Log for #openttd on 16th June 2007:
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00:01:01  <Sacro> Belugas: like comments are in american now?
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00:50:16  <bencvt> struct Player {
00:50:20  <bencvt>     // ...
00:50:23  <bencvt>     int32 player_money;
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00:50:26  <bencvt>     // ...
00:50:29  <bencvt>     int64 money64; ///< internal 64-bit version of the money. the 32-bit field will be clamped to plus minus 2 billion
00:50:53  <bencvt> just wondering, is the small int an optimization for 32-bit machines?
00:51:00  <bencvt> or just a remnant of earlier code
00:51:19  <glx> it's one of the many "overflow" factors :)
00:51:39  <bencvt> but it's not an optimization?
00:52:13  <bencvt> i.e., you'd prefer all money be int64?
00:52:37  <glx> would be better, but lot of work needed for that
00:52:37  <Touqen> Well people who play from 1920 to 2200+ manage to amass a lot more than 2 billion dollars.
00:52:42  <bencvt> yeah, i know
00:52:59  <bencvt> tons of tedious work:)
00:53:19  <Belugas> somebody is aleadry working on that
00:53:22  <bencvt> just wanted to know if there was anything else involved, doesnt sound like it
00:53:43  <bencvt> okay, cool
00:54:07  <bencvt> belugas: yeah i saw your partial 32-64 patch in flyspray, didn't know anyone had committed to tackling it yet though
00:54:50  <Belugas> i delegated that to a guy craving to help ^_^
00:55:03  <bencvt> poor guy
00:55:16  <Belugas> but it is only a possible direction, does not mean it would be THE way
00:55:19  <bencvt> i'll sign up for some other grunt work i guess
00:55:23  <Belugas> well.. he likes challenges
00:55:41  <bencvt> would be nice to typedef a Money type too
00:55:45  <bencvt> along with CommandResult
00:56:06  <bencvt> but that's up to the poor soul who implements it i guess
00:59:30  <Belugas> no, the idea is to have command results been a bit more... usefull
01:02:01  <bencvt> yes
01:02:30  <bencvt> i mean, typedef int64 Money; in addition to the CommandResult struct
01:06:14  <Belugas> could be an idea to consider, yes
01:06:18  <Belugas> but not tonight...
01:06:23  <Belugas> i'm tired,
01:06:30  <Belugas> i can't get any job done,
01:06:36  <Belugas> so bye bye,
01:06:48  <Belugas> sleeping beauty on duty
01:06:54  <Digitalfox> bye belugas :)
01:07:05  <Digitalfox> have a nice weekend :)
01:07:45  <Digitalfox> Good luck with the things you have to do in the house ;)
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06:32:50  <Gekko> How dare the town have the right to now allow me to extend my train terminal
06:32:54  <Gekko> i'm screwed now >_>
06:46:30  <Phazorx> clear the are around and plant some trees
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06:56:12  <Phazorx> heh i could lend you some
06:56:22  <Phazorx> if you'd be in my game
06:56:45  <Phazorx> rhe company makes 650M/y pounds
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07:10:00  <Gekko> :o
07:10:09  <Gekko> what year you at?
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07:14:28  <Phazorx> it's w/o inflation :)
07:14:46  <Phazorx> year is 2300 something tho
07:14:59  <Phazorx> i started 2150 tho
07:18:59  <Gekko> lol
07:19:08  <Gekko> unlimited time?
07:23:15  <hylje> ottd time goes to about five million
07:25:37  <Phazorx> soubds like yuou tried
07:25:51  <Gekko> hylje: time as in years?
07:28:01  <hylje> years
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07:48:14  <Gekko> what commodities make a city grow?
07:48:18  <Gekko> on the arctic climate
07:49:25  <Sionide> passengers...
07:51:39  <Gekko> food doesnt?
07:51:43  <Zavior> They need food too
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07:51:59  <Gekko> does mail?
07:52:33  <Gekko> lol I love the Zeppelin
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08:00:44  <Zavior> Not my fault :/
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08:01:06  <Gekko> ?
08:01:10  <Gekko> >_<
08:01:12  <Wolf01> hello
08:01:18  <Gekko> what makes towns grow! :P
08:01:26  <Zavior> Food & passengers in arctic
08:01:43  <Zavior> No idea if mail is needed though
08:01:56  <Wolf01> no it isn't
08:02:17  <Wolf01> or at least in minimal part
08:02:19  <Gekko> I wish I could fit my Boeing 727's with Passengers and Mail
08:03:14  <Gekko> BAH
08:03:18  <Gekko> Passengers and food
08:03:27  <Gekko> >_> not passengers and mail is what i was getting at
08:04:54  <Gekko> There's a dude afk'd on my server and his company keeps getting bigger :o
08:05:00  <Gekko> why can't you buy people out on my server
08:05:03  <Gekko> bah, on servers
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08:36:43  <Wolf01> because there is a patch setting to disable the purchase of shares of other companies
08:36:51  <Wolf01> and is server-sided
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08:55:40  <Gekko> Wolf01: I have the patch enabled
08:55:43  <Gekko> I can buy up to 75%
08:55:47  <Gekko> but that's as much as I can
08:56:31  <Wolf01> maybe that's due to the protected period of time for the clients
08:57:06  <Gekko> >_>?
08:57:15  <Gekko> It's 1968
08:57:20  <Gekko> we started in 1950
08:57:26  <Gekko> still cant buy the last 75%
08:58:07  <Gekko> hmm can I open multiple instances of OpenTTD on Linux?
08:58:13  <hylje> yes
08:58:53  <Rubidium> as long as you don't connect to a server on both clients at the same time when they are both in the same directory
08:59:49  <Wolf01> or maybe is because buying out players on multiplayer is like kick them out of the game?
09:00:15  <hylje> yes
09:02:18  <Gekko> maybe that's what I want to do
09:02:26  <Gekko> it's like monopoly
09:02:26  <hylje> maybe it's lame
09:02:28  <hylje> :o
09:02:30  <Gekko> maybe it could be a patch?
09:02:59  <Gekko> simple patch that if purchased they become a spectator
09:03:04  <Gekko> and may rejoin as another company
09:04:17  <Wolf01> i killed for less...
09:04:33  <Gekko> it's a nice way to make cash :) purchasing shares when they're 
09:04:39  <Gekko> then selling them when they're 0k
09:06:47  <Wolf01> but is not a nice way to play, think if you are a player who made a nice and big junction and another player with a lot of money buy you and kicks you out of your company
09:09:32  <Wolf01> maybe you can have a patch to let the purchased little player to decide if he wants to become a subsidiary of the big player, but he still have control of his network, like a coop game
09:10:58  <Gekko> yeah
09:11:00  <Gekko> a merger
09:11:04  <Gekko> like real life
09:11:07  <Gekko> nato votes :P
09:11:34  <Sionide> i think the subsidiaries patch is awesome..
09:12:38  <Smoovious> maybe have more than just 4 'shares' of a company...
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09:25:18  <Sionide>
09:25:30  <Sionide> r7213 though :(
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09:57:54  <Eddi|zuHause3> the share system is completely broken...
09:58:17  <Eddi|zuHause3> it should not be allowed in multiplayer at all...
09:58:36  <Eddi|zuHause3> because it can generate money from nothing
09:59:34  <Smoovious> hate to say it, but I actually liked rrtycoon2's stock system... was impossible to snatch  ownership in one shot...
09:59:47  <Smoovious> you could buy your own stock
10:00:19  <Smoovious> and  if you owned enuf of a company, you were able to do extra things on their tracks etc
10:00:25  <Smoovious> if I'm remembering correctly
10:10:47  <CIA-1> OpenTTD: rubidium * r10168 /trunk/src/station_cmd.cpp: -Fix [FS#879]: cannot build airport when an aircraft is flying over it.
10:11:40  <Gekko> how do you open subsiduaries screen?
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10:12:12  <Wolf01> you need the MiniIN
10:20:49  <Gekko> no.
10:20:51  <Gekko> it's not in use any more
10:21:29  <Eddi|zuHause3> that is definitely wrong :p
10:21:44  <Eddi|zuHause3> it's not being developed anymore
10:22:01  <Rubidium> Gekko: then there's no way you can get the subsidiaries (at least in any recent version of OTTD that is)
10:22:18  <Gekko> that's nasty
10:22:30  <Gekko> I love the planes
10:22:31  <Eddi|zuHause3> nobody ported the patch to c++?
10:22:35  <Gekko> the A380 mmm
10:26:53  <stillunknown> What does a plane have to do with subsidiaries?
10:27:40  <Gekko> nothing
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10:28:08  <geoffk> Smoovious, i think the shares part of rrt2 were one of best things about the game, would be nice to see something similar in openttd with mergers and takeovers, i guess its askign a lot at present though
10:32:18  <geoffk> i like the idea of having 2 roles in the game too, as an investor and owning a company
10:32:39  <geoffk> and also beig able to buy industry would be nice so you own it and gain profit from it
10:37:11  <geoffk> something similar to track tool would be good too, where you can iirc drag the track and it creates the line for you taking best possible route, would speed up building
10:37:20  <TrueBrain> morning all!
10:38:14  <Wolf01> morning wise man
10:38:16  <moe> morning truebrain
10:39:02  <Smoovious> geoffk... yeah, just needs someone motivated enuf, with a good overall idea how to implement it... something for the to-do list
10:39:27  <geoffk> yeah i wish i was more motivated and a better coder who knows one day i might get there
10:40:11  <moe> pitty i have 0 prog skill =/
10:41:08  <geoffk> i have  aproject i wat to work on already for openttd but i its a big learning curve right now on how it works and i lack motivation for a few weeks now
10:41:38  <geoffk> which is for newgrfs
10:42:32  <geoffk> wouldn't suprise me if someone gets somethign working long before i do, im trying to make a webgui that makes it easier for anyone to build them but i know little about most features
10:43:12  <peter1138> should be simple enough for changing vehicle properties and the like
10:43:29  <geoffk> yeah its pretty easy for that, for most things i have found
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10:45:52  <geoffk> idea also being that any contributed to the project will be fully redistributable so people can access them easier
10:45:52  <Smoovious> wish I could still have vehicles roam around with No Orders
10:47:06  <Smoovious> like, if I have a newgrf set that has a work train on it... like those track-maintenance vehicles... just have it roam around randomly getting in everyone's way
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11:03:23  <peter1138> Smoovious: you can't?
11:04:27  <geoffk> i can but unless i turn off vehicle messages i get constant complaints
11:04:41  <Eddi|zuHause3> you'd probably have more success circling them between waypoints
11:06:14  <peter1138> hmm, train is lost i guess?
11:06:47  <geoffk> i get has too few orders i think
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11:08:47  <Eddi|zuHause3> there used to be a setting "check vehicle schedule" or something
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11:10:37  <geoffk> i find it handy to know if a vehicle has too few orders, onyl reason it was happening was because i had a few vehicles running round my hq with no orders which is isn't needed
11:11:33  <Eddi|zuHause3> like i said, just add waypoints
11:11:45  <geoffk> yeah i hink that works, i've done that in the past and not had a problem
11:13:52  <CIA-1> OpenTTD: rubidium * r10169 /trunk/src/ottdres.rc:
11:13:52  <CIA-1> OpenTTD: -Fix [FS#875]: trunk did still tell Windows that it was version 0.5.0(.0), so
11:13:52  <CIA-1> OpenTTD: now we use a "bogus" version number to tell it's not a real release. The version
11:13:52  <CIA-1> OpenTTD: number that will be shown in-game will not change, only the version number in
11:13:52  <CIA-1> OpenTTD: the file properties.
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11:19:36  <Smoovious>  <peter1138> Smoovious: you can't? <--- nope... you can't... next time it goes to depot for service, it stops with an error I can't remember right now
11:19:52  <Smoovious> <Eddi|zuHause3> you'd probably have more success circling them between waypoints <--- defeats the purpose of it being a random annoyance
11:20:31  <Smoovious> you can't make em roam randomly, with waypoints
11:21:02  <Eddi|zuHause3> you could abuse the AI scripting routines to randomly choose a target
11:21:30  <Eddi|zuHause3> but they're probably not implemented yet for rail vehicles
11:21:41  <Smoovious> that would still be point-to-point... don't want that either...
11:22:17  <Smoovious> with no orders, it would randomly choose a direction whenever it  hit a branch
11:22:50  <Smoovious> like random road vehicles too sometimes...
11:22:54  * Smoovious shrugs.
11:22:59  <Eddi|zuHause3> last time i had vehicles without orders, they choose the same route at any branch
11:23:30  <Eddi|zuHause3> it was either always left or always right, don't remember
11:24:14  <Eddi|zuHause3> besides, maintenance trains usually do have a target when they are moving
11:24:18  <Smoovious> then that's a problem with the random route selection
11:24:44  <Smoovious> yes, but they're usually to the middle of nowhere... not at a station
11:25:32  <Smoovious> and where they go, is pretty random, based on where maintenance was needed... not any kind of traffic demand issue
11:26:22  <Eddi|zuHause3> you could have them go to a random station, and also stop them randomly inbetween
11:26:58  * Smoovious sighs.
11:27:16  <Smoovious> no
11:27:38  <Smoovious> I want the TTDX behavior back... not some cheap kludge
11:27:55  <Rubidium> then turn off the "lost" notification
11:27:57  <Smoovious> anyways, something I got on my to-do list to tinker with myself when I have time
11:28:10  <Smoovious> all that does is stops tellilng me it is lost... that isn't the problem
11:28:29  <Smoovious> the problem is stopping when they hit a depot with  an error
11:28:36  <Eddi|zuHause3> there was no random path choosing in TTD
11:28:44  <Smoovious> yes there was
11:28:55  <Eddi|zuHause3> no there was not
11:29:18  <Smoovious> I've always had a vehicle or two running around aimlessly with no orders... there was indeed a randomness to where they roamed to...
11:29:27  <Eddi|zuHause3> and if there is an error, go write a bug report
11:30:15  <peter1138> well my train with no orders does roam all over the place
11:30:47  <Smoovious> peter1138... Eddi|zuHause3 just can't bring himself to say that I was right about anything... not a big deal
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11:31:56  <Smoovious> anyways, testing with a road vehicle to get the exact error message
11:32:19  <Smoovious> and I don't need to write a bug report... I'll hunt it down and make a patch myself
11:32:21  <Eddi|zuHause3> maybe there was a difference in the pathfinding in TTO and TTD, but there was definitely no randomness involved when i tried
11:32:52  <Smoovious> maybe it was because you had a destination... so you had a path... with no orders, there is no destination... therefore, no path
11:32:53  <Eddi|zuHause3> it was a long time ago, though
11:33:45  <Eddi|zuHause3> yeah, sure, i test behaviour with no orders by giving my vehicles orders...
11:34:34  * Smoovious shrugs.
11:34:43  <Eddi|zuHause3> gnah... i need PBS... urgently...
11:34:59  <Rubidium> well, write a proper one
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11:35:21  <Smoovious> maybe rails are different... I mainly did it with road vehicles... not rails so much cuz I didn't have a  rail vehicle it made sense to do it with... 'cept for maybe the doodlebug
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12:03:49  <CIA-1> OpenTTD: rubidium * r10170 /trunk/ (4 files in 3 dirs): -Codechange: remove some duplication of code.
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12:19:56  <Hendikins> mmm coal mine doing 567 tonnes
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12:29:25  <Eddi|zuHause3> i had coal mines doing 15000 tonnes :)
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12:30:59  <Rubidium> Eddi|zuHause3: maybe 1500 tonnes, but not 15000
12:31:14  <Eddi|zuHause3> it was with the daylength patch :)
12:31:15  <Rubidium> or you must've had a modified build
12:31:53  <Eddi|zuHause3> on a regular build i had one doing around 1200
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14:23:13  <dihedral> hey there
14:24:56  <dihedral> pretty quiet it seems
14:25:03  <hylje> ye
14:25:04  <hylje> s
14:26:30  <dihedral> shame :-P
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14:53:23  <Sionide> if i add "NewStations" newGRF, do i need to add all the "generic buffer-stops" and "city stations" etc etc?
14:53:46  <Smoovious> need? no
14:53:53  <Smoovious> can you? yes
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14:53:55  <Eddi|zuHause> you can combine all station grfs completely freely
14:54:55  <Sionide> ah okay
14:55:40  <Sionide> so UKRS and UKRS addons, UK waypoints, NewStations and NewShips... should be enough for a cool game?
14:55:44  <Sionide> anyone recommend any others?
14:56:24  <Eddi|zuHause> there are lots of cool grfs
14:56:54  <Eddi|zuHause> i'd use the DBSetXL over UKRS though...
14:57:08  <Sionide> but it's for a UK game, using the real world UK scenario ;)
14:57:17  <Eddi|zuHause> and stolentrees is a must :)
14:58:05  <Eddi|zuHause> and there might be a UK tram set hidden somewhere :)
14:58:08  <Sionide> lol okay
14:58:10  <Sionide> ah yes
14:58:25  <Sionide> i'm using the openttdcoop newGRF pack as a base, so it's easy for others to get the same ones...
15:00:31  <Eddi|zuHause> if you're gonna publish a scenario with newgrf info, you should probably not use too many grfs
15:00:52  <Sionide> eh?
15:00:55  <Sionide> it's for a server i'm doing
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15:17:50  <minime> hi
15:18:22  <minime> I've got a question for someone from the dev team - I've just implemented support for Action5 defined sprites for roadside busstops
15:18:45  <minime> and I'd like to get a permission to add sprites from roadstops.grf to ttdpbase[w].grf
15:19:48  <TrueBrain> oh, you made Action5 suport for TTDP?
15:19:55  <peter1138> for roadside busstops :)
15:20:00  <peter1138> hmm, who drew those sprites, i wonder
15:20:01  <minime> and truckstops
15:22:44  <minime> hmm, the comparison of features page on the ottd wiki claims that "Drive-thru bus and truck stops (by mart3p)" -- but that may be just the code...
15:23:16  <Noldo> the sprites are there too
15:23:17  <peter1138> probably the sprites originate from bits of TTD anyway
15:23:32  <minime> they do seem to, yes
15:24:34  <peter1138> hehe, yeah, bits of bus & truck stops
15:26:34  <minime> i've got some custom graphics too, but I figured I may as well keep the standard graphics same between the games
15:26:37  <minime>
15:27:01  <peter1138> nice
15:27:40  <minime> those were drawn by people from Tycoonez, I've just coded them...
15:28:01  <peter1138> i say go for it. they're mostly from ttd anyway
15:28:01  <minime> but thanks, i'll let them know you like it :)
15:28:06  <minime> ok, cheers
15:28:24  *** Wolf01|AWAY is now known as Wolf01
15:28:44  <hylje> nicely elaborate roadset there
15:30:29  <minime> thanks, now that the roadstops are customizable in both games, there shouldn't be much holding it from getting finished
15:30:36  <Sacro> peter1138: i don't follow with needing 1 way/no entry signals re
15:31:27  <minime> anyway, see ya later, I've gotta go get something to eat
15:33:59  <Wolf01> XeryusTC, i red about the improved edit sign box, i havae some other suggestions if you want ;)
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15:34:55  <Eddi|zuHause> do we even have drivethrough truck stops?
15:35:36  <Wolf01> don't we have them already?
15:36:17  <Eddi|zuHause> i heard a discussion that drive through bus stops are realistic, but truck stops not
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15:37:57  <Wolf01> in fact, trucks are better with stations, but also roadstops are used, here almost all the lorries stop in front of the shop to deliver goods
15:39:04  <peter1138> Sacro: according to the signals in that shot, 1 way signals only stop trains in one direction
15:39:30  <Sacro> peter1138: like a shunt signal?
15:39:34  <peter1138> no idea
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15:40:17  <peter1138> but basically, it trains can go through the red signals to reach the platforms, what stops trains going through the two red outer signals?
15:41:19  <Sacro> well i've never found ttd signals to be realistic
15:41:20  <Eddi|zuHause> probably that the red inner signals do not turn green if they would go through the occupied lane
15:42:17  <peter1138> Sacro: quite, and obviously *we* know where the train should go
15:42:37  <Eddi|zuHause> but yes, if signals do not stop trains from going through them backwards anymore, there need to be "no entry" signals for one way lanes
15:42:45  <peter1138> Eddi|zuHause: exactly :)
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15:43:10  <Smoovious> the screenshot looks like more prototypical signalling... where the signals cover the whole interlocking in between them... you don't need a signal to exit the interlocking, since your green would clear you through and past i t
15:43:15  <Eddi|zuHause> i suggested that a while ago already
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15:43:35  <dihedral> is there a way to set the language flag for dedicated servers?
15:43:45  <peter1138> yes
15:43:49  <dihedral> how?
15:44:04  <peter1138> server_lang = in the configuration
15:44:13  <peter1138> if it doesn't exist, the version is too old
15:44:24  <dihedral> 0.5.2
15:51:14  <glx> 0.5.2 has it
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15:52:24  <glx> but the choice is limited ;)
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16:05:30  <Sacro> Belugas:
16:05:35  *** Desolator [Desolator@] has quit []
16:05:41  <dihedral> glx: how can i set it ingame in 0.5.2?
16:05:51  <dihedral> and what values does it take?
16:06:06  <glx> hmm you can't set it ingame
16:06:38  <glx> the values are ANY|ENGLISH|GERMAN|FRENCH
16:08:06  <dihedral> could setting it ingame be added?
16:09:27  <Wolf01> oh noes, poor belugas :(
16:11:57  <dihedral> drawing pin button for the client list window?
16:12:13  <ln-> why are there three possible languages?
16:13:09  <peter1138> why not?
16:13:15  <XeryusTC> <Wolf01> XeryusTC, i red about the improved edit sign box, i havae some other suggestions if you want ;) <- bring em :)
16:13:34  <glx> ln-: trunk has a lot more :)
16:13:36  <Wolf01> <- :)
16:15:37  <XeryusTC> yeah
16:15:54  <XeryusTC> but that would mean that i need to raise the 30 char limit first
16:16:32  <Wolf01> yes, 30 chars limit is ridiculous for signs... for station names i agree, but not for signs
16:16:58  <XeryusTC> indeed
16:17:02  <hylje> wysiwyg sign editor
16:17:22  <XeryusTC> but try the patch, it is quite usefull already :)
16:17:37  <XeryusTC> as you can delete signs with one click, and cycle through the list
16:17:39  <Noldo> XeryusTC: who is that in your avatar?
16:17:47  <XeryusTC> Noldo: Enma Ai
16:17:57  <XeryusTC> from jigoku shoujo (futakomori)
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16:43:05  <Nickman> XeryusTC, gonne check out you're patch ;)
16:43:14  <XeryusTC> :)
16:43:31  <Nickman> compiling as we speak :D
16:43:35  <XeryusTC> :D
16:43:48  <XeryusTC> it's nothing fancy though, just some GUI improvements and shortcuts :P
16:47:58  <Nickman> works lik a charm ;)
16:52:22  <XeryusTC> :)
16:53:01  * Hendikins plays a practice game on a mountainous tropical map with max 100k loan
17:01:59  <ln->
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17:06:29  <ln->
17:06:30  *** Bynn [] has joined #openttd
17:07:24  <Bynn> can any1 help me? There's nothing in the "Buy New *" windows... There are no trains, buses, boats og trucks
17:10:04  *** Zr40 [] has joined #openttd
17:11:07  <Bynn> *= train/wagon, truck, bus
17:11:26  <hylje> are you sure the vehicles are available
17:11:29  <Sacro> Bynn: what year is it?
17:11:30  <Eddi|zuHause> what is the year?
17:11:36  <hylje> at the year you are in
17:15:31  <Bynn> 1921
17:15:45  <glx> any newgrf?
17:16:19  <Eddi|zuHause> you should not start before 1930 with the default set
17:16:29  <Bynn> how can I change that?
17:16:53  <Eddi|zuHause> the start date? or the vehicle set?
17:17:24  <Bynn> the start date
17:17:36  <Eddi|zuHause> on the new game screen
17:18:25  <Bynn> can't find anywere to change it, I can just arrange the new games after date...
17:20:20  <Eddi|zuHause> on the main menu, you can click on "new game", there is the climate selection, below that the map size, and below that the start date, on the right
17:23:33  <Bynn> found it:D
17:23:36  <Bynn> thx man;)
17:25:39  <Smoovious> <Wolf01> yes, 30 chars limit is ridiculous for signs... for station names i agree, but not for signs <--- I disagree for station names... vehicle names too... I regularly run out of room
17:26:40  <Wolf01> i call stations with a prefix or directly without the city name
17:27:44  <Smoovious> well, I'm more concerned about  vehicle names, since I always leave notes about what the vehicle is doing in the name for easy skimming in the  vehicle list
17:28:14  <Smoovious> (run out of orders  too :D )
17:28:40  <Wolf01> yes, the vehicle group's name space is a little short
17:29:12  <Wolf01> sometimes i need to put "from<->to" where from and to are city names and i can't :)
17:29:45  <Smoovious> and do we really need to use "Road Vehicle" all the time? Nothing else is named a vehicle so why not just "Vehicle"
17:29:46  <Smoovious> :D
17:29:52  * Smoovious will stop now.
17:29:54  <Smoovious> :)
17:30:03  <Wolf01> :)
17:30:08  <Smoovious> 1 more
17:30:29  <Smoovious> maybe a way to customize how they're named default...
17:30:56  <Wolf01> i hope for the orders patch to come... that with order loop/inverse and maybe hub
17:32:43  <Smoovious> I just want more orders... I like having a route or two that will go everywhere... like, a helicopter route that makes a circuit around all of the oil rigs...
17:32:55  <Smoovious> sometimes got more rigs than orders
17:32:59  <Smoovious> not often tho
17:33:38  <Smoovious> well, not all of them rigs... when you include the trips back to an airport every few legs
17:34:14  <Smoovious> but it would really help a lot with liberal use of waypointss
17:42:41  <Sacro>
17:42:43  <Sacro> thats strange
17:46:50  <stillunknown> Sacro: if only it were longer, would be a cheap bridge
17:47:15  <Sacro> stillunknown: thats true
17:47:22  <Sacro> i wonder if it would allow a junction
17:48:10  <stillunknown> I doubt it.
17:56:53  <glx> Sacro: not that strange :)
17:57:21  <glx> could happen before r10140
18:00:02  <Sacro> lol
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19:54:25  <peter1138> :o
19:58:22  <Eddi|zuHause> i'd say Wall 1 : Truck 0
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20:07:21  <dihedral> hello
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20:19:39  <Caemyr> hiya
20:19:56  <Caemyr> is there any key for pause/unpause
20:20:03  <Rubidium> f1
20:20:08  <Caemyr> thx
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20:29:34  <Smoovious> you can hit the Pause key too
20:31:16  <ln->
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20:51:11  * Hendikins wonders why one would bother with distcc for something this small
20:51:31  <hylje> performance!
20:52:04  <ln-> Hendikins: because it should be possible.
20:52:15  <Hendikins> ln-: Ah, theory.
20:52:43  <hylje> and does ottd have that elusive --omg-optimize flag?
20:52:58  <peter1138> CFLAGS="-fusing-gentoo" ./configure
20:53:06  <ln-> requiring such a --with-distcc switch indicates the build system is broken, though.
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20:53:21  <Hendikins> I have to wonder though, why not icecream + ccache if we're going for performance? :P
20:53:54  <Rubidium> ln-: well, it did work before the --with-distcc flag, but --with-distcc is much easier
20:55:50  <ln-> e.g. compiling endian_check fails because it tries to both compile and link it at the same time, using distcc as the command.
20:56:59  <Rubidium> then your make is broken
20:57:44  <Rubidium> make must not run any commands before all it's dependencies are completely processed. In this case that happened, so make is broken.
20:58:47  <ln-> no
20:59:14  <ln-> by "at the same time" i mean: it's compiling a .cpp file directly into an executable without an intermediate object file.
21:00:22  <ln-> and that fails:
21:00:23  <ln-> distcc  -I /home/lauri/openttd/objs/lang /home/lauri/openttd/src/endian_check.cpp -o endian_check
21:00:26  <ln-> /tmp/cck0Yylc.o:(.eh_frame+0x11): undefined reference to `__gxx_personality_v0'
21:00:29  <ln-> collect2: ld returned 1 exit status
21:00:47  <Rubidium> strange, it works for me
21:02:18  <ln-> the same also happens if i do ./configure CXX=gcc
21:02:42  <ln-> compiling C++ with gcc does not link the necessary C++ libraries.
21:05:54  <Wolf01> 'night
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21:15:23  <Rubidium> ln-: does fix that distcc issue?
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21:19:50  <ln-> Rubidium: actually no, the same error at linking time.
21:20:28  <Rubidium> that would mean it's linking with gcc and not g++
21:20:51  <Sionide> how do i change towngrowth with rcon?
21:21:16  <ln-> it would probably work if it used g++ instead of distcc for linking.
21:21:41  <Rubidium> but then it would still use gcc when compiling templates etc.
21:22:24  <Rubidium> and I presume that'll fail
21:23:06  <ln-> how does distcc choose what compiler to execute? i guess it must be based on the file suffix, because indeed it does work with cpp files (in openttd and non-openttd).
21:23:32  <ln-> but on linking time there's no way to tell if the .o file is to be linked with gcc or g++.
21:24:00  <Rubidium> so it does something "randomly"
21:24:19  <Rubidium> ?
21:25:12  <ln-> not randomly, but it seems it picks gcc for linking if it doesn't know better.
21:25:22  <Rubidium> (because it does "the right thing" on my systems)
21:27:05  <ln-> statistics: compile time without distcc: 2m 39s; with distcc: 39s.
21:28:00  <ln-> the difference seems huge, did i do something wrong..
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21:30:58  <ln-> now it takes about the same time without distcc. strange.
21:31:08  <UnderBuilder> can I make a presentation topic for spanish users?
21:35:08  <Rubidium> ln-: I'm still wondering why it fails for you
21:35:38  <Rubidium> what it actually does is calling "distcc g++ .....", so distcc is actually told to use g++
21:35:50  <ln-> hmmmm, now i'm figuring out something... exactly that.
21:36:26  <ln-> if i just set CXX=distcc, linking is called by "distcc", not "distcc g++".
21:37:17  <Rubidium> as expected
21:37:38  <ln-> maybe
21:37:59  <Rubidium> well, you tell it to use distcc as "g++" replacement
21:38:17  <ln-> yes, i'm that evil.
21:38:23  <SmatZ> if you want faster compilation, maybe ccache will help
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21:41:19  <dihedral> i think it's good
21:41:27  <dihedral> sorry
21:41:48  <dihedral> ment ln's patch
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21:58:03  <CIA-1> OpenTTD: rubidium * r10171 /trunk/ ( config.lib): -Add: simple support for ccache (--with-ccache).
22:05:10  <SmatZ> wow :)
22:06:31  <Rubidium> what, you cracked fs119?
22:22:14  <Digitalfox_> After reading fs119, i now realize i had always that bug, but i always thought it was some kind of limitation on the rendering sprites engine :\
22:23:57  <XeryusTC> !openttd bugs 119
22:24:04  <XeryusTC> @openttd bugs 119
22:24:04  <DorpsGek> XeryusTC: [FS#119] Bug Report (sev: Low, prio: Normal, status: New): 'Clipping problems with vehicles on slopes', by Michael Lutz -
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22:29:11  <skidd13> hi
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22:30:29  <skidd13> can anybody give me a short review of the changes of last week?
22:30:47  <Sacro> svn log :p
22:32:17  <skidd13> It's late here and I'm back from fair week, so I don't have the nerve to read that all. ;)
22:32:55  <Rubidium> "nothing big" ?
22:33:12  <skidd13> Ahh
22:33:16  <Rubidium> a nice assortment of bugfixes
22:33:29  <Rubidium> some code cleanups
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22:34:54  <skidd13> Rubidium: Thanks
22:35:45  <Rubidium> hmm, I've probably forgotten to mention everything that some people would consider "big"
22:37:40  <skidd13> ??
22:39:01  <Rubidium> things like r10111 and r10132
22:39:52  <skidd13> how is the syntax to ask the bot for the rev info?
22:40:31  <Eddi|zuHause> @openttd commit 10111
22:40:33  <DorpsGek> Eddi|zuHause: Commit by peter1138 :: r10111 /trunk/src (4 files) (2007-06-12 11:22:32 UTC)
22:40:34  <DorpsGek> Eddi|zuHause: -Codechange: Add new vehicle hash table for collision detection and finding vehicles on a tile. The hash area scanned is far smaller than the old hash table, which is now used for viewport updates only. This should give a significant performance improvement for games with many vehicles. (Based on work by 'B. N. SmatZ!' and 'madman2003')
22:40:53  <skidd13> @openttd commit 10132
22:40:54  <DorpsGek> skidd13: Commit by truelight :: r10132 /trunk (18 files in 6 dirs) (2007-06-13 10:31:40 UTC)
22:40:55  <DorpsGek> skidd13: -Codechange: split out the last direct video-buffer read access to the blitter-layer
22:40:56  <DorpsGek> skidd13: -Add: added a new renderer and blitter to make room for some optimized bpp
22:40:57  <DorpsGek> skidd13: -Fix: fill the alpha channel in the grf-spriteloader
22:42:26  <Rubidium> ah, such a nice commit message :) Nobody knowns what it's about when reading the message, unless you know what's actually in the diff itself
22:43:20  <Eddi|zuHause> better than "support for feature X variable Y"
22:43:26  <Eddi|zuHause> that could be anything :p
22:43:40  <Sacro> allow players to make vehicles not travel in a certain direction along a road...
22:43:44  <peter1138> @openttd commit 8154
22:43:44  <DorpsGek> peter1138: Commit by peter1138 :: r8154 trunk/src/water_cmd.cpp (2007-01-16 15:18:02 UTC)
22:43:46  <DorpsGek> peter1138: -Codechange: Water can no longer be under bridge tiles, so don't check for it.
22:43:54  <peter1138> perfect message ;)
22:44:41  <skidd13> @Rubidium: Something with RichK in mind? ;)
22:45:35  <Rubidium> not that I'm aware of
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22:47:40  <skidd13> Just a guess. I've been working at somehting for him during my free time on fair (although it was really less)
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22:48:19  <Eddi|zuHause> name juggeling?
22:48:44  <Rubidium> well Guest2089 will ping-timeout in about 2 to 3 minutes
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22:49:53  <glx> that's the result of GHOST :)
22:50:10  <Eddi|zuHause> hm... once upon a time people got just killed :)
22:51:04  <skidd13> I'm tired. GN
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