Log for #openttd on 11th February 2008:
Times are UTC Toggle Colours
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00:52:46  <Eddi|zuHause2> i hate sleep...
00:53:00  <Eddi|zuHause2> it never comes when one wants to...
00:53:56  <glx> Eddi|zuHause2: <-- I have this version (seems to work correctly)
00:55:28  <Eddi|zuHause2> yeah, i made some "fundamental" modifications now
00:55:44  <SmatZ> what about non-electrified crossings and stations as neighbours? and tunnels and bridges?
00:56:11  <glx> SmatZ has a point :)
00:56:12  <Eddi|zuHause2> SmatZ: too complicated, imho
00:56:56  <SmatZ> that's right, you are not even checking if the neighbour has trackbit connected with your electrified track
00:57:22  <SmatZ> GetRailType(TileAddByDiagDir(t, d)) == RAILTYPE_ELECTRIC
00:57:40  <SmatZ> maybe != RAILTYPE_NORMAL ?
00:57:49  <SmatZ> but that's a little difference ;)
00:58:04  <SmatZ> GetTileType(TileAddByDiagDir(t, d)) != MP_RAILWAY can be replaced by IsTileType()
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00:58:10  <Eddi|zuHause2> maybe, but really, those are track combinations that make no sense
00:58:47  <SmatZ> yeah, true is that it is only eye-candy problem - and if somebody builds useless track combinations just to make it looking ugly, it is his problem...
00:58:51  <Eddi|zuHause2> hm, that might be done... i copied that check from the existing function there
00:58:59  <SmatZ> +	for (Track track = TRACK_BEGIN; track < TRACK_END; track++) {
00:59:13  <SmatZ> I think RemoveFirstTrackbit would be better
00:59:17  <SmatZ> or not
00:59:29  <Eddi|zuHause2> SmatZ: that is not there anymore in my new version
00:59:34  <SmatZ> maybe, if there is TrackBitToExitDir or so
00:59:36  <Eddi|zuHause2>
00:59:37  <SmatZ> ah
00:59:51  <glx> my diff is based on the previous version
01:01:49  <SmatZ> it will make priorities with electrified rail looking much better :)
01:02:08  <Eddi|zuHause2> that's the plan ;)
01:03:19  <Eddi|zuHause2> there might be rare occasions where pylons might end up on (now masked out) trackbits, i'm not sure...
01:04:47  <SmatZ> maybe a comment that it is not expected to be fast, but it should work fast should be added so people like me do not try to make it exact and slower :-D
01:05:15  <SmatZ> maybe it should be 'inline' when it is called only once...
01:05:27  <SmatZ> and is really short
01:05:47  <Eddi|zuHause2> when it's static, the compiler might figure that out on its own
01:06:13  <Eddi|zuHause2> i'm not worried that much about fast...
01:06:19  <SmatZ> there is -finline-functions-used-once , but I am not sure if it is enabled by default
01:06:26  <Eddi|zuHause2> as long as it's not like O(n^2) or something...
01:06:39  <SmatZ> :)
01:06:56  <SmatZ> hmm there isn't , I don't remember the name of that switch...
01:07:09  <CIA-5> OpenTTD: belugas * r12105 /trunk/src/tunnelbridge_cmd.cpp: -Codechange: Use TransportType instead of guessing what kind of bridge we are preparing to build
01:07:22  <Eddi|zuHause2> special cases like bridges and stations can be added quite easily, i think
01:07:54  <SmatZ> that would be probably useless check ...
01:08:02  <glx> don't forget tunnels and crossings
01:08:06  <SmatZ> it is now counted as 'no rail', so 'electrified'
01:08:15  <SmatZ> peter was talking about speed a lot...
01:08:54  <Eddi|zuHause2> yes, i deliberately counted that stuff as electrified, to not worry about most of the special cases
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01:10:45  <SmatZ> you could use GetRailType() and GetTileTrackStatus()...
01:10:55  <SmatZ> but it would probably slow things down
01:11:44  <Eddi|zuHause2> <- bad pylon
01:12:01  <SmatZ> hmm yes
01:12:07  <SmatZ> bad, bad pylon!
01:12:30  <Eddi|zuHause2> wire placement needs the masked bits, pylon placement the unmasked bits
01:13:18  <SmatZ> won't it place pylons at places where is not wire above?
01:13:31  <Eddi|zuHause2> possible... argh ;)
01:13:59  <Eddi|zuHause2> the devil is in the detail ;)
01:14:09  <SmatZ> :-)
01:17:00  <Eddi|zuHause2> <- i wish celestar listened to me 2 years ago ;)
01:18:29  <SmatZ> that's a lot of work with that :)
01:18:47  <SmatZ> you have had this idea for very long time ;)
01:18:49  <Eddi|zuHause2> that picture is dated 15th March 2006, i think it was one of the earliest releases in the elrail branch
01:19:12  <Eddi|zuHause2> no, 14th March
01:20:35  <glx> the slope thing is fixed IIRC
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01:20:50  <Eddi|zuHause2> yes, it was fixed right away
01:21:18  <Eddi|zuHause2> but on the crossing thing he said something like "maybe later"
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01:21:46  <SmatZ> usually, maybe = very unlikely
01:22:14  <Eddi|zuHause2> where did i put logs from march 2006?
01:22:34  <Eddi|zuHause2> bah... i used windows back then...
01:24:22  <Eddi|zuHause2> i should really try to sleep... must get up early...
01:24:27  <Gonozal_VIII> morning
01:26:23  <SmatZ> morning
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01:29:12  <Gonozal_VIII> Use TransportType instead of guessing what kind of bridge we are preparing to build <-- guessing?
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02:22:19  <Gonozal_VIII> oh noes, teh warningz!
02:23:21  <Gonozal_VIII> tunnelbridge_cmd.cpp line 223 and 359 TRANSPORT_WATER and TRANSPORT_END not handled in switch
02:32:57  <glx> known
02:44:58  <Gonozal_VIII> why not just add default: break; ?
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02:46:07  <pv2b> because that'd kill the warning, and it might be something that needs to be fixed at some point?
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03:23:17  <CIA-5> OpenTTD: belugas * r12106 /trunk/src/tunnelbridge_cmd.cpp: -Fix(r12105): Kill warnings and raise an error when the transport type is not supported
03:23:27  <Belugas> yes, guessing,  as in if bit is set, it must be road, otherwise, it must be rail
03:26:33  <Gonozal_VIII> hello belugas :-)
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03:28:13  <Belugas> hello Gonozal_VIII :)
03:28:33  <Belugas> a few moments of liberty my wife allowed me, and poof!  an error :(
03:28:36  <Belugas> boooh
03:29:15  <Gonozal_VIII> error?
03:29:42  <Belugas> r12105
03:30:07  <Belugas> r1200X???
03:30:08  <Belugas> wow..
03:30:14  <Belugas> have not seen it
03:30:28  <Gonozal_VIII> huh?
03:30:36  <Belugas> mmh..
03:30:39  <Belugas> nerver mind
03:30:46  * Belugas is sleepy
03:30:47  <Gonozal_VIII> are you drunk?^^
03:31:05  <Belugas> naaaaa...
03:31:25  <Belugas> i may have drank a few glasses at noon, but it's all gone by now
03:31:45  <Belugas> was my wife's birthday party at her parents house
03:32:01  <Belugas> Pineau Des Charentes :)
03:32:08  <Belugas> good stuff ;)
03:32:12  * Belugas likes it a lot
03:32:54  <Gonozal_VIII> i never drink alcohol so i wouldn't know
03:35:38  <Belugas> everybody's got their vices
03:39:37  <Belugas> but i do't drink oftenly, only on occasions
03:39:52  <Belugas> and i quit smoking a while ago
03:39:56  <Belugas> so... not os bad
03:40:10  <Belugas> if it was not for ottd, i'm almost vices free ^_^
03:40:57  <Gonozal_VIII> openttd is part of a healthy life
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04:12:42  <CIA-5> OpenTTD: belugas * r12107 /trunk/src/ (bridge.h bridge_gui.cpp bridge_map.h tunnelbridge_cmd.cpp): -Codechange: Add and use the typedef BridgeType
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06:08:51  <Smoky555> hi all !
06:09:00  <Gonozal_VIII> hi
06:09:16  <Smoky555> i have a question about compiling OpenTTD in MS VS 2005/2008 ...
06:11:33  <Gonozal_VIII> nobody can answer if you don't ask ;-)
06:11:43  <Smoky555> from some time, i get graphical artefacts after compiling, such as (page on russian). What's wrong?
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06:12:24  <Gonozal_VIII> can't read that
06:13:11  <Smoky555> artefacts on pictures, not in text
06:13:58  <Gonozal_VIII> do you have a screenshot of that?
06:14:42  <Smoky555>
06:15:28  <Gonozal_VIII> doesn't work
06:16:53  <Gonozal_VIII> some forum error message
06:16:55  <Smoky555>
06:17:11  <Gonozal_VIII> ah those
06:17:13  <Gonozal_VIII> missing sprites
06:17:42  <Gonozal_VIII> hmm
06:19:05  <Gonozal_VIII> what version is that?
06:19:14  <Smoky555> on other computer, WinXP, MSVS2005 - all compilings fine
06:19:45  <Smoky555> verson of OpenTTD ? any version
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06:21:10  <Gonozal_VIII> all those ? signs are missing sprites, i don't know why you're missing them
06:21:36  <Gonozal_VIII> did you compile with a clean checkout?
06:22:21  <Smoky555> yes
06:22:22  <Gonozal_VIII> all files there, no missing or corrupted openttdw.grf or something?
06:22:28  <Smoky555> yes
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06:24:22  <Gonozal_VIII> i'm no developer and i don't know much about compilers... my advice would be to use a different compiler
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08:06:29  <Nicko[work]> .
08:06:49  <Gonozal_VIII> ,
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08:24:01  <Forked> \o/
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09:56:27  <HMage> Smoky555: did you try to compile a _clean_ svn checkout?
09:56:49  <Smoky555> yes
09:57:12  <HMage> do you use grfs that are checked out with the sources?
09:58:13  <Smoky555> yes
10:01:08  <peter1138> is it a norev or a rxxxx build?
10:02:01  <Smoky555> rXXXX build, 0.6.0beta1-2-3, any...
10:02:20  <peter1138> yerss....
10:02:29  <peter1138> what does it show in the title bar
10:06:41  <Nicko[work]> ЎПбрПгП ЎМя, Smoky555 ;)
10:07:52  <Gekz> haha
10:15:23  <Smoky555> peter1138: i can tell you here or on forums only tomorrow, because this problems is in my home comp.
10:15:38  <Smoky555> Nicko[work]: Ú âàì òîãî Êå ;)
10:16:22  <Nicko[work]> utf8 pls ;)
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10:17:29  <Smoky555> Nicko[work] : à ñåé÷àñ?
10:18:19  <ln-_> Smoky555: see topic; UTF-8 is mandatory.
10:18:22  <Nicko[work]> wrong encoding
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10:28:02  <peter1138> Smoky555, if it shows as norev then you'll need to manually specify its revision, somewhere (I'm not sure where off hand)
10:28:35  <Smoky555> yes, i know, i did it
10:33:49  <Gekz> Smoky555: hahahaha
10:33:55  <Gekz> :D
10:34:05  <Smoky555> peter1138: but if it shows as norev this artefacts MUST be present or not?
10:35:14  <peter1138> They will be present,
10:35:42  <Smoky555> peter1138: ok, i see, thanks
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10:43:05  <HMage> Smoky555: ЎПбрый ЎеМь :)
10:43:17  <HMage> Nicko[work]: тПже русскПгПвПрящОй?
10:43:23  <Nicko[work]> ага
10:43:38  <HMage> я пПЎПзреваю, чтП ln-_ тПже :)
10:43:53  <Gekz> И цаМ претеМЎ тП спеак руссОаМ аМЎ Птхер руссОаМ-лОке лаМгуагес тПП!
10:44:02  <HMage> :D
10:44:11  <Gekz> HMage: you can read it cant you
10:44:11  <Gekz> haha
10:44:19  <Nicko[work]> ВЛ85 фПрева!
10:44:34  <HMage> it's makes you speak funny language that uses cyrillic :)
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10:45:47  <Gekz> lol
10:45:57  <Gekz> I love transliteration
10:46:11  <HMage> yeah, it's same as if we'd write russian in latin
10:46:35  <HMage> Ya mogu delat' vid chto govoryu na angliyskom b podobnyh yazykah!
10:46:43  <HMage> b=i
10:46:46  <Gekz> ᑊᓯᔅ ᐃᔅ ᑩᓮ ᐃᓕᑩᐃ ᓚᓐᒍᐊᒡ ᐅᕝ ᐎᒻ!
10:46:51  <peter1138> :o
10:46:56  <HMage> that's a lot of squares Geks
10:46:58  <HMage> that's a lot of squares Gekz
10:46:58  <Gekz> ዚስ፣ እ አም አ ሳታኒቜ!
10:47:08  <Gekz> get some fonts fool!
10:47:09  <HMage> I don't have font faces for that
10:47:14  <HMage> I won't :P
10:47:20  <Gekz> that was Inuktitut
10:47:24  <HMage> lol
10:47:25  <Gekz> Canadian aboriginal
10:47:26  * peter1138 attempts to convert a network to PBS withoutc rashes...
10:47:30  <keyweed_> ᛐᛆᛇᚭᛠᛡᛏᛂᚷᚬ
10:47:36  <Gekz> እ ስሃልል ስሚተ ዮኡር ሶኡል!
10:47:41  <HMage> йа кревеЎкП
10:47:54  <Noldo> peter1138: are you allergic to it then?
10:47:54  <Gonozal_VIII> oh... forgot to update post
10:48:00  <peter1138> Yes.
10:48:19  * HMage goes back to coding load-balancer
10:48:41  <Smoky555> HMage: как щас, Ма русскПЌ ОлО Ппять у ЌеМя чтП-тП с кПЎПвПй страМОцей?
10:48:45  <Gekz> I demand the azerty keyboard
10:48:51  <HMage> Smoky555: Ўа, теперь пПМятМП
10:48:52  <Gekz> I am using one hahahah
10:48:59  <Gonozal_VIII> hmmm something went wrong... filesize too low
10:49:07  <HMage> I have йцукеМ keyboard :D
10:49:10  <Gekz> where's the question mark on this board ...
10:50:03  <peter1138> :o
10:50:12  <peter1138> There -> ?
10:50:20  <HMage> copy and paste it :)
10:50:53  <Gekz> NO
10:50:57  <Gekz> that's heathen talk
10:51:02  <Gekz> ^
10:51:28  <HMage> Gekz: AltGr+63 on keypad :)
10:51:30  <Gekz> £
10:51:31  <Gekz> €
10:51:49  <Gekz> !!
10:51:51  <Gekz> I r leet.
10:51:52  <HMage> ȫȬȭȮȯȰ
10:51:57  <Gekz> -_-
10:51:59  <Gekz> I'll find you
10:52:00  <HMage> I dunno what was that
10:52:07  <HMage> ʚ <-- that's 666
10:52:43  <HMage> e Ê į Ɣ ǹ ɞ ˃ Ìš ΍ Ï© ߒ à®»
10:52:53  <HMage> I hope noone's client gets confused on above line
10:53:24  <HMage> that's 101, 202, 303, 404, 505, 606, 707, 808, 909, 1001
10:53:27  <Gonozal_VIII> nah, displays the black squares perfectly well
10:53:32  <HMage> :D
10:53:37  <HMage> i r squared
10:53:43  * blathijs is seeing a lot of squares :-)
10:53:44  <Nicko[work]> ⁂
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10:53:55  <HMage> È« <-- square!
10:54:06  <HMage> now I need to find triangle, circle and X
10:54:10  <HMage> wait.. I have X already
10:54:14  <peter1138> Gah, my keypad is stuck in cursor mode... what's the keypress to toggle that?
10:54:24  <HMage> hold altgr then type on keypad
10:54:33  <peter1138> Ah, shift-alt-numlock
10:54:51  <HMage> no need to have numlock lit
10:54:55  <Nicko[work]> ⊙⊙
10:55:22  <HMage> ÜŊŋŌōŎŏŐőŒœ
10:55:30  <HMage> I speak intergalactic
10:55:32  <mikl> Nicko[work]: dirty boy ;)
10:55:42  <HMage> dunno what I said though
10:56:00  <HMage> probably "I need more practice on speaking intergalactic and oh by they way I'm an idiot"
10:56:10  <HMage> s/they/the/
10:56:18  <Nicko[work]> this is eyes :P
10:56:34  <HMage> where?
10:56:44  <Gekz> I just gulped and I got lock jaw
10:56:45  <Gekz> I lose.
10:57:03  <Nicko[work]> ☭ in the soviet russia, unicode writes YOU! ☭
10:57:09  <Gekz> ha.
10:57:10  <Gekz> no.
10:57:12  <Gekz> fail.
10:57:17  <mikl> lol
10:57:21  <Gekz> In Soviet Russia, funny are your jokes.
10:57:52  <Smoky555> HMage: Ўля ЌежгалактОческПгП лучше ОспПльзПвать русскОй разгПвПрМый -> ЌОМОЌуЌ слПв - ЌаксОЌуЌ сЌысла
11:00:21  <mikl> Smoky555: the only world I recognise there is "russkij" :)
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11:01:33  <Gonozal_VIII> aaaaah filesize was wrong because i forgot to select the new files while creating the patch
11:01:40  <ln-_> mikl: *world* ...
11:02:04  <mikl> ln-_: ?
11:02:20  <ln-_> 13:00 < mikl> Smoky555: the only world I recognise there is "russkij" :)
11:02:42  <mikl> I don't get it...
11:02:57  <Gekz> o.o
11:03:08  <Gekz> LOL
11:03:18  <Gekz> ln-_: it's alright, dont weild that knife like that
11:03:21  <Gekz> he's a small boy.
11:03:33  <Smoky555> mikl : translating: for intergalactic speaking it is better to use russian spoken language -> minimum words - maximum sense
11:04:23  <Gonozal_VIII> nah, that would be binary
11:04:27  <mikl> heh :)
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11:05:06  <keyweed_> conversations would get time consuming.
11:05:12  <Roujin> g'day
11:06:10  <Gekz> I AM ONE WITH THE 1'S!
11:06:30  <Gonozal_VIII> and what about the 0s? :O
11:06:44  <Gekz> fuck the 0s
11:06:46  <Gekz> theyre nothing to me
11:06:47  <Gekz> hahaha
11:06:59  <Gekz> this pun usage is a cancer.
11:07:00  <Gonozal_VIII> try binary without them ;-)
11:07:05  <Gekz> I can't
11:07:08  <Gekz> binary is base 2
11:07:12  <Gekz> without the 0's its not binary
11:07:16  <Gekz> nub!
11:07:20  <Gekz> base 1 would kick ass
11:07:21  <Gekz> :D
11:07:26  <Gekz> 1 11 111 1111 11111
11:08:12  <Gonozal_VIII> well... you could still morse
11:08:30  <Gekz> .--. -.- .-.--
11:08:33  <Gekz> .-.-.-!@@
11:08:49  <Gekz> you'd think in this modern society we'd have polyphonic morse code
11:08:52  <Gekz> tsk tsk
11:09:03  <Hendikins> There is no base 1.
11:09:14  <Gekz> Hendikins: Thank you for your valid input.
11:09:17  <mikl> All your base...
11:09:20  <Gonozal_VIII> ...---...
11:09:41  <Hendikins> mikl: Roses are red, violets are blue, all of my base, are belong to you? :P
11:10:04  <mikl> Hendikins: that's so sweet of you ;)
11:12:15  <Roujin> where the hell have i gotten into upon joining this channel oO
11:12:44  <keyweed_> masochism?
11:12:49  <Roujin> had a nice long sleep gonozal? :)
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11:14:20  <Gonozal_VIII> woke up at 2
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11:15:36  <Roujin> you should really get your sleep rhythm straight...
11:16:39  <Noldo> Roujin: it's not like this all the time
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11:18:00  <SmatZ> hello
11:20:06  <Gonozal_VIII>
11:20:09  <Gonozal_VIII> new version
11:20:14  <Gonozal_VIII> teh yays
11:20:16  <Gonozal_VIII> ;-)
11:21:13  <SmatZ> :)
11:21:55  <CIA-5> OpenTTD: peter1138 * r12108 /trunk/src/newgrf_commons.cpp: -Fix [FS#1753]: X/Y axis swap for station tiles in GetNearbyTile() was wrong way around.
11:22:51  <Roujin> yay you changed the filename ^^
11:24:41  <Gonozal_VIII> loan patch is the new version with shift of course
11:26:28  <Gonozal_VIII> and the pathfinder selection patch is a bit different coding stye wise but does the same
11:26:35  <Gonozal_VIII> +l
11:28:10  <Gonozal_VIII> oh and i changed that error kamerat reported..
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11:28:34  <Gonozal_VIII> bah... changed a lot, can't remember
11:28:44  <Roujin> oh and i changed that error kamerat reported.. <-- in which patch?
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11:28:50  <Gonozal_VIII> paxdest
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11:29:41  <Gonozal_VIII> i didn't get that error, seems to be compiler dependant... but i added that cast
11:31:06  <Roujin> aha
11:31:25  <Roujin> whose paxdest did you include, anyways? or is there only one actually
11:31:51  <Gonozal_VIII> the most recent version i could find
11:31:56  <Roujin> i lost track of the paxdest topic some months ago i guess ^^
11:33:25  <Gonozal_VIII> that version came with lots and lots of patchsettings, too much to mix with the other patches so i had to move them to a new tab
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11:34:15  <Gonozal_VIII> hmmm you replied right after a screenshot of my version^^
11:35:14  <Noldo> I like that pathfinder selection thing, I had similar thing in mind
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11:37:55  <Roujin> is it nifty noldo?
11:38:03  <Roujin> gonna check out your new pack gonozal :)
11:38:31  <Gonozal_VIII> :-)
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11:41:33  <Gonozal_VIII> digging throught the code, merging patches, trying to solve conflicts and such can be real fun :-)
11:41:36  <SmatZ> Gonozal_VIII: what is this? :-D last five lines of the patch:
11:41:38  <SmatZ> -
11:41:38  <SmatZ> +
11:42:09  <SmatZ> -		} else {
11:42:09  <SmatZ> +		} else { /*NTP is selected*/
11:42:12  <SmatZ> you missed this one :)
11:42:14  <Gonozal_VIII> i don't know... i keep deleting that but it always comes back
11:42:55  <Gonozal_VIII> i missed that?
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11:43:33  <SmatZ> there is missing a space..
11:43:50  <Gonozal_VIII> whatwhere
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11:50:02  <Roujin> something is modifying the czech.txt and that makes turtoisesvn go mad
11:50:11  <Gonozal_VIII> hehe
11:50:16  <Gonozal_VIII> vehicle speed limits
11:50:33  <Roujin> gives an error
11:50:39  <Gonozal_VIII> just don't modify that file if you don't use czech
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11:51:51  <Roujin> fine.
11:51:58  <Roujin> but where does the error come from
11:52:32  <Gonozal_VIII> i don't know... maybe i broke the encoding of the strange chars...
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11:53:24  <mikl> Gonozal_VIII: can't you just revert it?
11:54:34  <Gonozal_VIII> i don't even know what's wrong there
11:55:46  <Gonozal_VIII> some error like line bla and line bla (looks exactly the same) are not the same
11:56:33  <Roujin> not exactly the same for me, for me one of the lines has a : or such instead of some accented special character
11:56:50  <Roujin> but meh
11:57:30  <Roujin> i don't care about custom languages anyways, always play in english (even if i'm not a native english speaker)
11:57:39  <Gonozal_VIII> me too
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11:58:16  <Gonozal_VIII> and almost every string is too long for the windows in german..
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12:00:36  <Gonozal_VIII> ah now i see the difference too
12:00:43  <Gonozal_VIII> didn't notice it before
12:00:56  <Gonozal_VIII> e with upside down ^ on top is broken
12:01:43  <Roujin> use a normal e instead...
12:02:01  <Roujin> it's a little wrong then, but at least it will work :P
12:02:11  <Roujin> (my opinion)
12:02:35  <Gonozal_VIII> i'll just remove the czech^^
12:02:52  <Gonozal_VIII> only one patch has that anyways, others use english strings
12:04:15  <Gonozal_VIII> your idea wouldn't work because it's not the new strings that get the error but the old ones before
12:05:02  <Roujin> fine then :P i won't complain about your patch not supplying czech language for the speedlimit patch ;)
12:07:40  <Gonozal_VIII> removed the czech lines.. nobody will notice (i hope)^^
12:09:42  <Gonozal_VIII> how does one even type an upside down ^ ?
12:10:48  <Gonozal_VIII> `ÂŽ
12:10:57  <Gonozal_VIII> hehe
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12:15:46  <Roujin> uhm.. with a czech keyboard, or alternatively if you know the right ascii code or something? :P
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12:16:46  <Gekz> czech isnt a language
12:16:50  <Gekz> its a mess
12:16:53  <Roujin> C
12:17:06  <Gekz> ck
12:17:29  <Roujin> i found a C with a downside ^, its alt+268 :P
12:17:38  <Gekz> :)
12:17:42  <Gekz> no.
12:17:45  <Gekz> ç
12:17:46  <Gekz> =
12:20:15  <Gonozal_VIII> w00t where's the attachement
12:20:40  <Gonozal_VIII> i guess i didn't click submit
12:20:43  <Gekz> one day software will vbe lost
12:20:51  <Gekz> lost in time
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12:21:59  <Gonozal_VIII> <-- version without can't patch that thingy
12:29:47  <Roujin> i think you made a mistake gonozal, english.txt seems not to include the new lines of the pathfinder selector
12:30:09  <Gonozal_VIII> hmmm that's bad
12:30:49  <Roujin> or wait
12:30:58  <Gonozal_VIII> but it works in my compiled version
12:31:03  <Roujin> nah my mistake probably
12:32:30  <Roujin> should have done make clean
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12:38:16  <Roujin> ah now i know what it was
12:38:41  <Roujin> the lines that were removed from the english file because they aren't needed anymore
12:39:06  <Roujin> the other language files start to complain because they still have the old line and the master file hasn't
12:39:20  <Gonozal_VIII> hmmm
12:39:20  <Roujin> just warnings though
12:39:27  <Gonozal_VIII> reconfigure?
12:43:50  <SmatZ> it won't help, unused strings have to be removed from all language files
12:44:11  <peter1138> Or just put up with the warnings, heh
12:44:52  <Gonozal_VIII> i didn't get those warnings...
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12:54:13  <CIA-5> OpenTTD: smatz * r12109 /trunk/src/aircraft_cmd.cpp: -Fix [FS#1745](r8973): use tile index 0 for planes in the air, so it cannot have an invalid tile index
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13:31:49  <peter1138> Well, bollocks
13:31:55  <peter1138> Bollocks bollocks bollocks
13:32:36  <Gonozal_VIII> no idea what that means and i don't think i want to know
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13:41:16  <glx> @op
13:41:19  *** mode/#openttd [+o glx] by DorpsGek
13:41:29  *** mode/#openttd [-b *!~Sogard@*] by glx
13:41:43  <glx> @deop
13:41:44  *** mode/#openttd [-o glx] by DorpsGek
13:42:34  <Roujin> @gonozal: i think it refers to the feces of a male cow, in british english.
13:43:09  <Gonozal_VIII> didn't know that feces has gender specific names
13:43:22  <Roujin> no, but cows have
13:43:31  <Roujin> they're called bull.
13:45:06  <Roujin> and the word peter used is the UK equivalent to bull's feces in US language
13:45:40  <Roujin> as far as i remember
13:45:56  <peter1138> You are strange.
13:46:08  <peter1138>
13:48:10  <Roujin> interesting
13:48:52  <Roujin> but it does have the meaning "poor quality" or "useless"
13:49:50  <Roujin> which would be, more colloquial, "bullshit"
13:49:55  <Roujin> as i told
13:50:30  <peter1138> Well it doesn't refer literally to cow manure
13:51:30  <Roujin> it doesn't. literally.
13:51:56  <peter1138> Also it's spelled "faeces"...
13:52:58  <Roujin> oh, it's faeches in british english.. again something new i learned
13:53:08  <Roujin> that will surely come in handy some time...
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13:54:16  <Roujin> interesting that british will rather mention testicles in a situation where americans would mention f(a)eces of a male cow.
13:55:12  <Roujin> well, enough talking about that... who's hungry now? xD
13:56:35  <Gonozal_VIII> i just finished eating
13:56:38  <Gonozal_VIII> :P
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13:57:56  <dragonhorseboy> just wondering but whats with openttd being split into two 9x and nt downloads?
13:58:16  <HMage> dragon or horse boy: that's because windows 9x doesn't support unicode
13:58:43  <dragonhorseboy> strange I have unicode installed
13:58:54  <HMage> windows 9x doesn't support unicode natively
13:58:56  <glx> well vecause it doesn't nativelly
13:59:13  <HMage> that's why a separate download
13:59:38  <HMage> different binaries for those os'es that know about unicode and for those that just heard of it :P
14:00:00  <peter1138> So there you have it.
14:00:04  <glx> and even with unicows.dll, some things don't work well
14:00:22  <dragonhorseboy> does the nt version look for specific os version or its just dumb?
14:00:36  <HMage> dragonhorseboy: it calls for functions that don't exist on 9x
14:00:53  <glx> and it checks os version on start
14:01:49  <dragonhorseboy> glx..meh so there's no way to have one download (to r-only boot disc) for both oses?
14:02:06  <dragonhorseboy> <already has good unicode (its other softwares I got here too)
14:02:14  <Gonozal_VIII> stop using ancient windows?
14:02:28  <HMage> windows 98 isn't supported for a long time officially by microsoft
14:02:36  <dragonhorseboy> gonozal..tell me where I can even find 2K/SP4 for sub- and I'll consider that
14:02:40  <dragonhorseboy> but till then...there..enough said ;)
14:02:46  <glx> we could use dynamic loading for unicows.dll and use pointers to functions, but that's a lot of work, for a little benefit
14:02:50  <HMage> dragonhorseboy: move to linux for example :)
14:02:57  <HMage> it's free
14:03:12  <Gonozal_VIII> fckgwrhqq2yxrkt8tg6w2b7q8 ;-)
14:03:35  <HMage> on the other side...
14:03:42  <dragonhorseboy> hmage..not going work with directx8.1/glide1.3 games and many dll-needy desktop softwares? ^_^
14:03:44  * HMage uses pirated version of linux :D
14:04:04  * Gonozal_VIII uses pirated version of xp
14:04:13  <HMage> I bet you'll find an alternative to your software in linux
14:04:35  <dragonhorseboy> hmage..don't think so (especially gui-wise...I've already tried gimp short time and its just too difficult already)
14:04:50  <Gonozal_VIII> gimp rocks
14:05:06  <HMage> find anything that's sub 40$ and more sueful than gimp
14:05:09  <HMage> useful*
14:05:25  <HMage> but sueful is nice too
14:05:30  <dragonhorseboy> well for someone who already recalls most keystrokes in photohop6 (and the fact its on two different oses too) ... gimp just fail too hard
14:07:04  <glx> you can define all shortcuts in gimp
14:07:37  <dragonhorseboy> glx...well I never coudl figure that out tho (and gimp doesn't even run on my second main system at all so a bit moot to have to try learn two different ones)
14:07:51  <dragonhorseboy> to our own allright?
14:08:36  <Gonozal_VIII> again... stop using 9x, that's like watching black and white tv
14:08:50  <dragonhorseboy> gonozal...not true
14:08:53  <dragonhorseboy> you probably mean 3.1
14:08:54  <dragonhorseboy> :p
14:09:35  <Gonozal_VIII> 98 was 10 years ago, 10 year old os is way outdated
14:10:03  <dragonhorseboy> tell me why early 90's cars still get used daily?  about same point there - why bother upgrading just because of version numbers?
14:10:27  <keyweed_> cars are generally better engineerd then microsoft products.
14:10:27  <dragonhorseboy> (not trying to cause an arguement anyhow heh)
14:10:51  <Gonozal_VIII> software has a much shorter life circle than cars
14:10:56  <dragonhorseboy> keyweed..well for the footnote I've ran with not one single reinstall/repair for several years ... and its still going ^_^  (even with 3 gpu card switches)
14:10:58  <ln-_> dragonhorseboy: cars of the 90's are still compatible with most roads.
14:11:32  <dragonhorseboy> don't think the software/game list have changed much aside to keeping up with browsers and other things like that
14:11:34  <keyweed_> dragonhorseboy: there are sopwith camels that still fly, doesn't say much over their flying abillities
14:12:13  <dragonhorseboy> hm just thought of something else....
14:13:21  <dragonhorseboy> this is only a random thought but couldn't there be a "fat" openttd that'll look for certain files to run in unicode mode or not?  (kinda a loose reimisch of the fat 68k/ppc softwares)
14:13:30  <dragonhorseboy> no harm in silly thoughts :p
14:13:31  *** Brianetta [] has quit [Ping timeout: 480 seconds]
14:14:03  <keyweed_> wrong. silly thoughts can be very harmfull
14:14:11  <keyweed_> see: SCO
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14:15:08  <dragonhorseboy> hm...either way just for the only difference in 9x/nt downloads being the openttd.exe file itself or is there more in the folder?
14:16:25  *** |Bastiaan| [~Bastiaan@] has quit [Remote host closed the connection]
14:19:35  <dragonhorseboy> (like eg having one openttd folder with an openttd.exe and openttd2.exe both sharing same grfs/etc on the disc - thats what I meant above)
14:20:10  <Gonozal_VIII> then do so
14:20:33  <dragonhorseboy> so its just only openttd.exe itself that differs, nothing else in folder already - correct?
14:21:03  <CIA-5> OpenTTD: smatz * r12110 /branches/noai/src/squirrel_std.cpp: [NoAI] -Fix [FS#1746]: possible segmentation fault when trying to load another script file
14:21:06  <Gonozal_VIII> if it's the same version it should be
14:21:22  <dragonhorseboy> heh thanks a lot anyhow
14:21:23  <Gonozal_VIII> with different version grfs could be different
14:21:48  <Gonozal_VIII> lang files obviously
14:22:19  <dragonhorseboy> hm...can't remember how long ago its been ever since I looked at the public server heh
14:22:44  <dragonhorseboy> still kinda remember that one where I helped a bit from the start .. made one or two coal lines :p
14:22:49  <Gonozal_VIII> what public server?
14:22:59  <Gonozal_VIII> there are hundreds
14:23:53  <dragonhorseboy> the coop one...its the only one with that name in the server list as far as I recalled (everyone else just used usernames)
14:24:29  <Gonozal_VIII> openttdcoop is also just a name
14:26:30  <dragonhorseboy> either way how often do you play openttd gonozal?
14:27:10  <Gonozal_VIII> more programming now than playing..
14:27:33  <dragonhorseboy> ah ^_^
14:27:58  <Gonozal_VIII> messing with the code is fun^^
14:28:54  <dragonhorseboy> :p
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14:31:22  * dragonhorseboy will just leave major coding to someone else and just *play* myself :p
14:31:24  <dragonhorseboy> hehe
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14:37:57  <fjb> Hello
14:37:59  <dragonhorseboy> hey
14:44:58  <dragonhorseboy> how're you fjb?
14:45:22  <Gonozal_VIII> hi fjb
14:45:25  <fjb> I'm fine, thanks.
14:46:16  <dragonhorseboy> doing okay here as well - just trying to find certain grfs somewhere and not much luck yet ;)
14:47:04  <fjb> What are you looking for?
14:49:37  <glx> get ottd_coop pack
14:50:39  <dragonhorseboy> heh well doesn't really matter much but anyhow: custom road stations, any new ground tiles, transmitter replacement (I knew there was one), and maybe s-bahn cars [rail]
14:51:21  <Roujin> custom road stations, any new ground tiles -> OpenGFX replacement pack
14:51:46  <fjb> Most of it should be here:
14:51:58  <fjb> TTRS has new road stations.
14:52:28  <peter1138> TTRS' depots and road stations are *UGLY*
14:52:38  <dragonhorseboy> know if its ttrs2 or ttrs3?
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14:54:18  <fjb> They are in TTRS3. And some don't like them...
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14:55:36  <dragonhorseboy> ttrs3 hm...only having ttrs2 (as trying 3 just gave strange errors) .. but I guess its nothing big because most of the times I'm just using the thru halts except in case of small towns with no loops of their own yet
14:56:00  <dragonhorseboy> got to love the thru halts .. makes it easier to stuff more traffic through them :p
14:56:47  <peter1138> they're not so ugly in ttrs3 either
14:58:32  <dragonhorseboy> hm just a dumb question re seeing one blog post on the openttdcoop current openttd can run custom industries now?
15:00:33  <Gonozal_VIII> yes but you don't want current openttd, 0.1.0 works too, why upgrade
15:00:45  <fjb> Yes, it is the nightly builds and in 0.6-beta.
15:01:05  <dragonhorseboy> fjb...I was always wondering when that day would finally come at all heh
15:01:21  <dragonhorseboy> so I guess the next question possible still left would be when will full pbs be back? :p
15:01:25  <fjb> That day was last autumn...
15:01:44  <fjb> Full pbs is back with a patch.
15:01:56  <dragonhorseboy> fjb..heh..well you get the point tho...I never played openttd much offline because the basic industries just got a bit boring at times
15:02:28  <fjb> PBS:
15:03:47  <dragonhorseboy> new industries + pbs = my favorite style of network in ttdp and now seem openttd could do it too finally *rolls eyes*
15:03:50  <fjb> dihedral usually runs his servers with custom industries.
15:04:06  <dragonhorseboy> dihedral? is that a listed server? *goes look*
15:04:56  <fjb> The OpenTTD project started after TTDP. And the whole game had to be implemented. That takes time.
15:05:28  <fjb> dragonhorseboy: Yes, look for fairplay and dihedral in the list.
15:07:01  <fjb>
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15:10:12  <dragonhorseboy> hmm all three fairplay servers are listed as no grfs but I did notice peter has a server with pikka's industry grf
15:10:30  <dragonhorseboy> looking at site above now
15:11:01  <simo> what's the idea behind those fair play servers
15:11:01  <peter1138> Yeah, mine is patched with pbs
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15:13:20  <dragonhorseboy> I've always kinda liked pbs especially for I frequently have double mainlines ending into a stubend 2-platform station
15:13:38  <fjb> Single track lines are working for the first time as expected with the new PBS.
15:13:40  <dragonhorseboy> (no need to have any fancy signals..just a dumb X junction
15:14:23  <Eddi|zuHause3> single track lines and twoway stations are THE advantages of PBS
15:14:53  <peter1138> tidier junctions...
15:14:53  <hylje> dragonhorseboy: terminal
15:15:02  <hylje> peter1138: tidier switching
15:15:11  <dragonhorseboy> eddi...well for me..train1 on downlineenters platform1 while train2 exits platform2 to upline at same times
15:15:13  <peter1138> points :o
15:15:21  <fjb> In my actual game I'm in 1953 and still having single track lines only.
15:15:36  <dragonhorseboy> admittly I do still use advanced station junctions sometimes when I need 3+ platforms to two lines
15:16:15  <dragonhorseboy> hmm damn I forgot what they called the kind of junctions I used now....
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15:16:25  <dragonhorseboy> is there a list of common junctions somewhere?
15:17:01  <fjb>
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15:25:48  <dragonhorseboy> *pokes silly irc*
15:25:51  <dragonhorseboy> meh
15:26:48  * hylje makes dragonhorseboy silly
15:27:38  * dragonhorseboy pokes hylje for no reason
15:27:38  <dragonhorseboy> :p
15:27:55  * hylje counterattacks with double power
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15:28:24  <dragonhorseboy> so anyway...
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15:28:44  <dragonhorseboy> I'm not sure if its just not common or why is there no screenshot for hmm...ugh how do I explain it...
15:29:17  <Eddi|zuHause3> my junctions did not change much with PBS
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15:30:19  <fjb> dragonhorseboy: Make a screenshot.
15:30:23  <Eddi|zuHause3>,%209.%20Mai%201977.png
15:31:22  <peter1138> Eddi|zuHause3, that... looks strange
15:31:32  <hylje> silly
15:31:40  <Eddi|zuHause3> due to PBS, i need only 4 instead of 6 platforms for the mainline tracks
15:31:42  <peter1138> You have pre-signal exit PBS signals...?
15:31:48  <peter1138> How did you manage that...
15:32:01  <Eddi|zuHause3> this is pre-PBS
15:32:18  <peter1138> Oh :p
15:32:53  <hylje> contary to how it looks
15:32:59  <hylje> Eddi|zuHause3! show the after pic too!
15:33:42  <Eddi|zuHause3> yes, my line is not that fast ;)
15:35:07  <Eddi|zuHause3>,%2030.%20Jun%201981.png
15:35:38  <Eddi|zuHause3> like i said, track didn't change much
15:36:20  <peter1138> < my boring shot
15:36:32  <peter1138> I would've done it like that without pbs though ;)
15:36:42  <hylje> peter1138: GRIM and DARK
15:36:52  <peter1138> Isn't it!
15:36:57  <hylje> not to mention brown
15:37:24  <hylje> you're well into making ottd fit for the modern gaming
15:37:50  <peter1138> < heh, yellow ;o
15:39:48  <peter1138> Whoops, Sacro is now down to 14 trains
15:40:02  <Eddi|zuHause3>,%201.%20Jul%201981.png <- i have more PBS stations
15:40:39  <Eddi|zuHause3> compare,%2029.%20Dez%201955.png
15:40:51  <dragonhorseboy> took a while but here's my best quick ascii attempt for now:
15:40:56  <dragonhorseboy> *looks at above link*
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15:42:29  <dragonhorseboy> heh peter interesting one you have
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15:43:37  <dragonhorseboy> peter1138 just asking but you have any site for your ukrs+yapp server or just the openttd server page?
15:43:45  <Eddi|zuHause3>,%201.%20Jul%201981#1.png <- and the one that never worked correctly with presignals
15:44:29  <Eddi|zuHause3> (,%2024.%20Dez%201939.png)
15:45:42  <Eddi|zuHause3>,%2023.%20Jan%201952.png <- i can't rebuild that one because of the waypoints
15:48:04  <dragonhorseboy> dumb question - is there still a irc log of these tycoonz/openttd channels somewhere?
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15:49:49  <SpComb> Logs:
15:49:49  <glx> !logs
15:50:06  <dragonhorseboy> ah ty
15:51:14  <dragonhorseboy> anyone in here build individual lines/networks too? or is everyone else just like into single mass network all the times?
15:51:15  <dragonhorseboy> :">
15:51:28  <peter1138> no site
15:52:02  <dragonhorseboy> thanks anyhow peter1138 is it like a 24/7 server anyhow?
15:52:09  <peter1138> errr
15:52:23  <peter1138> I suppose it is 'like' a 24/7 server...
15:52:45  <dragonhorseboy> heh hmm well maybe another day I'll have to try it ;)
15:52:47  <peter1138> Eddi|zuHause3, waypoints stop you rebuiling?
15:52:48  <peter1138> +d
15:53:29  <Eddi|zuHause3> at least the version i have does not reserve beyond waypoints
15:53:37  <peter1138> oh... yeah, tyhat
15:53:50  <peter1138> do they need to be there?
15:54:03  <peter1138> you could put them further out with normal signals before
15:54:07  <Eddi|zuHause3> yeah, to sort the trains on the correct platform
15:54:13  <peter1138> or a pbs signal directly after
15:54:18  <peter1138> nasty though
15:54:26  <peter1138> i'm guessing that'll be fixed for the next version
15:54:27  <Eddi|zuHause3> well, yes, but that needs bigger rebuild than just signal replacement
15:55:49  <dragonhorseboy> this is one of the reason I do individual lines frequently...little cross-traffics ^_^
15:55:54  <dragonhorseboy> to our own ways I guess
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15:58:26  <Eddi|zuHause3> individual lines are boring...
15:59:32  <dragonhorseboy> eddi...bah they're not :p
16:02:35  <dragonhorseboy> fjb you still there?
16:02:57  <fjb> Yes
16:03:10  <dragonhorseboy> just curious if you saw the ascii pastebin I tried draw before?
16:04:34  <fjb> Yes, I saw it.
16:04:56  <dragonhorseboy> heh ok just had to check ^_^
16:05:48  *** Nicko[work] is now known as Nicko[work][afk]
16:06:20  <fjb> Kind of work around missing PBS.
16:06:40  <Eddi|zuHause3> for terminal stations, i think it's not worth it...
16:06:42  <dragonhorseboy> well when its only 2 or 1 platform I just let pbs take its work since a bit lazy :p
16:07:04  <Eddi|zuHause3> they work sufficiently well with normal signals
16:07:14  <dragonhorseboy> eddi...not really
16:07:20  <fjb> Eddi|zuHause3: Depends on the size of the terminal station...
16:07:20  <Eddi|zuHause3> plus, most of the time the PBS paths are blocked anyway
16:07:41  <dragonhorseboy> if one train tries enter a diagonal length while another one exits..they'll face each others... hence why need presignalling there
16:07:43  <Eddi|zuHause3> i mean if it's just one double track line reaching there
16:08:07  <Eddi|zuHause3> presignalling, sure, but not PBS
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16:08:34  <Eddi|zuHause3> the gain in efficiency is marginal
16:09:03  <dragonhorseboy> yeah? eddi..well if I didn't have pbs a lot of trains would be standing at red just because the simple crossover junction is blocked only on one side
16:09:08  <dragonhorseboy> ^_^
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16:09:59  <yorick> I don't mind it at all, Gonozal_VIII :)
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16:10:32  <Eddi|zuHause3> yes, but at most every second entering/exiting will not block the full crossing
16:11:17  <dragonhorseboy> eddi...exactly and thats where pbs is nice so one train entering straight can still let other train exit straight in the same block
16:12:29  <dragonhorseboy> reminds me I dunno why many people still try add depots right next to station junctions .. not the best place all the times heh
16:12:55  <dragonhorseboy> always see a jam where one train tries leave depot and finds all platforms full = gridlock
16:12:58  <Eddi|zuHause3> i don't use depots for servicing
16:13:01  <simo> do you play on the public servere?
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16:13:18  <Eddi|zuHause3> dragonhorseboy: depots behave as presignal now
16:13:21  <dragonhorseboy> me I usually just place the depot somewhere in middle of the line
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16:13:41  <dragonhorseboy> (works better that way depot for entire line rather than two endpoint depots)
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16:15:32  <dragonhorseboy> hmm which of that reminds me
16:15:50  <dragonhorseboy> any of you use that station layout where the platform is located sandwiched between both mainlines?
16:16:06  *** divo [] has quit [Quit: Quitting]
16:16:14  <Eddi|zuHause3> what do you mean?
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16:23:32  <dragonhorseboy> one moment.. ascii coming up again ^_^
16:24:02  <yorick> :O
16:24:09  <hylje> Eddi|zuHause3: 2 rails, station is two platformed rails in the middle, one rail extra on each end
16:24:39  <hylje> s/end/side/
16:25:57  <dragonhorseboy>
16:27:32  <dragonhorseboy> on a footnote I remember that the latter stations were often only 2-3 tiles long because well duh most of the times the only thing that stopped was a single railcar + mail car with occassional coach or two
16:28:13  <dragonhorseboy> but yeah when it became like eg diesellok+8 cars I do replace it with a nice real city station by then :">
16:30:03  <dragonhorseboy> and just in case, I'll just say this: to our own ;)
16:31:29  <hylje> :>
16:32:07  <dragonhorseboy> seem easy to just stuff the station between lines for light traffic - no need to do any bridges/tunnels to access both directions you know :)
16:32:26  <hylje> you could, like, have the platfrms on the sides
16:35:17  <dragonhorseboy> heh well thats another doubletrack are never next to each others most of the times :">
16:35:57  <dragonhorseboy> thats the thing with building single line through heavier terrains then adding the second line 'wherever it can go' rather than trying to lay parallel to the original one especially if there's lot of diagonal mountains
16:36:29  <dragonhorseboy> sometimes I even have one line crossing others ... don't look at me..just drive the trains already! *whistles*
16:36:34  <dragonhorseboy> hehe
16:36:56  <dragonhorseboy> hm yeah I should mention I rarely use flat terrians at all myself...usually 'hilly'
16:41:02  <dragonhorseboy> hylje just asking but what kind of terrain/water do you like most of the times?
16:41:23  <hylje> islands
16:41:28  <hylje> hilly
16:41:30  <hylje> or mountainous
16:41:37  <dragonhorseboy> heh into boats/planes I presume?
16:41:45  <hylje> no, just small confined markets
16:41:49  <dragonhorseboy> ah ok
16:42:22  <dragonhorseboy> me I just like all four modes (heh its fun with the russia planeset tho...flying large coal/whatever load, meh :p )
16:42:46  <dragonhorseboy> usually hilly with little/moderate water myself btw
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16:43:10  <hylje> in soviet russia cargo moves YOU!!
16:43:58  <dragonhorseboy> hylje heh have you ever tried george's russia planeset yet?
16:44:09  <hylje> i'm not too into newgrf
16:44:13  * fjb doesn't what to know what people are moved by in Russia.
16:44:24  <dragonhorseboy> hylje...ah ok
16:44:29  <dragonhorseboy> fjb heh ^_^
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16:47:56  <dragonhorseboy> hm brb (to ponder which station grfs to keep :p )
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17:00:36  <dragonhorseboy> back
17:06:19  <dragonhorseboy> quiet isn't it?
17:07:09  <yorick> it is
17:07:28  <Gonozal_VIII> hi yorick
17:07:37  <yorick> hi
17:07:42  <yorick> :O
17:08:11  * keyweed_ enjoys the silence
17:08:17  <Gonozal_VIII> your patch is in
17:08:28  <yorick> I know ^^
17:09:22  <Gonozal_VIII> did you see the modifications i made?
17:09:25  <yorick> <yorick> I don't mind it at all, Gonozal_VIII :)
17:09:27  <yorick> yes
17:09:33  <yorick> at openttd.cpp
17:09:46  <Forked> urgh
17:09:48  <yorick> I'm not really familiar with that kind of things
17:10:14  <Belugas> anyone with a compiler who would test this humble patch, see iF does compile and has not missed any conversion?
17:10:17  <Belugas> wold be appreciated
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17:11:58  <yorick> what does it do?
17:12:41  <hylje> messes with bridges
17:13:11  <Gonozal_VIII> does nothing...
17:13:17  <yorick> it replaces Bridge with BridgeSpec
17:13:30  <Gonozal_VIII> yes... just the name
17:13:31  <yorick> are you really thinking it would not be compiling?
17:13:45  <SmatZ> I compiled it for Belugas
17:13:56  <SmatZ> it doesn't compile
17:14:05  <hylje> confusing
17:14:06  <Gonozal_VIII> why would it not compile? it's just a varname changed
17:14:07  <yorick> I'm compiling
17:14:19  <yorick> Gonozal_VIII: maybe preparations are made before
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17:17:03  <Gonozal_VIII> newgrf.cpp line 1180
17:17:29  <Belugas> may have forgotten some... that is why
17:17:35  <Belugas> like that one :)
17:17:58  <yorick> it isn't very hard to make a search&replace script...
17:18:02  <Gonozal_VIII> i did a search for "Bridge "
17:18:19  <Gonozal_VIII> case sensitive and with the space
17:18:40  <Belugas> yorick, sorry, but my envirronement at work (where i am right now) does not allow me to do any C/C++ stuff
17:18:48  <Belugas> at home, another story
17:18:52  <Belugas> but i'm not at home
17:18:53  <Belugas> sadly
17:19:06  <Gonozal_VIII> windows search function^^
17:19:06  <yorick> you're devving at work...
17:20:06  <Gonozal_VIII> tunnelbridge_cmd.cpp line 1145
17:21:40  <Gonozal_VIII> that should be all
17:22:07  <peter1138> dragonhorseboy, "to our own" <-- it's "to each our own"
17:24:02  <Belugas> i'm devving at work indeed, not the only one who does that, either ;)  and windows does not give you line, as grep does :P
17:24:07  <Gonozal_VIII> stupid sh crashing several times before it works
17:24:49  <Gonozal_VIII> windows doesn't give the line directly but you can open the file and do ctrl+f ;-)
17:25:32  * yorick has sh on windows ^^
17:25:47  <yorick> comes with MSYS
17:25:51  <Gonozal_VIII> well, me too
17:26:00  <Gonozal_VIII> and it crashes and crashes and crashes
17:26:14  <yorick> try rxvt or using msys.bat
17:27:20  <dragonhorseboy> peter...heh ok ;)
17:27:28  <Gonozal_VIII> no rule to make target bla/rev.cpp, needed by rev.d wtf?
17:28:35  <Gonozal_VIII> ah, it's the vlc player
17:28:38  <yorick> ..... :D
17:28:47  <Gonozal_VIII> sh doesn't work with vlc open
17:29:13  <glx> it does for me
17:29:22  <yorick> it does @here
17:29:37  <Gonozal_VIII> well, it doesn't here
17:29:57  <glx> what's the version of vlc?
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17:30:37  <Gonozal_VIII> no idea?
17:31:17  <Gonozal_VIII> 0,8.6d
17:31:21  <Gonozal_VIII> .
17:32:08  <dragonhorseboy> brb to start some lunch for myself
17:36:31  <CIA-5> OpenTTD: belugas * r12111 /trunk/src/ (5 files in 2 dirs): -Codechange: Rename Bridge to BridgeSpec, out of consistensy with other Specs in used.
17:39:34  <dragonhorseboy> back for a moment ;)
17:40:50  <dragonhorseboy> just a slight silly question but I presume some of these simplier opengfx files probably could still work in win/ttdp as well? (like eg the chimera replacement and so)
17:41:51  <DaleStan> If they use NFO they work. If they rely on tarchives, they don't.
17:43:51  <dragonhorseboy> ok thanks dalestan ;)
17:44:05  <dragonhorseboy> also I guess certain things like the newairport airports etc are out of luck yet too ^_^
17:45:08  <hylje> hmm i managed to crash trains on depot
17:45:09  <hylje> pbs
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17:51:20  <Gonozal_VIII> STR_NULL
17:51:25  <Gonozal_VIII> STR_EMPTY
17:51:27  <Gonozal_VIII> ?
17:51:33  <Gonozal_VIII> why?
17:51:43  <glx> STR_NULL is never drawn, STR_EMPTY is
17:52:06  <Gonozal_VIII> ah...
17:52:15  <Gonozal_VIII> how do you draw emptyness?
17:52:25  <ln-_>
17:52:28  <Forked>
17:52:49  <Forked> enclose it in something so everywhere there is something.. except there? ;\ .. sorry I'll go away again
17:53:01  <Gonozal_VIII> ^^
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18:00:10  <dragonhorseboy> hm damn so many opengfx grfs I like..... :p
18:00:55  <dragonhorseboy> me like the new rv stations too heh
18:09:25  <CIA-5> OpenTTD: glx * r12112 /branches/noai/src/ai/ai_squirrel.cpp: [NoAI] -Fix: prevent buffer overruns when creating full-length script-name
18:15:07  <Gonozal_VIII> night
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18:16:12  <dragonhorseboy> me going for now so bye ;)
18:16:15  <dragonhorseboy> and bye peter ^_^
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18:19:03  <LordAzamath> hilaou
18:19:22  <CIA-5> OpenTTD: glx * r12113 /branches/noai/src/squirrel_std.cpp: [NoAI] -Fix: memory leak in require()
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18:35:27  <alexboom> hi
18:35:48  <Bjarni> hi
18:36:01  <Bjarni> are you by any chance AlexFili or related to him?
18:36:12  <glx> don't think so :)
18:37:32  <Bjarni> maybe we should just let him answer the question himself ;)
18:38:43  <Belugas> i don't think so either :)
18:38:46  <Belugas> and hello Bjarni
18:39:58  <Sacro> argh a Bjarni
18:40:00  <alexboom> no i'm not alexfili
18:40:13  <alexboom> who is he?
18:40:51  <Bjarni> somebody you wouldn't want to be :P
18:41:29  <Bjarni> he is the guy who installed SDL and couldn't get it to work and after two hours he started wondering if it mattered that he skipped the .h files because he didn't know where to put them
18:42:03  <Forked> learning through ones mistakes
18:42:08  <Bjarni>
18:42:28  <Bjarni> Forked: well... the problem is that he made nothing but mistakes like that for ages
18:42:44  <Bjarni> and he wanted us to answer why it didn't work
18:43:01  <alexboom> hey that's fun because i have a noob question
18:43:03  <Forked> ahh
18:43:09  <Bjarni> and we ended up telling him that he might not be the best guy to try to make a tricky port of OpenTTD
18:43:19  <Forked> hehe
18:43:24  <glx> and he wanted to port openttd for DS without any knowledge in coding :)
18:43:51  <alexboom> he may be young and impetuous
18:44:03  <Forked> at least I know I don't do coding.. I can compile though
18:44:14  <Bjarni> and very little understanding of resource usage so the limited amount of RAM wasn't present in his world
18:44:22  <alexboom> i saw a 14 years old kid one day who wanted... to develop a new OS, because he was enough of windows!
18:44:34  <Bjarni> fair enough
18:44:43  <Bjarni> the motivation were certainly present
18:45:25  * Forked impatiently waits for an email
18:45:38  <Bjarni> from a broken mail system?
18:45:43  <alexboom> so my ultimate noob question is: which newgrf is Amacheer using for this nice looking station?
18:45:51  <alexboom> Ameecher, sorry
18:45:57  <Maedhros> alexboom: newstations.grf
18:46:00  <Forked> I ..forked out (he he) 43 pounds (including shipping) for a preorder of X3: reunion special edition for linux... and hoping they put me in the beta so I can start playing it now :o
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18:46:14  <alexboom> thanks Maedhros
18:46:51  <Bjarni> <alexboom> hey that's fun because i have a noob question <-- you were right... I give you that ;)
18:47:02  <alexboom> meeeh :p
18:47:25  <Bjarni> well identifying grf files based on screenshots can be tricky
18:47:25  <alexboom> i've been looking for this stations for ages, trying many newgrf, except the one with that obvious name
18:47:33  <Bjarni> and can trick all of us once in a while :s
18:49:59  <alexboom> whoa it looks lovely
18:50:41  <peter1138> Especially Ameecher's secret stations...
18:51:47  <alexboom> ???
18:54:29  <Forked> probably the lock ness station .. only talked aobut and seen in screenshots.. but no sign of the actual grf..
18:54:51  <Forked> I have no sense of humour and I apologize.
18:55:38  <alexboom> no it's cool, i like humour :)
18:55:48  * Maedhros coded a fair amount of the grf, but the rest is secret even from him ;)
18:56:01  <yorick> back
18:56:49  <Maedhros> unless Ameecher's managed to get hold of a different set of secret stations, anyway
18:58:02  <peter1138> The passenger one with end-ramps
18:58:06  <alexboom> ok i'm leaving, thanks for your help bye
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18:58:30  <yorick> when did tile.h split up?
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18:59:07  <Bjarni> check the log
18:59:14  <Bjarni> it can tell you everything
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19:00:18  <yorick> @openttd youngest
19:00:18  <DorpsGek> yorick: latest: r12113
19:00:32  <yorick> @calc 12113*3
19:00:32  <DorpsGek> yorick: 36339
19:00:42  <yorick> yes, that many lines are in the logs ;)
19:00:46  <yorick> at least
19:01:09  <Maedhros> true, but svn log tile_func.h will be much shorter...
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19:03:09  <yorick> r1117, thanks
19:03:38  <yorick> @openttd commit r1117
19:03:38  <DorpsGek> yorick: Invalid arguments for _commit.
19:03:42  <yorick> @openttd commit 1117
19:03:42  <DorpsGek> yorick: Commit by tron :: r1117 /trunk (53 files) (2004-12-15 22:18:54 UTC)
19:03:43  <DorpsGek> yorick: Move map arrays and some related macros into their own files map.c and map.h
19:03:54  <yorick> loong time ago ;)
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19:06:53  <Wolf01> hello
19:07:05  <ChrisCF> evenin'
19:07:17  * Sacro is going to italy D:
19:07:27  <peter1138> 'lo
19:07:33  <ChrisCF> having some difficulty loading a scenario - file version is too old
19:07:35  <peter1138> Sacro, why?
19:07:40  <Sacro> peter1138: a holiday
19:07:41  <ChrisCF> (savegame was re-saved later, scenario was not)
19:07:57  <peter1138> Too old?
19:07:58  <ChrisCF> where is the savegame revision in the file?
19:08:14  <Wolf01> Sacro, where do you want to go?
19:08:15  <glx> in first 8 bytes
19:08:15  <peter1138> Should still be loadable...
19:08:22  *** Frostregen [] has quit [Ping timeout: 480 seconds]
19:08:27  <Sacro> Wolf01: doing Rome, Venice and Pisa
19:08:39  <yorick> ChrisCF: its compressed using zlib
19:08:44  <Wolf01> nice choose :)
19:08:52  *** Frostregen_ is now known as Frostregen
19:08:54  <Wolf01> i suggest Turin too
19:08:55  <Prof_Frink> :o ChrisCF!
19:09:02  <Sacro> Wolf01: its a week long coach trip
19:09:10  <Sacro> we don't get much say in the destiatoins
19:09:13  <glx> <yorick> ChrisCF: its compressed using zlib <-- still version is in first 8 bytes
19:09:16  <Sacro> but to be honest
19:09:16  <ChrisCF> Prof_Frink: You ain't seen me, right? :)
19:09:21  <Sacro> i'd rather do turin in a driving holiday
19:09:25  <Sacro> with minis etc
19:09:30  <orudge> ChrisCF is alive :o
19:09:32  <ChrisCF> first four are "OTTZ" (magic number I guess)
19:09:43  <yorick> and the next?
19:09:50  <yorick> 4
19:09:51  <Sacro> 3141?
19:10:09  <ChrisCF> next is 0x00 0x4f 0x00 0x00
19:10:16  <ChrisCF> so I guess that's rev 79
19:10:28  <glx> @calc 16 10 4f
19:10:28  <DorpsGek> glx: Error: invalid syntax (line 1)
19:10:44  <SmatZ> @base 16 10 4f
19:10:44  <DorpsGek> SmatZ: 79
19:10:46  <yorick> 79 should be loadable
19:10:59  <ChrisCF> third-party patches and all that ...
19:11:05  <peter1138> should be unless it's ... yeah, that
19:11:30  <yorick> only way is to update that patch
19:11:49  <ChrisCF> not looking to play just yet - just need to open it
19:12:00  <yorick> or see its source and make a few CONDNULL
19:12:05  <ChrisCF> rev number at least tells me how many times I need to re-save it :)
19:12:30  <yorick> what patch was it saved with?
19:12:54  <ChrisCF> ChrisIN - thankfully he's got a compatibility list (*somewhere* ...)
19:13:04  <yorick> :O
19:13:16  <yorick> there is no way in getting it back to trunk
19:13:33  <ChrisCF> 19:07 < ChrisCF> not looking to play just yet - just need to open it
19:13:35  <ChrisCF> :)
19:13:55  <Wolf01> nice to know that compile farm failed today :)
19:13:56  <yorick> Savegame Compatibility History (the second build is the last version loading savegames from the first build):
19:13:56  <yorick> r10341- up to r10351-ChrisIN; r10351- up to r10488-ChrisIN; r10488- up to r10580-ChrisIN; r10507- up to r10780-ChrisIN; r10580- up to r10982-ChrisIN;
19:13:56  <yorick> r10604- up to r11060-ChrisIN; r10931- up to r11174-ChrisIN; r11174- up to r11192-ChrisIN.
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19:14:20  <ChrisCF> digging through  his changelog now ...
19:14:28  <yorick> what error?
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19:16:00  <yorick> Belugas!
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19:16:43  <Belugas> i know...
19:17:01  <yorick> your patch broke a few things
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19:17:22  <yorick> /compile_farm/openttd/nightly/compile_dir/src/tunnelbridge_cmd.cpp: In function 'void GetTileDesc_TunnelBridge(TileIndex, TileDesc*)':
19:17:22  <yorick> /compile_farm/openttd/nightly/compile_dir/src/tunnelbridge_cmd.cpp:1145: error: expected initializer before '*' token
19:17:22  <yorick> /compile_farm/openttd/nightly/compile_dir/src/tunnelbridge_cmd.cpp:1146: error: 'brspc' was not declared in this scope
19:17:40  <Maedhros> yorick: it's already fixed
19:18:10  <Belugas> it is, by the way, not hard to fix :P
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19:18:29  <yorick> ah...
19:20:27  <planetmaker> hi
19:20:42  <yorick> hi
19:27:03  <CIA-5> OpenTTD: peter1138 * r12114 /trunk/src/tunnelbridge_cmd.cpp: -Fix (r12111): missed one Bridge -> BridgeSpec
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19:29:26  <peter1138> Slow :o
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19:30:12  <hylje> Sogard: clones necessary?
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19:33:14  <peter1138> er
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19:34:01  <SmatZ> lol, Sogard again
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20:03:47  <Dentist> Hi all, i'm having problems setting up my server under debian. Its loading the game fine, and reading the config correctly, but it is ignoring the patches setting. The server is using 0.6.3-beta3
20:03:50  <Dentist> any ideas?
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20:04:20  <Maedhros> Dentist: are you sure it's reading the *right* config?
20:04:42  <Dentist> yes, it is setting things such as the server name fine
20:05:14  *** ChrisCF [] has left #openttd ['night all]
20:05:30  <Maedhros> hmm. which patch settings is it ignoring, and is this a new game or a saved game / scenario?
20:06:11  <Dentist> its a scenario, and its ignoring things such as realistic train acceleration. are the patch settings hardcoded into the scenario?
20:06:27  <Maedhros> yeah, they are
20:06:41  <Dentist> okay, thanks, that explains it
20:06:48  <Maedhros> well, not hardcoded, but they're loaded with the savegame
20:06:56  <Maedhros> you should be able to change them with the console though
20:07:10  <Dentist> yeah thats what I meant by hardcoded
20:07:24  <Dentist> but the console ignores the patch settings, however, i'm going to edit them in the scenario editor, might that help?
20:08:17  <Maedhros> that'll work, yes
20:08:34  <Maedhros> but using `patch <name> <value>` after the game has loaded should work too
20:08:35  <Dentist> its not a problem to download the scen from my server and then change said patches and reupload
20:08:43  <Dentist> oh you have to prefix it with patch, ok thanks
20:09:28  <Maedhros> :)
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20:23:56  <dragonhorseboy> hey
20:24:14  <yorick> openttd using 40% after building 74 ships and ordering them using YAPF to go to the other side of the maps :)
20:24:53  <dih> diagonal, from bottem left to upper righte, and vice versa? or just straight up
20:25:39  <dragonhorseboy> yorick... 40% ?
20:25:52  <yorick> using a normal generated map, 512x512
20:26:06  <dih> yes - but striaght or diagnoally going ships
20:26:07  <yorick> dragonhorseboy: on a 1.6 ghz ;)
20:26:10  <yorick> both
20:26:13  <dih> k
20:26:34  <dih> you know that openttd can only use one core :-)
20:26:38  <yorick> yes
20:27:07  <dragonhorseboy> yorick...heh thats strange..needing a lot more than 100mhz just to send ships ^_^
20:27:09  <Sacro> dih: openttd & ; openttd
20:27:13  <Sacro> there, using 2 cores
20:27:15  <yorick> means I've successfully updated the regional yapf pathfinder patch...
20:27:34  <dih> LOL
20:27:54  <dih> who sais that the second instance will deff get assigned to the second core?
20:28:57  <Sacro> dih: hmm...
20:29:00  <Sacro> its an err...
20:29:07  <Sacro> 25% chance i think
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20:32:01  <nappe1> good evening...
20:32:36  <dragonhorseboy> hey nappel
20:32:40  <nappe1> anyone seen Gonozal_VII lately?
20:33:06  <dragonhorseboy> nappel..I did late morning but then that would be at least 4-5 hours ago ^_^
20:33:13  <dragonhorseboy> just came on a few minutes ago now
20:33:14  <Roujin> define "lately"
20:33:40  <yorick> @seen Gonozal_VIII
20:33:40  <DorpsGek> yorick: Gonozal_VIII was last seen in #openttd 2 hours, 18 minutes, and 33 seconds ago: <Gonozal_VIII> night
20:33:55  <nappe1> Sacro, do I recal wrong, or was it you, who started day length patch?
20:34:06  <Sacro> nappe1: nope, it was me
20:34:06  <Roujin> he might be sleeping now since he got up 19:30 hours ago iirc
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20:34:33  <nappe1> ah... I thought that there's a bot to tell these things, but didn't know the syntax. :) thanks for that.
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20:35:41  <nappe1> Sacro: I am about make one of the most wanted optional features to it.. income downscaling lineary to time multiplier.
20:35:50  <Sacro> heh, sweet
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20:36:59  <nappe1> oookay... head revision with latest dl patch compiles without errors, time to make some changes...
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20:46:40  <yorick> I have to go now
20:46:47  <yorick> cya
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20:52:32  <Dentist> is there a feature in 0.6.0b3 to oneclick signal a whole line?
20:52:54  <glx> ctrl-drag
20:52:57  <Dentist> thanks
20:58:29  <Roujin> In tests, 0x09 out of 0x0A l33t h4x0rz prefer it :) <-- heh that's a nice one
20:59:12  <Roujin> argh, what's the invalid string called?
21:00:14  <Roujin> not STR_INVALID?
21:01:55  <CIA-5> OpenTTD: glx * r12116 /trunk/ (3 files in 2 dirs): -Fix (r12083): little typos in source.list
21:04:13  <Roujin> ah what the heck, then i'm doing it properly instead :P
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21:21:38  <ln-_> okay.... 4x02 revealed some new things, mostly questions, and increased the wtf-level by 30 per cent.
21:22:04  <Brianetta>
21:22:08  <Brianetta> Learn about Tcl (:
21:30:15  <dragonhorseboy> dalestan you there?
21:30:35  <DaleStan> No. :p
21:30:57  <dragonhorseboy> either way if grfcodec is saying it can't find a *.nfo then that means the grf in question is one of these latter you mentioned before and I possible couldn't convert it without some work
21:30:58  <dragonhorseboy> right?
21:32:09  <Belugas> got to go home now
21:32:11  <Belugas> see you
21:32:16  <DaleStan> It means that the nfo isn't in ./sprites. You can tell grfcodec what directory to look in for the nfo after you specify the name of the GRF you're creating.
21:32:16  <dragonhorseboy> bye belugas
21:33:07  <dragonhorseboy> dalestan... the grf is in same place as grfcodec.exe itself (and grfcodec already knows where the sprites folder is...I already converted some other grfs before so I know its working fine)
21:33:54  <dragonhorseboy> the grf in question is if you had to ask ^_^
21:34:48  <DaleStan> The location of the GRF doesn't matter when you're encoding.
21:34:59  <dragonhorseboy> oh hm ok
21:38:03  <dragonhorseboy> hm has to be something with these gfx grfs .. two of them are complaining about nfo's
21:38:22  <DaleStan> Did you decode before you tried to encode?
21:40:12  <dragonhorseboy> hm heh sorry thats a new one to I see both pcx and nfo files for it
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21:46:37  <dragonhorseboy> hm think I'll just have to try it another day..still not quite going right
21:55:11  <dragonhorseboy> thanks still dalestan
22:01:07  <Wolf01> 'night
22:01:11  <dragonhorseboy> bye wolf01
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22:01:28  <nappe1> I have had too much time obiously, as I have studied the whole economy (cargo rates and how the cargo pakcet system works) from source code... Maybe next thing would be try to make my own economy...
22:02:36  *** Progman [] has quit [Remote host closed the connection]
22:02:49  <dragonhorseboy> nappel hehe does your own economy have a cargo class named "workers" that goes from city to most industries? :p
22:02:56  <dragonhorseboy> I always wondered about that sometimes
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22:04:46  <nappe1> dragonhorseboy: no, but I do have some "groovy" ideas. :)
22:05:25  <nappe1> but before that I need to get this day lenght modification to work. :)
22:07:06  <dragonhorseboy> nappel ah heh good luck ;)
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22:12:46  <dragonhorseboy> nappel the problem is that if you try extend the day length .. the vehicles still run same alak "more profits in slower day than otherwise a normal day" issue
22:12:51  <dragonhorseboy> is that what it was right?
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22:13:42  <nappe1> well, if my patch works, cargo-rates are cut in half on 2x :)
22:14:00  <dragonhorseboy> yeah I can see where you're going now :)
22:14:47  <nappe1> looking good so far... (running test right now...)
22:14:49  <Eddi|zuHause3> <ln-_> okay.... 4x02 revealed some new things, mostly questions, and increased the wtf-level by 30 per cent. <- you are pretty damn late...
22:15:08  <Eddi|zuHause3> and there are only ever more questions
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22:15:25  <Eddi|zuHause3> every question met with another question, never an answer .... err... wrong show ;)
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22:16:20  <dragonhorseboy> eddi heh
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22:17:24  <Eddi|zuHause3> i could look up the exact quote, but i am too lazy...
22:18:19  <Eddi|zuHause3> and elrail.cpp is a big myth, too...
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22:19:10  <Eddi|zuHause3> i figure that i need the wire bits to define the PCP, but the trackbits for the PPP, but the code determining these is totally mixed
22:19:19  <nappe1> it works... Next I need to look at the Cargo Payment Rates Graph, as it does not auto scale with  the graphs automatically...
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22:23:38  <Eddi|zuHause3> oh boy, elrail.cpp is a big mess...
22:23:54  <Eddi|zuHause3> what exactly did go through Celestars head back then?
22:25:11  * Maedhros is fairly sure elrail.cpp is not a myth :-P
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22:40:30  <dragonhorseboy> hey fjb ;)
22:41:03  <Eddi|zuHause3> <- i consider this finished now, unless there are any objections
22:42:30  <Prof_Frink> FS#1761 — Eddi|zuHause3's pr0n stash
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22:43:52  <ln-_> Eddi|zuHause3: they sort of promised some answers by the end of the series in the interviews of season 2 extras.
22:45:58  <Eddi|zuHause3> ln-_: yeah, it's a heroes quote ;)
22:47:02  <Eddi|zuHause3> ln-_: and the "promise" should not be read as "we give answers at the end of the series", but rather "if we give any answers, the series ends"
22:50:01  <ln-_> also they told what the final answer will not be.  now there is only infinity minus one alternatives left.
22:50:37  <Maedhros> good night
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23:05:03  <NukeBuster> how do I suppress commands being printed on the shell in linux? Something with @echo
23:06:37  <SpComb> suppress them being printed where from where?
23:06:51  <Prof_Frink> send them to /dev/null
23:06:51  <SpComb> .sh scripts don't, by default, write themselves out to stdout
23:06:52  <NukeBuster> from a shell script
23:07:00  *** Osai is now known as Osai^zZz
23:07:01  <NukeBuster> or makefile rather
23:07:07  <SpComb> if you want the output from a command to go nowhere, > /dev/null
23:07:21  <NukeBuster> ok thank you.
23:07:27  <Prof_Frink> if you want the errors to follow, 2>&1
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23:20:57  <dragonhorseboy> afk for supper
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23:21:07  <Roujin> why is every bit in the map array already in use for road tiles? meh
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23:24:24  <Roujin> i guess i could steal a bit from the owner of the third road type... :P
23:25:25  <Eddi|zuHause3> i think somebody already has plans for that ;)
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23:26:40  <Roujin> for the third road type?
23:27:10  <Roujin> what could that be?
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23:27:26  <Eddi|zuHause3> i think it was reserved for highway support
23:27:51  <Roujin> don't think so..
23:28:08  <Roujin> it would be a third type like tram is the second type
23:28:33  <Roujin> meaning a tile can have any combination of the three types on it
23:28:39  <Eddi|zuHause3> m6 appears to have some free bits
23:28:54  <Roujin> nah, they are used globally
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23:29:00  <Eddi|zuHause3> so? onramp tiles and stuff
23:29:06  <Eddi|zuHause3> no, not all of them
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23:29:27  <Roujin> 0,1 = tropic zones, 6,7 = bridge above stuff
23:29:28  <Eddi|zuHause3> 6&7 are for bridges above, and 1&2 are for tropic climate only
23:29:38  <Eddi|zuHause3> means 2..5 are for free use
23:29:46  <Roujin> yeah and inbetween is reserved for third road type layout ;)
23:30:01  <Roujin> NW SW SE NE bit makes 4 bits ;)
23:30:06  <Eddi|zuHause3> where does it say that?
23:30:18  <Eddi|zuHause3> ah, there
23:30:21  <Eddi|zuHause3> hard to spot ;)
23:30:24  <Roujin> docs/landscape.html
23:30:36  <Eddi|zuHause3> gee... thanks :p
23:30:48  <Roujin> well i could steal the highest bit from m1...
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23:32:22  <Roujin> probably messy...
23:33:08  <Eddi|zuHause3> what exactly are you trying to do?
23:34:09  <Roujin> exploring if it would be possible to make something like traffic lights
23:35:26  <dragonhorseboy> back
23:35:58  <Roujin> but somehow there's a little lack of unused bits for road tiles oO
23:35:59  <dragonhorseboy> traffic lights? who the hell need any animated ones?  the ai'll probably keep running red lights :p
23:36:01  * dragonhorseboy hehes
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23:39:24  <Roujin> hmm if that third type was indeed planned for a kind of highway, they should have just used one bit to switch normal road to highway
23:39:38  <Slayerofrage> lol @ ai running red lights
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23:40:27  <dragonhorseboy> slayerofrage well the only things ai rvs are programmed to stop for is by another vehicle blocking the road or its in a depot anyhow ;)
23:40:38  <dragonhorseboy> so yeah active traffic lights they might ignore
23:40:40  * dragonhorseboy hehs
23:43:15  <nappe1> hmmh...
23:43:41  <nappe1> something very weird happens on Cargo payment rates graph...
23:43:46  <dragonhorseboy> yes?
23:44:42  <Slayerofrage> lol yeah dragonhorseboy, it would be a lot of work, to make the ai use traffic lights, and to not much benifet unless there is a lot of traffic
23:45:22  <nappe1> it is using same method to return array with the values as the real deliveries, yet draw graph scales the y-axis as tit would not be. (aka. same scale, without depeding time factor, which makes the values sunk down as unreadable mess)
23:45:33  <dragonhorseboy> slayerofrage yeah...but imagine your traffic went N-S through intersection while AI's went E-W through the same one ... you'll get a lot of emergency brake stomping because your light was green but the ai right there is just blatting by :p
23:45:50  <nappe1> tit == it ;)
23:45:51  <dragonhorseboy> nappel...ah heh ^_^
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23:48:34  <Eddi|zuHause3> Roujin: highway needs more than just a flag wether it is normal road or highway
23:49:02  <Slayerofrage> true dragonhorseboy, the road system needs an overhaul anyway, though with dtrs, and one way roads more intresting possibilities
23:49:20  <Eddi|zuHause3> like i said already, proper onramps, for example
23:49:24  <SpComb> Logs:
23:49:24  <NukeBuster> !logs
23:49:38  <dragonhorseboy> dtrs?
23:49:46  <Slayerofrage> drive through road stops
23:50:00  <dragonhorseboy> oh
23:50:11  <dragonhorseboy> I just call them thru halts myself ^_^
23:50:15  <Slayerofrage> lol
23:50:18  <dragonhorseboy> what?
23:50:21  <dragonhorseboy> they ARE!
23:50:28  <Eddi|zuHause3> yeah, that common of an abbreviation... everybody should know it...
23:50:29  <dragonhorseboy> go in.... go out - no turnarounds needed
23:50:30  <dragonhorseboy> :p
23:50:37  <Slayerofrage> aye
23:50:51  <Eddi|zuHause3> that was ironic
23:50:53  <dragonhorseboy> and these ones with the parking spots?  just plain halts to me :p
23:51:03  <dragonhorseboy> halt vs thru halts hehehe
23:51:11  * dragonhorseboy chuckles
23:51:49  <Slayerofrage> id call the the ones with bays a logistical nightmare (or a stop sign) with anything more than a few buses routed to them
23:51:50  <dragonhorseboy>'s something different for you....
23:51:58  <dragonhorseboy> "roads? where we're go we don't need roads"
23:52:10  <dragonhorseboy> (bonus if you knew the movie)
23:53:24  <dragonhorseboy> slayerofrage?
23:53:32  <Slayerofrage> lol
23:53:47  <Slayerofrage> dont know the movie have heard the quot
23:53:50  <Slayerofrage> quote
23:54:22  <dragonhorseboy> slayerofrage.... two hints: movie was first set in 1985 -and- one actor was michael j. fox
23:54:23  <dragonhorseboy> ;)
23:55:06  <Slayerofrage> Back to the future
23:55:14  <Slayerofrage> Do know the quote now lol
23:55:22  <dragonhorseboy> right
23:55:23  <dragonhorseboy> :p
23:55:52  <dragonhorseboy> that was the quote for when doc came back to pick up marty and then decided that jennifier should come too as "this concerns her too" (hmm or was that the exact quote? I forgot)
23:56:16  <dragonhorseboy> because seem he had came back from future and was taking both of them with him to october 2015 ... I don't recall what the day was
23:56:17  * Slayerofrage thinks dargonhorseboy has watched that movie far to many times
23:56:27  <dragonhorseboy> what? *whacks you*
23:56:30  <Slayerofrage> lol
23:56:31  <dragonhorseboy> it was a good movie allright? :p
23:56:34  <Slayerofrage> aye
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23:56:50  <dragonhorseboy> <has the 3 tapes and book .. on top of a few years old triology 3-dvd set box too
23:56:51  <dragonhorseboy> ;)
23:57:19  <dragonhorseboy> I use the dvds mainly for the outtakes/etc tho
23:58:01  <fryfrog> soo....
23:58:08  <Slayerofrage> lol
23:58:08  <fryfrog> i'm trying to understand pre-signal :/
23:58:21  <fryfrog> i read and read and read, and play around...
23:58:28  <Slayerofrage> ahh the delight of working out presignals lol
23:58:31  <fryfrog> but, they are still defeating me :/
23:58:57  <fryfrog> what i'd really like to find is a save game (or picture) of some... newb train layouts to help me understand :)
23:58:57  <dragonhorseboy> slayerofrage just asking but you recall the scene of the alternative 1985 where biff had marty cornered on the rooftop?
23:59:14  <dragonhorseboy> that one quite scared me the first few times I watched that
23:59:44  <fryfrog> 1.21 jiggawatts?
23:59:49  <dragonhorseboy> fryfrog....just asking but you able to post a screenshot of the junction in question that you're trying to presignal?  I probably could help

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