watch the networks. :)
10:36:23  <jansk> Yeah I am not so newbie, really, just haven't played online before.
10:36:50  <jansk> Maybe I'll get enough courage some day.
10:44:53  <Zuu> jansk: Try playing with your own company first on a server. (and remember to set password on your company)
10:45:17  <Zuu> Try a server with harder settings if you want to avoid the worst players.
10:56:05  <Zuu> [crazy stuff] Hmm.. there is no SetSignText(signID).. /me thinks communicating though road-bits bight be esier. 3H
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13:15:54  <Belugas> hello
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13:17:59  <peter1138> mr belugas
13:19:13  <Belugas> Mister Peter1138, i salute Thou
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14:18:15  <CIA-2> OpenTTD: truelight * r9591 /branches/noai/ (4 files in 2 dirs):
14:18:15  <CIA-2> OpenTTD: [NoAI] -Fix: SetCompanyName() in fact set the president name (Zuu)
14:18:15  <CIA-2> OpenTTD: [NoAI] -Add: added SetPresidentName() and GetPresidentName()
14:18:15  <CIA-2> OpenTTD: [NoAI] -Update: updated the regression
14:27:42  <boekabart_> I see 'steep slopes' mentioned here and there... ( ).. but what are 'shallow' slopes then?
14:28:02  <peter1138> slopes that are not steep
14:28:30  <TheMask96> lol :)
14:28:40  <TrueBrain> british logic
14:28:43  <TrueBrain> I never understood
14:29:05  <peter1138> steep slopes are tiles where one corner is 2 levels higher than its opposite corner
14:32:44  <boekabart_> I also read somewhere (googled) that tunnel entrances can be built but need 2 shallow slopes. Is this a new thing?
14:33:13  <Eddi|zuHause3> afaik, that was a planned feature, but never got implemented
14:39:41  <peter1138> well
14:39:51  <peter1138> tunnels need two 'shallow' slopes...
14:40:15  <blathijs> steep slopes are not really steeper than normal slopes, realy
14:40:25  * peter1138 nods
14:40:28  <blathijs> but they are slopes throughout the whole tile
14:40:31  <blathijs> instead of just half the tile
14:42:42  <Eddi|zuHause3> well, tunnels need 2 slopes, but also have 2 entrances, so one slope per entrance :)
14:43:32  <blathijs> hmm, indeed, my statement isn't really true
14:43:46  <Osai> DaleStan: I am installing strace now
14:43:51  <Eddi|zuHause3> but we need steeper slopes, because the current tunnel entrances are a graphical hack
14:44:41  <Eddi|zuHause3> and more flexible handling of foundations
14:45:01  <peter1138> yeah
14:45:27  <peter1138> same with bridges
14:46:55  <neli> tunnel entrances cannot be built diagonally anyway
14:47:13  <Eddi|zuHause3> but they should be...
14:48:24  <boekabart_> right. nothing new ;)
14:48:59  <Eddi|zuHause3> i also think a change in the scale of tiles should be made, like making small houses 2x2 tiles... then the building of "double tracks" could be made more realistically
14:49:39  <Eddi|zuHause3> could also make for different sized roads
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14:51:51  <Eddi|zuHause3> but that is probably a task for the not so near future
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15:15:42  <Zuu> [noai] if you have something (have not tested what) in you /bin/ai/ directory ./openttd --help segfaults. Might look into that later, just noticed that it don't by default but in my working-copy of noai-branch it --help segfaults.
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15:16:13  <Zuu> Fidw
15:16:31  <Zuu> (vim command to fix my last line)
15:17:26  <TrueBrain> Zuu: I can't reproduce it
15:17:40  <TrueBrain> Zuu: you had something else yesterday? (I only remember you were very unsure it was something :p)
15:17:53  <TrueBrain> bbl, need to buy something for myself to eat in a moment :)
15:19:18  <Ailure> [16:50] <maryy_> Hello..foryou.. AN INVITATION TO THE TRUTH click please (choose language please)
15:19:20  <Ailure> Jesus again
15:19:44  <peter1138> stop spamming ailure ;p
15:19:51  <Ailure> >:(
15:19:56  <Ailure> Seriously
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15:20:51  <Ailure> It's probably a spambot, but I kinda imagine a religous nut going into various IRC channels and doing that
15:21:35  <peter1138> seriously, there is no point replicating it here
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15:51:20  <Zuu> TrueBrain: I wrote: Is there a reson why IsValidTile no longer works if the argument is equal to null? It simplifies many if-statements if the IsValid..-functions accept null as argument 1. (They should ofcourse return false if null is sent as argument.)
15:52:08  <Zuu> TrueBrain: But I now beleve that it is related to Squirrel and not something OpenTTD changed since last week or so.
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15:52:36  <Zuu> believe*
15:57:54  <TrueBrain> it wants an integer yes, a NULL isn't an integer :)
16:04:30  <Zuu> It worked before..
16:04:48  <peter1138> before the moon turned to cheese?
16:05:08  <Zuu> It was a hell to find all places where a null where sent and an integer was excepted.
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16:05:40  <Zuu> But most are probably found and I've posted Clueless on the forums now :)
16:06:03  <Zuu> The 1350 lines of code :)
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16:07:44  <TrueBrain> Zuu: we increased type-checking indeed :)
16:07:51  <Zuu> peter1138: It worked in march. :)
16:08:39  <Zuu> TrueBrain: You made me check all my tile-variables for null before sending them to an API-function :)
16:08:51  <TrueBrain> and so it should :)
16:09:29  <Zuu> You moved the ugly code from your board to my borad. :)
16:09:50  <TrueBrain> in fact, it wasn't ugly code on our end. It was just sloppy, as you could even give a string
16:09:54  <TrueBrain> that gave nice results :p
16:10:50  <Zuu> But I think IsValidTile(null) should not crash the script, null is not a valid tile, therefor return false, not crash :p
16:11:04  <TrueBrain> and what should IsValidTile("blabla") return?
16:11:29  <TrueBrain> and IsValidTile(0x123)? (and I really mean a pointer here)
16:11:30  <Zuu> if "blabla" is not a valid tile, which is obviously isn't => false.
16:12:01  <TrueBrain> short to say: it has nothing to do with IsValidTile, but that the param is invalid: it expects an integer :)
16:12:01  <Eddi|zuHause3> and is "3rd from the left and 5th from the top" a valid tile?
16:12:06  <TrueBrain> use SQ typecasting ;)
16:12:31  <Zuu> null.tointeger() :)
16:12:57  <Eddi|zuHause3> but, the "dbg" message should probably return a line number
16:13:06  <TrueBrain> that would be useful indeed
16:13:24  <Zuu> Not just useful, much useful! :)
16:13:32  <TrueBrain> even more: it should be done
16:13:37  <TrueBrain> but SQ doesn't seem to allow it
16:13:38  <Zuu> Compare 1 line with 1350 lines to look at ;)
16:14:47  <Zuu> In debug-mode OTTD could remember which line SQ is on, and print this line-number when script crashes.
16:14:56  <Eddi|zuHause3> i assume that's an issue with the interpreter, not with the language
16:14:58  <TrueBrain> not possible: scripts are compiled
16:15:00  <Zuu> There is a callback that is called on every line of code.
16:15:13  <Zuu> ok
16:15:35  <TrueBrain> after compiling, you have no idea where in the script you are (line-wise)
16:15:45  <Eddi|zuHause3> the c compiler can handle that, also
16:15:51  <TrueBrain> that is called symbols
16:16:00  <TrueBrain> maybe SQ can handle it, but I didn't find it yet
16:16:50  <Rubidium> Eddi|zuHause3: but is the C compiler 5000 lines?
16:18:51  <Zuu>
16:19:01  <Zuu> (the debug callback of SQ)
16:19:17  <Eddi|zuHause3> i don't believe keeping line number information adds a lot of lines, in a properly designed compiler
16:19:41  <Rubidium> no, but you are comparing notepad with gvim
16:19:44  <Eddi|zuHause3> but i don't really know anything about SQ
16:19:47  <TrueBrain> Zuu: you see how tricky it is to add that information :)
16:19:50  <TrueBrain> but I will work on it :)
16:20:29  <Eddi|zuHause3> Rubidium: yeah, i compare the 'search' function of notepad with the 'search' function of gvim
16:20:52  <Eddi|zuHause3> it's a very basic feature...
16:20:59  <Eddi|zuHause3> at least it should be
16:21:00  <Rubidium> well, vim has line numbers before the text, notepad hasn't
16:21:30  <Eddi|zuHause3> hm, i have not used notepad that much :)
16:22:09  <Eddi|zuHause3> let's not take that discussion any deeper :)
16:22:56  <Rubidium> TrueBrain: what about adding the line number information only on debug builds?
16:23:22  <Rubidium> as it looks like quite some waste of processor power
16:23:33  <Rubidium> when you use the debug interface ofcourse
16:26:43  <TrueBrain> Rubidium: sounds like a plan
16:27:40  <Rubidium> or... allow the AI to turn it on
16:29:28  <TrueBrain> or both :) Only in debug-builds and when AI turned on :p
16:29:32  <TrueBrain> but first, let's try to get it to work at all :)
16:29:56  <TrueBrain> as you could enable the debug-hook in SQ too
16:30:01  <TrueBrain> (no real need for C code)
16:31:45  <Zuu> Hm.. and for the viewing pleasure: lots of buses on a road:
16:32:07  <TrueBrain> hehe :)
16:32:10  <TrueBrain> I always liked that :)
16:32:19  <TrueBrain> Zuu: so you found out to reuse existing road? :)
16:32:57  <Zuu> Sortof, I made it scan deeper for an extension point of the city-network so it eventually might find the other city. :)
16:33:59  <Zuu> The AreRoadTilesConnected-function helps alot. :)
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16:34:33  <Zuu> Else it would not be secure to try to reuse road.
16:36:24  <peter1138> rainbow buses
16:36:57  <Eddi|zuHause3> how far are we away from "generic road traffic"?
16:37:31  <peter1138> Eddi|zuHause3: if you start writing it, we'll have started it
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16:38:29  <peter1138> Zuu: is your new main page test complete then?
16:39:21  <Zuu> peter1138: It's not only mine, and I've not looked at it today.
16:39:44  <TrueBrain> ah, found a nicer way to print SQ stuff :)
16:39:47  <peter1138> hmm
16:40:58  <Zuu> I don't like some of the icons, but maybe you should copy over the current new Main Page, and let the copy continue to fix some better icons.
16:41:41  <Zuu> aka copy over what have been done and let the New_Main_Page_test-page stay so that people can enchance the icons.
16:43:12  <Zuu> Other than the icons I've made I don't know if permision is granted to use the other ones. The person who uploaded some of the other icons have not specified any license for those icons.
16:43:48  <hylje> gone are the days you could assume stuff was public domain?
16:45:17  <Eddi|zuHause3> copyright is always with the author, except explicitely stated otherwise
16:45:49  <TrueBrain> dbg: [misc] Your script made an error: the index 'a' does not exist
16:45:49  <TrueBrain> CALLSTACK
16:45:49  <TrueBrain> *FUNCTION [Start()] ai/regression/main.nut line [380]
16:45:49  <TrueBrain> LOCALS
16:45:50  <TrueBrain> [this] INSTANCE
16:45:52  <TrueBrain> Good enough Zuu? :)
16:46:15  <Zuu> TrueBrain: Looks sweet
16:48:15  <CIA-2> OpenTTD: truelight * r9592 /3rdparty/squirrel/include/squirrel.h: [Squirrel] -Add: added scvfprintf
16:48:45  <CIA-2> OpenTTD: truelight * r9593 /branches/noai/src/ (squirrel.cpp squirrel.hpp): [NoAI] -Add: on runtime-error, print the complete stack, so the user can see where it went wrong
16:48:54  <TrueBrain> tada! :)
16:49:00  <TrueBrain> there was a function to print the stack :)
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16:49:24  <TrueBrain> so it should now show you all the information you can ever want/need/feel like needing :)
16:49:25  <Zuu> TrueBrain: Nice :)
16:49:30  <TrueBrain> let me know if it is useful
16:49:42  <TrueBrain> I personally don't like the layout, but that we might fix later on :)
16:49:54  <TrueBrain> (CAPSLOCK SOUNDS SO UGLY :p)
16:50:09  <Zuu> Yea, the layout is not so nice, but way better than no line-number I'd say.
16:50:14  <TrueBrain> true true :)
16:50:54  <Zuu> At some point it would be good to add the library function (or your own variant of it) to join in other .nut-files so not everything have to be in the same .nut-fil.
16:50:57  <Zuu> file*
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16:52:31  <Wolf01> hello
16:53:10  <Zuu> But it's not a big problem, just set some marks in Vim and you can jump around like a squirrel in you huge .nut-file :)
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16:54:25  <Zuu> 3Fuar
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17:03:04  <TrueBrain> Zuu: wasn't it already possible to load an other .nut file? I know I looked into it
17:03:08  <TrueBrain> just I can't remember the outcome :)
17:03:46  <glx> loadfile(path, [raiseerror]); should do it
17:04:00  <TrueBrain> yeah, but there was a problem with that, SQ wise
17:04:19  <Zuu> TrueBrain: I tried with a function I found in the docs (of squirrel) and it did not work, but that was when I started with SQ 2-3 weeks ago.
17:05:08  <TrueBrain> I do remember it was kind of tricky
17:05:14  <TrueBrain> both path-wise, as SQ-wise
17:06:11  <TrueBrain> hmm, yes... most likely it will be that you have to define a class completely in one .nut
17:10:57  <Zuu> Not a big problem, the reson for split things in seperate files would be to move away clases you don't want to look at such as my ScoreList-class which can be used as a sorted list.
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17:15:09  <_Ben_> Hi, a quick question (aimed at forum moderators):  Does the person who starts a topic have any right other than to request closure?  I.e. can they ask people to post/not post in there, or post specific things in there?
17:16:52  <Wolf01> on my forum the person who starts a topic can moderate it too, should be interesting also on other forums
17:17:57  <Zuu> Wolf01: depends, I'm a member of a such comunity. There you often find threads where the thread starter have removed lots of posts.
17:18:29  <Zuu> In some cases there is just a post left from the thread starter "Thanks for your help".
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17:19:51  <Rubidium> yup, it makes it really easy to post an idea and remove all the bad critique and then claim everybody likes it
17:20:00  <_Ben_> hmm, never used a forum with such a thing, but then I don't use forums much
17:20:09  <Wolf01> i don't remember if they can delete posts, i know they can close the thread and move it in another section
17:20:23  <Wolf01> let me see
17:21:37  <Eddi|zuHause3> i would not agree with such a policy
17:22:06  <_Ben_> giving the topic starter the ability to lock it would seem ok, but the other things seem a bad idea, unless there is some record of what was removed, like a wiki
17:22:08  <Eddi|zuHause3> a thread starter could ask a moderator to have a closer look at certain things, but not more
17:22:18  <Wolf01> ok, is fully customizable, i have "close/remove/delete own topic", but i can enable "remove/edit posts on own topic"
17:24:46  <Wolf01> i would like to have edit and delete poll on own topic options
17:25:24  <Eddi|zuHause3> "edit poll" is like the worst invention ever :p
17:25:29  <_Ben_> editing a poll can't be good
17:25:55  <blathijs> "Edit election results"
17:26:11  <Wolf01> not edit the poll results, but add or remove poll's entries
17:26:25  <_Ben_> changing the question, and options,  would in effect change the results
17:26:44  <blathijs> Even when just adding an option
17:26:46  <Wolf01> maybe the poll will be reset every time you change it
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17:27:16  <blathijs> Wolf01: That's pretty annoying for the people answering the poll, too
17:27:35  <Wolf01> or at least remove the poll so you have to rewrite it all
17:27:36  <blathijs> Just no edit option is fine, it makes people think about what they post
17:27:42  <blathijs> and punish them if they do not :-P
17:27:48  <peter1138> istr a ttd vs openttd poll
17:28:10  <peter1138> where ttdpatch players assume ttd == ttd + ttdpatch
17:28:28  <peter1138> never mind that it was a stupid poll in the first place
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18:03:03  <bubersson> Hi, I think The new main page is not ready to be the real main page. Maybe the colours could be different than now. It was the first color a wrote in hex ;)
18:03:51  <hylje> what are you talking boot
18:04:04  <SpComb> /boot is best kept on the same partition as /
18:04:21  <hylje> yeah, exactly
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18:05:17  <bubersson> it was mainly aimed for zuu, he did some changes to the new main page test (And it looks almost great now)
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18:23:21  <peter1138> bubersson: well, hurry it up then ;p
18:26:11  <bubersson> but... well... my mother is trying to kill me with her broken broom, which I've broke like ten minutes ago...
18:26:25  <bubersson> so don't have much time...
18:30:16  <bubersson> heh :D she's yelling at me to stop writing about her, but fortunately she's even worse in english than me... :)
18:30:32  <bubersson> Have to gooo... bye
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18:33:17  <peter1138> :D
18:33:43  <blathijs> jordi: Ah, now I get my confusion about you uploading 0.5.1-rc2. You didn't, but aptitude show gave me my locally built and installed openttd version number :-)
18:35:00  <blathijs> I wonder if openttd will correctly run on all debian archs
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18:36:13  <blathijs> So far, it has been succesfully built on alpha amd64 hppa i386 ia64 mips mipsel powerpc s390 sparc
18:38:31  <Noldo> blathijs: so it might get distributed with debian?
18:38:51  <peter1138> hmmm
18:40:17  <TrueBrain> mipsel? Lol :)
18:40:24  <TrueBrain> Then I can finally run a server on my router! :)
18:40:35  <TrueBrain> or was it mips?
18:40:38  <TrueBrain> what is the difference anyway ?:p
18:40:51  <TrueBrain> blathijs: it almost sounds like the CF with his silly targets :) Don't you just love it :)
18:43:14  <blathijs> Noldo: It will
18:43:59  <Noldo> blathijs: in contrib?
18:44:14  <blathijs> yup
18:44:49  <blathijs> oeh, nice
18:44:59  <blathijs> Most archs got compiled yesterday
18:45:11  <blathijs> So I just aptitude installed 0.5.0 :-D
18:45:12  <blathijs> Get:1 sid/contrib openttd 0.5.0-2 [1931kB]
18:50:03  <Zuu> Hmm.. bubersson was here..  (I'm working with my tax-papers, yay! :) )
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19:25:16  <Eddi|zuHause3> <SpComb> /boot is best kept on the same partition as / <- strange, i had the exact opposite impression... e.g. when the computer did not shut down correctly, grub, the kernel and initrd were extremely slow with loading before "fsck" was run on the root partition
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19:40:10  <Wolf01> should be possible to use squirrel to code pathfinders?
19:40:30  <TrueBrain> yes
19:46:34  <Eddi|zuHause3> is it also possible to call YAPF from squirrel?
19:46:55  <Eddi|zuHause3> possibly with finetuned penalties?
19:46:56  <TrueBrain> currently that will be very useless
19:47:03  <TrueBrain> the same as you can't call it from C++ just like that :)
19:47:10  <TrueBrain> it isn't built to do pathfinding on this level
19:47:59  <Eddi|zuHause3> no, of course not "just like that"
19:52:05  <Wolf01> "matching file not found (compatible grf loaded)" i updated a grf to a new version, there are problems with this?
19:52:37  <glx> the md5 is different
19:52:48  <Wolf01> that's right
19:53:17  <Rubidium> there might be problems when internal indices of the grf are changed
19:53:36  <CIA-2> OpenTTD: truelight * r9594 /branches/noai/src/ (squirrel.cpp squirrel_std.cpp squirrel_std.hpp):
19:53:36  <CIA-2> OpenTTD: [NoAI] -Add: added 'require()' for Squirrel, which allows you to include other files in your .nut
19:53:36  <CIA-2> OpenTTD:  -Note: it always includes the file on the ROOT-level, no matter where you include it
19:53:36  <CIA-2> OpenTTD:  -Note: the filename is relative from the script you call it from (absolute filenames simply aren't allowed / possible)
19:53:38  <CIA-2> OpenTTD:  -Note: avoid including too many files on 'root-level', rather do it in Start() or where you need it.
19:53:46  <SpComb> ooh, nuts
19:54:03  <Wolf01> the only way to fix it is to disable and anable it again?
19:54:17  <TrueBrain> Zuu: there you go :)
19:55:38  <Rubidium> Wolf01: no, it usually is ok, but sometimes an author of a GRF can change indices of vehicles and such, so the game will have the wrong vehicles. Disabling and enabling it won't solve that problem. You can only start a new game in that case.
19:55:53  <Wolf01> oh ok
19:55:54  <Rubidium> However, you should blame the GRF author and not us for that.
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19:56:08  <peter1138> solution is to keep multiple versions around
19:56:26  <peter1138> and select the newer version for new games...
19:56:58  <Wolf01> eheh, its the fixed TTRSv3 which fixes the bridges on OTTD :P
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20:03:08  <CIA-2> OpenTTD: peter1138 * r9595 /trunk/src/main_gui.cpp: -Fix (r9563): Transparency hotkeys didn't work
20:07:00  <Zuu> TrueBrain: Nice, though "root-level" is code-wise, not file-wise?
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20:08:22  <Wolf01> thank you peter1138 :)
20:08:22  <Zuu> First you say things are always included in ROOT-level and then that one should avoid to include things at root-level... ??
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20:09:56  <TrueBrain> Zuu: not in functions or classes
20:10:02  <Zuu> Okay
20:10:58  <Rubidium> it always includes stuff as if it were on the 'root'-level (i.e. global scope) and not in the scope of classes/functions. You shouldn't be using require() on root level because that slows down starting OpenTTD as it then needs to load all files that are require()d at root level.
20:11:38  <Zuu> Rubidium: Ok
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20:13:35  <CIA-2> OpenTTD: peter1138 * r9596 /trunk/src/viewport.cpp: -Fix (r9563): (non-)transparency of station signs was confused with building transparency...
20:14:13  <CIA-2> OpenTTD: peter1138 * r9597 /trunk/src/main_gui.cpp: -Codechange: Exclude sign transparency when toggling all options on/off
20:14:16  <peter1138> SPREE
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20:15:08  <Wolf01> why not apply directly the patch i provided?
20:15:14  <peter1138> because i don't like it
20:15:18  <Wolf01> :)
20:15:20  <peter1138> it's too big
20:15:25  <peter1138> and does too much ;p
20:15:53  <peter1138> and changes some things for the worse, codestyle wise
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20:16:56  <Wolf01> do you plan to: 1) fix the transparent options gui and/or 2) apply the invisible houses code?
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20:18:41  <peter1138> 1) fix? 2) maybe
20:19:26  <peter1138> hmm
20:21:49  <Wolf01> uhm, you removed transparency memorization?
20:31:22  <Wolf01> ehm, you didn't fix the station sign transparency
20:31:28  <Wolf01> :P
20:31:41  <peter1138> ...
20:33:30  <Wolf01> if you copy as i wrote, you should be able to fix it, don't improvise, you might do more work than the required
20:33:50  <peter1138> i don't currently see a problem with signs
20:34:09  <Wolf01> if you make the sign transparent it works
20:34:45  <Wolf01> but the sign should become transparent (with transparent background) when you make stations transparent
20:34:54  <Wolf01> as the original game
20:35:45  <Eddi|zuHause3> that sounds stupid
20:37:08  <Ailure> seems like nightly is somewhat stable again
20:37:09  <Ailure> :)
20:38:16  <Wolf01>
20:39:27  <Belugas> somewhat?
20:40:19  <Wolf01> @@ -2501,6 +2497,3 @@
20:40:19  <Wolf01>  	/* Clean old GUI values */
20:40:19  <Wolf01>  	_last_built_railtype = RAILTYPE_RAIL;
20:40:19  <Wolf01>  }
20:40:19  <Wolf01> -
20:40:19  <Wolf01> -
20:40:19  <Wolf01> -
20:40:21  <Wolf01> -_-''' again...
20:40:57  <Wolf01> stupid newlines, i'll never fix them
20:42:17  <CIA-2> OpenTTD: peter1138 * r9598 /trunk/src/elrail.cpp: -Fix (r9563): brainfart? in elrail transparency. who knows...
20:42:27  <peter1138> and no, i'm still not apply the big patch
20:42:30  <peter1138> ing
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20:51:12  <CIA-2> OpenTTD: glx * r9599 /3rdparty/squirrel/include/squirrel.h: [Squirrel] -Add: added scstrdup, scstrrchr and scstrcat
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20:54:00  <CIA-2> OpenTTD: glx * r9600 /branches/noai/src/squirrel_std.cpp: [NoAI] -Fix r9594: restore compilation with _UNICODE
20:54:54  <Eddi|zuHause3> that must be at least the 5th time i read that (or similar) commit message :p
20:55:08  <glx> Eddi|zuHause3: logical :)
20:55:19  <glx> but this one was planned
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21:04:17  <CIA-2> OpenTTD: peter1138 * r9601 /trunk/src/ (5 files): -Codechange: Store grf file reference in station spec, not just GRF ID
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21:16:02  <Belugas> bye
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21:20:36  <Wolf01> 'night
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21:29:54  <Ailure> ah damnit
21:30:03  <Ailure> I wish you could make tunnels a part of a station D:
21:30:05  <Ailure> right now
21:30:06  <Ailure> lol
21:32:06  <peter1138> do it then
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21:47:39  <Sacro> blathijs: <a> is not allowed, use [url] instead
21:48:42  <blathijs> ah, thanks
21:48:50  <Ailure> [23:31] <peter1138> do it then
21:48:51  <Ailure> you got me
21:48:52  <Ailure> lol
21:48:53  <blathijs> Sacro: I copied the text directly from the news page :-)
21:49:27  <Sacro> blathijs: nice trick, but html in a forum can be dangerous
21:50:28  <blathijs> yeah, I know
21:51:10  <Sacro> blathijs: nicely fixed :)
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22:42:37  <XeryusTC> gn
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