Log for #openttd on 13th January 2008:
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00:00:31  <Ammler> you should know it self, if its worth to share... :)
00:01:08  <Gonozal_VIII> well it works alone... but not the way it's intended to... like serbian narrow gauge won't activate because it's looking for the original narrow gauge grf
00:01:40  <Gonozal_VIII> for me i removed that action 7 from the serbian narrow gauge grf
00:02:34  <Gonozal_VIII> and the persistantengines warning^^
00:02:45  <Ammler> original narrow gauge grf -> your mod -> serbian narrow gauge
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00:04:53  <Eddi|zuHause2> hm... V140 get old really fast...
00:05:20  <Eddi|zuHause2> not even any of my BR 38 got old yet...
00:05:26  <Gonozal_VIII> i guess i'll start with trying to backtrace what i really included in the grf^^
00:05:36  <Eddi|zuHause2> and i don't have any diesel engines to replace them yet...
00:06:00  <Ammler> streams?
00:09:14  <Eddi|zuHause2> hmm... wagons attached to E 16 don't get dining cars :(
00:10:12  <Eddi|zuHause2> it's about time version 0.9 gets released, i want an E 18 :(
00:10:54  <Gonozal_VIII> i want newshipsxl
00:11:22  <Ammler> hmm, I guess, would be also no problem with peters patch to use many different ships
00:12:06  <Gonozal_VIII> and better ecs support for the ships
00:12:16  <Eddi|zuHause2> without rivers, there is not a real use for ships
00:12:32  <Gonozal_VIII> yes, rivers too, rivers are cool
00:12:50  <Eddi|zuHause2> i am quite sure you could modify the dbxl_ecs.grf to work for the ships instead
00:13:08  <Gonozal_VIII> really? cool
00:13:28  <Gonozal_VIII> but i'm not good with the grf actions
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00:13:59  <Gonozal_VIII> and dbxl_ecs doesn't work perfect either
00:14:15  <Eddi|zuHause2> what do you mean with "perfect"?
00:14:17  <Gonozal_VIII> no new wagon can transport sand
00:14:43  <Gonozal_VIII> only the old lowside, not the new or the gondolas
00:14:44  <CIA-1> OpenTTD: glx * r11826 /trunk/src/music/dmusic.cpp: -Fix (r10444): at least one instance of dmusic driver is needed for it to be registered and usable
00:14:55  <Eddi|zuHause2> hm, that should be easy to fix
00:15:18  <Eddi|zuHause2> there is a bitmask for each wagon
00:15:45  <Gonozal_VIII> just change a bitmask, that's all?
00:15:55  <Gonozal_VIII> i guess i could try that
00:16:00  <Eddi|zuHause2> the meaning of the bits is defined in the cargo translation table
00:16:08  <Eddi|zuHause2> below that, there are the bitmasks for each wagon
00:16:33  <Eddi|zuHause2> the vehicle ids are in the dbset readme, for reference
00:16:37  <Gonozal_VIII> i use serbian rail set instead of dbset because it works much better with the ecs cargos...
00:17:16  <Gonozal_VIII> didn't know that it was quite easy to change
00:17:51  <Eddi|zuHause2> yeah, i once modified it to work with the PBI cargos
00:18:55  <Gonozal_VIII> i guess i'll try to use dbset together with serbian narrow gauge and narrow gauge set to monorail :-)
00:19:24  <Gonozal_VIII> and the new transrapid trackset for maglev
00:20:22  <Eddi|zuHause2> in the dbxl_ecs.grf there is a line like
00:20:34  <Eddi|zuHause2> 00 08 01 20 00 09        "PASSCOALMAILOIL_[...]"
00:20:46  <Eddi|zuHause2> each 4 letters define a cargo
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00:21:21  <Eddi|zuHause2> then a few lines below there are lines like
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00:21:42  <Eddi|zuHause2> 00 00 01 01 [VehicleID] 1D [4 Byte Bitmask]
00:22:31  <Gonozal_VIII> hmm doesn't seem to be too hard
00:22:33  <Eddi|zuHause2> bit is set == vehicle can be refitted to that cargo
00:23:34  <Eddi|zuHause2> a similar line, just for Feature = Ships should do for the newships
00:23:36  <Gonozal_VIII> thanks for that information, i guess i'll have a few new things to do with that
00:24:28  <Eddi|zuHause2> just don't get too confused with the byte and bit order ;)
00:25:43  <Gonozal_VIII> the endianness is strange...
00:26:07  <Eddi|zuHause2> it's not too strange
00:26:29  <Eddi|zuHause2> if you decode each byte into bits with LSB in front, the bits have the same order as the cargo names
00:26:33  <Gonozal_VIII> like 1000 = E8 03
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00:27:31  <Eddi|zuHause2> so if you have like 25 04 00 80 you get 1010 0100 | 0010 0000 | 0000 0000 | 0000 0001
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00:28:07  <Eddi|zuHause2> meaning passengers, mail, goods, valuables, tourists
00:28:13  <CIA-1> OpenTTD: rubidium * r11827 /trunk/src/ (7 files in 2 dirs): -Codechange: do not include enum_type.hpp unnecessary.
00:29:06  <Gonozal_VIII> and i have no idea how you did that
00:29:41  <Eddi|zuHause2> take each nibble, start with the least significant (5)
00:29:59  <Eddi|zuHause2> 5 (hex) = 0101 (bin)
00:30:03  <Eddi|zuHause2> then you reverse that
00:30:06  <Eddi|zuHause2> 1010
00:30:10  <Gonozal_VIII> ah just reversed
00:30:12  <Gonozal_VIII> kk
00:30:50  <Gonozal_VIII> i thought so when i converted 80
00:31:14  <Eddi|zuHause2> you can just decode reversed in the first place
00:31:25  <Eddi|zuHause2> 5 is not divisible by 2, so set 1
00:31:30  <Gonozal_VIII> i used windows calculator
00:31:38  <Eddi|zuHause2> substract 1, divide by 2
00:31:44  <Eddi|zuHause2> 2 is divisible by 2, so set 0
00:31:51  <Eddi|zuHause2> divide by 2
00:31:56  <Gonozal_VIII> set to hex, typed in 80, set to bin^^
00:31:57  <Eddi|zuHause2> 1 is not divisible by 2, so set 1
00:32:03  <Eddi|zuHause2> substract 1, divide by 2
00:32:07  <Eddi|zuHause2> 0 is divisible by 2, so set 0
00:32:13  <Gonozal_VIII> i know how to convert to bin...
00:32:13  <Eddi|zuHause2> you get 1010
00:32:48  <Gonozal_VIII> 5 clicks are faster
00:33:03  <Eddi|zuHause2> not if you can do it in your head, needs no clicks ;)
00:33:29  <Gonozal_VIII> i'm not an authist that can do that faster than 4 clicks^^
00:33:40  <Gonozal_VIII> (recounted the clicks, only 4)
00:33:49  <Gonozal_VIII> see, i can't even count to 5
00:34:02  <Gonozal_VIII> how should i do stuff like that in the head then?^^
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00:35:15  <Eddi|zuHause2> it's just two operations... sub and shift...
00:35:18  <Gonozal_VIII> aaand... try your method with hex numbers >9^^
00:35:48  <Eddi|zuHause2> that is just a matter of getting used to
00:35:59  <Eddi|zuHause2> you had to learn the small 1x1 once, too
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00:36:15  <Eddi|zuHause2> you just have a slightly bigger 1x1 ;)
00:36:47  <Gonozal_VIII> EC divided by 2 is?
00:39:12  <Gonozal_VIII> hmmm hex is based on powers of 2... there should be an easy way to divide by 2
00:39:36  <Prof_Frink> Oh, by the way, INCOMING!
00:40:08  <Eddi|zuHause2> Gonozal_VIII: you only need to check one digit
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00:40:32  <Eddi|zuHause2> and after the first step, the number is below 9
00:40:51  <Eddi|zuHause2> you just need to check if the number is odd or even
00:40:54  <Gonozal_VIII> well e is odd, c is odd, odd and odd is even
00:41:39  <Eddi|zuHause2> what does that have to do with this? each hex digit represents one nibble (4 bits) which you can calculate independently
00:42:25  <Gonozal_VIII> i was looking for a fast way to do that odd even thing
00:42:26  <Eddi|zuHause2> you can also start by substracting 8, and set the highest bit
00:42:40  <Gonozal_VIII> with the number EC that i wrote before
00:42:58  <Eddi|zuHause2> like i said, do it for C alone
00:43:03  <Eddi|zuHause2> then do it for E alone
00:43:17  <Eddi|zuHause2> they don't affect each other
00:44:12  <Gonozal_VIII> ah...
00:44:21  <Gonozal_VIII> [01:39:11] Gonozal_VIII: hmmm hex is based on powers of 2... there should be an easy way to divide by 2 <-- that's where that comes in
00:45:34  <Eddi|zuHause2> yeah, and my very first sentence in the "algorithm" was: consider each nibble individually
00:46:04  <Gonozal_VIII> i have no idea what nibbles are^^
00:46:12  <Gonozal_VIII> i know tribbles..
00:46:20  <Gonozal_VIII> they cause troubles
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01:02:41  <Eddi|zuHause2> nibble is half a byte
01:03:01  <Eddi|zuHause2> i.e. 4 bit or exactly one hex digit
01:04:10  <Eddi|zuHause2> hah, finally V200 ;)
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01:05:56  <Eddi|zuHause2> and a load of new wagons
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01:10:43  <Eddi|zuHause2> hm... it's about time i electrify that route...
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01:16:45  <Grew> guys I would just like to say congrats with the 0.6.0 beta, it works perfectly over my lan, and the internet and the new features work brilliantly :D
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01:20:42  <Eddi|zuHause2> and once again the E 94 shows what it is worth ;)
01:21:38  <Eddi|zuHause2> now if i only had an E 18 to go with the express trains...
01:22:03  <CIA-1> OpenTTD: rubidium * r11828 /trunk/src/ (129 files in 8 dirs): -Codechange: include table/* as the last includes and remove an unneeded include from openttd.h.
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01:24:28  <Lachie> sup brothers.
01:24:50  <Eddi|zuHause2> some MB person is denying me E18, that's up
01:26:21  <Eddi|zuHause2> long distance trains look bad without dining car
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01:31:11  <Eddi|zuHause3> well, let's see how long until the E 10 then...
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01:32:25  <Gonozal_VIII> hmm tracktype 02 is maglev?
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01:34:17  <Eddi|zuHause3> hm, that i don't know...
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01:35:02  <Gonozal_VIII> hmmm could be... if elrail is 03...
01:36:45  <Rubidium> talking about newgrfs?
01:36:56  <Rubidium> because then it's in the specs
01:37:11  <Gonozal_VIII> yes...
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01:37:28  <Rubidium> there is no specific tracktype for elrail
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01:38:00  <Gonozal_VIII> i don't need elrail anyways
01:38:42  <Gonozal_VIII> wanted to get a narrow gauge vehicle from maglev to monorail... changed 02 to 01 and it works so that seems to be right :-)
01:39:34  <CIA-1> OpenTTD: rubidium * r11829 /trunk/src/ (5 files in 2 dirs): -Feature: allow reloading openttd.cfg when starting a new game on a dedicated server. Patch by dihedral.
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01:46:20  <Gonozal_VIII> well that was easy...
01:46:26  <SpComb> and as a piece of relevant info, the #tycoon channel on Quakenet has moved to OFTC
01:46:31  <SpComb> (seeing as noone else had mentioned it)
01:46:48  <Eddi|zuHause3> yeah... i should do that to the Transrapid one time...
01:47:07  <Eddi|zuHause3> why would they do that?
01:47:12  <Gonozal_VIII> oooooh
01:47:21  <Gonozal_VIII> eddi, i'm very stupid...
01:47:58  <Gonozal_VIII> much easier to move the transrapid to monorail than all narrow gauge things
01:49:07  <Eddi|zuHause3> hehe ;)
01:49:21  <Eddi|zuHause3> it looks nicer even ;)
01:49:42  <Gonozal_VIII> i want to use the transrapid tracks anyways
01:51:21  <Eddi|zuHause3> the ones with the weird offset? they are strange...
01:52:01  <Gonozal_VIII> optical illusion thing...
01:52:10  <Gonozal_VIII>
01:52:13  <orudge> You now have #tycoon as an oftc-buddy
01:52:17  <orudge> if anyone of you are interested
01:53:03  <Sacro> noest
01:53:12  <Sacro> its too specialist for the #openttd people
01:53:21  <Gonozal_VIII> i guess it works as long as i avoid using it in situations where it doesn't^^
01:55:08  <SpComb> well, in case anyone here tries to redirect anyone to the #tycoon channel
01:59:49  <Eddi|zuHause3> Gonozal_VIII: i'd find it better to center them and implement train offsets
02:00:09  <Eddi|zuHause3> and especially bridges will look weird...
02:00:10  <Gonozal_VIII> sure
02:00:36  <Eddi|zuHause3> also, the road crossing code should be changed
02:00:37  <Gonozal_VIII> i would like that solution a lot better too
02:01:02  <Gonozal_VIII> rvs should just ignore trains on that track
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02:06:16  <Eddi|zuHause3> what i always wanted to know... why does "service in depot" order get cancelled randomly?!?
02:06:41  <Gonozal_VIII> cancelled? never seen that happening
02:08:17  <Eddi|zuHause3> "goto depot" stays, but "service in depot" (ctrl+click) gets cancelled after a few ticks
02:09:47  <Gonozal_VIII> i've only seen that if i send the train to depot manually
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02:10:20  <Eddi|zuHause3> yeah, that is what i mean
02:11:02  <Gonozal_VIII> yes... you have to click twice to actually send it to the depot
02:11:12  <Eddi|zuHause3> no
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02:11:20  <Gonozal_VIII> yes
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02:11:32  <Gonozal_VIII> done that a lot
02:11:41  <Eddi|zuHause3> i have sent a train to service to depot 5 times in a row, after a few ticks, the order gets reset to goto station
02:12:07  <Gonozal_VIII> ah you skipped orders?
02:12:19  <Eddi|zuHause3> i did nothing with orders
02:12:24  <Gonozal_VIII> :S
02:12:32  <Eddi|zuHause3> i ctrl+clicked on the depot icon in the train window
02:13:06  <Gonozal_VIII> didn't know that you can ctrl click that
02:13:44  <Eddi|zuHause3> it's very useful for autoreplace
02:13:54  <Gonozal_VIII> after how many ticks?
02:14:32  <Eddi|zuHause3> looks pretty random to me
02:15:20  <Eddi|zuHause3> might not even depend on ticks
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02:16:25  <Gonozal_VIII> well... i didn't even know about that feature so i never noticed that
02:17:12  <Gonozal_VIII> i don't send trains to autoreplace manually, they all have depot orders and get replaced soon enough
02:17:38  <Eddi|zuHause3> i never give depot orders
02:17:53  <Eddi|zuHause3> and i only sparsely have depots throughout the map
02:18:00  <Gonozal_VIII> i don't like it when they want to go to the depot at random
02:18:48  <Gonozal_VIII> maybe the next depot is right after the station it should visit next... it goes there and has to loop all around... not good
02:19:52  <Eddi|zuHause3> no, the depot is before the station
02:20:08  <Eddi|zuHause3> i had a train cancel the order right before the last switch to the depot
02:20:14  <Gonozal_VIII> i don't place depots before unloading stations
02:20:19  <Gonozal_VIII> only before loading
02:20:50  <Eddi|zuHause3> i place depots in locations where i can reach them from every direction, and leave in every direction
02:21:02  <Eddi|zuHause3> which is very complicated
02:21:16  <Gonozal_VIII> i don't do complicated
02:21:24  <Sacro> neither do i
02:21:26  <Eddi|zuHause3> i have a feeling this conflicts with autoreplace...
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02:21:38  <Gonozal_VIII> tracks are very busy, complicated stuff slows everything down
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02:21:57  <Eddi|zuHause3> there was once a function that was meant to send all trains to service in a depot if they have an autoreplace orders, and servicing is off
02:22:05  <Eddi|zuHause3> it might behave wrongly
02:22:32  <Gonozal_VIII> possibly, ask bjarni
02:22:41  <Eddi|zuHause3> is wrongly even a word?
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02:23:14  <Sacro> Eddi|zuHause3: meh, who cares
02:23:21  <Gonozal_VIII> sounds wrongly
02:24:50  <Belugas> mmmh... is that true?
02:24:57  * Belugas goes to #tycoon
02:25:32  <orudge> indeed
02:25:36  <orudge> we got fed up of quakenetsplits
02:27:14  <Belugas> :)
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02:29:45  <Gonozal_VIII> i know some channels that moved away from quakenet for the same reason... to gamesnet (now gamesurge) and shortly after that there were problems too
02:39:51  <Sacro> i miss freenode :(
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02:43:49  <zil> anyone here?
02:43:56  <Gonozal_VIII> nope
02:43:59  <zil> lol
02:44:57  <zil> well, I have not played transport tycoon for years and I have just found out about open ttd... I love it, but one question that has been driving me mad.... if there are two industries near each other and you build a station that has the catchment area of both, will you get the production of both industries?
02:45:13  <SpComb> we're all asleep
02:45:23  <Gonozal_VIII> yes
02:45:42  * SpComb under-the-blanket with his n810
02:45:43  <zil> basically, does it make a diffrence if the catchment area of a station covers one or all of the industry... obviously it makes a diffrece with mail / passangers, I was just wondering if it made a diffrence with industry
02:46:08  <Gonozal_VIII> you only need to touch a corner
02:46:17  <zil> thanks
02:46:35  <zil> and thanks to everyone for such a great game, can't beleive how good open ttd is!
02:47:57  <glx> <Gonozal_VIII> you only need to touch a corner <-- not always true
02:48:26  <Eddi|zuHause3> zil: it makes a difference for passengers/mail because each house is an own "industry"
02:48:28  <Gonozal_VIII> to recieve stuff it is
02:48:55  <glx> no, you need to touch enough squares to get 8/8
02:49:27  <Eddi|zuHause3> glx: only for delivering, not for receiving
02:49:27  <glx> hmm wrong
02:49:41  <Gonozal_VIII> oh... i was talking about industries, he already wrote that he knows that town houses are different
02:49:58  <glx> for receiving you need to touch a tile that produce something
02:51:00  <Gonozal_VIII> all tiles produce something in the existing industries
02:51:24  <glx> in original yes, but with newindustries it's differenr
02:51:27  <glx> *different
02:51:27  <Gonozal_VIII> wouldn't work good the other way... at least not without that new patch
02:52:03  <Gonozal_VIII> georges industries also do that
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02:52:30  <Gonozal_VIII> every tile produces but only some recieve
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02:54:49  <glx> hmm I just checked and you're right, production is industry wide, acceptance is tile wide
02:55:44  <Gonozal_VIII> that was one of the first things i tested when i played my first game with ecs vectors
02:55:47  <glx> well cargo type accepted is defined by industry, and tiles define accepted ammount
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02:58:45  <zil> :S so... basically, I have two forests that are a few squares apart, I have built a station in the middle of both and I am touching a few squares from each... would I get the same ammount of wood from touching part of the industry as to touching the whole thing? I used to only build if the entire place was within catchment... but I am really curious about this
02:59:17  <Gonozal_VIII> same ammount no matter how many tiles you touch
03:00:03  <Eddi|zuHause3> damn, i need a diagonal tunnel...
03:00:15  <Gonozal_VIII> everybody does
03:00:23  <Gonozal_VIII> code it ;-)
03:01:13  <Sacro> didn't someone already start? like smatz or something
03:01:53  <Sacro> ah well, gnight
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03:03:13  <Sacro>
03:03:45  <Gonozal_VIII> [04:01:48] Guest2952: afaik not diagonal tunnels but tunnels with stuff inside
03:03:45  <Gonozal_VIII> [04:02:26] *** You have been disconnected. Sun Jan 13 04:02:26 2008.
03:04:14  <Sacro> haha
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03:24:03  <Gonozal_VIII> bed... night
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07:01:54  <Draakon> hi
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07:04:32  <Draakon> how can i get american town names in my game?
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07:09:12  <DaleStan> Draakon: New game, or existing?
07:09:30  <Draakon> new game
07:11:01  <DaleStan> Game options. If you meant the names that come with the USSet, you'll have to load the newgrf too.
07:13:00  <Draakon> only Latin-American there, you mean this then?
07:15:10  <DaleStan> That's the correct dropdown. If you don't like the choices, you'll need a town names grf.
07:16:02  <Draakon> ok,
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07:17:01  <roboman> to get the ones DaleStan mentioned
07:17:14  <Draakon> i have that set
07:17:35  <Draakon> oh
07:17:37  <Draakon> nvm
07:17:51  <roboman> i was sure there was a names download
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08:23:23  <Draakon> :S
08:23:41  <Draakon> why my game makes autosave but autosave is turned off?
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08:24:42  <Rubidium> cause we forced that in order to find a bug, and when we found that bug to have any chance of reproducing it locally thus fixing
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08:25:29  <Draakon> you mean that population bug?
08:25:41  <Rubidium> yes
08:25:49  <Draakon> ok
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08:34:00  <Lachie> noob
08:34:51  <jonty-comp> no u
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08:37:32  <Draakon> so do i get this population bug right: if you have TTRS loaded and blow some buildings up, then population will be wierd?
08:38:53  <Rubidium> well... if it was *that* simple it would've been solved by now
08:39:28  <Draakon> so there needs do be other NewGRF loaded too?
08:40:48  <Rubidium> *IF* we know what's happening, it would've been solved by now
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08:46:30  <Draakon> hmm intresting bug
08:46:32  <Draakon> :PÜ
08:46:35  <Draakon> :P*
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09:12:11  <pavel1269> hi
09:19:09  <Draakon> hi
09:20:06  <peter__> hi
09:20:43  <jonty-comp> hi
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10:26:52  <SmatZ> morning
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10:28:19  <Wolf01> hello
10:28:32  <SmatZ> hello Wolf01
10:30:14  <pavel1269> hi
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10:47:33  <SpComb> Logs: (old: )
10:47:33  <pavel1269> !logs
10:50:07  <pavel1269> can anyone recomend me some train set?
10:53:02  <Digitalfox> UK set
10:53:11  <Digitalfox> NA set
10:53:19  <Digitalfox> Or japan set..
10:53:26  <valhallasw> 'yes.' :P
10:53:35  <toet> cant u use all in 1? :o
10:53:44  <Digitalfox> But with peter patch just use all of them at the same time o_O
10:53:56  <toet> ah
10:54:01  <toet> link?
10:54:12  <Digitalfox>
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10:56:02  <Digitalfox> And in openttd.cfg change dynamic_engines = true
10:56:08  <Digitalfox> That's it..
10:56:45  <pavel1269> lol :)
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10:59:10  <pavel1269> i will stick with DBSet and CSD then :)
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11:07:04  <Gonozal_VIII> morning
11:08:13  <Digitalfox> night
11:08:19  <Gonozal_VIII> hee
11:09:11  <Gonozal_VIII> is it possible (and easy) to remove certain bridgetypes from the gui of a railtype?
11:10:23  <Gonozal_VIII> without changing the code of course, only newgrf..
11:10:59  * Hendikins grumbles
11:11:07  <Hendikins> The resident slacker is taking a sickie tomorrow
11:11:25  <Hendikins> And because I've already got 24 hours overtime up this fortnight, they won't let me extend to 12 hours
11:12:04  <Gonozal_VIII> you use strange words... but i think i got most of it..
11:12:23  <Gonozal_VIII> but what's a resident slacker?^^
11:12:42  <Hendikins> Slacker = somebody who does less than their fair share of work
11:12:58  <Hendikins> (Or doesn't do enough work)
11:13:19  <Gonozal_VIII> yes but in combination mit resident?
11:13:43  <Hendikins> Just means they're /our/ slacker
11:13:52  <Gonozal_VIII> ah i see i see
11:14:09  <Hendikins> A sickie is taking a day of sick leave without actually being sick
11:14:34  <Gonozal_VIII> and fortnights are really in use, i thought that was some very old system
11:14:44  <Hendikins> A fortnight is 14 days
11:14:48  <Gonozal_VIII> i got that sickie thing^^
11:14:54  <Gonozal_VIII> and i know what a fortnight is
11:15:07  <Gonozal_VIII> but i didn't know that people still use it
11:15:20  <Hendikins> And overtime is additional hours on top of what I'm supposed to be rostered.
11:15:37  <Gonozal_VIII> hehe and i certainly know what overtime is
11:16:12  <Hendikins> I've had 2 overtime shifts + 2 extends this fortnight
11:16:20  <Hendikins> So they're not going to get me to extend
11:16:35  <Gonozal_VIII> extend = 12h?
11:16:45  <Hendikins> Extend = >8 hours.
11:16:51  <Gonozal_VIII> :S
11:16:58  <Gonozal_VIII> that's a normal shift
11:17:00  <Hendikins> Although in this case, both the extends were to 12 hours, which is the limit
11:17:06  <Gonozal_VIII> ah >
11:17:07  <Gonozal_VIII> ^^
11:17:23  <Hendikins> 8 hours is a normal shift. An extend is anything above 8 hours.
11:17:50  <Hendikins> Generally to 12, but doesn't have to be.
11:17:57  <Gonozal_VIII> i thought you used = and > together as an arrow^^
11:18:07  <Hendikins> No.
11:18:23  <Hendikins> I work for Rail Corporation New South Wales. We use fortnights. :P
11:18:38  <Gonozal_VIII> strange^^
11:18:46  <Hendikins> Not in Australia
11:19:12  <Gonozal_VIII> are they synced with month or the year? so sometimes longer or shorter?
11:19:18  <Hendikins> A fortnight is pretty much the standard pay period here.
11:19:38  <Hendikins> They're not synced with anything. They're just blocks of 14 days.
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11:21:44  <Hendikins> Gonozal_VIII: I'm station staff. I'm supposed to work 19 days out of every 28. Lately I've been working 23 - 24.
11:21:55  <Gonozal_VIII> i thought they were only used as pranks nowadays, to measure speed in picoparsec per terafortnight or stuff like that
11:22:28  <Rubidium> nah... furlong per fortnight is much better
11:22:43  <Gonozal_VIII> furlong? :O
11:23:04  <Gonozal_VIII> the length of fur of a special animal?^^
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11:23:26  <dih> morning
11:23:31  <Gonozal_VIII> hi
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11:27:37  <Gonozal_VIII> sooo.. does anybody know something about disabling certain bridgetypes for one railtype?
11:27:52  <Gonozal_VIII> i want to disable all but one bridge for monorail
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11:28:18  <Gonozal_VIII> disable as in remove them from the gui..
11:30:54  <Hendikins> Why?
11:31:34  <Gonozal_VIII> i replace my monorail with transrapid tracktype and want to have only one bridge for that
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11:32:32  <Gonozal_VIII> bjarni!
11:33:00  * Bjarni feels like a bar regular when being greeted like that
11:33:02  <Bjarni> not good
11:33:15  <Gonozal_VIII> hi norm
11:33:26  <Bjarni> ...
11:37:05  <Gonozal_VIII> do you know how to remove all but one bridgetype from the gui for one railtype with a newgrf?
11:38:02  <dih> hello Bjarni :-)
11:39:23  <Bjarni> hi dih
11:39:31  <dih> how are you today?
11:39:34  * Bjarni detects a dih patch in the trunk
11:39:47  <dih> ?
11:39:55  <dih> what? where? which one?
11:40:02  <dih> rev?
11:40:16  <Bjarni> @openttd commit 11829
11:40:16  <DorpsGek> Bjarni: Commit by rubidium :: r11829 /trunk/src (5 files in 2 dirs) (2008-01-13 01:39:22 UTC)
11:40:18  <DorpsGek> Bjarni: -Feature: allow reloading openttd.cfg when starting a new game on a dedicated server. Patch by dihedral.
11:40:26  <dih> heh
11:40:28  <dih> NICE
11:40:49  * dih thanks Rubidium a bunch
11:41:36  <dih> i dont know why - but i am seeing an awful lot of desyncs on my games
11:41:51  <dih>
11:41:56  <Bjarni> figure out why and fix it
11:42:02  <dih> search for desync on #openttdFairPlay
11:42:10  <Bjarni> you keep asking for useful stuff to do... now you got it
11:42:17  <dih> ^^
11:42:41  <dih> i would need both savegames (raw) from client and server, right?
11:42:57  <dih> and find out as of when they differ
11:43:05  <dih> adding a autosave to the daily loop
11:43:08  <Bjarni> yeah
11:43:14  <dih> nice
11:43:14  <Bjarni> in single player
11:43:16  <Rubidium> no, we need to know how to reproduce the desync
11:43:17  <dih> yes
11:43:27  <Rubidium> not that two savegames differ
11:43:32  <dih> Rubidium: they are sporadic
11:43:37  <Rubidium> because that is usually useless information
11:43:37  <Bjarni> yeah it has to be a savegame that desyncs on it's own every time
11:43:44  <dih> but when they are there, it usually hits everybody
11:44:13  <Bjarni> first try to get a savegame that reproduce the desync a a certain date
11:44:27  <dih> i'll do my best
11:44:32  <dih> i have enough autosaves ^^
11:44:33  <Bjarni> then it's possible to work on why it desyncs... but it's too hard if it's completely random
11:44:55  <dih> funny thing though is, the desyncs are occuring on the games that dont have additional grf's loaded
11:44:57  <Rubidium> s/too hard/completely impossible/
11:45:08  <dih> lol
11:45:12  <Bjarni> I wouldn't say that
11:45:12  <dih> i'll do my best
11:45:18  <Bjarni> but we would really need to be lucky
11:45:26  <Bjarni> <dih> how are you today? <-- hungry
11:45:29  <Bjarni> bbl
11:45:31  <dih> LOL
11:45:32  <dih> enjoy
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11:47:35  <peter__> dih, good news, i think i've found a solution for that bug i was talking about
11:47:43  <pavel1269> what bug? :)
11:48:13  <peter__> in the enginepool patch
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11:48:21  <peter__> well, not a bug because i commented it out ;)
11:49:14  <dih> peter__ refresh  my mind please ^^
11:53:06  <peter__> i never told you what it was, it was just that bug i was staying up late for
11:53:23  <dih> oh - ok
11:53:30  <dih> i remember ^^
11:56:35  <dih> Rubidium: TB used to talk about making squirrel the console language, what is your thought to that?
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11:59:55  <peter__> woo, it compiled ;)
12:00:15  <dih> yay
12:00:23  <dih> "if it compiles, ship it"
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12:03:07  <Gonozal_VIII> how to make a stone sculpture of a lion: take a big stone, remove everything that doesn't look like a lion, ready
12:03:53  <ln-> was that Leonardo's idea of it or whose...
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12:04:16  <Gonozal_VIII> i don't know... i read it somewhere some years ago
12:04:27  <Gonozal_VIII> i also don't know why i wrote it now
12:04:48  <dih> perhaps because you had nothing else to say ^^
12:05:34  <ln-> the same goes for making a transportation simulation game; take 5MB file filled with 0xFF, then zero each bit that doesn't look like a transportation game.
12:05:56  <Gonozal_VIII> yes :-)
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12:06:53  <Gonozal_VIII> and you all act as if it was a hard thing to do... tststs
12:08:03  <dih> ^^
12:09:05  <CIA-1> OpenTTD: rubidium * r11830 /trunk/src/roadveh_cmd.cpp: -Fix [FS#1625]: road vehicles would not wait in line, but at a single point on bridges. Based on a patch by SmatZ.
12:09:27  <Gonozal_VIII> hmmm
12:09:47  <Gonozal_VIII> they stopped doing that a long time ago
12:09:52  <Gonozal_VIII> was that reverted?
12:10:22  <Rubidium> Gonozal_VIII: no, they just didn't do it correctly
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12:10:53  <Gonozal_VIII> they run through each other after some time... i was told that's a feature
12:11:04  <Rubidium> that is a feature
12:11:25  <peter__> that's also turn on and offable
12:11:28  <Gonozal_VIII> then what was the bug?
12:11:35  <peter__> it's the "road vehicle queue (with quantum effects)" patch
12:11:42  <Gonozal_VIII> aaaah
12:11:48  <Rubidium> but in some cases on bridges (and tunnels, though you can't see that), they would move all to the same spot on the bridge
12:12:05  <Rubidium> Gonozal_VIII: just take a look at the savegame in flyspray in < r11830
12:12:35  <Gonozal_VIII> i believe you :-) but it did work for me since the last fix
12:13:10  <Rubidium> Gonozal_VIII: it did not in ALL cases
12:13:19  <Gonozal_VIII> ok
12:16:21  <dih> how can i force a game to write crash infor to crash.log?
12:18:09  <Rubidium> on what OS?
12:18:49  <dih> linux
12:18:52  <dih> debian
12:18:59  <Rubidium> there's not crash.log there
12:19:06  <dih> ok
12:19:16  <Rubidium> you can run openttd in gdb though
12:19:18  <dih> anything i can do to get one?
12:19:25  <dih> i mean - the game runs in autopilot
12:19:35  <Rubidium> attach gdb to it
12:19:40  <dih> and for some very odd reason, the game 'died' but autopilot remained running
12:20:04  <dih> which never happened before
12:20:24  <dih> what is the maximum client id?
12:20:50  <Rubidium> I guess 65535
12:21:04  <dih> ok - i deff did not reach that ^^
12:21:26  <Rubidium> it's at least more than 255
12:21:33  <dih> yes
12:21:37  <dih> but i dont restart my servers
12:21:54  <dih> that one was running since 0.6.0-beta2 came out
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12:38:39  <dih> by the way - i dont think the desyncs are based on user actions...
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12:46:56  <freepenguin> hello
12:47:01  <Gonozal_VIII> hi
12:50:59  <Ammler> dih: I had that on my server too
12:51:19  <Ammler> (server breaks and ap didn't
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13:12:22  <CIA-1> OpenTTD: smatz * r11831 /trunk/src/train_cmd.cpp: -Fix: call TrainConsistChanged() when removing crashed train part to be consistent with saveload process
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13:16:24  <UnderBuilder> I think that in temperate the towns should require goods
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13:17:04  <Gonozal_VIII> they do^^
13:17:31  <Gonozal_VIII> ah you mean for growth?
13:17:32  <UnderBuilder> best said, goods and transport of mail and coal to nearby power stations
13:17:36  <UnderBuilder> *require*
13:17:38  <UnderBuilder> yes
13:18:07  <Gonozal_VIII> did you read my topic in the suggestions forum about the zones? :-)
13:18:34  <UnderBuilder> instead of being station served based, it should be cargo received based
13:18:54  <Gonozal_VIII>
13:19:22  <Gonozal_VIII> each town building represents a lot of buildings and has a stockpile :-)
13:19:22  <UnderBuilder> because for me the goal in openttd is to grow cities
13:19:58  <UnderBuilder> that looks a bit simcity-ish
13:20:13  <Gonozal_VIII> only the names for the area types
13:20:31  <Gonozal_VIII> rest has nothing to do with sim city
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13:20:51  <UnderBuilder> and I think that residential and commercial should be merged
13:21:06  <UnderBuilder> I will explain better...
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13:22:24  <UnderBuilder> light residential has got high quantity of houses, low quantity of small commerces and no tall buildings
13:23:32  <UnderBuilder> medium residential has got low quantity of houses, high quantity of small commerces and some high buildings (5-6 floors)
13:25:00  <UnderBuilder> heavy residential has got no houses, and high quantity of tall buildings (10-20 or in exceptional cases monstruosities like 50 floor ones)
13:25:07  <hylje> simcity
13:25:12  <Gonozal_VIII> i tried to avoid changes in the accepted cargo types during growth
13:25:29  <UnderBuilder> it should be like a mix of TTD and simcity
13:26:06  <UnderBuilder> similar for industries
13:26:21  <UnderBuilder> there are lire
13:26:25  <UnderBuilder> sorry
13:26:26  <Gonozal_VIII> but the cargo types could stay the same and stockpile sizes vary..
13:26:59  <UnderBuilder> there are light industries like farms that does not generate pollution
13:27:19  <UnderBuilder> and forests
13:27:28  <hylje> would these areas be 1x1 or 2x2 or more
13:27:34  <hylje> or variable
13:27:41  <Gonozal_VIII> every area is 1 tile
13:28:14  <Gonozal_VIII> that's the 2nd assumption :-)
13:28:28  <UnderBuilder> medium industries like iron ore mines, coal mines that generate some pollution
13:28:40  <Gonozal_VIII> Areas with maximum population are likely to spawn minimum population areas of same type on empty tiles in their surroundings;
13:28:41  <Gonozal_VIII> Areas with minimum population can be changed to a different type (e. g. from residential to industrial) by neighbouring maximum population tiles;
13:29:06  <hylje> ah
13:29:18  <Gonozal_VIII> what does pollution do?
13:29:36  <UnderBuilder> and heavy industries (processing ones) like factories or steel mills that generate high pollution
13:29:42  <UnderBuilder> nothing
13:29:49  <Gonozal_VIII> ok^^
13:29:50  <hylje> would this practically mean cities would be part passenger part (secondary) industry?
13:30:09  <Gonozal_VIII>
13:30:09  <Gonozal_VIII> If you supply a type of area in a part of a town but not the others, it will expand and slowly replace the other areas which leads to clusters of same area type next to each other like industrial or commercial districts in real cities.
13:30:09  <Gonozal_VIII> Lots of small sources with low output and destinations with small stockpile sizes increase the usefulness of trucks, hubs and milk runs.
13:30:24  <UnderBuilder> but the difference with simcity is that the zones are built automatically
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13:31:28  * peter__ ponders testing multiple engine sets on a server...
13:31:30  <Gonozal_VIII> <-- you can read it there hylje :-)
13:31:39  <hylje> yes yes
13:34:16  <UnderBuilder> each city has got one residential zone (the city) and an industrial zone (only one of them per city) and the maximum size of the cities is inversally proportional to the number of cities
13:35:26  <Gonozal_VIII> you mean at map generation?
13:35:45  <Gonozal_VIII> it will change a lot with supply...
13:36:03  <UnderBuilder> yes, but the industries will not be generated randomly
13:36:12  <CIA-1> OpenTTD: rubidium * r11832 /trunk/src/ (22 files in 2 dirs): -Codechange: get rid of (quite) some VARDEFs.
13:36:40  <Gonozal_VIII> right, only spawn new ones nearby if you grow them
13:37:03  <UnderBuilder> the industrial zone needs passengers (workers) from cities and the residential zone needs goods from the processing industries
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13:37:22  <Gonozal_VIII> yes i wrote that :-)
13:37:46  <UnderBuilder> no, you also can't spawn industries yourself
13:37:55  <UnderBuilder> they already come with each city
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13:38:08  <Gonozal_VIII> only one tile? that's not much
13:38:40  <Gonozal_VIII> i was thinking about a relatively small stockpile per tile even at maximum population
13:39:03  <UnderBuilder> I mean one group of tiles
13:39:15  <Gonozal_VIII> ah i see...
13:39:16  <UnderBuilder> ah, you mean one tile = one industry?
13:39:22  <Eddi|zuHause3> how do you think of simulating raw industries like coal or ore mines, which typically use up a rather big area?
13:39:46  <Gonozal_VIII> the areas are big
13:40:14  <Eddi|zuHause3> 1 tile == big?!?
13:40:20  <Gonozal_VIII> yes :D
13:40:55  <pavel1269> you play 64x64, dont you? :)
13:41:05  <Gonozal_VIII> i don't know how big the tiles are when you compare it to vehicle speed but i think it's about 2km
13:41:16  <Gonozal_VIII> (read that somewhere)
13:41:20  <UnderBuilder> residential should be houses, apartments, offices, shops, etc.
13:41:34  <Tefad> residential/commercial
13:41:44  <UnderBuilder> commercial should be renamed to turism places
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13:43:38  <GoneWacko> >_>
13:43:41  <Gonozal_VIII> tourism places doesn't seem to be such a good name^^
13:44:26  <Tefad> attractions
13:44:50  <UnderBuilder> yes, atractions is right, I'm bad at english
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13:45:12  <Tefad> i am by far no master ; )
13:45:49  <UnderBuilder> however, this should be a fork of openttd, because this is a massive change of the gameplay and it will not like to everyone
13:46:10  <Tefad> while i can master some parts of grammar, i am miserable at others. and my vocabulary has notches and plateus all over.
13:46:12  <Gonozal_VIII> i was hoping it could be done with a newgrf
13:47:11  <Prof_Frink> Gonozal_VIII: If you calculate from vehicle speed, each tile is several thousand km square
13:47:35  <Gonozal_VIII> oh^^
13:47:51  <Gonozal_VIII> then where did i get that 2km thing from?
13:48:04  <Gonozal_VIII> doesn
13:48:07  <peter__> scale is something to be ignored
13:48:07  <Gonozal_VIII> t matter
13:48:32  <Eddi|zuHause3> cities should scale with vehicles, not with distances
13:48:48  <Eddi|zuHause3> (very roughly)
13:49:06  <UnderBuilder> I think that instead of population of the area you should say level of the area, as the industries and atractions also can have got that feature
13:49:09  <Gonozal_VIII> i want big cities with millions of people... with areas
13:49:12  <Forked> so some of the good people in the ttd towns live in a 2x2km house? nice
13:49:14  <Eddi|zuHause3> if 1 tile == 2 wagons, then 1 tile is around 50m
13:50:40  <Tefad> scale in ttd is never correct ; )
13:51:06  <Eddi|zuHause3> and a city with 1 million inhabitants should cover a rather big part of the map
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13:51:47  <Gonozal_VIII> it would
13:51:54  <Eddi|zuHause3> not an area of 10x10 tiles, like in your suggestion
13:52:11  <Gonozal_VIII> only at maximum population density
13:52:11  <Eddi|zuHause3> 25600*10*10 = 2.5M
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13:52:27  <UnderBuilder> I smell Transport City
13:52:30  <Gonozal_VIII> you only get that with a constant supply of everything
13:52:48  <Eddi|zuHause3> "constant" is even unrealistic
13:53:12  <Gonozal_VIII> Population decreases three steps towards the minimum every 256 ticks if the stockpile is empty;
13:53:12  <Gonozal_VIII> Population doesn't change if the area has something in its stockpile but not everything;
13:53:12  <Gonozal_VIII> Population increases one step if there are units of everything the area needs in its stockpile and the population is below maximum;
13:53:59  <Eddi|zuHause3> say you go along with this "zones" idea, scale to be discussed, you can have different density levels, but on higher density levels you need very high supply to even maintain the level
13:54:05  <CIA-1> OpenTTD: bjarni * r11833 /trunk/config.lib:
13:54:05  <CIA-1> OpenTTD: -Cleanup: changed save_params_array into one item for each line in config.lib
13:54:05  <CIA-1> OpenTTD:  This should increase readability and conflict solving
13:54:07  <roboboy> gnight
13:54:53  <Gonozal_VIII> yes eddi... if the stockpile runs empty the population goes down
13:55:17  <Eddi|zuHause3> yes, but on higher density level, the stockpile must go down faster
13:55:42  <Gonozal_VIII> yes it does... it processes/consumes more
13:55:47  <Eddi|zuHause3> and i would not say "empty", you need supply within certain limits
13:55:59  <Eddi|zuHause3> if you go below, you have slight chance of decrease
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13:56:17  <Gonozal_VIII> empty is good enough
13:56:23  <Eddi|zuHause3> if you go above (on all required slots) you have slight chance of growth
13:56:30  <Gonozal_VIII> the stockpile is a buffer
13:56:50  <Eddi|zuHause3> the further you are away from the "optimum", the bigger the chances are
13:57:32  <Gonozal_VIII> every 256 ticks the stockpile of every cargo is reduced by an ammount that's calculated from the population
13:57:48  <Eddi|zuHause3> also, not all input variables should be "required", if you only supply certain cargo types, you can push development into certain directions
13:58:23  <Eddi|zuHause3> 256 ticks? that's like a week...
13:58:24  <Gonozal_VIII> if the reduction would bring the remaining supply of nothing below 0, the population grows, if anything is not 0 population stays the same, everything 0, population down
13:58:36  <Gonozal_VIII> half week
13:58:55  <Eddi|zuHause3> can't you just say each day?
13:59:10  <Gonozal_VIII> that would be too fast
13:59:11  <Eddi|zuHause3> this number of 256 is really random
13:59:25  <Gonozal_VIII> byte
13:59:33  <Tefad> 2^8
13:59:44  <Eddi|zuHause3> apart from "each day" you have "each tileloop"
13:59:52  <Tefad> 2 4 8 16 32 64 128 256
14:00:08  <Eddi|zuHause3> Tefad: 4 8 15 16 23 42?
14:00:14  <Gonozal_VIII> ecs industries have 256 tick intervals
14:00:53  <Gonozal_VIII> but doesn't matter, can be 72 ticks too
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14:01:30  <Gonozal_VIII> but that would require more steps for the population
14:01:58  <Gonozal_VIII> because then you could grow to maximum in 256 days instead of 3 years
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14:02:46  <Gonozal_VIII> i thought about the numbers a lot^^
14:03:01  <Draakon> hi
14:03:03  <Gonozal_VIII> hi
14:03:57  <roboboy> gnight
14:04:11  <Gonozal_VIII> night^^
14:05:08  <UnderBuilder> one question, in your countries is there some isp that supports gnu/linux?
14:05:45  <Sacro> Bowling Green, Ohio student Robert Ricketts, 19, had his head bloodied when he was struck by a Conrail train. He told police he was trying to see how close to the moving train he could place his head without getting hit.
14:06:04  <Gonozal_VIII> *rofl*
14:06:24  <UnderBuilder> I mean, that gives support to users using linux distributions
14:06:42  <Eddi|zuHause3> what do you mean "support"?
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14:07:40  <UnderBuilder> technical support
14:08:07  <Eddi|zuHause3> why would an ISP have to give support for linux distributions?
14:08:32  <peter__> arrr, too many engines :o
14:08:35  <Eddi|zuHause3> you don't ask the baker for support of carpet cutters
14:08:44  <Draakon> peter: hehe i know what you mean
14:09:08  <Draakon> peter: you could make a organizing system for it
14:10:25  <Gonozal_VIII> hmm you can sort them by all kinds of values, that should also be enough to find the right engine if there are hundreds available
14:10:52  *** Ammler [] has quit [Ping timeout: 480 seconds]
14:11:23  <Eddi|zuHause3> sorting is not enough, you need filtering
14:11:44  *** |Bastiaan| [] has quit [Ping timeout: 480 seconds]
14:11:58  <Draakon> argh
14:12:43  <peter__> SELECT * FROM engines WHERE power > 4000
14:12:53  <Gonozal_VIII> hehe
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14:13:07  <Sacro> sqlite?
14:13:14  <UnderBuilder> idea: automatic bulldozer
14:13:20  <Sacro> actually, would that work...
14:13:57  <Gonozal_VIII> ORDER BY power
14:14:34  <UnderBuilder> when you want to build something like an airport over the middle of a city, if your ratings are good enough, you don't have to destroy half of the city, you just have to overbuild it and voila!
14:15:04  <Draakon> not possibile
14:15:12  <Gonozal_VIII> only if you're an OverBuilder
14:15:20  <SmatZ> :-D
14:15:31  <Draakon> not possible in the game either
14:15:59  <Gonozal_VIII> don't be so lazy, airports are cheap enough :P
14:16:31  <Gonozal_VIII> at least they require some work to make space for them
14:16:38  * Draakon download more train sets
14:17:19  <Draakon> where can i redownload ECS vectors beta 3?
14:17:34  <Gonozal_VIII> why do you want old grfs?
14:17:58  <Gonozal_VIII> ah no... wood and agricultural are still beta 3
14:17:58  <Draakon> dont like new ones
14:19:10  <LA[lord]> I need a link which explains well, why ong and not JPG, but I can't find it.. I need to post it to one place... :P Any help?
14:19:15  <LA[lord]> png*
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14:19:41  <Draakon> wiki?
14:19:44  <Gonozal_VIII> jpg changes pixels all over the place
14:19:50  <LA[lord]> I know it was in the wiki.. but where
14:20:01  <Gonozal_VIII> that's reason enough
14:20:07  <LA[lord]> I want that wiki page, so I don't have to rewrite everything
14:20:30  <Draakon> still where i can get ECS Vectors Beta 3?
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14:22:56  <LA[lord]>
14:23:29  <Gonozal_VIII> he wants old versions
14:23:31  <Draakon> i dont want basic vectors beta 4
14:23:33  <Draakon> i want old
14:23:40  <LA[lord]> there is betaa 3 too
14:23:47  <LA[lord]> ECS vectors v1 beta 3
14:23:57  <Gonozal_VIII> hehe
14:24:14  <Draakon> but not basic, machinery and town
14:24:18  <LA[lord]> below the beta 4
14:24:23  <Eddi|zuHause3> hm... what is a BR 140 useful for?
14:24:24  <LA[lord]> oh.. wait a mom
14:25:24  <Gonozal_VIII> as a buffer to stop real trains :-)
14:25:26  <Gonozal_VIII> ^^
14:25:39  <ln-> do english-speaking peoples ever use month numbers when expressing a date?
14:25:42  <Eddi|zuHause3> it is slower than E 16 and has less tractive effort than E 94
14:26:03  <Eddi|zuHause3> i don't speak english
14:26:06  <Gonozal_VIII> yes but they mix up the order of day and month all the time
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14:28:39  <LA[lord]> Draakon:  Doesn't the coop pack have beta3, or they have beta4?
14:28:54  <Eddi|zuHause3> i think something is not quite realistic with the realistic acceleration...
14:29:00  <Draakon> they have much older versions
14:29:17  <Eddi|zuHause3> an E 94 easily pulls a 3500t coal train
14:29:32  <Eddi|zuHause3> but a VT 95 with trailer cannot reach its maximum speed
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14:32:14  * peter__ ponders food
14:32:19  <peter__> or drink
14:32:21  <peter__> or somesuch
14:32:28  <Gonozal_VIII> little endian form 13/01/2008
14:32:28  <Gonozal_VIII> big endian form 2008-01-13
14:32:28  <Gonozal_VIII> middle endian form 01/13/2008 <-- totally messed up
14:33:09  <peter__> good ol' US
14:33:20  <hylje> middle-endian :)
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14:33:29  <peter__> ln-, not I, certainly
14:33:46  <Sacro> Draakon: #tycoon is very rarely on topic
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14:34:09  <hylje> peter__: foodstuffs!
14:34:15  <peter__> FOODAGE
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14:34:33  <Gonozal_VIII> so when you read stuff like 08/09/2007 you never know for sure what it means
14:35:01  <Sacro> for sure for sure
14:36:02  <Gonozal_VIII> ?
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14:37:54  <CIA-1> OpenTTD: rubidium * r11834 /trunk/src/ (58 files in 3 dirs): -Codechange: only include settings_type.h if needed.
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14:41:48  <GoneWacko> I don't know what I fear more, people from #openttd coming into #tycoon and expecting a very formal/on-topic channel, or people from #tycoon coming into #openttd and being annoying :>
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14:42:40  <CIA-1> OpenTTD: smatz * r11835 /trunk/src/train_cmd.cpp: -Fix: mark depot, viewports, vehicle lists and vehicle details dirty when a train crashes
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14:43:07  <peter__> child!
14:43:19  <peter__> hmm
14:43:27  <Gonozal_VIII> what a random thing to say
14:43:29  <Draakon> heh
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14:43:50  <Bjarni> well
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14:44:14  <Bjarni> he can code... so why should we argue against his outbursts? :)
14:44:32  <Gonozal_VIII> hehe
14:44:48  <Gonozal_VIII> random comments all over the code^^
14:45:03  <hylje> that'd be amusing
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14:46:49  <Eddi|zuHause3> ah, i have found a use for the BR 140
14:46:59  <Draakon> BR 140?
14:47:03  <Draakon> what's that?
14:47:09  <hylje> loco
14:47:14  <Eddi|zuHause3> i have some small hilly passenger routes that use E 52 and two axle wagons
14:47:18  <Draakon> from what set?
14:47:20  <hylje> db
14:47:27  <Draakon> ok
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14:49:33  <nadine> Hello there :)
14:49:52  <Eddi|zuHause3> although the colours of the bavarian engines with matching wagons is funny, they are just too old now...
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14:50:43  <nadine> Little question: My selfcompiled version of openttd runs quite slow. So i wonder if  there are any flags to disable debug stuff or something, that could slow down the current SVN releases?
14:51:03  <nadine> Espacially the zoomed out overview starts to lag when moving on the map
14:51:10  <ln-> And your operating system is ...?
14:51:13  <Draakon> we dont support patched games
14:51:14  <nadine> Linux
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14:51:20  <nadine> It'
14:51:26  <nadine> it's not patches, just svn
14:51:26  <Gonozal_VIII> zoomed out is always slow
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14:52:07  <nadine> So the problem is probably my system with only 1ghz?
14:52:27  <Draakon> erm
14:52:40  <Draakon> is it slow even at the begginning of the game?
14:52:43  <Eddi|zuHause3> 1ghz can be too little for very big maps
14:52:45  <Draakon> like nothing yet done
14:52:49  <Gonozal_VIII> depends on map size, number of vehicles, compeditors, ships with yapf, lots of things
14:53:07  <nadine> I just start a 512x512 map, zoom out and when then moving the map lags
14:53:25  <Eddi|zuHause3> i always pause before zooming out
14:54:36  <nadine> hmm...i just tried to pause before scrolling, doesn't change anything (at least i can't feel an improvement)
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14:57:26  <Eddi|zuHause3> what may also slow things down is starting in 32bpp mode
14:57:45  <Eddi|zuHause3> which shouldn't be default, but you never know...
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14:58:02  <nadine> how to find out about the 32bpp thing?
14:58:45  <Gonozal_VIII> cfg file
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14:59:07  <Eddi|zuHause3> openttd -h for command line settings
14:59:07  <Gonozal_VIII> 32bpp blitter
15:01:39  <Eddi|zuHause3> Gonozal_VIII:,%2029.%20Dez%201955.png <- current city scale does not by far match my railway scale...
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15:04:07  <Gonozal_VIII> those guys pretending to be female all the time... tststs...
15:04:27  <hylje> how random
15:05:32  <Gonozal_VIII> everybody knows that there are no females on the internet...
15:05:33  <Gonozal_VIII> never
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15:08:51  <Eddi|zuHause3>,%2021.%20Seo%201956.png <- unrelated, i just think it is a nice shot
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15:09:41  <aKra> Anyone in for a game of OpenTTD? :P
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15:10:35  <Gonozal_VIII> wtf
15:10:37  <LA[lord]> Gonozal_VIII:
15:10:45  <LA[lord]>
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15:10:51  <LA[lord]> no females?
15:11:04  <LA[lord]> :P
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15:11:55  <Gonozal_VIII> Most active forum:       Off-Topic
15:11:55  <Gonozal_VIII> [ 10 Posts / 100.00% of user’s posts ]
15:11:55  <Gonozal_VIII> Most active topic:      Break up's
15:11:55  <Gonozal_VIII> [ 6 Posts / 60.00% of user’s posts ]
15:12:04  <Gonozal_VIII> hehe ok.. that one could be real
15:12:14  <Sacro> Gonozal_VIII: who?
15:12:15  <LA[lord]> :P
15:12:18  <reto_> pavel1269: hey, any news on your server problem?
15:12:27  <Sacro> oh she is real, i've met her
15:12:31  <SmatZ> :-D
15:12:36  <ln-> LA[lord]: i'd be especially suspicious about "females" who have "girl" or something like that in their nick.
15:12:39  <LA[lord]> Gonozal_VIII:  SAC was female too
15:12:56  <LA[lord]> *was*
15:13:00  <LA[lord]> lol
15:13:58  <LA[lord]> ln-: But I have seen posts where both andel and davemcmahon confirm to have those gf's :P
15:14:10  <Sacro> that is Andel's fiancee
15:14:51  <LA[lord]> Sacro:  How come you have met andels girl? Veery suuspiicious...
15:15:40  <Sacro> LA[lord]: tt-forums meet last june
15:16:01  <LA[lord]> you were there? then I guess yes...
15:16:12  <LA[lord]> I wasn't even a member at that time :P
15:17:12  <ln-> where was that?
15:17:29  <Gonozal_VIII> north pole
15:17:42  <ln-> i would have noticed that
15:17:52  <Gonozal_VIII> easy to find for everybody, just head north :-)
15:18:54  <Sacro> ln-: Birmingham
15:19:45  <Gonozal_VIII> north pole makes perfect sense to gather people from all over the world... you don't need to set any waypoints :-)
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15:20:23  <Eddi|zuHause3> birmingham is not that far away from north pole :p
15:20:24  <orudge> Birmingham has about as much charm as the North Pole
15:20:25  <Sacro> what if you get a boat
15:20:29  <Sacro> it'll be damned laggy
15:20:30  <orudge> maybe a bit less cold
15:22:06  <Eddi|zuHause3> *mental note* do not try to scroll on screenshots
15:22:18  <Gonozal_VIII> hehehe
15:22:45  <Gonozal_VIII> i think that's a thing everybody tries from time to time
15:23:12  <Eddi|zuHause3> i do that pretty much every time ;)
15:24:18  <pavel1269> 16:12 <reto_> pavel1269: hey, any news on your server problem? <--- no
15:24:24  <pavel1269> you got some idea?
15:24:25  <Eddi|zuHause3> anyway, realistic acceleration is unrealistic
15:24:32  <Gonozal_VIII> why?
15:24:38  <Gonozal_VIII> i think it's good
15:24:39  <Eddi|zuHause3> "2000t mit 85 km/h in der Ebene" <- i pull twice that
15:25:01  <Gonozal_VIII> ?
15:25:10  <Eddi|zuHause3> "600t mit 50 km/h bei 25 Promille Steigung" <- and i hardly slow down on slopes
15:25:14  <Sacro> Eddi|zuHause3: we all do
15:25:36  <Gonozal_VIII> i can't pull 2000t :-(
15:25:55  <Gonozal_VIII> use weight multiplier eddi
15:26:01  <Gonozal_VIII> i always set that to 5
15:26:02  <pavel1269> :)
15:26:10  <Eddi|zuHause3> i have 720t trains with x4 multiplyer
15:26:26  <Eddi|zuHause3> total weight: 3502t
15:26:42  <Eddi|zuHause3> E 94 + 18 Hoppers
15:27:22  <Gonozal_VIII> breakdown while on a slope..  baaad thing
15:27:47  <Eddi|zuHause3> i play with breakdowns off
15:27:54  <Gonozal_VIII> cheater :P
15:28:09  <Eddi|zuHause3> they are unrealistic
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15:28:33  <Gonozal_VIII> and signals in front or shortly after a slope are also bad... trains should never have to stop there
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15:29:09  <pavel1269> yeah
15:29:15  <Eddi|zuHause3> but still, while the E94 pulls insane amounts of cargo, a VT 95 with unpowered trailer (standard combination) does not even reach its max speed on a straight line
15:29:29  <Gonozal_VIII> i sometimes split track in front of a slope and lead two parallel tracks up to compensate for the bigger signal distance
15:30:55  <pavel1269> lets start private MP game :P
15:31:23  <Gonozal_VIII> your mp doesn't work :P
15:31:28  <pavel1269> hamachi :)
15:31:50  <reto_> pavel1269: no, no news
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15:32:07  <Gonozal_VIII> i'm woking on a grf atm, no time to play
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15:32:52  <pavel1269> eddi and you? :P
15:33:25  * peter__ is up to reviison g of enginepools today :o
15:33:39  <Bjarni> nice
15:33:48  <Sacro> zomg Bjarni
15:34:02  <Eddi|zuHause3> i don't usually do MP
15:34:08  <pavel1269> :(
15:35:14  <Gonozal_VIII> hmmm floating stations
15:35:25  <reto_> hmmm I'm trying to update a patch which used to use 'LoadGrfFile()' to load a spirte, as far as I can see in recent versions this isn't a prefered way anymore
15:35:38  <reto_> but I can't determine how to port that
15:37:31  <peter__> action 5 is the preferred way
15:37:39  <reto_> action 5 :)?
15:40:29  <Gonozal_VIII> ah action 5... got a question for that too, maybe someone knows
15:40:41  <Gonozal_VIII> autorail tool for maglev is 69
15:40:50  <Gonozal_VIII> what's autorail tool for monorail?
15:41:08  <Eddi|zuHause3> the icon in the toolbar
15:41:15  <Gonozal_VIII> yes
15:41:22  <Eddi|zuHause3> 4 rail directions + autorail
15:41:47  <Gonozal_VIII> the directions are in trg1r
15:41:50  <Eddi|zuHause3> dynamite, depot, waypoint, station, signal, bridge, tunnel, bulldozer, convert
15:42:24  <Gonozal_VIII>   652 * 4      05 95 06 45
15:42:24  <Gonozal_VIII>   653 sprites/landscape_infra.pcx 338 3336 09 13 20 0 4
15:42:24  <Gonozal_VIII>   654 sprites/landscape_infra.pcx 370 3336 03 36 56 0 0
15:42:24  <Gonozal_VIII>   655 sprites/landscape_infra.pcx 434 3336 01 20 20 0 0
15:42:24  <Gonozal_VIII>   656 sprites/landscape_infra.pcx 466 3336 01 32 32 0 0
15:42:24  <Gonozal_VIII>   657 sprites/landscape_infra.pcx 514 3336 09 20 20 0 0
15:42:24  <Eddi|zuHause3> autorail is an openttd invention
15:42:26  <Gonozal_VIII>   658 sprites/landscape_infra.pcx 546 3336 03 32 32 0 0
15:42:45  <Gonozal_VIII> that replaces maglev autorail button to maglev depot cursor
15:43:02  <Gonozal_VIII> i need the offset for monorail autorail button
15:43:31  <Eddi|zuHause3> i have no idea...
15:43:42  <Gonozal_VIII> where can i find that out?
15:44:15  <Gonozal_VIII> .. i'll just try
15:45:05  <peter__> decoding ottd's grf would tell you
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15:45:23  <Eddi|zuHause3> if infra is designed for TTDP, i kinda doubt that it has a autorail icon at all
15:45:47  <Gonozal_VIII> i made that grf, i'll draw the icon
15:48:18  <Gonozal_VIII> ha, i guessed right with first try
15:50:12  <peter__> worked for NASA?
15:50:25  <Gonozal_VIII> they guess a lot?
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15:59:58  <Eddi|zuHause3> Murphy worked for NASA...
16:00:26  <Tefad> my grandmother worked for a contractor under NASA
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16:20:56  <Forked> pavel1269: got a minute, please? :)
16:21:03  <pavel1269> hmm?
16:21:14  <Gonozal_VIII> just say no
16:21:21  <Forked> gonozal gives good advice :\
16:21:26  <Gonozal_VIII> hehe
16:21:39  <pavel1269> your minute is almost gone :)
16:21:41  <Forked> haha
16:22:01  <dih> lol
16:22:08  <Forked> openttd/src/date_func.h:18: warning: inline function 'uint16 DayLength()' used but never defined  .. when compiling your update to the daylengt patch
16:22:35  <pavel1269> it have to be defined in date.cpp
16:22:38  <Forked> with rev 11814 :)
16:22:53  <pavel1269> *it should :)
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16:23:15  <pavel1269> thats that one from me?
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16:23:38  <Forked> yes, I'll just doublecheck I didn't mess anything up first
16:23:45  <pavel1269> hmm
16:23:48  <pavel1269> mom, i will try :)
16:24:03  <dih> 
16:24:20  <pavel1269> but i have compiled version .. everything okay ...
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16:24:32  <Forked> retrying now
16:24:59  <Forked> with redownloaded patch :) .. bleh same. I'll see if I can figure it out
16:26:34  <pavel1269> replace declaration with definition
16:26:40  <pavel1269> try if it will work :P
16:28:00  <Forked> uhm, wherewhat? :\ I'm still a newbie at reading code .. for now!
16:28:09  <Forked> (and I really do try not to be too annoying.. honest)
16:28:28  <Forked> in the patchfile under date.cpp?
16:28:36  <dih> [17:27]  <Mr_Console|1> Mark has left the game (could not load map)
16:28:44  <dih> when does that show up ^^
16:28:51  <dih> never seen that before :-P
16:28:58  <glx> let me search in code
16:29:17  <dih> glx: dont worry - just about to do that too ^^
16:30:09  <pavel1269> Forked: i just compiled taht ,... everything okay :D
16:30:24  <Forked> pavel1269: hum. ok. thanks .)
16:30:32  <pavel1269> i will change sth ...
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16:32:18  <pavel1269> openttd - 140 error(s) ... ithought that :D
16:33:14  <glx> dih: probably the client doesn't have zlib
16:33:43  <dih> the client is connected most of the time
16:33:54  <dih> and reconnected right after that
16:34:02  <dih> thanks for looking at it glx
16:34:18  <dih> perhaps i should have said thank you first :-)
16:35:09  <glx> then it's a transmission error and it got a corrupted save
16:35:19  <dih> that could be
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16:35:34  <dih> Mark seems to have connection issues
16:35:40  <dih> thank you a lot glx
16:36:21  <pavel1269> everything is included everywhere and i not where i need that :X
16:36:30  <dih> glx: will there actually be a beta3 before a final release?
16:36:37  <pavel1269> and if i include that ... lots of errors
16:36:40  <dih> or will there be a bunch of rc's
16:37:16  <Forked> pavel1269: I didn't mean to cause a headache ..
16:40:22  <pavel1269> with what are you compiling?
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16:41:04  <Forked> linux, 64bit (ubuntu)
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16:42:04  <Forked> can try in windows using vc2005 express
16:42:22  <pavel1269> no
16:42:34  <pavel1269> that's where i am atm
16:43:42  <pavel1269> lol i removed some includes and it dont shout at me ^^
16:43:59  <peter__> < too many vehicles?
16:44:09  <UnderBuilder> I have an idea: dual type rails
16:44:20  <reto_> dbg: [sprite] Tried to load non-existing sprite #6030. Probable cause: Wrong/missing NewGRFs
16:44:23  <reto_> alright..
16:44:29  <UnderBuilder> for example railway+monorail
16:44:29  <reto_> I defined the grf in the tables.grf
16:44:32  <reto_> I defined the grf in the sprites.c
16:44:41  <reto_> but .. how can I get it loaded propperly?
16:44:42  <peter__> UnderBuilder, what?
16:44:51  <UnderBuilder> may be useful for replacement time
16:45:08  <UnderBuilder> a railway that can handle two types of rail
16:45:20  <peter__> rail / elrail already do that
16:45:33  <UnderBuilder> but not elrail/monorail
16:45:44  <pavel1269> Forked ?
16:45:46  <Forked> yep?
16:45:49  <peter__> yeah, cos they're incompatible
16:46:00  <Forked> 2 sec
16:46:04  <pavel1269> try this one :P
16:46:07  <pavel1269> 1
16:46:07  <pavel1269> 2
16:46:09  <pavel1269> hmm?
16:46:10  <pavel1269> :D
16:46:12  <peter__> but you could if you really wanted make it all compatible
16:46:21  <peter__> src/table/railtypes.h, heh
16:48:01  <UnderBuilder> the idea may be helpful for rail replacement time
16:48:14  <Gonozal_VIII> i have rail, elrail, transrapid track, narrow gauge now :-)
16:48:25  <Forked> pavel1269: compiling now :) mmm dualcore
16:48:54  *** Gonozal_VIII [] has quit [Read error: Connection reset by peer]
16:49:04  <pavel1269> and no internet :)
16:49:09  *** Lego-- [~Miranda@] has quit [Read error: Connection reset by peer]
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16:50:06  <Forked> well no errors on compile
16:50:17  <UnderBuilder> for prevent abuse of the feature those rails should slow down a 10% the trains
16:50:44  <hylje> :o
16:50:50  <pavel1269> Forked: so okay now?
16:51:14  <Forked> yep, works :) days go really slow
16:51:21  <pavel1269> ;)
16:51:30  * pavel1269 updating on forums ...
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16:51:37  <Sacro> Gonozal_VIII: zomg, multiple tracktypes?
16:51:48  <Sacro> and can you restrict certain trains to a certain tracktype?
16:51:56  <Forked> pavel1269: big thanks =) .. (game crashed on autosave though :p)
16:52:01  <Gonozal_VIII> hmmm whathow?
16:52:09  <pavel1269> ??
16:52:19  <Gonozal_VIII> i misunderstood what underbuilder wants
16:52:21  <Forked> openttd: /home/kjetil/ottd/openttd/src/saveload.cpp:465: void SlSaveLoadConv(void*, VarType): Assertion `x >= 0 && x <= 65535' failed.
16:52:36  <pavel1269> read forums ... you are not alone
16:52:51  <pavel1269> i dont know whats that
16:53:40  <UnderBuilder> it's for helping replacing rails to monorail
16:53:56  <Gonozal_VIII> yes i understood after your explanation
16:53:59  <Forked> pavel1269: I think I might have too high a value (using 10) .. will try with 5
16:54:11  <pavel1269> Forked: lol i play ONLY with 30 :o)
16:54:17  <Gonozal_VIII> you want to convert the whole network while trains are still running
16:54:51  <Gonozal_VIII> daylength? always 30!
16:54:56  <pavel1269> yup
16:55:05  <Forked> meh, crashed with 5 too :P ok 30!
16:55:09  <pavel1269> :D
16:55:22  * pavel1269 is gonna figure out, what x is :)
16:55:48  <Gonozal_VIII> ok, maybe not 30!... that would be 2,6525285981219105863630848e+32
16:56:17  <Forked> manual saving works.. now for the auto (this might take some time.. even with fast forwarding) :)
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16:57:00  <pavel1269> i think ... 39 727 would be real enought :P
16:57:22  <Gonozal_VIII> 39727?
16:57:34  <pavel1269> 1 day_in_game ~= one day in rl :D
16:57:39  <Gonozal_VIII> hehehe
16:57:58  <Gonozal_VIII> that would be cool
16:58:05  <Gonozal_VIII> but no new vehicles then..
16:58:11  <pavel1269> later ^^
16:58:31  <Eddi|zuHause3> i played a game with daylength 32 once, it took forever to even reach 1925
16:58:45  <pavel1269> but you shoould start at 2008 and for 13days, leave 1 :))
16:58:49  <pavel1269> 32? max is 30 :P
16:58:54  <Sacro> w00t daylength
16:59:01  <Sacro> pavel1269: 32 on /me's
16:59:07  <pavel1269> hehe :)
16:59:11  <Eddi|zuHause3> pavel1269: the version in miniin was 32
16:59:16  <pavel1269> ;)
16:59:19  <Gonozal_VIII> i played a multiplayer game on daylength 30 with a friend from 1920 to ~2100 :-)
16:59:27  <hylje> :o
16:59:30  <Eddi|zuHause3> but with 100 trains it was really slow due to PBS and stuff
16:59:35  <pavel1269> i played with friends ... 3 years ... :)
16:59:42  <peter__> Born_Acorn, newpbs!
16:59:56  <pavel1269> what? new pbs?
16:59:57  <pavel1269>  :)
17:00:30  <pavel1269> i dont like breakdowns, changing locomotives and stufflike that since depots just sux
17:00:59  <Gonozal_VIII> we need drive through depots
17:01:03  <pavel1269> yup
17:01:14  <Eddi|zuHause3> we need shunting
17:01:21  <peter__> manual control!
17:01:26  <Forked> damn it.. crashed on autosave again
17:01:28  <pavel1269> and depot on 2tiles ... max train length <= 2tiles :P
17:01:33  <Eddi|zuHause3> to send engines to depot while keeping the wagons moving
17:01:35  <Gonozal_VIII> yes
17:01:41  <pavel1269> Forked: send me openttd.cfg
17:02:07  <Gonozal_VIII> depots that work the same way as stations..
17:02:16  <pavel1269> almost ^^
17:02:27  <pavel1269> and train will never be able to rotate :P
17:02:35  <pavel1269> all time forward :)
17:02:47  <Eddi|zuHause3> engine yards with turntable, and shunting tracks to assemble the wagons
17:02:58  <Gonozal_VIII> and new trains come from a factory or from a ship over a special dock with rail on it :-)
17:03:01  <peter__> :o
17:03:05  <pavel1269> lol
17:03:23  <pavel1269> you will buy train and wait year to get it? :P
17:03:28  <Gonozal_VIII> yep
17:03:37  <pavel1269> especialy with daylength ^^
17:03:59  <Gonozal_VIII> not a year... spips could arrive every month if they are needed or something like that
17:04:01  * peter__ plays by himself on his server
17:04:15  <pavel1269> omg :/
17:04:26  <Gonozal_VIII> or some days after you ordered
17:04:38  <Eddi|zuHause3> Gonozal_VIII: you mean like in C&C where the vehicles are brought by planes? :p
17:04:46  <Gonozal_VIII> i don
17:04:49  <Gonozal_VIII> t know
17:04:56  <Forked> pavel1269: link in msg :)
17:05:02  <pavel1269> yup
17:05:43  <Gonozal_VIII> and when you sell a train it goes to that dock, waits for the ship and boards it :-)
17:06:00  <pavel1269> Gonozal_VIII: play simcity and watch ships ...
17:07:53  <pavel1269> 18:05 [Forked DCC reply]: REJECT GET openttd.cfg --- wtf :)
17:08:08  <Forked> pavel1269: you didn't accept the dcc so I closed it :)
17:08:13  <Gonozal_VIII> to sell a train you give it the order to go to the factory or the dock and select sell or replace or sell wagons
17:08:21  <pavel1269> no, it didnt asked
17:08:37  <Forked> ah well, I put it on web as a .txt file :)
17:08:42  <pavel1269> Gonozal_VIII: go to #stupidottddreams :)
17:08:48  <Gonozal_VIII> :P
17:08:49  <dih> peter__ i'd join you ^^
17:09:04  <Gonozal_VIII> i don't think that's impossible
17:09:05  <Eddi|zuHause3> for DCC send you have to have to have certain ports open
17:09:20  <pavel1269>  have to have to have
17:09:20  <Eddi|zuHause3> Gonozal_VIII: "impossible" != "stupid"
17:09:35  <Eddi|zuHause3> pavel1269: whatever ;)
17:09:43  * dih needs a decent hostname...
17:09:55  <Forked> my ports should be fine, was sending files np yesterday :)
17:10:04  <pavel1269> dont look at me :D
17:10:07  <Bjarni> dih:
17:10:16  <dih> hostname - not domainname
17:10:27  <Bjarni> somebody actually shared savegames on a domainname somewhat like that
17:10:27  <Gonozal_VIII> so yesterday all your troubles seemed so far away?
17:10:39  <Bjarni> and asked us to download them to check for a specific bug
17:10:48  <dih> LOL
17:10:49  <pavel1269> hhh
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17:11:26  <Draakon> hi
17:11:33  <Sacro> Gonozal_VIII: now it looks like they are here to stay
17:11:41  * dih still is looking for a _decent_ hostname
17:12:08  <Draakon> dih: hostname? what are you hosting?
17:12:23  <Bjarni> best part is that when he got feedback on the URL he instantly said "it belongs to a friend"
17:12:29  <Bjarni> gee... what kind of friend? :P
17:12:31  <Rubidium> what about ?
17:12:44  <Forked> Bjarni: ..boyfriend?
17:13:01  <Bjarni> it's a possibility
17:13:42  <pavel1269> Forked: problem, id dont want to crash :))
17:13:52  <Forked> pavel1269: what?
17:13:58  <pavel1269> it didnt crashed :D
17:14:00  <pavel1269> for me
17:14:02  <Forked> huh
17:14:05  <pavel1269> ^^
17:14:06  <Forked> I'll try it in windows
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17:19:30  <dih> [18:12]  <Draakon> dih: hostname? what are you hosting? <--- what do you mean?
17:20:12  <dih> why do you want to know what i host?
17:20:30  <Draakon> helps us and others to thing a name for you
17:21:03  <Bjarni> <-- are you considering this or ?
17:21:21  <Bjarni> <-- this is possible too
17:21:57  <dih> i just want a silly funny nonsense name for the reverse lookup ^^
17:22:02  <Bjarni>
17:22:10  <dih> as more than one domain and more than one 'thing' will be hosted
17:22:31  <Bjarni>
17:22:49  * peter__ is hosting
17:22:53  <peter__> but using "the patch"
17:23:05  <peter__> not *that* patch, mind you
17:23:05  <Forked> pavel1269: if it works in windows and not on my linuxsystem I'm gonna start crying and then go play some nintendo wii :\
17:23:23  <dih> i thought of 'gnat' as the appliance is about the size of a 19" switch
17:23:25  <pavel1269> :D
17:24:03  <peter__> 4-4-0 express with usset carraiges :o
17:24:09  <dih> and of 'anhedral' as that is the 'opposite' of dihedral
17:24:30  <Bjarni> <-- use this and ask people to look at it each time the server fails
17:24:43  <dih> hehe
17:24:55  <dih> single word would be great though
17:25:06  <Bjarni>
17:25:31  <pavel1269> :)
17:26:11  <Forked>
17:26:15  <dih> lol
17:26:17  <ln->
17:26:45  <LA[lord]> bjarni, are you guys considering supporting long vehicles w/o clipping? So when the 32bpp Project will get somewhere and GeekToo finishes his extra zoom-in patch, the scales could be normal...
17:27:09  <pavel1269> long vehicles sux :)
17:27:19  <pavel1269> glitch everywhere
17:27:20  <LA[lord]> I'm not talking about a grf
17:27:20  <Bjarni> ln-: o_O
17:27:27  <Bjarni> somebody stole my name :(
17:27:40  <hylje> serves you right
17:27:44  <LA[lord]> Rejse Thailand Januar 2006
17:27:48  <Bjarni> and is travelling to somewhere where I would never go (too hot)
17:28:12  <Wezz6400> just a question: where does the openttd.cfg file go when using the deb package on ubuntu?
17:28:50  <Forked> ~/.openttd/
17:28:59  <Forked> (I'm pretty sure..)
17:29:20  *** jonisdead [] has quit [Quit: ChatZilla 0.9.79 [Firefox]]
17:29:51  <Wezz6400> you're right, thanks :)
17:32:57  <Bjarni> Forked: are you the Kjetil who used to be called Kjetil in here?
17:33:20  <reto_> hmmm, 11834 broke osx comilation
17:33:27  <Forked> Bjarni: hmm no, pretty sure I'm not. afaik I can't recall having been here before yesterday(ish)
17:33:32  <glx> reto_: know
17:33:45  <glx> +n
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17:34:56  <reto_> glx: a fix underway?
17:35:01  <Bjarni> Forked: ok in that case: welcome :)
17:35:10  <glx> reto_: ask Bjarni ;)
17:35:15  <Forked> Bjarni: thank you :)
17:35:15  <Bjarni> reto_: yeah I'm testing my fix right now
17:35:16  <dih> ^^
17:35:26  <reto_> Bjarni: ah, perfect
17:35:39  <Forked> I've been following openttd on and off for years, figured it was time to join the ircchannel too :p
17:35:41  *** Frostregen [] has quit [Quit: und weg]
17:35:52  <Draakon> pavel: lv rules
17:37:31  <Bjarni> reto_: here you go
17:37:37  * Bjarni kicks CIA-1
17:37:37  <CIA-1> ow
17:37:39  * Sacro wants some openttd cake
17:37:45  <Bjarni> LAG!
17:37:50  <CIA-1> OpenTTD: bjarni * r11836 /trunk/src/video/cocoa/ -Fix [r11834]: [OSX] fixed compilation
17:37:52  <Sacro> heh
17:39:11  <reto_> compiles again )
17:39:15  <reto_> thanks Bjarni!
17:39:44  <Bjarni> now I can actually test the stuff I'm working on :)
17:39:52  <LA[lord]> Bjarni, you didn't answer my question...
17:40:22  <Bjarni> LA[lord]: I considered fixing the code to be more important
17:41:01  <LA[lord]> hmm... you are right..
17:41:08  <Bjarni> oh that question
17:41:20  <dih> lol
17:41:32  <Forked> pavel1269: ok I'm gonna go cry, thanks for the help :)
17:42:12  <Bjarni> LA[lord]: well.... I don't know of anybody working on that specific feature at the moment
17:42:13  <reto_> hmm.. btw. is there a way to get rid of the 'aging' messages?
17:42:29  <LA[lord]> yes, turn messages off
17:42:32  <reto_> i've got about 50 helicopters I can't replace due to the fact that there's no helicopter after 2050
17:42:59  <LA[lord]> advice/information about your vehicles
17:43:03  <LA[lord]> at message settings
17:43:13  <reto_> hmm LA[lord], does this also include messages about vehicles which have lost their way?
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17:43:20  <LA[lord]> maybe..
17:43:34  <reto_> hm
17:43:38  <LA[lord]> you can turn them just to be summary...
17:43:54  <LA[lord]> then you see these messages, but they don't cover half of your screen
17:45:34  <reto_> hmm since some time I get the  'Save in progress'  message I havent seen before
17:45:41  <CIA-1> OpenTTD: bjarni * r11837 /trunk/ (config.lib src/fileio.cpp):
17:45:41  <CIA-1> OpenTTD: -Feature: [OSX] added "/Library/Application Support/OpenTTD" to the search paths (based on patch by pv2b)
17:45:41  <CIA-1> OpenTTD:  It is possible to set this to something else setting shared-dir with config
17:45:41  <CIA-1> OpenTTD:  This works on other OSes as well but it's off by default (and not really tested)
17:46:00  <Bjarni> the next guy to complain about where OSX searches for grf files will be kicked!
17:46:27  <reto_> why does it use /Library/ ???? :) noo just kidding
17:46:44  <dih> Bjarni: i noticed that grf files located in ...
17:46:46  <dih> :-P
17:47:04  <glx> reto_: known, disable autosave (we added an autosave thing to try to find the cause of FS#1335)
17:47:13  <reto_> ah
17:47:15  <reto_> alright
17:47:21  <Bjarni> because when you look at the file from the system's point of view it's always called /Library. Finder translates it though but we can set a path that works with all languages of OSX
17:47:45  <reto_> library is fine!
17:48:00  <Bjarni> I know
17:48:04  <Bjarni> I picked that location ;)
17:48:22  *** UnderBuilder [~chatzilla@] has joined #openttd
17:48:24  <dih> did you close the tt-forums post?
17:48:39  <dih> just to stop that from flooding any further with unneeded posts ^^
17:48:44  <Bjarni> now for a forum post.... I wonder about starting it with "after reading what you had to say I decided to disagree with you and do something else"
17:49:02  <Bjarni> or "your decisions sucks"
17:49:13  <dih> ^^
17:50:20  <Bjarni> now I know
17:50:39  <dih> TB was interested getting squrrel to become the console language, what do you (the other devs) think of that idea?
17:51:05  <Bjarni> "as usual in modern times we had an election and when the results showed up the one to start the election discarded it and decided on something else"
17:51:18  *** Progman [] has quit [Remote host closed the connection]
17:51:21  <Bjarni> dih: can I eat it?
17:51:29  <Bjarni> does it taste good?
17:51:33  <dih> yes
17:51:41  <dih> depends what you consider to be food
17:52:03  *** orudge` [] has joined #openttd
17:52:03  *** mode/#openttd [+o orudge`] by ChanServ
17:52:18  <dih> perhaps you will want to sprinkle some salt over your keyboard and note: chew well
17:52:34  <Draakon> we need smile support in OpenTTD :D
17:52:52  <Bjarni> you just ran over my bus :(
17:52:57  <Bjarni> like that?
17:53:05  *** orudge` [] has quit []
17:53:31  <Draakon> who?
17:54:16  <SmatZ> hello orudge... :-x
17:55:05  <UnderBuilder> Gonozal_VIII: should I make a game based in your areas suggestion?
17:55:12  <CIA-1> OpenTTD: smatz * r11838 /trunk/src/water_cmd.cpp: -Fix (r11320): draw correctly canal next to half flooded rail tile
17:56:13  <UnderBuilder> or is better to fork openttd?
17:56:21  <dih> ?
17:56:27  *** Grew [] has quit []
17:56:49  <orudge> Hello, SmatZ
17:57:06  * orudge 's irc proxy kicks him off when he does /list, he needs to tweak some values probably
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17:58:06  <hylje> you should just use irssi :-)
17:59:14  <orudge> I'm happy enough with mIRC and ircproxy, really
17:59:18  <orudge> ircproxy does SSL and IPv6 now, too
17:59:24  <orudge> although, my ISP doesn't do IPv^
17:59:25  <Bjarni> <UnderBuilder> or is better to fork openttd? <-- most likely not because a fork would split development resources which is usually a really bad thing
17:59:25  <orudge> 6
17:59:30  <orudge> so that's a bit less useful
18:00:04  <Bjarni> forking should only be done if the developers can't stand each other or other similar reasons where continued cooperation really isn't possible
18:00:05  <SmatZ> orudge: aha :)
18:00:23  <hylje> Bjarni: or "they didn't like my patch"
18:02:19  <Bjarni> hylje: already wrote something
18:02:32  <UnderBuilder> what about a game based on the engine of openttd?
18:02:37  <hylje> well
18:02:49  <hylje> one would have to modularize ottd a bit first
18:03:04  <hylje> as far as i know its fairly monolithic at the moment
18:03:05  <Bjarni> that's like starting over
18:03:12  <Gonozal_VIII> oh i was afk...
18:03:18  <hylje> thats like rebuilding
18:03:26  <hylje> not from scratch
18:03:30  <Gonozal_VIII> hmm i was hoping for a newgrf or patch solution
18:03:31  <Bjarni> but almost
18:04:00  <Bjarni> I think I would start over and then copy pieces of code over instead of fixing the code
18:04:13  <Bjarni> I think that would produce the best result and it would take less time
18:06:40  <Draakon> a best game will be if modding is not through C++ but instead games own scrippting language
18:07:17  <Eddi|zuHause3> you mean like NFO?
18:08:26  <dih> udp packets tell me openttdcoop game has 179 busses, in game there are only total of 100 rv's
18:08:44  <LA[lord]> Draakon.. WML..Heard of that? It's the scripting language for
18:08:51  <Gonozal_VIII> articulated?
18:09:06  <LA[lord]> A game I used to play if I was younger :P
18:09:08  <hylje> most of the trams are indeed articulated
18:09:23  <hylje> also, what about a routes list?
18:09:35  <hylje> list shared orders per vehicle type
18:10:42  <Draakon> LA: no
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18:12:31  <LA[lord]> why did I get Skidd15's ping?
18:12:39  <LA[lord]> in private..
18:12:44  <Draakon> dunno
18:12:49  <LA[lord]> I would've thought he says something
18:12:56  <LA[lord]> but only ping and whois
18:13:05  *** skidd13 [] has left #openttd [Ping timeout: Hmm ping sucks :D]
18:13:25  <hylje> :o
18:13:39  *** svip_ [] has quit []
18:13:55  <Gonozal_VIII> hehe you still say 15
18:14:51  <dih> Bjarni: you ok with giving me a hint with the network code?
18:15:03  <Bjarni> hmm
18:15:19  <dih> udp packets state that the openttdcoop company has more rv's than there are in the game
18:15:23  <Bjarni> it's not that I don't want to inform you
18:15:50  *** TinoM [] has quit [Ping timeout: 480 seconds]
18:15:56  <Bjarni> it's more like... I ported the game and codes vehicle stuff... other people code network stuff
18:16:36  <dih> k
18:17:47  <Eddi|zuHause3> dih: maybe it counts articulated vehicles multiple times?
18:18:04  <Gonozal_VIII> [19:08:51] Gonozal_VIII: articulated?
18:18:06  <Gonozal_VIII> :P
18:18:28  <dih> sorry - did not see that Gonozal
18:18:44  <dih> for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
18:18:44  <dih>                         packet.Send_uint16(_network_player_info[player->index].n
18:18:44  <dih> um_vehicle[i]);
18:19:03  <glx> dih: any trams?
18:19:06  <dih> aye
18:19:13  <dih> a bunch
18:19:14  <glx> add rv + trams
18:19:30  <dih> trams are counted in the game as rv's right?
18:19:35  <glx> yes
18:19:39  <dih> so all in all there is 100 rv's in the game
18:19:55  <dih> what is what the rv vehicle list states
18:20:03  <dih> max_roadveh was 100 too
18:20:14  <Draakon> LA: i found a better game
18:20:15  <dih> but if articulated is counted double
18:20:22  <dih> Draakon: then play it
18:20:24  <glx> maybe
18:20:25  <Bjarni> isn't it a bug to count articulated vehicles more than once?
18:20:28  <LA[lord]> draakon: which one?
18:20:33  <Draakon>
18:20:51  <dih> if that was the case would not the in game number of rv's be wrong also?
18:21:20  <dih> _network_player_info[player->index].num_vehicle[i]
18:21:36  <glx> not if it is calculated before being displayed in the window
18:21:56  <dih> ...
18:22:10  * dih checks
18:22:21  <pavel1269> 18:41 <Forked> pavel1269: ok I'm gonna go cry, thanks for the help :) ---- hehehehehehehehehehhh
18:23:12  * LA[lord] checks out Draakon's suggestion
18:27:37  * LA[lord] starts Vuze
18:28:48  <Draakon> Vuze?
18:29:05  <hylje> azureus thingy
18:29:33  *** Osai [] has joined #openttd
18:29:46  <LA[lord]> Azureus Vuze
18:29:56  <LA[lord]> for torrents
18:30:35  <Draakon> ok
18:30:56  <Draakon> so you are going to take it from the internet and play?
18:31:03  <Draakon> get*
18:31:04  <LA[lord]> maybe..not
18:31:11  <LA[lord]> maybe..yes
18:31:23  <LA[lord]> but Vuze crashed :(
18:31:51  *** Ammler [] has joined #openttd
18:33:13  * dih greets the Ammler
18:33:40  <glx> dih: I think I know why :)
18:33:52  *** tneo [] has joined #openttd
18:33:53  <dih> enlighten me glx ^^
18:33:59  <tneo> hello
18:34:02  <LA[lord]> hello tneo
18:34:32  <dih> tneo is having a seg fault issue, so i sent him here ^^
18:34:41  * Ammler doesn't know, if he should greets back :)
18:34:47  <dih> why?
18:34:48  <tneo> dih did that indeed to ask which debug level to run :)
18:34:54  <glx> network_server.cpp:1311 dih
18:35:03  <Bjarni> Ammler: you don't have to. It' just dih :P
18:35:03  * dih is checking
18:35:06  <tneo> Ammler doesn't like seg fault issues :P
18:35:10  * dih slaps Bjarni
18:35:15  <dih> _just_ dih???
18:35:25  <Draakon> hihi
18:35:33  <Ammler> oh yes, right :)
18:35:38  * LA[lord] laughs
18:36:01  <Ammler> it seems, your desync is still not solved...
18:36:04  <Bjarni> dih: I'm an op so I can fool around like that
18:36:07  <Bjarni> you can't :P
18:36:20  <dih> you think 'power' scares me?
18:36:29  <Bjarni> it should
18:36:33  <Ammler> :)
18:36:35  <dih> and missuse thereof just shows immaturity
18:36:35  <Bjarni> you could get electrocuted
18:36:48  <Bjarni> don't touch possible hot wires
18:36:48  * Draakon double laughs
18:37:05  <Bjarni> like catenary
18:37:07  * dih sticks an old smelly sock down Draakon's throat
18:37:24  <LA[lord]> and I still don't get if dih took it seriously
18:37:33  <Draakon> erm dih, it wasnt me, you just killed a random person no
18:37:33  <tneo> Which debug level is best to get a debug report for a segmentation fault?
18:37:52  <dih> Draakon: your responses are LAME
18:37:58  * Bjarni once pulled some kids down from a catenary pole
18:38:11  *** LA[lord] is now known as LA[lKoRn]
18:38:21  *** LA[lKoRn] is now known as LA[KoRn]
18:38:30  <Draakon> so are your slapping and other like theses.
18:38:31  <Bjarni> well they had climbed like half a meter but they were continuing upwards
18:38:35  <Draakon> these*
18:38:56  <LA[KoRn]>  / Bjarni is evil/
18:39:03  <Bjarni> maybe
18:39:14  <Bjarni> afterwards I considered just letting Darwin rule
18:39:28  <Bjarni> but I don't think I would be popular by doing so
18:39:53  <LA[KoRn]> Draakon:  It has finished downloading
18:40:12  <Draakon> salvage?
18:40:18  <Bjarni> LA[KoRn]: what does LA stand for?
18:40:25  <LA[KoRn]> LordAzamath
18:40:33  <reto_> which is the default blitter?
18:40:40  <Bjarni> here it stands for "Langsam Abfahrt" (slow driving)
18:40:46  <tneo> heh
18:40:48  <Draakon> hehe
18:40:51  <Forked> pavel1269: seems to be random, doesn't happen at every save =p
18:41:05  <Bjarni> so I just wondered if you named yourself after your skills ::P
18:41:52  <LA[KoRn]> Bjarni: I was LordAzamath all the time until (it was tneo or LittleMikey I guess) at #openttdcoop people started to call me LA
18:42:11  <tneo> Yeah so much easier in game :P
18:42:11  <Draakon> its shorter
18:42:43  <tneo> Can someone tell me which debug level is best to get a debug report for a segmentation fault?
18:43:11  <LA[KoRn]> and KoRn is because Korn is coming to Estonia and they rock those smelly socks what dih sticked to Draakon's throat.. And I'm listening to Korn atm....
18:43:14  <Tefad> if you can reproduce it, make a save right before the bug
18:43:23  <Tefad> then crank debug all the way up, eh?
18:43:34  <Tefad> i've had to run it via valgrind once ; )
18:44:06  <Draakon> LA: dih dint succeed on that
18:44:24  <LA[KoRn]> but atleast he tried.. though sadly failed
18:44:41  <LA[KoRn]> :P
18:44:46  <dih> ?
18:45:19  <tneo> Tefad what is the console command for that ?
18:45:20  <Draakon> nothing, keep continuing what you were doing
18:45:32  <tneo> And I don't do anything, OTTD just quites out of the blue
18:45:47  <LA[KoRn]>  /Dih is preparing new pair of smelly socks/
18:45:59  <hylje> depoting vehicles with passengers in FTW
18:46:04  <Draakon> really?
18:46:05  <dih> Draakon: has anybody ever said to you "shut the **** up?"
18:46:25  <Draakon> i was not talking to you, ****
18:46:41  <tneo> Draakon, no good to keep on doing what I was doing, if OTTD just quits and I want to deliver a descent bug report to the dev team
18:46:43  <Eddi|zuHause3> Bjarni: there is something i noticed
18:46:46  <Tefad> don't make me get the chainsaw
18:46:56  <Bjarni> Eddi|zuHause3: what?
18:47:02  <Bjarni> I was about to leave :/
18:47:13  <Eddi|zuHause3> Bjarni: do you remember the feature "if breakdowns and servicing is off, send trains to depot when autoreplace is set"?
18:47:19  <Eddi|zuHause3> i think it is not working
18:47:21  <Draakon> tneo: i was not talking to you either
18:47:25  <Eddi|zuHause3> my trains are not going to depot
18:47:37  <Eddi|zuHause3> and when i manually send them to service, the order gets cancelled
18:47:43  <Bjarni> Eddi|zuHause3: I'm not sure it was ever committed
18:47:51  <Bjarni> I think it had issues
18:47:58  <Bjarni> or something
18:48:03  <Eddi|zuHause3> i think it was...
18:48:04  <Draakon> there is no such feature in nighlys
18:48:05  <Bjarni> hmm
18:48:23  <glx> dih: try
18:48:31  <Eddi|zuHause3> i have no other explanation for the cancelling of service orders
18:48:37  <dih> glx: i'll give it a try
18:48:38  <Bjarni> Eddi|zuHause3: anyway make a bug report and post a savegame where it's clearly visible (saves me for setting it up) and I will take a look
18:48:52  <Eddi|zuHause3> and it does not seem to be happenning without autoreplace
18:48:52  <Bjarni> when I get time (tomorrow?)
18:49:05  <Eddi|zuHause3> hm... savegame... my savegame is really big...
18:49:12  <Bjarni> so?
18:49:32  <Bjarni> I presume that you use zlib to compress it (default setting)
18:49:57  <Eddi|zuHause3> that still makes it 4MB
18:50:39  <Bjarni> hmm
18:50:49  <Bjarni> well
18:51:22  *** RK [] has joined #openttd
18:51:22  <Bjarni> then start a new game on a 64x64 map and set it up to trigger this issue. Saves me a lot of time trying to recreate this based on your words
18:51:28  <glx> dih: hmm it doesn't compile ;)
18:51:28  <Bjarni> you know what you mean by this
18:52:25  <dih> glx: i need a few mins to read - bit busy here ^^
18:52:31  <Bjarni> bbl
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18:52:37  <dih> cu Bjanri
18:52:52  *** Bjarni [~Bjarni@] has quit [Quit: Leaving]
18:53:06  <tneo> Can someone tell me which debug level is best to get a debug report for a segmentation fault?
18:53:47  <reto_> -d 2?
18:53:56  <Eddi|zuHause3> tneo: for segmentation faults you should link with debug symbols, and run in gdb
18:54:48  *** skidd13 [] has joined #openttd
18:54:59  <dih> hello skidd13
18:55:09  <tneo> Can you give more details on how to do that Eddi|zuHause3 ?
18:55:16  <skidd13> hi dih
18:55:27  <Eddi|zuHause3> ./configure --help?
18:55:28  <reto_> Eddi|zuHause3: well, not that easy, right?
18:55:37  <reto_> Eddi|zuHause3: if he uses a binary
18:55:46  <reto_> tneo: do you know how to compile your openttd?
18:56:25  <tneo> I did that once with 0.60 beta
18:56:54  <tneo> svn export svn:// cd 0.6.0-beta2 && ./configure && make
18:57:09  <reto_> yeah, more or less that
18:57:23  <reto_> in which version do you have the segfault?
18:57:34  <tneo> nightly 11719
18:57:47  <UnderBuilder> will be added the recent features of nightlies in the final 0.6.0?
18:57:55  <LA[KoRn]> yes
18:57:56  <Eddi|zuHause3> UnderBuilder: yes
18:58:05  <reto_> tneo: can you reproduce it?
18:58:10  <glx> dih: compilation fixed, diff refreshed
18:58:15  <Eddi|zuHause3> LA[KoRn]: you have the backwards R backwards
18:58:25  <UnderBuilder> other thing, will be there beta3 of 0.6.0?
18:58:33  <tneo> reto_ I think I can. don't have to do too much it just happens at a certain time
18:58:51  <LA[KoRn]> I can't have cyrillic here Eddi|zuHause3
18:58:56  <LA[KoRn]> I think...
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18:59:06  <reto_> tneo: hmm, okay, then I'd suggest you use the latest version of openttd and compile it with debug symbols
18:59:09  <Eddi|zuHause3> yeah, i know
18:59:41  <reto_> Eddi|zuHause3:   --enable-debug[=LVL]           enable debug-mode (LVL=[0123], 0 is release)
18:59:48  <reto_> Eddi|zuHause3: which 'debug level' includes the symbols?
18:59:53  <Tekky> Hi, is anyone here using MS Visual C++ 2003 for compiling OpenTTD? I haven't been able to compile the last few nightlies using it.
18:59:59  <Eddi|zuHause3> reto_: all except 0
19:00:10  <reto_> alright
19:00:18  <Eddi|zuHause3> reto_: higher debug levels also disable optimisations and stuff
19:00:19  <dih> i like the look of that diff glx ^^
19:00:31  <glx> but for debugging 3 is better
19:00:32  <reto_> tneo: okay, configure it using --enable-debug 1, 2 or 3
19:00:36  <reto_> alright
19:00:44  <tneo> I'll give it a shot
19:00:56  <reto_> tneo: then, instead of just type ./bin/openttd you type 'gdb ./bin/openttd'
19:01:03  <glx> Tekky: what error do you get?
19:01:05  <reto_> and then run
19:01:16  <reto_> when the program now crases it should print out a stack trace
19:01:20  <Tekky> I get the following error message when compiling yesterday's nightly using MS VC++ 2003:
19:01:20  <Tekky> c:\utils\extract\r11818\src\newgrf.cpp(2349) : error C2143: syntax error : missing ')' before ';'
19:01:20  <Tekky> c:\utils\extract\r11818\src\newgrf.cpp(2349) : warning C4018: '<' : signed/unsigned mismatch
19:01:22  <Eddi|zuHause3> and after the crash, you type "bt"
19:01:25  <reto_> (not sure if you have to type bt get one)
19:01:29  <reto_> ah right
19:01:34  <tneo> thx reto_ :)
19:01:48  <reto_> tneo: and be asured that this will make the bug report perfect! :)
19:01:52  <glx> Tekky: any patch applied?
19:01:55  <reto_> well.. quite good at least :)
19:02:07  <reto_> tneo: well, perhaps the latest version doesn't include the bug anyway
19:02:21  <Tekky> no, I downloaded the source code freshly from yesterday's nightly.
19:02:26  <Eddi|zuHause3> well... "perfect" would include a patch to fix ;)
19:02:34  <tneo> most likely, it also seems I'm the only one having it during Internet Game play
19:03:18  <reto_> whats that? I just started a game in 1800
19:03:21  <Tekky> glx: The compiler is complaining about the following line:
19:03:23  <Tekky> 	for (uint i = 0; i < num_sets * (num_ents; i++) {
19:03:27  <reto_> and the map is terraforming itself :)
19:03:36  <ln-> syntax error
19:03:37  <Draakon> revision?
19:03:44  <Tekky> whoops, I mean the following line:
19:03:51  <Tekky> 	for (uint i = 0; i < num_sets * num_ents; i++) {
19:04:13  *** |Bastiaan| [] has quit [Quit: KVIrc 3.2.6 Anomalies]
19:04:15  <glx> I have only the warning with 2005
19:04:17  *** skidd13 [] has left #openttd [Ping timeout: Hmm ping sucks :D]
19:04:58  <Tekky> yes, it is a warning here in 2003, too. But the project file for 2003 is configured to treat warnings as errors.
19:04:58  <Eddi|zuHause3> reto_: AI player
19:05:15  <glx> Tekky: but you pasted an error too ;)
19:05:23  <UnderBuilder> I still miss the challenge spinoff
19:05:55  <reto_> Eddi|zuHause3: no ai player
19:05:56  <Tekky> ah, sorry... I didn't read it. Whoops.... I pasted the wrong error message, sorry. Just a moment...
19:06:19  <Tekky> c:\utils\extract\r11818\src\newgrf.cpp(2349) : error C2220: warning treated as error - no object file generated
19:06:19  <Tekky> c:\utils\extract\r11818\src\newgrf.cpp(2349) : warning C4018: '<' : signed/unsigned mismatch
19:06:20  <reto_> Eddi|zuHause3: could it be some type of catastrophe?
19:06:32  <Eddi|zuHause3> reto_: no, it's an AI player
19:06:36  <LA[KoRn]> Eddi|zuHause3: I just tried to put ja instead of R, but it said erroneous nickname
19:06:38  <glx> Tekky: anyway I know why :)
19:07:01  <Eddi|zuHause3> LA[KoRn]: i know, you can't use "special" characters in nicknames
19:07:07  <Tekky> Strangely, when you multiplay a uint8 with a uint16, you get a signed integer as a result? Is that normal?
19:07:08  <reto_> Eddi|zuHause3: there havent been any ai players, it was seconds after the game started
19:07:14  <reto_> Eddi|zuHause3: at least not as far as I was aware of
19:07:30  <Tekky> multiplay = multiply
19:08:04  *** GoneWacko [] has quit [Ping timeout: 480 seconds]
19:08:59  <reto_> hmm..
19:09:06  <Tekky> glx: I can go around the warning by changing the line to the following:
19:09:08  <Tekky> 	for (uint i = 0; i < (uint32)(num_sets * num_ents); i++) {
19:09:29  <Tekky> however, then I get an assertion error in spritecache.cpp at runtime.
19:09:58  <Tekky> This does NOT happen with yesterday's nightly if I download it as a binary.
19:10:29  <reto_> something is wrong..
19:11:07  <Tekky> glx: I get an assertion error on line 469 of spritecache.cpp
19:11:08  <reto_> no news when new companies start
19:11:22  <reto_> companys are named 'unknown'
19:14:08  <Tekky> glx: I will now test whether I also get that assertion error when I compile with "Release" instead of "Debug".
19:15:18  <Eddi|zuHause3> reto_: companies are named "unknown" until they build something
19:15:29  <Eddi|zuHause3> (i believe)
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19:15:49  <Tekky> However, it is very surprising for me that MS VC++ considers the product of a uint8 and a uint16 to be a signed type. I would have expected the result of the multiplication to be unsigned if both operands are unsigned.
19:16:33  <Tekky> However, if I use uint32, the result of the multiplication is unsigned. Is that normal?
19:17:04  <reto_> Eddi|zuHause3: you're right
19:18:39  <reto_> Eddi|zuHause3: it apperas it has to do with the start year :)
19:19:05  <Eddi|zuHause3> reto_: you can't build anything in 1800
19:19:21  <peter__> they're promoted to int
19:19:24  *** Frostregen [] has joined #openttd
19:19:37  <Draakon> Eddi: one can build something in 1800
19:19:42  <peter__> which happens to be signed
19:20:37  <Tekky> aha
19:20:50  <reto_> Eddi|zuHause3: I think you're right :)
19:21:06  <reto_> Eddi|zuHause3: it's terra forming again :)
19:21:17  <reto_> any idea why?
19:21:33  <reto_> the oponents are probably, but why :)?
19:21:37  <Eddi|zuHause3> reto_: AI players do that
19:21:45  <Eddi|zuHause3> the AI is stupid
19:22:16  <Tekky> hehe, I can't compile the Release Build either, this time for a different reason:
19:22:17  <Tekky> Linking...
19:22:17  <Tekky> Generating code
19:22:17  <Tekky> c:\utils\extract\r11818\src\command_func.h(41) : fatal error C1001: INTERNAL COMPILER ERROR  (compiler file 'f:\vs70builds30\vc\Compiler\Utc\src\P2\main.c', line 148)
19:22:17  <Tekky>  Please choose the Technical Support command on the Visual C++
19:22:17  <Tekky>  Help menu, or open the Technical Support help file for more information
19:22:17  <Tekky> LINK : fatal error LNK1257: code generation failed
19:22:59  <peter__> :o
19:24:50  <Tekky> I am using the latest Service Pack for MS VC++ 2003, is anyone else having trouble compiling OpenTTD using MS VC++ 2003?
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19:28:42  <Eddi|zuHause3> why is there always something missing...
19:29:54  *** yorick [] has joined #openttd
19:29:57  <yorick> hello
19:30:03  <Tekky> hi Yorick.
19:30:09  <Eddi|zuHause3> now that i have V 200 (express passengers, diesel) and BR 110 (express passengers, electric), i am still missing BR 150 (heavy freight, electric) and V 100 (light diesel)
19:30:33  <yorick> does anybody have the grf's needed for server
19:30:57  <yorick> I cant find the long vehicle's version that's used
19:31:08  <Ammler> yorick: "Google ppcis grf"
19:31:28  <yorick> tried that
19:31:39  <yorick> but it doesn't include LVv2
19:32:01  <Gonozal_VIII>
19:32:06  <yorick> I know where to find it, but the LVv2 I download isn't compatible
19:33:45  <Ammler> if you google that, you found "our" GRF Pack
19:33:55  <Ammler> hmm, and Brians
19:34:01  <yorick> I know
19:34:26  <yorick> but these arent in:
19:34:26  <yorick> Long vehicles. Scania trucks. Scania GA 4x2, Scania CB 6x4, Scania DB 4x2.  	 4D656F02   	B0CDF5AB98D7B8B3364C5E06BE6910DE
19:34:26  <yorick> Long vehicles. Volvo trucks. Volvo FH16 610. 	4D656F03 	380E73C6E0627AF7AD474923D970ECE2
19:35:36  <Ammler> yeah, because they are in 4LV
19:36:42  <yorick> yes, but I need THAT grf's for joining that server
19:38:54  <LA[KoRn]> hehe.. I found a strange bug :D If I make a cursor replacement grf, start a  game with it, and leave game then the default cursor at main screen goes crazy :D
19:39:24  <Gonozal_VIII> static?
19:39:39  *** Mucht [] has quit [Quit: Konversation terminated!]
19:40:25  <yorick> hmm... does anybody have a grf with the exact name "Long vehicles. Scania trucks. Scania GA 4x2, Scania CB 6x4, Scania DB 4x2."?
19:40:46  <Ammler> yorick: the server admin
19:41:08  <Ammler> :)
19:41:18  <yorick> xD yeah, but I cant reach him if I cant join his server
19:41:29  <Ammler> :)
19:42:28  <Ammler> I am not happy about that words "Google ppcis grf"
19:42:50  <yorick> ?
19:43:29  <yorick> why?
19:43:44  <LA[KoRn]> Gonozal_VIII: it comes like this
19:44:10  <LA[KoRn]> and I took the grf from main screen not during the game..
19:44:38  <Gonozal_VIII> did you try static?
19:45:06  <Gonozal_VIII> newgrf static in the cfg
19:45:14  <LA[KoRn]> ..erm.. I didn't touch cfg
19:45:29  <LA[KoRn]> I might look what it is there though
19:45:41  <Ammler> yorick: because it seems like you should take the coop grf pack, but doesn't work
19:45:57  <Ammler> and I know, that Brianetta also don't have those GRFs
19:46:16  <Ammler> or he added it receantly
19:46:25  <yorick> I checked
19:46:32  <LA[KoRn]> it's just under [newgrf]
19:46:34  <LA[KoRn]> g2g
19:47:05  <yorick> he doesn't
19:48:56  <yorick> I want to reach the owner to say he's using old GRF's
19:49:08  <Gonozal_VIII> hmmm the sprites for the front side of the bridges are shared for all railtypes and road? that's bad
19:49:09  <Ammler> we never used those
19:49:33  <Ammler> and if he like to use "our" GRFs, he should register on our wiki, so we could inform him
19:50:36  <yorick> the problem with registering that you use the pack is that you have to register on the wiki first
19:50:52  <yorick> and for registering on the wiki, you need an e-mail adress
19:51:26  <Gonozal_VIII> you don't have an e-mail adress? O_o
19:51:54  <yorick> yes, I do
19:52:02  <yorick> but I don't like giving it to anyone
19:52:14  * yorick is proud of recieving NO spam
19:52:24  *** tneo [] has quit [Remote host closed the connection]
19:52:26  <Gonozal_VIII> ^^
19:52:36  <Gonozal_VIII> and no mails ;-)
19:52:59  <yorick> and the captcha, how can we be sure that it's not used by spammers
19:54:11  <LA[KoRn]>  /yorick is spammer/
19:54:23  <yorick> :?
19:54:33  <LA[KoRn]> you don't recieve spma..
19:54:44  <LA[KoRn]> that means you spam yourself :D
19:54:50  <yorick> :O
19:54:53  <Gonozal_VIII> hehe
19:55:00  <LA[KoRn]> no other way possible
19:55:17  <reto_> an somebody try that with HEAD: start in 2050, highest difficulty, 128x128,
19:55:23  <reto_> fast-forward
19:55:34  <yorick> wut?
19:55:35  <reto_> the  competitors build a track, and then remove it right again
19:55:49  <reto_> no vehicels are built
19:56:00  <Gonozal_VIII> they do that, they suck
19:56:03  <reto_> the competiters then stop being active right after that
19:56:32  <reto_> ah loh,
19:56:39  * LA[KoRn] is going to rewatch "Interview with a vampire: The Vampire Chronicles"
19:56:47  <reto_> I think the inflation is already to high to be able to build the latest trains :)
19:56:48  <LA[KoRn]> which means bye
19:57:10  <yorick> I still don't have any clue how to get to the server with
19:57:11  <yorick>
19:57:13  <Gonozal_VIII> more inflation means mor loan
19:57:13  <yorick> hmm
19:57:16  <yorick> wrong link
19:57:26  <reto_> Gonozal_VIII: no, but they dont have enough cash to build even one eninge,
19:57:27  <yorick> Long vehicles. Scania trucks. Scania GA 4x2, Scania CB 6x4, Scania DB 4x2.  	 4D656F02   	B0CDF5AB98D7B8B3364C5E06BE6910DE
19:57:27  <yorick> Long vehicles. Volvo trucks. Volvo FH16 610. 	4D656F03 	380E73C6E0627AF7AD474923D970ECE2
19:57:51  <LA[KoRn]> yorick:  that was my link
19:58:04  <LA[KoRn]> :P
19:58:14  <Gonozal_VIII> he does not only spam, he also steals links
19:58:32  <LA[KoRn]> I think it is a bot
19:58:36  <LA[KoRn]> not a human
19:58:57  <Gonozal_VIII> yes, you're right
19:59:08  <yorick> I just pressed ctrl-V
19:59:14  <yorick> and my client auto-copies all links given
19:59:40  <Gonozal_VIII> every bot would say that to defend himself
19:59:48  <LA[KoRn]> yeap
19:59:58  * yorick disengages bot-program
20:00:14  <LA[KoRn]> but I found a strange bug or overflow.. he has made similar posts..
20:00:24  <LA[KoRn]> 	<yorick>	Long vehicles. Scania trucks. Scania GA 4x2, Scania CB 6x4, Scania DB 4x2. 4D656F02 B0CDF5AB98D7B8B3364C5E06BE6910DE
20:00:25  <LA[KoRn]> 	<yorick>	Long vehicles. Volvo trucks. Volvo FH16 610. 4D656F03 380E73C6E0627AF7AD474923D970ECE2
20:00:27  <LA[KoRn]> two times
20:00:34  <LA[KoRn]> before and now
20:00:44  <Gonozal_VIII> yes, a spambot
20:00:47  <yorick> he does that when he gets no answer
20:00:56  <yorick> he tries again later
20:01:24  <LA[KoRn]> I don't believe... burn the spambot, burn it
20:01:24  * yorick reprograms bot
20:02:00  <LA[KoRn]> and for the /me commands its two most common wrds are bot and programs..
20:02:16  <LA[KoRn]> and then it uses strings like dis- , re- etc..
20:02:43  <LA[KoRn]> and that's how we think it is a human
20:03:50  * yorick gets inspiration from ELIZA
20:03:59  <LA[KoRn]> Although I must admit, he is far more advanced than any other bot
20:04:10  <yorick> why do you think I use strings like dis- , re-, etc..
20:04:35  <yorick> and why do you think I am far more advanced than any other bot
20:04:57  <LA[KoRn]> HA! copying my text and having some random questions in begining.. I tell you, it's a bot
20:05:02  <yorick> you can tell me
20:05:43  <yorick> there is nothing wrong with telling me why do you think I'm copying your text and having some random questions in beginning
20:05:45  <LA[KoRn]> @Yorick what is ELIZA
20:05:46  <Gonozal_VIII> see.. it reacts to "i tell you" with "you can tell me"
20:05:57  <Ammler> [20:50] <yorick> the problem with registering that you use the pack is that you have to register on the wiki first <-- you can also ask someone to write your server on that page
20:06:00  *** Zothar [] has quit [Quit: ChatZilla 0.9.79 [Firefox]]
20:06:00  <LA[KoRn]> and there is nothing wrong
20:06:16  <yorick>
20:06:24  <Eddi|zuHause3>
20:06:34  <yorick> Ammller: already tried that
20:06:49  <Gonozal_VIII> hehehe
20:07:02  <yorick> Gonozal_VIII: Do you wish to tell me?
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20:07:40  *** Nukebuster [] has left #openttd []
20:08:18  <yorick> Gonozal_VIII?
20:08:30  *** Farden [] has joined #openttd
20:09:09  <Gonozal_VIII> tell you what?
20:09:15  <LA[KoRn]> yorick: please go on
20:09:50  <Ammler> after upgrading to current nightly: openttd: /home/ottdcoop/svn-public/src/date.cpp:282: void IncreaseDate(): Assertion `t->population == town_pop[t->index]' failed.
20:10:11  <Ammler> (no patches merged :)
20:10:31  <yorick> Gonozal_VIII: Oh, I what
20:10:56  <LA[KoRn]> yorick: Can you elaborate on that?
20:11:03  <Gonozal_VIII> that's the bug they want to track, paste autosave thingy on flyspray
20:11:27  <Ammler> [21:06] <yorick> Ammller: already tried that <--- tried what?
20:11:34  <LA[KoRn]> ok.. Bye guys
20:11:58  *** LA[KoRn] [] has quit [Quit: ChatZilla 0.9.79 [Firefox]]
20:12:26  <yorick> once... I tried asking someone to include maarten 6
20:12:49  <yorick> Perhaps you would like to be able to elaborate on that?
20:15:00  <glx> Ammler: was it a new game?
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20:17:06  <yorick> hmpf:(
20:17:08  *** yorick [] has quit [Quit:  Try HydraIRC -> <-]
20:19:10  <Ammler> glx: no
20:20:09  *** |Jeroen| [] has quit [Quit: oO]
20:21:38  <UnderBuilder> there is one problem with the small UFO, it destroys only the vehicle with the lowest ID available
20:22:37  *** HerzogDeXtEr [] has quit [Ping timeout: 480 seconds]
20:30:45  *** Osai [] has quit [Quit: Osai]
20:31:21  <Ammler> glx: I am not here anymore, try to debug it later... :)
20:32:09  <glx> Ammler: this assert is there because qe are trying to fix FS#1335 :)
20:32:33  <dih> glx: i think it was loading a sav from r11719
20:33:01  <Draakon> no developers have a idea why there is a such bug?
20:33:01  <glx> an already "corrupted" save I think
20:33:48  <dih> could a corrupted save be a reason for desyncs?
20:34:04  <Draakon> as i would suggest to take every revision and test on what revision this bug started
20:34:42  <glx> Draakon: but we only know what happened, but not when and why
20:35:31  <glx> and the assert has been added to catch the corruption when it happens
20:35:39  <Draakon> on what revison this has been reported? IMO it is better to know on what revision this bug started
20:37:15  <glx> the reporter was using chrisin r11204, and the first 'real' report is for r11744
20:37:33  * Draakon checks for savegames
20:38:05  <glx> Draakon: the problem is it's usually too late in savegames
20:38:25  <Draakon> ok
20:38:54  <Draakon> but problem for me is that, that assertion error you added, it has not happend to me never
20:39:13  <Draakon> even if game has run for 100
20:39:16  <Draakon> years*
20:39:57  <Draakon> but i have a question: if i do get that assertion error, what should i do?
20:41:12  <dih> that is a pretty good question
20:41:32  <dih> Draakon: there are a lot of 'assert' calles in the code
20:41:34  <glx> if you get the assert, give us the latest save/autosave/dmp_cmds_xxx.sav and save/autosave/commands-out.log
20:41:40  <dih> idealy you could _not_ get them
20:42:07  <glx> but that's valid for the population assert
20:42:09  <dih> glx: i dont think i ever saw those files
20:42:57  <glx> if you use a recent nightly, you have them :)
20:43:08  <Draakon> but i have got that assertion before in a savegame, and have clicked ignore button and nothing happens besides able to continue, so next time i click retry or ignore?
20:43:42  <glx> it happened after a month?
20:43:58  <Draakon> in a savegame, that i got from FS#1335
20:44:19  <Draakon> as nothing this has not happened in a new game or scenario
20:44:25  <glx> it's already too late in these savegames
20:44:46  <Draakon> so this bug happens after a month?
20:45:22  <glx> each month we check if town population is correct, and we assert if it's not
20:45:54  <glx> if the savegame has already incorrect town population it will assert in the begining of next month
20:46:09  <dih> not at loading the sav?
20:46:52  <Draakon> well hopefully i get this bug then, i made a new game with no grfs
20:47:15  <glx> the goal is to get a "correct" save, and steps to make it "incorrect"
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20:49:26  <Draakon> hmm, interesting, population increases without no passengers being delivered, but if there are, population increases by the amount of passengers that are being dropped and if indicator says 100% to 77% population increases that much too'
20:49:40  <Draakon> note that no buildings are being constructed
20:51:00  <Draakon> though when 77% is left to drop, the thing i descriped is not going to continue
20:52:09  *** Ammler [] has quit [Ping timeout: 480 seconds]
20:54:43  <pavel1269> gn
20:55:11  *** pavel1269 [] has quit []
20:55:35  <dih> can anybody convert a flash video to mp3?
20:57:36  <Gonozal_VIII> only the audio part
20:57:51  <Draakon>
20:57:57  <Draakon> hope that his helps
20:58:19  <Draakon> note! sharewhare
20:59:20  <Gonozal_VIII> some primitive audio recorder like the sound recorder in windows to get the .wav, convert to mp3, yay
20:59:38  <Draakon>
20:59:41  <Draakon> another one
20:59:57  <Draakon> shareware again
21:00:01  <Gonozal_VIII> well... or direct
21:00:31  <Gonozal_VIII> but i guess there are much more wav - mp3 converters and wav recorders... or even mp3 recorders :-)
21:00:38  <Draakon>
21:00:40  <Draakon> list
21:00:51  <Draakon> a list*
21:01:25  <Draakon> anyway gnight all
21:01:31  <Draakon> hope that was helpfull dih
21:01:43  <dih> thanks ^^
21:01:53  <Draakon> if not, check google:
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21:40:04  <UnderBuilder> one question... is possible to create a patch for doing irregular sizes of maps (eg 96x96 maps) and maps like 4096x1024?
21:41:44  <Rubidium> yes
21:41:47  <CIA-1> OpenTTD: rubidium * r11839 /trunk/src/ (13 files in 5 dirs): -Codechange: move some variables from variables.h to a more logical location.
21:41:51  <Rubidium> will it be efficient?
21:41:56  <Rubidium> that's something completely different
21:42:09  <blathijs> The latter should be doable
21:42:14  <Gonozal_VIII> only powers of 2 afaik but up to very, very much * 64
21:42:16  <blathijs> The former probably less
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21:43:48  <skidd13> @seen LA[la]
21:43:48  <DorpsGek> skidd13: seen [<channel>] <nick>
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21:44:13  <skidd13> @seen LA[*]
21:44:13  <DorpsGek> skidd13: seen [<channel>] <nick>
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21:52:10  <CIA-1> OpenTTD: rubidium * r11840 /trunk/src/ (8 files in 3 dirs): -Codechange: split network.h so not everything in there needs to be included when wanting to know whether we are a server.
21:55:34  <glx> skidd13: DorpsGek doesn't like []
21:56:26  <skidd13> glx: Ahh... :) So some people are not searchable
21:56:36  <glx> @seen LA*
21:56:36  <DorpsGek> glx: LA* could be LA[KoRn] (1 hour, 45 minutes, and 2 seconds ago), LA[lord] (3 hours, 19 minutes, and 11 seconds ago), Lachie (13 hours, 22 minutes, and 36 seconds ago), LA[lord]_ (6 days, 2 hours, 6 minutes, and 39 seconds ago), LA[Stop_spam] (1 week, 0 days, 2 hours, 21 minutes, and 40 seconds ago), LA[Azamath] (1 week, 1 day, 1 hour, 34 minutes, and 52 seconds ago), LA|Eater (1 week, 1 day, 5 hours, 5 minutes, (2 more messages)
21:56:50  <glx> @more
21:56:50  <DorpsGek> glx: and 31 seconds ago), LA[lallalala] (1 week, 1 day, 5 hours, 8 minutes, and 19 seconds ago), LA[STOP_SPAM|AWAY] (1 week, 1 day, 5 hours, 19 minutes, and 53 seconds ago), LA[stop_tab-spam] (1 week, 1 day, 5 hours, 48 minutes, and 0 seconds ago), LA[stop_nick-spam] (1 week, 1 day, 6 hours, 19 minutes, and 44 seconds ago), LA[AL] (1 week, 1 day, 7 hours, 2 minutes, and 41 seconds ago), laz0r (1 week, 6 days, 2 (1 more message)
21:56:54  <glx> @more
21:56:54  <DorpsGek> glx: hours, 28 minutes, and 9 seconds ago), LA[I_want_Orange_Box] (2 weeks, 2 days, 5 hours, 50 minutes, and 51 seconds ago), lag (19 weeks, 2 days, 0 hours, 26 minutes, and 38 seconds ago), or laci (24 weeks, 4 days, 11 hours, 1 minute, and 11 seconds ago)
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21:58:14  <skidd13> glx: Thanks that's enough :D
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22:03:34  <fjb> Moin
22:04:02  <fjb> libtimidity.cpp is broken.
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22:07:45  <CIA-1> OpenTTD: glx * r11841 /trunk/src/video/win32_v.cpp: -Fix: win32 compilation
22:08:04  <Rubidium> fjb: broken in what manner?
22:10:00  <fjb> #include "../sound.h" has to be replaced by #include "../sound_type.h"
22:10:08  <Rubidium> and that's all?
22:10:12  <fjb> Yes
22:10:34  <fjb> At least it compiles then.
22:10:52  <ln-> it's not worth fixing such a minor brokenness.
22:11:06  <CIA-1> OpenTTD: rubidium * r11842 /trunk/src/music/libtimidity.cpp: -Fix: libtimidity.cpp did not compile anymore.
22:11:23  <fjb> Why not? I always have to fix it by hand when I'm compiling OpenTTD.
22:11:35  <fjb> And for a comitter it is just one fix.
22:11:48  <fjb> Thank you.
22:12:40  <glx> fjb: why didn't report it sooner ?
22:12:52  <CIA-1> OpenTTD: smatz * r11843 /trunk/src/ (direction_type.h water_cmd.cpp): -Fix: mark dirty canal tile even in diagonal direction from flooded tile
22:12:53  <ln-> when one waits until a file is broken in ten locations, the fixes per commit ratio keeps high.
22:12:54  <fjb> I noticed it today.
22:13:45  <fjb> Last compile was r11688 some weeks ago.
22:14:36  <fjb> Today I wanted to experiment with the new pbs patch. So I noticed that ibtimidity.cpp was broken.
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22:27:19  <CIA-1> OpenTTD: glx * r11844 /trunk/src/network/network_server.cpp: -Fix: road vehicle count was incorrect in network lobby window
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22:39:55  <dh2k3> hi who can help me?
22:40:35  <GoneWacko> That's a bit of a weird question to ask if we don't have any indication of your problem
22:41:12  <dh2k3> I'm trying to join a multiplayer game and I always get either "Network Game connection lost" or You are banned from this server.
22:41:23  <dh2k3> also I have no openttd.cfg in the main folder
22:41:37  <dh2k3> using OTTD 0.6.0 beta 2
22:41:42  <Gonozal_VIII> seems like you are banned from that server
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22:41:59  <dh2k3> and the person who banned me has no openttd.cfg file
22:42:29  <dh2k3> how do we fix it so I can get back in?
22:42:36  <Gonozal_VIII> openttd doesn't work without cfg, you have it but in a different directory
22:42:53  <dh2k3> it's not in the main folder anymore?
22:43:06  <Gonozal_VIII> it is there if you put it there
22:43:32  <Gonozal_VIII> if you're using windows, look in "my documents"
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22:44:26  <dh2k3> k that file is there
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22:45:48  <dh2k3> it is safe to copy & paste it back into the main folder?
22:46:53  <Gonozal_VIII> yes but do it fast and run out of the room, hide there and if your pc didn't explode after 5 minutes it was safe
22:47:01  <Tekky> dh2k3: I did that and I had no trouble.
22:47:24  <dh2k3> LOL
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23:25:24  <SpComb> Logs: (old: )
23:25:24  <Bjarni> !logs
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23:26:12  <Bjarni> you guys talk too little :p
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23:27:02  <Gonozal_VIII> *talktalk*
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23:27:11  <SpComb> spam spam spam spam spam spam egg with spam
23:27:18  <GoneWacko> we're all talking in #tycoon now! Muahahaha
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23:27:49  <Gonozal_VIII> lots of orudges
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23:31:07  <Bjarni> nobody wants to say anything interesting :(
23:31:10  <Bjarni> damn
23:31:19  <Bjarni> I guess I have no choice but to code then
23:31:29  <SpComb> something interesting?
23:31:36  <Rubidium> that's the spirit (as long as you fix bugs)
23:31:36  <Gonozal_VIII> it's hard to get those grfsies to work as i want them to
23:31:36  <SpComb> ever listened to The Chemical Brothers?
23:32:01  <Bjarni> wtf is chemical brothers?
23:32:08  <Gonozal_VIII> hehe
23:32:09  <Bjarni> are they related to chemical Ali?
23:32:13  <SpComb> an artist, of course
23:32:16  <Wolf01> 'night
23:32:21  <SpComb>
23:32:26  *** Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
23:32:39  <SpComb> seems to go under the genre of trip-hop
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23:32:58  <SpComb> and Big beat, house, electronica
23:33:27  <SpComb> the kind of music that would be best enjoyed at 6kW in a ~100m² room
23:33:27  <Bjarni> sounds like it's not my kind of music
23:34:01  <SpComb> hmm, perhaps slightly more than 100m²
23:34:14  <Bjarni> then this channel isn't big enough
23:34:20  <Bjarni> quick talking about them then
23:34:47  <SpComb> headphones will do as well
23:34:55  <Bjarni> ...
23:35:04  <Bjarni> you want to be deaf?
23:35:11  <Bjarni> or maybe you already are
23:35:16  <SpComb> of which, the Koss Porta-pro are the best in the ultra-portable category
23:35:20  <SpComb> to a mild degree
23:35:25  <SpComb> and I don't meant 6kW headphones
23:35:39  * Bjarni regrets starting up SpComb
23:35:48  * Bjarni wonders how to stop it again
23:35:51  <SpComb> you asked for discussion, and you got what was currently on my mind :(
23:36:23  <SpComb>
23:36:24  <Bjarni> sorry. Should have been more specific
23:36:48  <Bjarni> like asking for the usual talk in here ;)
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23:36:58  <Bjarni> not wicked music talk
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23:38:05  <SpComb> MZO, music should be evil
23:38:59  * Bjarni shoots music
23:39:14  *** mode/#openttd [+b music!*@*] by Bjarni
23:39:35  <Bjarni> we don't want evil intruders
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23:40:04  <SpComb> I've got samples:
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23:40:13  <SpComb> worth a listen, etc
23:41:21  <Rubidium> isn't it illegal to upload licensed music?
23:41:50  <SpComb> MZO publishes their music on their website
23:42:07  <Rubidium> that doesn't mean you may redistribute it
23:42:07  <SpComb> I probably don't have a license to distribute it myself, but I don't really think it's an issue
23:42:08  <ln-> they're hosting their site at
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23:43:22  <Rubidium> SpComb: I 'know' (as in their name) people who will not like it when you redistribute their work without them knowing it
23:43:59  *** mode/#openttd [+o orudge] by ChanServ
23:44:35  <SmatZ> isn't it illegal to post screenshots from a licensed game?
23:45:01  <SmatZ> TTD, TTDPatch, OTTD - all screenshots show licensed sprites
23:45:14  <SpComb> I think I'll continue living under the assumption that if this did annoy anyone, a friendly C&D letter would take care of it
23:45:35  <SmatZ> maybe even savegames are product of licensed software, so you shouldn't be able do redistribute it...
23:46:03  <Rubidium> SmatZ: in that case you may not redistribute text files either
23:46:16  <Rubidium> (when made on Windows with notepad)
23:47:05  <SmatZ> Rubidium: maybe EULA allows it... some software forbids the usage for 'commercial purposes'
23:47:10  <SpComb> (but before anyone gets the wrong impression of my tastes in music, it should be noted that electronic music is not the only thing I listen to, and things like MZO are from the extreme end)
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23:53:55  <CIA-1> OpenTTD: smatz * r11845 /trunk/src/train_cmd.cpp: -Codechange: simplify train collision detection a bit
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23:59:18  <fjb> Oh, trains can simpler collide now. :-)
23:59:39  *** Frostregen [] has joined #openttd
23:59:50  <SmatZ> :-)
23:59:57  <Bjarni> yeah
23:59:59  <SmatZ> fjb: I hope they can't :)

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