Log for #openttd on 6th March 2008:
Times are UTC Toggle Colours
00:05:41  <jez9999> hmm
00:05:54  <jez9999> I understand why I'm getting some competitors named 'WrightAI'
00:06:00  <jez9999> but why are some named 'NoAI'?
00:06:07  <jez9999> the only AI engine in my ai dir is WrightAI
00:07:27  <glx> in your ai dir you should have WrightAI and regression (not directly usable)
00:07:44  <glx> and NoAI is a c++ AI included in openttd
00:08:00  <jez9999> hmm
00:08:04  <jez9999> so i cant edit it
00:08:22  <glx> you can, but you need to recompile openttd after each change :)
00:08:34  <jez9999> i want to suppress its output to the console
00:08:37  <jez9999> it's very noisy
00:08:53  <glx> you can force openttd to use only 1 ai
00:09:10  <glx> start with -a WrightAI
00:12:01  <jez9999> k
00:12:34  <jez9999> so what if you start a new game with one AI, then save and load it in another instane of noAI where you forced a different AI to run? :-)
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00:12:55  <glx> problems will happen :)
00:13:01  <glx> ai are not saved yet
00:13:13  <glx> neither are their states
00:13:28  <jez9999> rob best to compile this to release then, or genning a new map takes ages
00:14:46  <jez9999> but then i dont get a console window...
00:14:59  <glx> start with -d
00:15:32  <glx> msvc debug builds are unplayable
00:15:51  <jez9999> heh
00:15:56  <jez9999> well i wouldnt say that
00:16:00  <jez9999> i've played with them a few times
00:16:06  <glx> very slow
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00:18:51  <jez9999> curious
00:19:00  <jez9999> it puts objects and binaries in objs/...
00:19:04  <jez9999> and other data in bin/
00:19:09  <jez9999> and both work together somehow
00:20:03  <glx> from ide yes
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00:20:31  <jez9999> mmm
00:20:38  <glx> if you want to start it outside VS, you need to copy the exe to bin
00:20:42  <jez9999> because of Squirrel's dynamic nature, i can develop the AI without VS open
00:21:16  <jez9999> im guessing it's some kind of hack allowing you to script C++, or something very close that compiles to C++
00:22:09  <glx> .nut files are compiled into bytecode and then ran in a virtual machine
00:22:15  <fjb> Sqirrel is an interpreter for a language that looks like C++.
00:22:34  <fjb> It works like embedded perl interpreters.
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00:24:11  <jez9999> so why didnt they just go with Perl or other better-known and more useful scripting langs?
00:24:19  <jez9999> i'd find it a lot easier to script an AI in Perl i think
00:24:33  <glx> perl is hard to embed on windows
00:24:50  <glx> and it is very big
00:25:14  <jez9999> big is beautiful
00:25:23  <jez9999> or at least a c-sharpish lang
00:25:27  <jez9999> C++ syntax grates me
00:26:11  <glx> well squirrel is more c# than c++ as you don't have pointers and -> stuff :)
00:26:50  <glx> and it is very easy to understand
00:26:58  <jez9999> right
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00:28:28  <fjb> And pointers in perl are really ugly.
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00:30:34  <jez9999> the idea is to get away from pointers
00:30:41  <jez9999> C# does it quite nicely
00:30:49  <jez9999> or rather avoiding ugly syntax
00:31:05  <glx> no ugly syntax in squirrel
00:31:18  <jez9999> iFJezAI <- FJezAI();
00:31:19  <jez9999> ??
00:31:47  <glx> that's the only one
00:33:20  <jez9999> hmm so what's that saying
00:33:27  <jez9999> interface to a factory class for my AI
00:33:41  <jez9999> create a static member of that type named iFJezAI ?
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00:39:59  <glx> it adds the FJezAI AIFactory to the list of AIFactories usable by openttd
00:40:57  <jez9999> but in c++ it is: static FMyNewAI iFMyNewAI;
00:41:10  <jez9999> that's not adding anything, it's declaring a member
00:41:33  <glx>
00:41:44  <glx> <- is like new
00:42:49  <glx> the important thing is the creation of an AIFactory, as it will then auto register in openttd
00:43:15  <glx> we do the same for drivers and blitters in openttd
00:43:33  <jez9999> so what's the default namespace in main.nut?
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00:46:09  <glx> why?
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00:48:27  <jez9999> just interested as to what iFMyNewAI is
00:48:33  <jez9999> not a member of the class
00:48:39  <jez9999> a member of something else
00:48:54  <glx> it's just a static variable
00:49:00  <Progman> an index of the global table
00:49:29  <glx> it's a "fire&forget" variable :)
00:50:50  <jez9999> so the core goes through the table checking what classes extend AIfactory
00:51:34  <glx> hmm indeed the extending classes tell it to openttd on first instanciation
00:52:02  <jez9999> this:
00:52:02  <jez9999> iFJezAI <- FJezAI();
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00:52:19  <jez9999> looks like it's creating a FJezAI class and then making it the only entry in a new table called iFJezAI
00:52:22  <jez9999> which is a bit weird
00:52:31  <jez9999> why not just have one table like "AIFactories"
00:52:38  <dragonhorseboy> does the "allow building adjacent stations" refer to eg pink and yellow platforms being able to be next to each others..not having to stay one tile apart as before?
00:52:55  <jez9999> dragonhorseboy: i think it's about building your own stations next to each other
00:52:58  <glx> because squirrel can't access everything in openttd
00:53:28  <Sacro> :utf8 on
00:53:44  <glx> and when you create an AIFactory instance, it is automatically added to AIFactory list of openttd
00:54:25  <jez9999> so is this comment correct:
00:54:25  <jez9999> Tell the core we are an AI by adding an instance of our AI's factory to the iFJezAI table, located in the global table.
00:54:37  <dragonhorseboy> hrm - even with that patch option on when I try build next to someone's station it says "too close to another station"
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00:54:44  <dragonhorseboy> what the hell is that patch option supposed to mean then
00:54:54  <jez9999> dragonhorseboy: you can build your own stations next to your own stations :-)
00:55:14  <Gonozal_VIII> without joining them
00:55:15  <glx> jez9999: it is in this table just to not be destroyed :)
00:55:44  <jez9999> what does the 'i' at the beginning stand for?
00:55:54  <jez9999> as an OOP programmer i think 'interface' but i guess it's something else
00:56:14  <dragonhorseboy> hmm
00:56:20  <glx> it's exactly the same as static iFJezAI FJezAI;
00:56:28  <glx> and the i means instance
00:56:31  <dragonhorseboy> someone maybe tell the coder to rewrite it as "own stations"
00:56:35  <dragonhorseboy> just a random thought
00:57:07  <jez9999> 'static iFJezAI FJezAI' creates a holder variable
00:57:09  <jez9999> not an instance
00:57:13  <dragonhorseboy> thanks anyhow
00:57:27  <glx> it creates an instance
00:57:35  <jez9999> hmm maybe im thinking in C# not C++
00:57:40  <Sacro> whoo c#
00:57:45  <jez9999> god i always hated C++, creating new objects implicitly
00:57:48  <jez9999> confusing
00:58:39  <jez9999> shouldnt it be static <type> <name>?
00:58:57  <Gonozal_VIII> it should...
00:59:02  <glx> right, I mistyped
00:59:56  <glx> static FJezAI *iFJezAI; <-- this is a place holder for an FJezAI object :)
01:00:24  <Gonozal_VIII> * stuff sucks :P
01:02:01  <Gonozal_VIII> static FJezAI iFJezAI; <-- placeholder... static FJezAI iFJezAI = new FJezAI(); <-- instanced :P
01:02:01  <jez9999> hum
01:02:16  <jez9999> in C#, that's exactly what it is
01:02:20  <jez9999> now i remember the C++ way
01:02:20  <glx> Gonozal_VIII: wrong you need the *
01:02:20  <Gonozal_VIII> java too
01:02:27  <jez9999> yeah, i hate C++
01:02:48  <jez9999> in C it makes sense because you're dealing with simple datatypes, fair enough int* is a pointer and int is an actual int
01:02:58  <jez9999> but to create an actual whole class because there is no * is retarded ;-)
01:03:16  <jez9999> oh well
01:03:20  <glx> same as static int i;
01:03:29  <jez9999> im gonna convert it to C# terminology
01:04:13  <jez9999> static FJezAi iFJezAI = new FJezAi();
01:04:18  <jez9999> makes much more sense
01:04:25  <glx> but fails in c++
01:04:30  <jez9999> dont care, c++ sux. :-)
01:04:37  <jez9999> my brain handles c# better
01:04:49  <glx> new is like malloc with more stuff
01:04:58  <jez9999> im talking 'equivalents' here, so it doesnt matter, its just to help me understand in comments :-)
01:05:17  <jez9999> even so, i dont quite see how
01:05:17  <jez9999> iFJezAI <- FJezAI();
01:05:20  <jez9999> is the equivalent of
01:05:24  <jez9999> static FJezAi iFJezAI = new FJezAi();
01:05:49  <jez9999> "Class instances are created by calling a class object."
01:05:56  <jez9999> FJezAi() is 'calling a class object' i guess
01:06:15  <glx> FJezAI() creates an instance, and it is stored in iFJezAI
01:06:26  <jez9999> iFJezAI in Squireel is a table, right?
01:06:42  <glx> dunno, and it doesn't matter for me :)
01:06:49  <jez9999> but that table itself is in another table, the global table
01:06:56  <jez9999> so it's an instance in a table in a table
01:07:12  <glx> no it's a table local to your ai
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01:10:11  <jez9999> confusing.
01:10:19  <jez9999> i'd think of stuff local to my AI as being inside my AI class
01:10:30  <jez9999> this is outside my AI class yet still local to my AI, why bother with an AI class :-)
01:10:40  <glx> FJezAI register itself in openttd through it's constructor
01:11:32  <glx> or to be precise the AIFactory() constructor
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01:12:47  <jez9999> it has no constructor
01:12:52  <jez9999> ah right i see
01:13:00  <glx> it has in c++ :)
01:13:00  <jez9999> interesting
01:13:06  <jez9999> in the class definition at the top, there is:
01:13:06  <jez9999> 	function Start();
01:13:06  <jez9999> 	function Stop();
01:13:13  <jez9999> yet these functions are also defined further down
01:13:17  <jez9999> why are they in there twice?
01:13:36  <glx> declaration and definition are separated
01:13:37  <Progman> the first is the declaration
01:14:02  <jez9999> you........ need to declare all functions first?
01:14:04  <jez9999> heh
01:14:05  <Progman> you can write it inside your class if you want
01:14:10  <jez9999> my god this language is from the dark ages
01:15:12  <jez9999> neither C# nor Perl requires or allows you to 'declare' a function
01:15:20  <jez9999> there's a good reason for it, it's redundant and pointless
01:16:08  <glx> no it allows to split interface from implementation
01:17:26  <Progman> you dont need it, if you dont want it just dont do it ;)
01:18:40  <Progman> I use the direct way instead of separated declaration and definition
01:20:09  <jez9999> obviously there's a reason they're there?
01:20:42  <Progman> to split interface from implementation, repeating glx
01:20:44  <jez9999> there are several ways to split interface from implementation
01:20:52  <jez9999> one is to use comments to specify the interface at the top of the class
01:21:03  <jez9999> another is to use an IDE that scans the implementation and products an interface list
01:21:11  <jez9999> another is to use interface types and implement them
01:21:21  <jez9999> but declarations are horrible, and totally redundant.
01:21:31  <Progman> noone force you to write your ai this way
01:21:34  <jez9999> you always have to change two things if you want to change the function sig
01:21:39  <jez9999> just making the point :-)
01:21:44  * a1270 will stick with fortran77
01:22:16  <fjb> The 77 kind is far too modern.
01:23:28  <fjb> The whole Fortran77 spcification fits on a sheet of A4 paper, including examples.
01:23:55  <Sacro> what font?
01:24:13  <fjb> Hand written.
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01:24:59  <Sacro> ooh
01:26:15  <jez9999> local inst = Foo();
01:26:24  <jez9999> hmm, interesting way of doing things
01:26:38  <jez9999> no need for a new operator, just treat the classname as a function
01:26:51  * a1270 gets back to trying to learn C++
01:26:52  <jez9999> i guess there's a reason C# etc dont do it that way
01:27:21  <jez9999> probably because it would bugger up if you had a method Foo in the current class
01:28:05  <jez9999> im off to bed, 1.30am
01:28:05  <jez9999> cya
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01:28:34  <Sacro> i do C# this yar and c++ and prolog next year
01:28:38  <glx> jez is still the same :)
01:28:48  <glx> complain, complain, complain ...
01:33:11  <fjb> Was he always that way?
01:33:27  * fjb just found his VM/CMS manual.
01:34:56  <glx> usually it's why is the coding style that way :)
01:35:11  <Sacro> fjb: port openttd to it
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01:36:01  <fjb> He should stick to his beloved C# then and never try to work in a team.
01:36:21  <fjb> Sacro: TTD on a text terminal is a bit ugly.
01:36:49  <Sacro> fjb: true
01:36:59  <Sacro> what's wrong with C#?
01:37:32  <glx> nothing, it's very nice to do .net stuff
01:38:00  <fjb> It's syntax is a bit ugly. But the question is why he doesn't accept the fact that different languages are different.
01:38:12  <Sacro> fjb: the syntax is similar to c and php
01:38:21  <glx> for me all languages are the same :)
01:38:33  <fjb> The C syntax is also ugly.
01:39:00  <fjb> glx: You are fluent in caml?
01:39:14  <glx> I learnt it at university
01:39:20  <glx> nice language
01:39:37  <fjb> It looks nice, but I never really got used to it.
01:39:56  <glx> everything is a function
01:40:22  <fjb> Yes, but I always get a knot in my brain when I try to write caml.
01:40:52  <glx> the hardest thing to follow is the half functions (or something like that)
01:41:27  <fjb> Maybe I should do more things in caml.
01:42:02  <glx> like you when you have min(a, b) and you define min0(b) = min(0,b)
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01:42:22  <glx> can't remember the syntax precisely
01:42:46  <fjb> Do you have to write the parentheses?
01:42:54  <glx> no IIRC
01:43:36  <fjb> How about replacing squirrel by ocaml? :-)
01:43:48  <glx> should be something like min a b = if a < b then a else b
01:44:35  <glx> and min0 = min a
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01:44:44  <glx> hmm min0 = min 0
01:45:14  <glx> or something like that
01:45:23  <glx> was a long time ago
01:47:12  <fjb> I just looked at the manual, but I never learned that languages. I tried it, but then lost interest.
01:49:58  <fjb> At least I learned some things about OpenTTD yesterday.
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02:01:46  <fjb> The new slowing down of the airplanes on the runway looks great.
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02:09:00  <glx> real caml code :
02:09:00  <glx> let add a b = a + b;;
02:09:00  <glx> let f = add 2;;
02:11:40  <fjb> Yes, that looks better.
02:12:39  <glx> the nasty ;; ;)
02:13:01  <fjb> :-)
02:13:25  <fjb> Would jez like that better than Squirrel?
02:13:57  <glx> let rec fact x = if x = 1 then 1 else x * fact (x - 1);;
02:14:02  <glx> I like this one :)
02:14:48  <fjb> That is really nice.
02:18:09  <fjb> # let rec fact x = if x = 1 then 1 else x * fact (x - 1);;
02:18:09  <fjb> val fact : int -> int = <fun>
02:18:32  <fjb> # fact 3;;
02:18:33  <fjb> - : int = 6
02:18:48  <glx> and it works ;)
02:18:53  <fjb> Yeah
02:20:47  <fjb> And that one is really easy to understand.
02:20:54  <glx> val add : int -> int -> int
02:21:08  <Eddi|zuHause3> bÀh...
02:21:32  <fjb> Tho intergers input, one integer output.
02:21:35  <glx> fal f : int -> int = <fun>
02:21:37  <Eddi|zuHause3> my kwin crashed, so i went to the console and started a new kwin... but it started kwin from kde4...
02:21:59  <fjb> :-)
02:22:24  * fjb is waiting for 4.1 before installing it.
02:22:25  <Eddi|zuHause3> it has totally different style set up...
02:23:16  <Eddi|zuHause3> well, i tried it out... and i found there were too many... inconveniencies... so i switched back
02:23:34  <Eddi|zuHause3> but it is still installed
02:23:42  <glx> we did a samegame in caml at university, working on arrays and list is very nice in this language
02:24:10  <Eddi|zuHause3> what is a "same" game? i read this before...
02:24:43  <glx>
02:25:02  <glx> the goal is to remove all the balls
02:25:27  <fjb> Eddi|zuHause3: You should know it. it is part of kde3.
02:25:40  <Eddi|zuHause3> i did not install all games...
02:25:59  <Eddi|zuHause3> yes, i know the game, i just couldn't connect it to the name
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02:31:48  * fjb tried list processing in C++. It was really ugly.
02:32:17  <Eddi|zuHause3> do list processing in python unless you want to go insane...
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02:33:20  <glx> fjb tried list processing in C++. It was really ugly. <-- using iterators?
02:35:15  <fjb> That was the second try after STL got published. It wasn't that much better.
02:35:50  <glx> we have some fun with iterators in noai :)
02:36:57  <fjb> I guess. :-)
02:37:18  <fjb> I had some fun with endless loops.
02:37:41  <glx> we have more problems with invalidated iterators :)
02:38:40  <fjb> And always the question "why did linking fail this time?"
02:39:00  <Eddi|zuHause3> fjb: you only have endless loops if you do it wrong
02:39:08  <glx> linking works, the question was why does it segfault :)
02:39:09  <fjb> And then trying to match the C binding errors to C++ classes.
02:39:40  <glx> the usual missing extern "C" { } ;)
02:40:54  <fjb> It also happened inside C++ classes. And with overloading it isn't always obvious what went wrong.
02:42:36  <fjb> It was a night mare.
02:43:05  <fjb> Does C++ have a generic object copy funktion now?
02:43:05  <Eddi|zuHause3> Error: abundant space
02:44:05  <glx> you need to define the copy constructor
02:44:34  <glx> MyObject(MyObject &object)
02:44:37  <glx> IIRC
02:44:46  <fjb> So I still have to implement cloning for each object?
02:45:03  <glx> how can it know what to do?
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02:46:28  <fjb> Basic cloning is easy and sufficient for most objects. Ofcourse you have to implement cloning for special objects.
02:47:31  <glx> hmm I think the basic cloning always work, but it won't copy all extra data (as they aren't in Object)
02:48:10  <glx> that's why you need to define the copy constructor
02:48:30  <fjb> I can not know about that extra data. But the the basic cloning was not part of early C++.
02:49:05  <glx> btw it's easy to try :)
02:49:55  <fjb> Yes, but it is easier to ask somebody fluent in C++.
02:50:03  <glx> I'm not fluent :)
02:50:26  <fjb> It could even provide a deep cloning, but I doubt that it has that functinality.
02:50:28  <fjb> :-)
02:51:30  <glx> you maybe need to define operator=(MyObject &object)
02:52:52  <fjb> Does that clone the object or just give you a new handle to the same object?
02:53:44  <glx> probably depends on the code in it, but I'm not sure
02:54:59  <fjb> I'm probably to lazy for C++. I always thought why can it not do this things for me?
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03:08:35  <fjb> The ai is stupid. It build a street that crosses my straight railway line three times.
03:12:26  <Eddi|zuHause3> "The AI is stupid." - You should have stopped right there
03:13:15  <fjb> :-)
03:13:30  <fjb> YAPP makes it only half the fun.
03:13:48  <Eddi|zuHause3> why?
03:13:59  <Eddi|zuHause3> ah... closing on reservation...
03:14:11  <fjb> :-)
03:14:28  <Eddi|zuHause3> i think that can be abused pretty badly...
03:14:36  <fjb> But on the other hand it is a very long single track line...
03:15:42  <fjb> The crossings will be closed almost half of the travel time of that single train there.
03:16:30  <Eddi|zuHause3> exactly... you can block an innocent competitor's road line for ages...
03:16:51  <glx> next time he will use a bridge or a tunnel ;)
03:17:15  <fjb> But the ai is too stupid for that.
03:17:21  <Eddi|zuHause3> not if the road was there first...
03:18:48  <fjb> Another ai made two lines connicting the same two industries with trucks. It build two roads which are crossing each other several times.
03:19:04  <glx> typical
03:19:26  <glx> even a single road can cross itself multiple times
03:19:35  <Eddi|zuHause3> hm... i remember the TTO AI reusing roads occasionally
03:19:43  <Phantasm> What do you expect? IT is the AI. ;P
03:20:40  <glx> I remember seeing an AI building track in one direction and a bridge over the track in the other direction
03:21:53  <fjb> I have seen it building a raod bridge over a road where it should have to connect to to reach the destination.
03:22:37  <glx> the better thing was the road connected to a tunnel ending from above
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03:25:18  <fjb> :-)
03:25:34  <fjb> We will miss that fun with the new ai.
03:28:51  <Eddi|zuHause3> what i found the worst with road building is that it wouldn't remove them like rails
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03:29:18  <fjb> Yes. It would have to pay for removing them.
03:29:49  <glx> it pays for rails too (but it also get money)
03:29:54  <Eddi|zuHause3> so if you like had a diagonal rail line which it couldn't cross, you'd end up with your rail line enclosed between road loops
03:30:11  <fjb> Now it build only airplanes. usually not a bad idea, but with the passenger destinations patzch it is a sure way to get bankrupt in no time.
03:30:13  <Eddi|zuHause3> and you have no way of removing the road
03:30:18  <glx> the main problem with road removing is you can break others' routes
03:30:45  <UnderBuilder> would be good if the openttd musictracks are made with the new sound effects
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03:30:56  <Eddi|zuHause3> yes, it wouldn't be a problem if the road route was properly planned in advance
03:31:13  <Eddi|zuHause3> "the new soundeffects"?!?
03:31:19  <fjb> noAI supports palning in advance.
03:31:22  <UnderBuilder> a orchest of train horns, sawmills and cows
03:31:23  <UnderBuilder> lol
03:31:42  <UnderBuilder> I mean the sound replacement proyect
03:31:43  <Eddi|zuHause3> you are a sick person...
03:32:05  <Eddi|zuHause3> and you can do all that already, just replace the sound samples in your midi player
03:33:19  <UnderBuilder> well, I'm a bit crazy (drunken without alcohol) but for example in mario paint composer the musical notes are super mario soundeffects
03:34:33  <Eddi|zuHause3> and i just told you... the music is just midi notes, the player takes the real sounds from a database in your system, just replace the instruments in the database
03:34:54  <Eddi|zuHause3> they are not part of (open)TTD
03:35:52  <fjb> Who teaches the ai about trams? :-)
03:35:55  <glx> night all
03:36:03  <fjb> night glx
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03:37:14  <fjb> Imagine tram tracks everywhere. :-)
03:38:41  <Eddi|zuHause3> trams are much more difficult than busses
03:38:59  <Eddi|zuHause3> you have to take into account turning loops
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03:41:20  <fjb> The ai would have to learn about drive through bus stops first.
03:42:32  <Eddi|zuHause3> yes. but it can probably build those already, and it can still do normal bus terminals at the end of the lines to make sure the busses can turn around
03:43:10  <fjb> As long as the busses are not articulated.
03:45:25  <Eddi|zuHause3> it is about time we get those newgrf stations...
03:45:31  * Sacro has norwegian wood
03:46:03  <Eddi|zuHause3> i don't think we want to know...
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03:46:53  <Sacro> !seen Bjarni
03:47:57  <Gonozal_VIII> [23:53:53] <@Bjarni> goodnight
03:49:18  <fjb> Yes, that stations would be great. nd animated stations.
03:53:33  <fjb> Good night.
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06:22:06  <Gonozal_VIII> testtesttest
06:22:24  <Eddi|zuHause3> failfailfail
06:22:37  <Gonozal_VIII> yay my internet isn't broken
06:22:45  <Gonozal_VIII> only forum and svn...
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06:24:56  <Gonozal_VIII> why are you still awake that late anyways?
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06:26:20  <Gonozal_VIII> i have a perfectly good reason, i have to be at the uni at 12, so i can't sleep yet...
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06:37:00  <Eddi|zuHause3> err... i just got up and leave now...
06:37:17  <Gonozal_VIII> O_o
06:37:29  <Gonozal_VIII> why would somebody want to get up that early?
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06:52:57  <Eddi|zuHause3> who said anything about "want to"?
06:53:09  <Gonozal_VIII> but you are
06:53:42  <Eddi|zuHause3> well, bye
06:53:47  <Gonozal_VIII> bye...
07:04:40  <Poopsmith> dum dee dooo
07:05:01  <Poopsmith> stupid assignments stopping me from playing openttd
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09:38:22  <Gekz> peter1138: wheres my translation
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10:39:51  <CIA-1> OpenTTD: frosch * r12346 /trunk/src/ (autoreplace_cmd.cpp group.h): -Fix [FS#1748, FS#1825](r9874, r11872): Remove duplicated and inconsistent code wrt. autoreplace with rules in both vehicles' group and ALL_GROUP.
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11:00:41  <fjb> Hello
11:01:08  <frosch123> moin
11:01:16  <fjb> Moin frosch123
11:01:39  <fjb> Looks like you are sitting in the clouds today.
11:02:26  <frosch123> Clouds yes, fog no
11:03:32  <fjb> It's looking dark and cloudy when I'm looking in your direction. I can hardly see the nearest mountains.
11:04:29  <Gonozal_VIII> sunny here
11:04:34  <Forked> meep meep
11:05:56  <fjb> What happened to Forked?
11:06:30  <peter1138> He meeped.
11:06:45  <fjb> Does he always do that?
11:06:51  <fjb> Or only at crossings?
11:08:03  <fjb> peter1138: After trying out the vehicle pools patch I'm voting for separate base costs for each grf.
11:10:15  <peter1138> Sure.
11:10:30  <peter1138> Feel free to add that feature.
11:11:20  <fjb> Ok, I will look at it. Does that have a chance to get into trunk or will that never happen?
11:11:22  <Ammlller> :)
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11:12:33  <Ammlller> fjb: that is not the only problem of dynamic vehicle pool
11:12:54  <Ammlller> but Its a really cool preview
11:14:06  <fjb> It is the most obvious. Ok, GRFs modifying each other can fail. But there are few GRFs trying that. Interestingliy the ECS extension to the DBsetXL worked.
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11:19:01  <Gonozal_VIII> yes, i wondered about that too
11:19:19  <Gonozal_VIII> strange that it works
11:27:47  <peter1138> There is support for modifying other sets.
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11:29:40  <peter1138> Ammlllllllller, so what other problems exist?
11:30:06  <fjb> :-)
11:32:01  <fjb> How many vehicles per type are possible with the pools?
11:32:17  <peter1138> 65535.
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11:33:27  <fjb> Nice. I have to try to convince MB to add the BR 151 to the DBset again. :-)
11:33:32  <Ammlller> peter1138: something to group or choose the grfs in the buy window
11:34:07  <peter1138> Ammlller, that's your fault for loading too many sets.
11:34:10  <Ammlller> possibility to still combine grfs, like dbsetxl with dbsetxl_ecs
11:34:39  <peter1138> The design aim is to allow more than the limited engines currently, not to allow every set ever to be loaded at once.
11:34:45  <peter1138> That is already possible.
11:35:02  <Ammlller> peter1138: really? how?
11:35:38  <peter1138> Either use my GRF that provides some GRF matches, or uncomment some lines in the source.
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11:37:09  <peter1138> The GRF contains code for UKRS addons, DBSetXL ECS, and 4LV cut.
11:38:11  <fjb> What does that GRF do?
11:38:28  <peter1138> The GRF contains some GRF matches for UKRS addons, DBSetXL ECS, and 4LV cut.
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11:38:55  <peter1138> Using some undocumented NFO specific to the patch :D
11:38:58  <Gekz> peter1138: can you rephrase that
11:39:15  <Ammlller> peter1138: not available at ?
11:39:19  <peter1138> Ammlller, it is.
11:39:22  <Gonozal_VIII> undocumented nfo :P
11:39:51  <Ammlller> peter1138: overrides.grf  ?
11:39:54  <peter1138> There are two GRFs there, both are relevant but different.
11:40:08  <peter1138> Yup.
11:40:40  <peter1138> The other one, origengs.grf, allows you to, uh, re-enable the original engines as well.
11:41:01  <fjb> Very important...
11:41:19  <Ammlller> yeah, I tried that already, but the tgv has huge gabs between waggons, why is that?
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11:41:39  <peter1138> Ammlller, only in the depot. In the game they're all as normal.
11:41:58  <peter1138> The depot change is due to the 29px/32px selection which some GRFs make.
11:43:14  <peter1138> Anyway, it is a GRF to specify overrides as I didn't want to hardcode it, and it allows GRF authors to add their own.
11:43:24  <peter1138> A GRF feature, that is.
11:43:37  <fjb> Nice.
11:44:56  <fjb> Where does that overrides.grf to be loaded?
11:45:07  <Ammlller> peter1138: the reason I like to have grouping or filtering possibitly is to let a company choose their prefered set.
11:45:07  <peter1138> Probably at the top.
11:45:34  <peter1138> They're already grouped ;)
11:46:02  <peter1138> At least when sorted by engine ID, heh.
11:47:41  <peter1138> Anyway, again, feel free to add the feature...
11:47:44  <Ammlller> a simular filter like the refit one :-)
11:47:57  <peter1138> Similar.
11:49:41  <Ammlller> thanks, well, it doesn't make much sense to patch a patch
11:50:06  <peter1138> Why not?
11:50:26  <peter1138> Also, such a feature can easily be written for trunk anyway.
11:51:11  <fjb> I guess the vehicle pools patch will go into trunk in the not so far future.
11:51:12  <Ammlller> is your patch almost trunkish and will be go there, when 0.6 is out?
11:52:23  <Ammlller> it is also very cool for trams, so you can have different sets on different cities
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11:56:28  <fjb> Yes, but there is the base cost problem again...
11:57:02  <peter1138> Have you patched it yet? :p
11:57:46  <fjb> Not yet. Impossible things are done in no time. Others need more time.
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12:00:27  <fjb> Gonozal_VIII: My adoption of YAPP to the latest trunk is working. You can really trust me. :-P
12:01:03  <Gonozal_VIII> why would i trust you :O
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12:01:33  <fjb> Because it is working.
12:01:54  <Gonozal_VIII> so those bitshifts were completely useless?
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12:02:48  <Noldo> which ones?
12:03:02  <Gonozal_VIII> the ones fjb removed
12:03:20  <fjb_> Yes, they were useless now.
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12:04:06  <fjb_> The varialble changed from 32 bit to 16 bit.
12:04:26  <Noldo> where?
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12:07:05  <fjb_> in rail_cmd.cpp
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12:10:52  <fjb> Gonozal_VIII: And ret has to be replaced by red_signals.
12:11:15  <Gonozal_VIII> i know :P
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12:12:18  <fjb> red_signals is 16 bit wide, ret was 32 bit wide.
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12:13:07  <fjb> So shifting by 16 bit was needed for ret, but obviously doesn't work with red_signals.
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12:17:16  <peter1138> It was split up so that it doesn't need the shift.
12:17:34  <peter1138> As the shift messes with types, heh...
12:18:13  <fjb> The code looks much cleaner now.
12:18:47  <fjb> But Gonozal_VIII never trusts me. :-P
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13:47:41  <Brianetta> vi has two modes: the one in which it beeps and the one in which it doesn't.
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13:48:12  <Gonozal_VIII> erm... ok?
13:49:15  <SpComb> if vi starts beeping at you, just hit esc until it stops
13:49:30  * SpComb detects an emacs user
13:49:37  <hylje> or q
13:49:54  <Gonozal_VIII> what's vi?
13:50:00  <hylje> a text editor
13:50:12  <hylje> (that is superior to emacs)
13:50:14  <Gonozal_VIII> why would a text editor beep :S
13:50:16  <SpComb> (indeed)
13:50:26  <SpComb> Gonozal_VIII: because the user doesn't know what he/she is doing
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13:51:46  <Rubidium> Gonozal_VIII: so you do not need to look at the monitor all the time
13:52:07  <Gonozal_VIII> where else would you look?
13:53:22  <hylje> the text
13:53:48  <Gonozal_VIII> text is on the screen obviously
13:54:29  <Gonozal_VIII> don't tell me you're still using that "paper" stuff
13:54:49  <Gonozal_VIII> that's so 20th century..
13:55:29  <Rubidium> Gonozal_VIII: tv for example, or a monitor of another computer
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14:04:43  <fjb> vi is a Visual Interface for the EDitor ed.
14:05:09  <peter1138> Ah, the Six editor.
14:06:21  <fjb> Six?
14:06:57  * SpComb has recently learned something about the differences between vi and vim
14:09:25  <fjb> Vim is a kind of enhanced vi clone.
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14:10:24  <peter1138> VI. Six.
14:10:31  <peter1138> (Old and not very funny joke)
14:11:14  <fjb> Oh, ok, now I got it.
14:11:59  <fjb> Guess I'm a bit slow today.
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14:15:15  <fjb> The game keeps book where a cargo came from now. Are there plans to enhance that feature to prevent the cargos from going back where they came from?
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14:21:44  <CIA-1> OpenTTD: frosch * r12347 /trunk/ (5 files in 2 dirs): -Feature(ette): Increase house animation frame number from 32 to 128.
14:22:09  <fjb> Cool, running houses.
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15:06:01  <yorick> how can it be that the client has quit(connection lost) message shows up all the time
15:06:11  <yorick> when I client leaves normally
15:07:12  <yorick> only when unpaused and a client leaves by shutting down openttd, it will display the normal leave message
15:08:48  *** GoneWacko [] has quit [Quit: You just lost the game]
15:12:35  <HMage> probably not so thorough network protocol in openttd
15:13:13  <HMage> connection is closed before server gets the message that client wants to leave
15:13:25  <yorick> :o
15:13:40  <HMage> I don't know the code though
15:15:50  <yorick> 		if (!_network_server) {
15:15:50  <yorick> 			SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
15:15:50  <yorick> 			cs->Send_Packets();
15:15:50  <yorick> 		}
15:15:51  <yorick> 		NetworkCloseClient(cs);
15:16:16  <yorick> that seems like it should work
15:16:30  <yorick> unless sending takes some time
15:16:35  <yorick> which it does
15:17:57  <yorick> and allows for customizable quit messages ^^
15:22:12  * yorick has one
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15:35:29  <Eddi|zuHause3> hm... is there a native way to setup NAT on winxp?
15:35:58  <yorick> yes
15:38:11  <yorick> I think
15:38:13  <Eddi|zuHause3> <peter1138> VI. Six. <- it's like "Chapter 1. Two." in Kill Bill (Vol. 1)
15:38:15  <yorick> don't ask me
15:39:07  <peter1138> No, that would be like "Chapter II. Two."
15:41:20  <fjb> peter1138: What is FOR_EACH_OBJECT in stbr.diff?
15:46:46  <Eddi|zuHause3> no, it's more advanced ;)
15:46:47  <yorick> one could change playas (moving between companies) using PACKET_SERVER_CLIENT_INFO, couldn't he?
15:47:20  <Eddi|zuHause3> yorick: would you be so kind as to explain me why you answer when you have absolutely no clue?
15:47:32  <yorick> because I thought I had
15:47:39  <Eddi|zuHause3> explain to me?
15:47:47  <Eddi|zuHause3> english is weird...
15:48:02  <peter1138> fjb, obsolete.
15:48:02  <yorick> I tried to construct a manual...and it appeared to be upnp setup
15:48:37  <Eddi|zuHause3> i don't need upnp...
15:48:41  <Eddi|zuHause3> just NAT
15:48:43  <fjb> peter1138: Is that part of the patch obsolete or does it have to be rewritten?
15:48:52  <Eddi|zuHause3> i.e. software routing
15:49:09  <yorick> I know
15:49:21  <yorick> (now) :p
15:50:11  <Eddi|zuHause3> hm... the internet is totally acting up today...
15:50:30  <Eddi|zuHause3> "Unknown Host:"
15:51:04  <fjb> Eddi|zuHause3: yes, I saw that, too. Google is having an dns probblem.
15:51:06  <yorick> [16:18] <Tim____> Well, friend of mine says that probably one of the DNS-Servers of the Telekom exploded, as for him does not work either...
15:51:38  <fjb> Only one server doesn't matter...
15:52:01  <yorick> is down for Telekom too
15:53:49  <fjb> Is it really Telekom?
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15:55:10  <peter1138> Rewritten.
15:55:20  <peter1138> It's simple enough.
15:56:38  <yorick> I'm redoing the move-client patch to work for unpatched clients(only clients that are moved have to be patched) :)
15:56:48  <yorick> I'll probably fail anyway ^^
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16:02:03  <Eddi|zuHause3> it has an advantage... all the google ads don't work either ;)
16:02:42  <yorick> adblockers should do the same, but permanently
16:03:43  <Zahl> wtf is going on with the telekom and google?
16:04:22  *** raimar2 [] has quit [Ping timeout: 480 seconds]
16:04:46  <Eddi|zuHause3> i could imagine that lawsuit against the providers came through :p
16:04:53  <Eddi|zuHause3> context:
16:05:07  *** mikl [] has quit []
16:05:21  <Eddi|zuHause3> Arcor blocked YouPorn on pressure of the video industry
16:05:43  <Eddi|zuHause3> someone then sued the providers to block google, because porn is accessible from there
16:05:44  <yorick> you think too american
16:05:58  <yorick> to*
16:06:03  <yorick> ...
16:06:23  <Zahl> lol yeah because you can find porn there... o.O
16:06:51  <keyweed_> lets ban the internet, there's porn on it
16:07:14  <Eddi|zuHause3> well, the intention of the lawsuit was to point out the obvious flaw in blocking porn sites in the first place
16:07:42  <Zahl> so its just some kind of protest?
16:07:46  <Eddi|zuHause3> anyone got a working DNS server IP?
16:07:53  *** bumblebee [] has quit [Ping timeout: 480 seconds]
16:08:01  <Zahl> because seriously, blocking google... i'd never thought they'd actually do that
16:08:10  <Zahl> well i'm using the arcor dns server
16:08:13  <Zahl> and it resolves
16:08:17  <Zahl> but you still cant connect to google
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16:12:44  <Zahl> ok its definetly not just a dns problem :-D
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16:26:50  * Belugas puts fences all around LordAzamath
16:27:34  <LordAzamath> ...
16:28:11  * LordAzamath is suddenly surrounded by fences
16:29:11  <LordAzamath> Belugas, thanks for changing it into feature request :)
16:29:22  <Belugas> :)
16:29:30  * Belugas hates bugs that are not bugs
16:29:36  * Belugas bugs
16:29:47  * LordAzamath hates insects that are not bugs
16:30:36  <LordAzamath> Belugas, I didn't know why there wasn't fences so I made it into a bug-report at the beginning...
16:31:02  <LordAzamath> although I had a hunch that it was not implemented yet at all :P
16:31:10  * Belugas nods
16:31:22  <Belugas> dunno if it must be, to be honest
16:31:25  <LordAzamath> and btw, congratiolations on another beta :)
16:31:36  <yorick> but they go too fast :)
16:31:48  <Belugas> well... thnks, and i'll forward that to all the team :)
16:32:03  <yorick> one beta every 4 weeks, please :) so we can call them "monthly"
16:32:04  <LordAzamath> well... I got feedback from one #openttdcoop game about missing fences
16:32:26  <LordAzamath> and they thought it has something to do with opengfx pack....
16:34:10  *** Eddi|zuHause3 [] has quit [Quit: Konversation terminated!]
16:43:57  <LordAzamath> @seen skidd13
16:43:57  <DorpsGek> LordAzamath: skidd13 was last seen in #openttd 1 week, 4 days, 18 hours, 32 minutes, and 14 seconds ago: <skidd13> LordAzamath: ??? I do
16:44:05  <fjb> The tank engines from the UKRS are going backward now when changing direction. That is cute.
16:44:29  <LordAzamath> it lies! I talked to him few days ago :O
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16:47:21  <yorick> :o
16:47:38  *** pm_away is now known as planetmaker
16:48:28  <LordAzamath> :O
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16:52:36  <yorick> G:/BoTTD/BoTTD/msys/home/ottdsrc/0.6.0-beta5/src/network/network_client.cpp:419: error: `MarkWholeScreenDirty' undeclared (first use this function) <-- :S
16:55:31  <yorick> I'll try including grf_func.h
16:56:33  <yorick> seems to work :)
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16:58:38  <Eddi|zuHause> wÀh... activating windows by telephone is so annoying...
17:01:53  <fjb> But better then activating it by internet. You know what information you are giving them at the phone.
17:04:24  <LordAzamath> hello Eddi|zuHause
17:04:37  <Gonozal_VIII> not activating at all is much more fun :-)
17:04:42  <Eddi|zuHause> next question... why did the internet connection not work...
17:04:53  <LordAzamath> perhaps because it's windows?
17:04:55  <Eddi|zuHause> Gonozal_VIII: i hate reinstalling for each LAN ;)
17:05:36  <Gonozal_VIII> i don't lanify
17:05:42  <Eddi|zuHause> well, the connection sharing obviously works, i am online through the other XP computer right now
17:07:21  <Sacro> oh noes a german
17:07:40  <LordAzamath> a germ? :o
17:09:10  * keyweed_ looks east
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17:11:42  <LordAzamath> hello Maedhros
17:12:09  <Maedhros> hi LordAzamath
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17:23:02  <Sacro> so yes, my lptop is showing 80C at the cpu
17:23:04  <Sacro> and i hear no fan
17:23:09  <Sacro> ... this is nicht so gut
17:24:26  <hylje> enjoy your fried lappy
17:25:17  <fjb> Maybe it gets hop by sitting at Sacro's lap.
17:25:42  <yorick> what's the max lenght of a client name?
17:26:17  <Eddi|zuHause> yes.
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17:36:33  <yorick> there we go :)
17:36:38  <fjb> Google is working again.
17:37:00  <yorick> a move patch, that allows moving patched clients, with unpatched clients connected aswell
17:37:26  <yorick> moving the unpatched clients results in a protocol-error when they try to execute a command
17:39:02  <fjb> Moving them where? To the attic?
17:39:11  <yorick> moving them to other companies
17:42:52  <yorick> so, in example, server admins can move themselves to correct changes in companies, etc, without needing a password for them
17:44:11  *** llugo [] has joined #openttd
17:47:43  <fjb> Ah.
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18:01:31  *** Draakon [] has joined #openttd
18:02:01  <Draakon> hi
18:02:39  *** Gonozal_VIII [Gonozal_VI@] has quit [Ping timeout: 480 seconds]
18:03:58  <Draakon> hmm, this place looks like to be dead and haunted
18:05:31  <Eddi|zuHause> SILENCE!
18:05:36  <Eddi|zuHause> I KILL YOU!
18:06:21  <Draakon> id like to see that
18:06:59  <Eddi|zuHause> you fail.
18:07:04  *** Jortuny [] has quit [Ping timeout: 480 seconds]
18:07:04  <Draakon> show me what you got
18:08:24  * Draakon attacks  Eddi|zuHause from behind, with a knife, just incase
18:09:05  <Eddi|zuHause>
18:09:12  * fjb reminds Draakon: Bananas are the only allowed wappon in here!
18:09:26  <Eddi|zuHause> [on topic]
18:10:06  <Draakon> fjb: not!
18:10:36  <Draakon> Eddi|zuHause: it sucks
18:10:49  <Eddi|zuHause> like i said
18:10:51  <Eddi|zuHause> you fail.
18:11:03  <Draakon> no
18:11:10  <Draakon> i counter it to you
18:11:51  *** dih [] has joined #openttd
18:12:25  <Draakon> hi dih
18:12:37  *** Draakon [] has left #openttd []
18:12:39  *** Draakon [] has joined #openttd
18:12:43  <dih> hello
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18:19:38  <Yorick|AFK> hello
18:19:47  *** Yorick|AFK is now known as Yorick
18:19:58  <Draakon> hello
18:20:39  <Yorick> I've made a version of the "move clients" patch where unpatched clients can join a patched server
18:21:37  <Yorick> but only patched clients can be moved :)
18:22:03  <Draakon> if unpatched go to patched server or vice versa, they get desyncs
18:22:11  <Yorick> depends
18:22:55  <Vikthor> Yorick: Thats nice but wouldn't it be better to make the patch in such way that it can be accepted in the trunk
18:22:59  <Draakon> well if you have client side patches only you can still go to server of the revision you have
18:23:09  <Draakon> any*
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18:23:14  <Vikthor> then there is no need to support unpatched clients
18:23:23  <Yorick> Vikthor: such a patch already exists
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18:24:11  <Yorick> Draakon: forcing revisions is possible ;)
18:24:21  <Yorick> ./configure --revision=0.6.0-beta5
18:24:34  <Yorick> some servers are actually patched
18:24:41  <Draakon> yorick; still desyinc
18:25:12  <Yorick> you don't understand, I think
18:25:22  <Draakon> i do
18:25:24  <Draakon> you see
18:25:58  <Draakon> if i have for example copy&paste patch on my game, i can join servers that doesn't have or if they have and i dont
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18:26:07  <Yorick> thats right
18:26:08  <Draakon> but
18:26:20  <Yorick> because copy&paste has special networking support
18:26:26  <Draakon> no
18:26:30  <Draakon> its client side only
18:26:32  <Draakon> and
18:26:35  <Yorick> ...
18:26:51  <Yorick> I mean that the copy&paste is specially modified to work with unpatched servers
18:27:20  <Draakon> if i add PBS patch to my trunk too, make force from r12186 to 0.6.0 i get desyincs
18:27:32  <Draakon> if i join a server that doesnt have it
18:27:34  <hylje> O RLY?
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18:27:39  <hylje> what do you expect?
18:27:40  <Draakon> yes
18:27:44  <Draakon> nothing else
18:27:46  <Patrick`> huh.
18:28:01  <Draakon> i dint tell that this shouldn't be happening
18:28:02  <Patrick`> when the server sends an event that you can't recieve, of course it's going to kick you off
18:28:04  <Yorick> what did you expect?
18:28:36  <Patrick`> version number mismatch prevents join, not out of malice on the part of developers, but because it *doesn't work*
18:28:52  <Vikthor> Draakon: Yes thats normal, but still, there are patches which will happily work like that
18:28:57  <dih> [19:21]  <Yorick> but only patched clients can be moved :) <-- yep
18:29:19  <dih> and do you have a way of makring unpatched clients on the server so that a admin does not try to move a unpatched client?
18:29:27  <Yorick> if you 1.force a really-different revision to a stable release 2.apply a patch on it that is not made for being compatible with unpatched servers, Draakon
18:29:33  <Yorick> no
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18:29:36  <Yorick> :(
18:29:41  <Wolf01> hello
18:29:54  <Draakon> yorick: you can change the version number in the code
18:29:59  <Draakon> so
18:30:19  <Yorick> like I just said, the YAPP patch IS NOT made for being compatible with unpatched servers
18:30:43  <dih> move clients is only a special tcp packet
18:30:45  <Draakon> yorick: i took YAPP for example, any other non client side patch does the same
18:30:59  <dih> the priority of that packet is higher than others
18:31:00  <Draakon> i could took Pax destination patch too
18:31:10  <dih> sad thing is, that it could cause a desync
18:31:26  <Yorick> so I left out the move packet :p
18:31:39  <dih> when the clients docommand arrives just after the server sends the move
18:31:50  <Yorick> it kicks the client
18:32:05  <dih> yes - because of an invalid action
18:32:22  <Yorick> something that could be prevented(disable the kicking, instead make it a warning)
18:32:33  <dih> nope
18:32:47  <dih> because it could have an influence on the clients usage of random()
18:32:53  <dih> which will cause a desync
18:32:54  <dih> :-)
18:33:04  <Draakon> hmm, do i get right that it is possibile to move a client from server 1 to server 2 or what are you talking about?
18:33:14  <Draakon> possible*
18:33:19  <dih> companies
18:33:22  <Yorick> but, if the server knows what player-id the docommand is from, it could change the docommand player-id, couldn't it?
18:33:33  <dih> you can move clients from one company to another, including spectators
18:33:45  <Draakon> ah, ok
18:34:05  <Draakon> i heard it yes, being made for WWOTTDGD?
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18:34:11  <Yorick> yes
18:34:13  <Draakon> k
18:34:17  <dih> yorick: and what if the new player-id does not anymore have the rights to do the action on the server, but had the rights to do the action on the client?
18:34:19  <dih> or even worse
18:34:33  <dih> as i said - the move packet has higher priority
18:34:50  <dih> what if a valid action is in the do command queue
18:35:00  <dih> and then the client is moved
18:35:12  <dih> and then the do command is sent to all clients?
18:35:25  <Yorick> its not valid anymore
18:35:26  <dih> pretty unlikely but possible - i think
18:35:33  <dih> anyhow - i need to run :-)
18:35:35  <dih> enjoy
18:35:37  <Yorick> bye
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18:36:13  <Draakon> sos
18:36:28  <Draakon> i dint know there is a limit how many grfs you can load at once
18:36:34  *** helb [~helb@] has quit [Ping timeout: 480 seconds]
18:36:45  <Yorick> there is
18:36:59  <Yorick> but you shouldn't be able to reach it
18:37:03  <Draakon> i did
18:37:07  <Yorick> or atleast, have to try
18:37:14  <Draakon> and all working top well
18:37:38  <Draakon> you wanna see the list?
18:37:41  <Yorick> sure
18:37:53  <Draakon> k will show you soon
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18:39:11  <Draakon>
18:39:13  <Draakon> :P
18:39:44  <Yorick> 57 should not be a problem
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18:39:56  <Yorick> unless they change many many sprites
18:39:58  <Draakon> wtf? some idiot is spamming
18:40:07  <Yorick> known
18:40:12  <SmatZ> Draakon: nothing new
18:40:15  <Belugas> know
18:40:20  <Belugas> noting that can be done
18:40:24  <Draakon> k
18:40:29  <Yorick> noting that has to be done
18:40:43  <Belugas> just don't order viagra ;)
18:40:48  <fjb> Hm, beside searching for the limit, what is the sense in loading that combination of GRFs?
18:40:49  <Draakon> lol
18:40:50  <SmatZ> :)
18:41:10  <Draakon> fjb: new graphics?
18:41:30  <Draakon> i'm just sick of the old ones for now
18:41:58  <fjb> Are you using Gonozal's patch pack?
18:42:06  <Draakon> yup
18:42:12  <Draakon> why you ask?
18:42:34  <fjb> Then some things may work. Else that list would be complete nonsense.
18:42:39  <Draakon> lol
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18:42:58  <Draakon> its still can work if autopool patch is included only
18:43:07  <Draakon> else multiple sets wont work
18:43:41  <fjb> Even then you get into trouble because most GRFs are modifying the base costs in different ways.
18:43:59  <Draakon> erm, i dont
18:44:06  <Draakon> as you see
18:44:36  <Draakon> if you have multiple vehicles sets, the last set makes the prices
18:44:42  <Draakon> and autopool too
18:45:21  <fjb> Ok, if you can live with vehicles with rediculously high or low purchasing or running costs...
18:46:05  <Draakon> you can always code if that comes to a problem
18:46:38  <fjb> ttrs and north american towns are looking horrible together, but it is your taste. I don't argue about that.
18:46:52  <Draakon> erm
18:47:05  <Draakon> im not using nort american towns and ttrs togheter
18:47:17  <fjb> You have to recode about 80% of the GRFs to get matching base costs.
18:47:28  <Draakon> i use the north american renewal trainset
18:47:48  <fjb> Oh, sorry, it is a station set
18:48:25  <Draakon> as i said, the last sets prices will be used, everything else will be ignored almost or fitted so that they fit with the last set
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18:48:43  <fjb> _stations\harbour\harbourw_456.grf is superseeded by _stations\indstatr\indstatrw.grf
18:48:57  <Draakon> not the same
18:49:11  <fjb> The ground sprites differ.
18:49:56  <Draakon> yes, but i dont have them as last, i put UK and US train set last
18:50:12  <Draakon> so if i change positions between them, prices change
18:50:31  <Draakon> something my cost more, something that cost more is now cheaper instead
18:50:34  <Draakon> may*'
18:51:07  <fjb> Prices change, depending the order. But only one set of euch vehicle call (rail, road, air, water) will have reasonable prices.
18:51:27  <fjb> vehicle class
18:51:34  <Yorick> each*
18:51:46  <fjb> Thanks.
18:52:01  <fjb> I need a spelling checker.
18:52:32  <Draakon> hey, who restricts having the load order you want? or me? or anyone else? besides i know what will happen if i use this load order
18:52:39  <fjb> You also have to river GRFs, only one is useful.
18:52:53  <Yorick> two*
18:53:08  <fjb> Thank you Yorick.
18:53:18  <Yorick> Hehe :).
18:53:19  <Draakon> i have only one river grf
18:53:35  <fjb> Draakon: Ofcourse you can do what you want, but some things don't make sense yet.
18:53:51  <Draakon> for me, this doex
18:53:54  <fjb> One of the OpenGFX sets contains rivers.
18:53:54  <Draakon> does*
18:53:57  <Draakon> erm
18:54:05  <Draakon> OpenGFX doesnt include rivers
18:54:14  <fjb> They do.
18:54:15  <Draakon> no
18:54:26  <Patrick`> mmm, rivers
18:54:27  <Draakon> they only change the original TTD aspects
18:54:34  <Draakon> of graphics
18:54:35  <fjb> Decode them and look at the sprites.
18:54:51  <Draakon> dont have a decoder with me
18:54:53  <fjb> No, they also add things like rivers.
18:55:53  <fjb> OpenGFX Landscape - v0.3 contains rivers:
18:56:11  <Draakon> duh, its a diffrent one then the Rivers grf
18:56:25  <Draakon> do you even know the rivers feature in OpenTTD?
18:56:56  <fjb> the rivers.grf is only working in temperate anyways.
18:57:06  <Patrick`> hmm
18:57:16  <ln-> i don't think the opengfx thing is going to solve the problem it achieves to solve, but who cares.
18:57:18  <fjb> OpenTTD has rivers. But you have to draw them in the scenery editor.
18:57:21  <Patrick`> I wonder if people can tell me what's been brought into mainline in the last 9000 revisions then
18:57:27  <Patrick`> I see a button for timetables...
18:57:36  <Patrick`> whatever the hell they are
18:58:19  <fjb> Patrick`: They can tell a train how long it should be waiting at a station etc.
18:58:26  <Patrick`> huh.
18:58:27  <Patrick`> cool
18:58:49  <Patrick`> so I can say, wait for a week, maybe you'll pick up half a load of pax
18:58:51  <Draakon> fjb: First of all, i have the grf needed for the rivers feature to work at all, second Leppka water and then OpenGFX landscape and terrains
18:59:03  <fjb> Patrick`: Yes. :-)
18:59:23  <Draakon> only leppka water and OpenGFX water spirets conflict
18:59:28  <SmatZ> there are at least 2 bugreport about trains wainting in a station when they are loaded... of course because of timetabling; but people report that as a bug :-x
18:59:43  <fjb> Draakon: MB's river.grf is unnedded with OpenGFX.
19:00:15  <fjb> SmatZ: You can never do anything about stupidity.
19:00:32  <Belugas> SmatZ, maybe somewhere, somehow, there should be a sign or something that tells it so...
19:01:22  <SmatZ> Belugas: hmm yes... maybe "waiting for timetable" instead of "loading / unloading" in the statusbar
19:01:37  <fjb> Draakon: Not every combination not showing expilicit error messages is an useful combination.
19:01:49  <Draakon> fjb: you can do something about stupidity
19:02:13  <fjb> You can ignore it.
19:02:20  <Belugas> yeah, something like that
19:02:26  <Draakon> no remove it
19:02:31  <Draakon> in feature
19:02:45  <Draakon> if we know the DNA and stuff very well by then
19:02:48  <Belugas> maybe not "time table", more like "waiting for schedule" or something...
19:02:54  <Patrick`> I wonder if there's a lolcats feature
19:03:06  <Patrick`> like, a factory recieves cattle and grain and says "om nom nom"
19:03:08  <Belugas> i wonder if there's a feature
19:03:09  <Yorick> -Revert Timetabling: people are complaining about trains waiting while they should be gone
19:03:22  <Yorick> :)
19:03:31  <Patrick`> or trains leave early when full as a patch option
19:03:43  <Patrick`> enabled by default
19:04:21  <Draakon> fjb: why do you even complain at my NewGRF load order?
19:04:54  <Draakon> id would understand when it will be special, like for multiplayer
19:05:06  <fjb> You would have to remove half of the features because people could give false bug reports about them.
19:05:09  <Draakon> or for a challenge mission
19:05:35  <Draakon> If we remove features, a hitman will visit you then
19:05:41  <Draakon> you*
19:05:46  <fjb> Draakon: You called for help because you hit the limit. I will ignore your calls for help next time.
19:05:55  <Draakon> fjb: i dint call for help
19:06:12  <Draakon> fjb: i was asking if there is a limit
19:06:31  <fjb> [19:36:13] <Draakon> sos
19:07:19  <fjb> But looks like you know everythink better as other people do anyway.
19:07:40  <Draakon> it can mean for you the emergency help call but for me it was more of a confusion word and a correct one is: S.O.S
19:10:21  *** Draakon [] has quit [Quit: Remember, S.O.S is the correct emergency help call word then sos]
19:17:01  *** Alberth [] has joined #openttd
19:19:08  <Vikthor> (19:59:28) SmatZ: there are at least 2 bugreport about trains wainting in a station when they are loaded... of course because of timetabling; but people report that as a bug :-x -- And wouldn't it be possible to add option Wait x days OR for full load?
19:20:15  *** KritiK [] has joined #openttd
19:20:48  <SmatZ> Vikthor: I see it has been suggen on tt-forums :) timetabling is for "timetabling", that is having regular schedule... probably if it was "n days or full load", it couldn't be called "timetabling" anymore
19:21:57  <Yorick> what is wrong with "waiting for schedule" instead of "loading/unloading"?
19:21:58  <Vikthor> OK, then do not call it timetabling, but "Advanced loading options" or something like that :D
19:23:09  <SmatZ> Yorick: nothing, but not for 0.6
19:23:13  <SmatZ> Vikthor: maybe :)
19:28:44  *** Brianetta [] has joined #openttd
19:31:29  <Eddi|zuHause> <Patrick`> so I can say, wait for a week, maybe you'll pick up half a load of pax <- there is missing a synchronisation feature... like "wait until train from XY arrives"
19:33:57  <Patrick`> then it just gets silly
19:34:08  <Patrick`> and you end up coding signalmen
19:34:34  <Eddi|zuHause> but really, timetables are worthless if you cannot synchronise them between trains
19:35:17  <Eddi|zuHause> the vehicle spacing patch helps, but only between vehicles of the same shared order
19:35:55  <Eddi|zuHause> it ensures that the vehicles leave in equal intervals
19:36:33  *** Eddi|zuHause [] has quit [Quit: Konversation terminated!]
19:49:06  * fjb hates the ECS closing syndrom.
19:57:40  *** Bjarni [] has joined #openttd
19:57:44  *** mode/#openttd [+o Bjarni] by ChanServ
20:02:51  *** Ammler [] has joined #openttd
20:06:14  <ln-> Bjarni!
20:06:18  <ln-> @seen Bjarni
20:06:19  <DorpsGek> ln-: Bjarni was last seen in #openttd 1 day, 0 hours, 2 minutes, and 36 seconds ago: <Bjarni> I want Sacro
20:08:24  <Yorick> Bjarni?
20:08:26  <Yorick> Bjarni!
20:09:11  *** The_Master [ttech@] has joined #openttd
20:09:52  <The_Master> Bjarni!
20:09:55  <The_Master> Bjarni!
20:09:58  *** The_Master [ttech@] has left #openttd [part]
20:10:56  <Yorick> will anything be done at reloading the cargo table sometimes?
20:13:22  *** dR3x4cK [] has quit [Quit: dR3x4cK]
20:18:32  *** dR3x4cK [] has joined #openttd
20:18:36  <fjb> peter1138: One question about the FOR_EACH_OBJECT thing: Do I have to add that "statspec[i]->max_height[j] = grf_load_byte(&buf);" line to the funtion "TownHouseMapSpriteGroup" after the "for (uint i = 0; i < idcount; i++) {" statement?
20:19:46  <Belugas> line? file?
20:20:01  <Belugas> ho.. silly me...
20:20:04  <Belugas> newgrf.cpp
20:20:06  <Belugas> line?
20:20:19  <fjb> Line from stbr.diff
20:20:34  <fjb> Peter's bridge patch.
20:21:48  <fjb> newgrf.cpp changed too much for the patch to apply.
20:23:40  <Ammler> fjb: bridges over stations?
20:23:48  <fjb> Yes
20:24:41  <Yorick> :o
20:24:51  <fjb> Maybe over small houses too. But I don't understand enough of that patch yet to be sure.
20:25:30  <Belugas> bridges over houses?  i wonder where the 2 bits will be reallocated
20:25:34  *** Purno [] has joined #openttd
20:25:35  <Yorick> ehrtr is it?
20:25:47  <Yorick> where*
20:26:48  <fjb> Belugas: Ok, then not over houses. As I said, I don't understand that much yet.
20:27:11  <fjb>
20:27:25  <Yorick> oooh
20:27:31  <Yorick> nice fuzzle!
20:27:49  <Tefad> wtf is fuzzle
20:28:10  <Tefad> neopet?
20:28:16  <Yorick> dunno ^^
20:28:29  *** Yexo [] has joined #openttd
20:28:38  <Belugas> it's a name
20:28:51  <Tefad> imagine that
20:29:09  <Belugas> :)
20:30:39  <Yorick> I cant find that bridge-over-house anywhere
20:30:56  <fjb> stbr.diff
20:30:58  <Yorick> stbr.diff, thanks
20:31:53  <fjb> Peter said it is easy to adopt to current trunk. But I don't uderstand enough of the code yet.
20:32:20  * Belugas does not have enough time to do so
20:32:34  *** roboboy [] has joined #openttd
20:32:42  <glx> fjb: the FOR_EACH.. loop is done outside the switch
20:33:14  <SmatZ> problem is that bridges over stations cause graphic glitches
20:33:17  *** Alberth [] has left #openttd []
20:33:24  <SmatZ> maybe if it was limited to high bridges only...
20:33:46  <glx> and it needs to check building height too ;)
20:33:55  <hylje> do buildings and stations have a height at all
20:34:07  <Yorick> grf-defined probably do
20:34:43  <SmatZ> all sprites have "height"
20:34:43  <Yorick> something with 0x19
20:35:01  <Yorick> it defines if bridges above are allowed or not
20:35:27  <fjb> there is a "case 0x19:" in that patch. :-)
20:36:18  <Yorick> the 0x4A variable will give if there is a bridge above, so the stations could adapt
20:36:28  <fjb> I guess the FOR_EACH is "switch (feature) {" now.
20:36:57  <Yorick> have to go(night!)
20:36:59  *** Yorick [] has quit [Quit:  night]
20:37:41  * fjb is good at advanced pattern matching. :-)
20:38:50  *** divoafx [] has joined #openttd
20:39:03  <hylje> regexp magic
20:39:46  <fjb> That is how I'm applying the failed patches.
20:39:47  *** divo [] has quit [Read error: Connection reset by peer]
20:41:33  *** |Jeroen| [] has quit [Quit: oO]
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20:47:17  *** roboboy [] has quit [Ping timeout: 480 seconds]
20:48:22  <Ammler> someone here, who can help with TTDPatch? How do I make the orders that a pass train enter a station and only unload (like openttd)?
20:50:25  <Maedhros> what happens when you give it an Unload order, then?
20:50:44  <Prof_Frink> Ammler: OT, go away :p
20:51:26  <Ammler> Prof_Frink: hehe
20:52:35  <Ammler> Maedhros: I will check to be sure
20:54:25  <Ammler> hmm, where do I change the language?
20:55:40  <glx> change the executable
20:56:53  <ln-> guess who hasn't said anything since arriving?
20:57:33  <Maedhros> i think you can change it with Action D variable 9F, but i'm not sure about that one
21:01:40  *** chewit [] has joined #openttd
21:01:42  *** shodan [] has quit [Quit: Client Exiting]
21:01:50  <chewit> hi, i need some help
21:02:03  <glx> just ask
21:02:14  <chewit> i have just installed openTTD, but i can't find the folder to put the config files
21:02:20  <chewit> i'm on linux
21:02:31  <peter1138> Hmm, my bridges over stations patch contains bridge height checks already.
21:02:35  <glx> which version?
21:03:01  <chewit> Ubuntu 7.10
21:03:10  <glx> openttd version I meant :)
21:03:27  <chewit> the most stable one
21:03:30  <chewit> 0.5.3
21:04:47  <glx> hmm you can try in ~/.openttd (but I'm not sure it works), else it is in installation dir somewhere in /usr
21:04:55  <chewit> ok
21:05:42  <fjb> peter1138: I'm to stupid to adopt your patch to current trunk.
21:05:48  <fjb> too
21:05:59  <ln-> Bjarni!
21:06:19  <Bjarni> I DIDN'T DO IT!!!!
21:06:52  *** planetmaker [~chatzilla@] has quit [Ping timeout: 480 seconds]
21:06:54  <Bjarni> one guy once said that when the teacher said his name
21:07:01  <Bjarni> because he was spacing out
21:07:05  <glx> fjb: just remove
21:07:05  <glx> +,...,...,...FOR_EACH_OBJECT {
21:07:24  <Bjarni> and then the teacher wanted to know what he didn't do
21:07:24  *** lolman [] has quit [Read error: Connection reset by peer]
21:07:26  *** lolman [] has joined #openttd
21:07:40  <Ammler> Maedhros: maybe I was just to supid, now it works, well its hard to play patch after openttd
21:07:43  <Bjarni> turned out that the teacher was calling all names to make the absent list :P
21:07:58  <fjb> And the case 0x19 is correct at that place?
21:08:04  <glx> yes
21:08:48  <Bjarni> hmm
21:08:50  <fjb> Thank you
21:09:01  <ln-> you're welcome
21:09:12  <Bjarni> you call me all night and when I finally say something to you then you guys stop talking
21:09:22  <Bjarni> aka ignore me
21:09:48  <Bjarni> that's kind of dangerous to do to a guy with banning permission :P
21:10:59  <fjb> statspec was not declared in that scope... Will see if I find that.
21:11:30  <glx> ho its statspec->
21:11:39  <glx> remove the [i]
21:11:46  <fjb> Bjarni: I doubted you are the real Bjarni.
21:12:03  *** planetmaker [~chatzilla@] has joined #openttd
21:12:24  <Bjarni> really?
21:12:29  <Sacro>
21:12:31  <Sacro> :o
21:12:33  <Sacro> Bjarni!
21:12:34  <Bjarni> why?
21:12:38  <ln-> what kind of a paranoid would doubt that.
21:12:42  <Sacro> ln-: doubt what?
21:12:44  <Sacro> DOUBT WHAT?
21:12:50  <ln-> Sacro: doubt Bjarni.
21:12:56  <Sacro> ln-: alright, I will
21:13:13  <fjb> glx: It's still not declared.
21:13:24  <ben_goodger_> Sacro: the more recent wikipedia article has slightly less impressive figures on the finnish side
21:13:36  <Sacro> ben_goodger_: poor finland
21:13:49  <ben_goodger_> just so you know.
21:14:03  <glx> fjb: but statspec is used everywhere else
21:14:04  <fjb> Bjarni: Looked like we had a fake Bjarni here yesterday. And you didn't try to kick anybody after joining the channel.
21:14:07  <chewit> i struggling to find the directory
21:14:25  *** fjb was kicked from #openttd by Bjarni [I need to make a statement to be trustworthy]
21:14:50  *** chewit [] has quit [Quit: Leaving.]
21:15:02  <ben_goodger_> Bjarni: do calm down
21:15:12  *** Bjarni was kicked from #openttd by Belugas [unjustify kick]
21:15:13  *** Bjarni [] has joined #openttd
21:15:14  *** mode/#openttd [+o Bjarni] by ChanServ
21:15:14  *** fjb [] has joined #openttd
21:15:21  <SpComb> Logs:
21:15:21  <fjb> !logs
21:15:35  <Bjarni> Belugas: you totally missed the point :(
21:15:39  <ln-> fjb: there's absolutely no evidence of a "fake Bjarni" ever being here.
21:15:59  <ln-> all the evidence that may appear is simply faked.
21:16:00  <Belugas> no Bjarni, he's right... There has been a false Bjarni yesterday
21:16:09  <fjb> Could somebody please kick Bjarni for kicking people? Thank you.
21:16:27  <Belugas> [16:15] * Bjarni was kicked by Belugas (unjustify kick)
21:16:35  <fjb> Thank you.
21:16:59  <Belugas> mmhh... i should have said "unjustified"
21:17:00  <Bjarni> Sacro: those stats.... now that's interesting... USSR were much stronger yet USSR lost 25% of their men while Finland lost 10%
21:17:03  <Belugas> ha welll
21:17:50  <Bjarni> now would be a good time to kick somebody for making a mistake in a kick message and hence make the reason invalid :P
21:17:53  <fjb> glx: Where does that "case 0x19:" have to be added? In "StationChangeInfo"?
21:18:08  *** Vikthor [] has quit [Read error: No route to host]
21:18:10  <Bjarni> fjb: you said you didn't trust me until I kicked somebody so I kicked somebody to prove myself
21:18:27  <fjb> Belugas: You could kick him again with the corrected message.
21:18:38  <Belugas> naaa..
21:18:45  <Bjarni> that would be silly
21:18:51  <Belugas> and next time, look at the "@"
21:18:53  <glx> of course, 1 rifle for 4 mens
21:18:53  <glx> -s
21:19:02  <Belugas> it wold be good enough as an evidence
21:19:17  <Bjarni> besides fjb asked me to kick somebody and that's usually a valid reason to be kicked
21:19:20  *** Vikthor [] has joined #openttd
21:19:23  <ln-> Bjarni: there's no contradiction in an appropriate proof-of-concept kick that is at the same time unjustified.
21:19:50  <fjb> Bjarni: You could have kicked yourself.
21:20:00  <Bjarni> no
21:20:13  <Bjarni> I'm not a masochist
21:20:43  <Bjarni> besides my legs are located in a way where they are better suited for kicking somebody else than myself
21:20:51  <ln-> Bjarni: how many square meters do you have?
21:20:53  <fjb> Bjarni: But you deserve it for many unjustified kicks.
21:21:12  <Bjarni> my kicks are never unjustified
21:21:39  <Bjarni> <ln-> Bjarni: how many square meters do you have? <-- not enough... I could use some more space
21:21:41  <ln-> Bjarni's kicks are never unjustified, not even in those cases when they are.
21:21:50  <fjb> My English is not the best. Is never another term for always?
21:22:12  *** ben_goodger_ is now known as ben_goodger
21:22:33  <ben_goodger> fjb: depends on the case :P
21:22:52  <Bjarni> last year I coded a clips "script" that actually took statements and made "justify" on them
21:23:02  <Bjarni> I should just give all kicks to that script
21:27:16  <ln-> is it the Lost day already or is it tomorrow?
21:27:58  <Bjarni> Lost day?
21:28:08  <Bjarni> you mean like a day after heavy drinking?
21:28:11  <Bjarni> never tried that
21:28:14  <ln-> no, no.
21:30:45  <SmatZ> lost day?
21:31:08  <Belugas> Lost
21:31:10  <Belugas> the series
21:31:17  <Ammler> another last TTDP question, how do I activate Signal GUI? (experimentalfeatures.signalgui on)
21:32:01  <Belugas> going home
21:32:03  <Belugas> night
21:32:15  <ln-> 高速で、拡匵可胜なプログラマヌ向けテキスト゚ディタ
21:33:00  <Bjarni> so you managed to get the text for that editor translated to Japanese as well
21:33:04  <Bjarni> nice job
21:33:33  <ln-> dunno, i hope so.
21:33:33  <Ammler> with ctrl :-)
21:34:00  <ln-> Bjarni: there's a slight chance that's some kind of an obscenity or insult.
21:34:13  <Bjarni> slight?
21:34:43  <ln-> < 50%
21:34:53  <Bjarni> right
21:36:29  *** Maedhros [] has quit [Quit: leaving]
21:36:45  *** glx [] has quit [Ping timeout: 480 seconds]
21:37:02  <ln-> didn't get one for danish, btw
21:37:28  *** glx [] has joined #openttd
21:37:31  *** mode/#openttd [+v glx] by ChanServ
21:37:51  <Bjarni> don't interrupt. I'm working on turning that line into "some kind of an obscenity or insult"
21:38:27  <Bjarni> so far I managed to dig up "high speed enlargement" but I might be able to do better than that xD
21:38:30  *** dih [] has joined #openttd
21:39:40  <ln-> Bjarni: well if you don't want to be interrupted, you need to disable interrupts or raise a semaphore.
21:41:17  <Bjarni> hmm
21:41:35  <Bjarni> "high speed enlargement possible" <-- looks like that's the best I can do
21:41:49  *** divoafx [] has quit [Quit: Quitting]
21:42:18  <Bjarni> could be offensive but I guess you need to have a dirty mind to begin with to see it
21:42:55  <dih> hey there :-)
21:43:09  <Bjarni> <ln-> Bjarni: well if you don't want to be interrupted, you need to disable interrupts or raise a semaphore. <-- but I left the semaphores at the station
21:43:16  <Bjarni> those are damn heavy :s
21:44:13  *** Zavior [] has quit [Read error: Connection reset by peer]
21:45:28  <glx> <fjb> glx: Where does that "case 0x19:" have to be added? In "StationChangeInfo"? <-- yes that's where it should be
21:45:53  <fjb> Oh, then it ended up at the wrong place.
21:47:48  *** a1270 [] has quit [Quit: The ending changes tone & is actually quite sad - but it involves a scene of necrophilia, so that's just another plus in my book.....]
21:48:09  <Sacro> Bjarni: snigger
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22:00:28  *** llugo [] has quit [Ping timeout: 480 seconds]
22:01:26  *** Ammller [] has joined #openttd
22:04:21  *** Ammler [] has quit [Read error: Connection reset by peer]
22:06:37  *** a1270 [] has joined #openttd
22:07:09  *** fjb [] has joined #openttd
22:07:19  <SpComb> Logs:
22:07:19  <fjb> !logs
22:14:42  <glx> michi_cc: can you check ?
22:20:49  *** planetmaker [~chatzilla@] has quit [Quit: bye!]
22:20:56  <Bjarni> Sacro: are you still here?
22:22:59  <Wolf01> notte a tutti
22:23:08  <Sacro> Bjarni: always
22:23:08  <Wolf01> ;)
22:23:12  *** Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
22:23:13  <Bjarni> Sacro: おっぱい
22:23:24  <Sacro> err?
22:23:34  <Bjarni> you should be happy now
22:23:47  <Bjarni> it's a control word for your attention
22:23:53  <Bjarni> kind of like "lesbians"
22:23:57  <Sacro> oh
22:24:03  <Sacro> square square square square
22:24:11  <Bjarni> LOL
22:24:23  <Ammller> fjb: I am very amused while reading your posts at today... :-)
22:24:43  <fjb> Ammller: Thank you...
22:24:44  <Bjarni> Sacro: read the topic. Specially the last part
22:24:53  <Bjarni> "UTF-8 is mandatory"
22:24:56  <Sacro> yes
22:24:58  <Sacro> i have utf-8
22:25:00  <Sacro> £
22:25:05  <Patrick`> I see it as square square square as well
22:25:10  <Patrick`> but we don't have the fonts
22:25:10  <Ammller> fjb: specially the one with babelfish...
22:25:14  <Patrick`> €10
22:25:18  <Sacro> Bjarni: utf8 != a full font set
22:25:24  <Bjarni> right
22:25:45  *** Bjarni changed the topic of #openttd to: 0.5.3, 0.6.0-beta5 | Website: * (DevBlog: blog, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, NightlyArchive: archive, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Patches & Bug-reports: bugs) | #openttd.notice for FS + SVN notices | UTF-8 and full font set are mandatory
22:25:45  <fjb> Ammller: The babelfish translation is great, isn't it? :-)
22:25:53  <Ammller> some guys writing worse german, then babelfish translate english to german...
22:26:00  <Bjarni> Sacro: read the topic
22:26:06  <Bjarni> you are violating the last rule
22:26:32  <Patrick`> hoy!
22:26:34  <fjb> I really had a hard time to figure out what some of them wanted to tell the forum.
22:27:44  <Sacro> Bjarni: prove it
22:27:52  <Sacro> oh crap
22:27:54  <Sacro> pfft
22:27:57  *** Purno [] has quit [Quit: Always remember you're unique, just like everyone else.]
22:28:11  <Bjarni> Sacro: ばか
22:28:36  <Sacro> ﭒ
22:28:53  <Bjarni> hmm
22:28:57  <Bjarni> what char is that?
22:29:02  <Bjarni> I see it but I don't know it
22:29:14  <Bjarni> looks like.... I don't know what to call it
22:29:20  <Bjarni> 3 legged star?
22:30:30  <Patrick`> ∀x∈ℝ: ⌈x⌉ = −⌊−x⌋, α ∧ ¬β = ¬(¬α √ β)
22:30:59  <Sacro> hmm
22:31:02  <Patrick`> 2H₂ + O₂ ⇌ 2H₂O
22:31:38  <Patrick`>
22:31:41  <Patrick`> endless fun
22:31:53  <Patrick`> ЗарегОстрОруйтесь
22:32:21  <Bjarni> Sacro: おっぱい
22:32:24  <Sacro> :o
22:32:40  <Bjarni> I guess you don't know how right you are with that reply
22:32:48  <Bjarni> now that's scary
22:32:58  <Sacro>   ᚻᛖ ᚳᚹᚫᚊ ᚊᚫᛏ ᚻᛖ ᛒᚢᛞᛖ ᚩ᚟ ᚊᚫᛗ ᛚᚪ᚟ᛞᛖ ᚟ᚩᚱᚊᚹᛖᚪᚱᛞᚢᛗ ᚹᛁᚊ ᚊᚪ ᚹᛖᛥᚫ
22:33:24  <Bjarni> Sacro: do you see the real text now instead of squares?
22:33:28  <Sacro> no
22:33:38  * Bjarni slaps Sacro
22:33:51  <Sacro>
22:34:00  <SmatZ> wow ass
22:34:01  <Tefad> nice runes
22:37:55  <Bjarni> Sacro: is that in the "picture of yourself" thread?
22:38:00  <Sacro> Bjarni: yes
22:38:07  <Sacro> that is what i look like
22:38:23  <Bjarni> no wonder you get girls committed
22:38:33  <SmatZ> you look a bit girlish for a man
22:41:06  *** dR3x4cK [] has quit [Quit: dR3x4cK]
22:46:52  <Sacro> SmatZ: i know
22:47:30  <Bjarni> judging from the picture you look like a person hunting men
22:47:35  <Bjarni> :P
22:48:07  <Bjarni> oh there is a reason why we can't see any boobs
22:48:50  <Prof_Frink> NORKS
22:50:10  <Bjarni> Sacro: WAKE UP
22:50:16  *** Osai is now known as Osai^zZz
22:50:16  <Bjarni> I said "boobs"
22:50:18  <Sacro> Bjarni: i'm on the phone
22:50:22  <SmatZ> "Boobs" !=> "man"
22:50:30  <SmatZ> :-x
22:50:42  <SmatZ> "Boobs" !=> "!man"
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22:51:14  <Bjarni> what???
22:51:46  *** TinoM [] has quit [Quit: Verlassend]
22:51:48  <SmatZ> one can never be sure
22:51:49  <Sacro> ;)
22:51:54  <SmatZ> Sacro, is it you?
22:52:45  <Bjarni> it's possible
22:52:59  <Bjarni> it isn't affected by the magic "boobs" word anymore
22:53:11  <Bjarni> so it looks like our old Sacro is broken
22:53:23  * Sacro sparks
22:54:15  <Bjarni> <Sacro> Bjarni: i'm on the phone <-- why do you call somebody when you are active on IRC?
22:54:50  <Sacro> Bjarni: skype
22:54:52  <Sacro> and she called me
22:55:20  <Prof_Frink> Bjarni: To tell them how to download and install xchat of course
22:55:24  <ln-> skype is a woman?
22:55:37  <Bjarni> it is in Sacro's world
22:55:47  <SmatZ> women are hidden everywhere
22:55:49  <Bjarni> here it's a fortune to me made
22:55:59  <Bjarni> or a fortune already made
22:57:18  <ln-> spokoinyi nochi, lyudi.
23:00:12  <Sacro> lyudi invalidy
23:01:16  * Sacro is now playing: t.A.T.u. - ???? ????????
23:01:47  <Sacro> Patrick`: no
23:01:59  <Bjarni> that is what they want you to think
23:02:13  <Sacro> t.A.T.u - ЛюЎО ОМвалОЎы
23:02:16  <Patrick`> straighterosexuals
23:02:34  <Bjarni> are you sure?
23:02:47  <SmatZ> there is a little homosexual in every woman
23:02:57  <Bjarni> are you sure?
23:03:00  <SmatZ> yes
23:03:31  <Bjarni> are YOU sure or are you just listening to your girlfriend?
23:03:50  <Patrick`> every woman is two glasses of wine and a friendly backrub away from her first lesbian experience
23:04:14  <SmatZ> :-)
23:04:28  <Bjarni> hmmm... would a narcissist be considered a homosexual?
23:04:52  <SmatZ> hmm I touch my penis when I pee, does it make me homosexual?
23:05:10  <Bjarni> no
23:05:19  <Bjarni> but it makes you a narcissist
23:05:27  <Bjarni> well
23:05:29  <SmatZ> I think it is the same with narcissist
23:05:30  <Bjarni> it depends
23:05:31  <SmatZ> lol
23:06:52  <Bjarni> "高速で、拡匵" <-- this is what it depends on
23:06:58  <Bjarni> to quote ln- :P
23:07:06  <SmatZ> aha
23:08:30  <Bjarni> as we all know I managed to bully it into meaning "fast enlargement"
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23:14:50  <SpComb> anyone care for a bugrepot for NTP train pathfinding in r12336?
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23:27:47  <Sacro> SpComb: nobody uses ntp
23:28:26  <SmatZ> SpComb: what bug?
23:34:02  <fjb> I copiled the bridge patch, but it is not working. :-(
23:51:04  *** Osai^zZz [] has quit [Quit: Osai^zZz]

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