Times are UTC Toggle Colours
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It's just spam. 07:49:17 <ccfreak2k> What's interesting is that the file in question has all of the proxies that they use. 07:49:25 <ccfreak2k> Just sort and add to ban list. You're done! 07:49:35 *** mode/#openttd [+b *!*@189.44.160.146] by planetmaker 07:49:42 <planetmaker> good morning 07:50:03 <Rubidium> I fear it's worse than spam; I fear they hope you download and run that thing 07:50:15 <Rubidium> (and enter their botnet) 07:53:06 <ccfreak2k> Rubidium, yeah. 07:53:30 <ccfreak2k> It's posed as a registered copy of mirc with a psybnc script in it. 07:54:12 *** ecke [~ecke@188.75.128.2] has joined #openttd 07:55:10 <avdg> in case of a botnet, an ip could possible be an unreliable way to ban these messages 07:56:58 <ccfreak2k> Cross-check the IP addresses against the proxy list./ 07:57:31 *** boekabart [~bart@95.211.130.13] has joined #openttd 07:59:38 *** mode/#openttd [+o Rubidium] by ChanServ 08:02:20 <boekabart> good morning 08:03:00 <boekabart> a lot of dust came of IRC app when I opened it... so , what's happening? 08:03:22 <Terkhen> good morning 08:03:55 *** Mortomes|Work [~MortomesW@mail.qps.nl] has joined #openttd 08:28:06 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has quit [Remote host closed the connection] 08:51:06 *** Progman [~progman@p57A1AEDF.dip.t-dialin.net] has joined #openttd 08:51:51 *** pugi [~pugi@p4FCC4773.dip.t-dialin.net] has joined #openttd 08:53:24 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Ping timeout: 480 seconds] 09:01:19 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 09:02:12 *** Arie- [~Arie@82-169-69-154.ip.telfort.nl] has joined #openttd 09:03:41 *** nicfer [~nicfer@190.50.36.217] has quit [Read error: Connection reset by peer] 09:11:09 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Ping timeout: 480 seconds] 09:27:04 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 10:05:23 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Ping timeout: 480 seconds] 10:16:14 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 10:22:27 *** dfox [~dfox@ip-89-176-209-66.net.upcbroadband.cz] has joined #openttd 10:27:35 <Eddi|zuHause> not a lot is happening at all, it appears ;) 10:32:53 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Ping timeout: 480 seconds] 10:34:42 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 10:36:11 * peter1138 grumbles about gnome's archive manager not supporting gvfs 10:38:47 <Mazur> Pomtipom. 10:38:59 <Mazur> Mood gorning, planetmaker. 10:39:07 <Mazur> And Terkhen. 10:39:18 <Terkhen> hi Mazur 10:39:20 <Mazur> And boekabart. 10:39:23 <planetmaker> moin 10:42:34 <Mazur> planetmaker: That [[KORCH-away]] had the same urrel. 10:42:44 <Mazur> Different ip, though. 10:42:56 <Mazur> 194.116.32.115 10:43:10 <planetmaker> I know 10:43:26 <planetmaker> but as they'll be glined anyway, not worth to bother really 10:43:38 <Mazur> k 10:44:16 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has joined #openttd 10:44:48 <Mazur> They should be G-stringed, instead. 10:44:49 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Read error: Connection reset by peer] 10:45:09 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 10:59:01 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Read error: Operation timed out] 11:01:21 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 11:04:06 *** robotx [~robotx@141-70-75-133.user.wh-stuttgart.de] has joined #openttd 11:04:20 *** Dreamxtreme [~Dre@92.30.31.119] has quit [Read error: Connection reset by peer] 11:13:24 *** lugo [~lugo@mgdb-4db8db78.pool.mediaWays.net] has joined #openttd 11:23:10 *** Dreamxtreme [~Dre@92.30.31.119] has joined #openttd 11:34:10 *** TheMask96 [martijn@gluttony.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 11:38:17 *** dfox [~dfox@ip-89-176-209-66.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 11:41:30 *** TheMask96 [martijn@pride.vhost.ne2000.nl] has joined #openttd 11:46:55 *** KenjiE20 [~KenjiE20@92.0.104.150] has joined #openttd 12:01:13 *** Devroush 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[~patric@145.118.72.132] has quit [Read error: Connection reset by peer] 12:19:58 *** TrueBrain [~patric@145.118.72.132] has joined #openttd 12:33:14 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has quit [Remote host closed the connection] 12:39:31 *** Sacro [~ben@150.237.48.99] has quit [Remote host closed the connection] 12:42:31 *** fonsinchen [~fonsinche@brln-4dbc1c1f.pool.mediaWays.net] has joined #openttd 12:58:16 *** Sacro [~ben@150.237.48.99] has joined #openttd 13:00:00 *** fonsinchen [~fonsinche@brln-4dbc1c1f.pool.mediaWays.net] has quit [Remote host closed the connection] 13:00:09 *** xiong [~xiong@netblock-72-25-106-43.dslextreme.com] has joined #openttd 13:00:16 *** glx [glx@2a01:e35:2f59:c7c0:693e:666b:8c89:525e] has joined #openttd 13:00:19 *** mode/#openttd [+v glx] by ChanServ 13:08:58 *** Bjelleklang [~Bjellekla@77.94.232.40] has quit [Quit: Leaving....] 13:24:45 *** Fast2 [~Fast2@p57AF8409.dip0.t-ipconnect.de] has joined #openttd 13:25:26 *** Fuco [~dota.keys@fuco.sks3.muni.cz] has joined #openttd 13:45:42 *** pugi [~pugi@p4FCC4773.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 13:46:01 *** pugi [~pugi@p4FCC2CE4.dip.t-dialin.net] has joined #openttd 13:51:59 *** nicfer [~nicfer@190.50.36.217] has joined #openttd 14:00:41 *** zodttd [~me@user-0c90n0l.cable.mindspring.com] has joined #openttd 14:05:14 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Read error: Connection reset by peer] 14:05:29 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 14:17:03 *** DayDreamer [~pouzara@80.95.101.194] has joined #openttd 14:19:51 <Belugas> hello 14:26:16 *** green-devil [~greendevi@h195.natout.aau.dk] has quit [Ping timeout: 480 seconds] 14:31:06 <planetmaker> salut Belugas 14:34:07 *** Devroush [~dennis@ip-83-134-158-124.dsl.scarlet.be] has quit [] 14:38:52 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Ping timeout: 480 seconds] 14:46:20 <Belugas> hello sir planetmaker :) 14:46:43 *** V453000 is now known as Guest55 14:59:06 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 15:09:09 *** George|2 [~George@212.113.107.39] has quit [Read error: Connection reset by peer] 15:11:22 <Belugas> Eddi|zuHause,yes, i might get carried away. But... i have to be honest with myself, otherwise i could not face myself in the mirror! 15:11:24 <Belugas> hem... 15:11:42 * planetmaker hugs Belugas 15:12:02 <Belugas> puuuurrrrrrr 15:12:05 <Belugas> puuuuuuuurrrrrr 15:14:49 *** George [~George@212.113.107.39] has joined #openttd 15:20:19 *** fonsinchen [~fonsinche@brln-4dba9a34.pool.mediaWays.net] has joined #openttd 15:28:01 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Ping timeout: 480 seconds] 15:28:52 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 15:32:08 *** Adambean [AdamR@88.97.144.82] has joined #openttd 15:40:15 *** supermop [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has joined #openttd 15:40:27 <supermop> hello 15:41:06 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Read error: Connection reset by peer] 15:41:47 <Belugas> hi 15:42:03 <supermop> how is it going? 15:43:16 <Belugas> unfortunately, as a monday morning :) 15:43:18 <Belugas> and yo? 15:44:17 *** Fast2 [~Fast2@p57AF8409.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 15:44:17 <supermop> well 15:44:33 <supermop> i have a strange work schedule, so i dont work today 15:44:46 <supermop> but i do have to get all of my errands for the week done 15:47:40 <supermop> probably not going to get anything TT related doone this morning 15:48:33 *** xiong [~xiong@netblock-72-25-106-43.dslextreme.com] has quit [Ping timeout: 480 seconds] 15:49:45 <Belugas> i would not mind having such a schedule 15:50:06 <Belugas> would be even bwetter if my wife was working and not on same schedule ;) 15:50:09 <Belugas> or not... 15:50:16 <Rubidium> but then you'll be hauling 30 kg bags of cement on mondays 15:50:31 <Belugas> not much of a difference ;) 15:50:53 <Belugas> anyway, they did not felt that heavy 15:51:04 <Belugas> granted, the last one did... 15:53:54 <supermop> i am actually still answering as many emails, and doing as many drawings as if i was at work, just do not have to be there 16:07:14 * Belugas understands 16:07:58 <supermop> ok i have to rn get things done 16:08:01 <supermop> later all 16:09:19 *** IchGuckLive [~chatzilla@88-134-59-132-dynip.superkabel.de] has joined #openttd 16:09:43 *** Mortomes|Work [~MortomesW@mail.qps.nl] has quit [Ping timeout: 480 seconds] 16:09:55 <IchGuckLive> Hi all my first megacrossing -> http://www.pictureupload.de/originals/pictures/221110170923_4-way-cross_junction.jpg 16:10:04 *** Yexo [~Yexo@153-88-ftth.onsneteindhoven.nl] has quit [Quit: bye] 16:10:21 *** Yexo [~Yexo@153-88-ftth.onsneteindhoven.nl] has joined #openttd 16:10:24 *** mode/#openttd [+o Yexo] by ChanServ 16:11:03 <IchGuckLive> what do you think how many trains the crossing can carry ? and how do i check that by ? 16:11:34 <Yexo> not that many 16:11:39 <Yexo> there are a lot of very sharp turns 16:11:48 <Yexo> which kill train speed if you're using realistic acceleration 16:12:02 <Yexo> if you use the original acceleration, the slopes kill speed 16:12:23 <fjb> The best crossings are the ones that you avoid. 16:12:37 <Yexo> and after that the ones that are actually used 16:12:43 <IchGuckLive> therfor are all the loops 16:12:59 <Yexo> ie first create several rails with trains, if you can merge some of them do so and create a crossing 16:13:04 <Yexo> a crossing without trains is useless 16:13:35 *** bryjen [~bryjen@63.147.94.149] has joined #openttd 16:13:37 <IchGuckLive> i will now put 12 in 16:14:23 <IchGuckLive> we will see By till later 16:14:30 *** IchGuckLive [~chatzilla@88-134-59-132-dynip.superkabel.de] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100423140709]] 16:14:42 *** Devroush [~dennis@ip-83-134-158-124.dsl.scarlet.be] has joined #openttd 16:21:12 *** fonsinchen [~fonsinche@brln-4dba9a34.pool.mediaWays.net] has quit [Remote host closed the connection] 16:28:18 *** dfox [~dfox@ip-89-176-209-66.net.upcbroadband.cz] has joined #openttd 16:41:43 *** theholyduck [~holyduck@82.147.59.59] has joined #openttd 16:43:00 *** Fuco [~dota.keys@fuco.sks3.muni.cz] has quit [Read error: Connection reset by peer] 16:43:26 *** Fuco [~dota.keys@fuco.sks3.muni.cz] has joined #openttd 16:45:00 *** Lakie [~Lakie@91.84.251.149] has joined #openttd 16:46:07 *** Guest55 is now known as V453000 16:47:31 *** asnoehu [~thok@524B7349.cm-4-4b.dynamic.ziggo.nl] has quit [Quit: Idealism is great until you realize that someone has to pay for it, and that someone is always, without exception, YOU.] 16:53:05 *** asnoehu [~thok@524B7349.cm-4-4b.dynamic.ziggo.nl] has joined #openttd 16:54:39 *** Chillosophy [~Chillosop@ip91350749.adsl-surfen.hetnet.nl] has joined #openttd 16:56:57 *** Belugas [~belugas@216.191.111.238] has quit [Quit: On snow, everyone can follow your traces] 17:01:24 *** Eddi|zuHause2 [~johekr@p54B772CE.dip.t-dialin.net] has joined #openttd 17:01:24 *** Eddi|zuHause [~johekr@p54B772CE.dip.t-dialin.net] has quit [Remote host closed the connection] 17:02:47 *** Belugas [~belugas@216.191.111.238] has joined #openttd 17:02:50 *** mode/#openttd [+o Belugas] by ChanServ 17:18:03 *** DayDreamer [~pouzara@80.95.101.194] has quit [Quit: Leaving.] 17:18:31 *** Nite [~5472b1fc@ircip3.mibbit.com] has joined #openttd 17:18:36 <Nite> Hi 17:19:01 <planetmaker> hi 17:19:28 <Nite> 1.0.5 runs much smoother for me - less hangs 17:19:34 <Nite> but 17:20:17 <Nite> still when iam in multiplayer games log in a game and try to save for the first time 17:21:05 <Nite> the harddisk starts to work loudly (whats rödeln in english ?) and the game crashes to main menu (Not desktop) 17:21:16 <Nite> then after the first attempt it works 17:21:33 <planetmaker> any message you receive? 17:22:14 <Nite> no nothing - i find myself in main menu and if i leave the game running saving works consequently 17:22:35 <planetmaker> Like connection lost or 'could not connect' or alike? Hm.. 17:23:35 <Nite> i can reproduce this almost every time on servers loaded with newgrfs (basecost - different industries and trainsets ... ....) 17:23:45 <Nite> no as i said no message at all 17:24:36 <Nite> - klick on save -> harddisc acces -> mainmenu 17:25:13 <planetmaker> ok, you're playing on a server just fine. Then you make a savegame and you loose connection, right? 17:25:15 <Nite> and this only ONE time after starting ottd 17:25:40 <Nite> from then on it works now even more fluidly 17:25:44 <planetmaker> Does it also happen when you startup OpenTTD anew, connect anew and save again? 17:25:59 *** Prof_Frink [~proffrink@5e0b95c9.bb.sky.com] has joined #openttd 17:26:11 <Nite> i describe it further 17:26:20 <planetmaker> Sounds like your PC is too slow for handling the saving and the continued playing at the same time. Or has too little memory for holding the map in memory two times 17:26:45 <planetmaker> That might happen especially for games which require a lot of CPU (large maps, many vehicles) 17:27:12 <Nite> it only happens the first time i login to a multiplayer server (approx 90% of the time) and the game was just started up 17:27:47 <Nite> yes i tend to play "large" games in term of content not maps 17:27:50 *** frosch123 [~frosch@frnk-590f4110.pool.mediaWays.net] has joined #openttd 17:27:58 <planetmaker> that indeed sounds like your PC is too slow to handle the disk access, the memory swapping and the continued playing 17:28:20 <planetmaker> At least that's the only explanation which I can think of :-) 17:28:35 <planetmaker> Is it a modern CPU with much memory or rather not? 17:29:23 <Nite> its not new but should be fast enoug (2.4 * 2 core2 - tooo much ram) 17:30:13 <Nite> it does not happen in singelplayer so it is not that bad because teh game persists on the server 17:30:24 *** enr1x [~kiike@74.70.23.95.dynamic.jazztel.es] has joined #openttd 17:31:00 <Nite> i do not think it is a local problem - because it does only happen after starting up ottd for first time and always only once 17:31:19 <Nite> is the game building some database/file the first time you save? 17:32:31 <planetmaker> That sounds fast enough. In single player it can't happen though that you loose connection. then the game will just happily slow down 17:32:55 <planetmaker> that it doesn't happen there actually is an indicator that it IS a problem with handling all those tasks concurrently 17:33:23 <Nite> and this happens to me since 1.0.4 before i had almost no problems at all ... just some disconnects every decade ;) 17:33:26 *** perk11 [~perk11@81.17.157.195] has joined #openttd 17:33:28 <planetmaker> what it does when you save a game is: copy the whole map (with all settings) to another place in the memory. 17:33:41 <Nite> ok thats what i thought 17:33:43 <planetmaker> That has to be done fast, your game is locally on halt as long as that takes place 17:33:51 <planetmaker> if that is too long: kick by the server in MP games 17:33:58 <Nite> ok antd then it has to resync 17:34:00 <planetmaker> and then a 2nd thread compresses and saves the stuff 17:34:13 <planetmaker> no need to re-sync. but to catch up with the server. 17:34:22 <planetmaker> Maybe you have too many other things running in parallel? 17:34:48 <Nite> yes i have, but cannot sacrifice them 17:35:00 <Nite> well i will test it further (if i want or not ;) ) 17:35:38 <planetmaker> he. Well, if there's much else going on, then the CPU will be probably too busy to catch up fast enough. 17:35:43 <planetmaker> when saving 17:35:49 <Nite> if noone reported this before i consider it beeing a very specific (not to say my ;) ) failure 17:36:29 <planetmaker> Not that I know ;-) - but for every person who reports something I expect there are 100 which don't report the same problem... 17:36:50 *** |Jeroen| [~jeroen@d5152B6A8.access.telenet.be] has joined #openttd 17:38:13 *** Samu [Samu@13.125.166.178.rev.vodafone.pt] has joined #openttd 17:39:23 <Nite> strangely it sometimes works with almost no harddisk work at all 17:39:45 <Nite> tell me how you call "hardisc noise" in english? 17:39:54 <planetmaker> when other programmes are involved... no one knows what the OS' caches then do :-) 17:40:08 <planetmaker> I'd call it 'Rödeln' :-P 17:40:08 <Nite> a dog barks - a harddisk ??? 17:41:01 <Nite> english have no word for rödeln ... then 17:41:18 <Nite> ru german palnet? 17:41:23 <planetmaker> it's quite a peculiar word, I guess. 17:41:40 <Samu> hi 17:41:42 <CIA-1> OpenTTD: glx * r21294 /trunk/os/windows/installer/install.nsi: -Fix [FS#4251]: check for existance of save/scenario dirs before asking for deletion confirmation 17:42:03 <Samu> nice 17:42:04 <planetmaker> I'm neither Russian. Nor am I a pal-net ;-) 17:42:06 <Nite> its like "knartzen", thats the sound electronic instruments do ;) 17:42:59 <Rubidium> grinding? 17:43:29 <planetmaker> should I translate, I'd use maybe screetch. Or http://dict.leo.org/forum/viewUnsolvedquery.php?idThread=88153&idForum=1&lp=ende&lang=de 17:43:32 <Rubidium> although that might be the sound for the bad version of the HDD making sound 17:43:59 <Nite> leo cant do it 17:44:15 <planetmaker> that's why I gave the discussion link ;-) 17:44:18 <Nite> grinding is a noise ? if yes it must be for all kinds of things 17:44:49 <planetmaker> grinding doesn't quite fit. But... well. 17:44:51 <Nite> "rödeln" however is specificly only ecessive HD access noise ;) 17:45:11 <Nite> like for animals "meow" 17:45:56 <Samu> spin 17:46:29 *** Devedse [~Devedse@cable-213-34-233-182.zeelandnet.nl] has joined #openttd 17:46:33 <Nite> spin? 17:46:50 <Devedse> Guys is it normal that openttd runs slower on linux then on windows? 17:47:50 <Nite> (it means the "crrr cr cr crrrrrr cr crrrrrrrrrc rcr krcr crrr" noise) 17:48:05 <planetmaker> that depends on many things, Devedse. In general not 17:48:28 <Devedse> I might have not installed the newest graphic drives 17:48:29 *** Devroush [~dennis@ip-83-134-158-124.dsl.scarlet.be] has quit [Ping timeout: 480 seconds] 17:48:31 <Rubidium> Devedse: what Linux? 17:48:35 <Devedse> ubuntu 10.10 17:48:46 <Nite> i have to try ottd on ubuntu (also saving) sometimes 17:49:17 <Rubidium> Devedse: are you sure you are using the exact same test case to compare performance? 17:49:34 <Rubidium> e.g. if you're runnning with AIs on Linux and without AIs on Windows there's be a quite significant different 17:49:41 <Devedse> Rubidium, well I'm doing it on feeling so I can't really compare it with much accuracy 17:49:53 <Rubidium> likewise some AIs cause a bigger performance hit than other AIs 17:49:53 <Devedse> but there were no AI's on both times 17:50:20 <Devedse> In linux it just felt to lag especially when dragging the map around 17:50:29 <Rubidium> the animation setting makes quite some influence as well 17:50:43 <Devedse> Where can you find that? 17:51:00 <Rubidium> in the dropdown under the wrench 17:51:05 <Devedse> btw, it was both a clean installed 1.0.5 so without any setting ajustements 17:51:51 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 17:51:54 <glx> maybe because 8bpp is not native 17:52:13 <Rubidium> it works fine for me on Linux, so it's probably something with the video stack (driver/sdl/X) 17:52:58 <glx> try comparing with 32bpp-anim blitters 17:53:45 <Devedse> Rubidium, on my laptop (which is way faster but still) when i run openttd (windows 7) it uses 0% - 1 % of my processor and on that computer it uses around 80-100% all the time 17:53:53 <Devedse> on the same 2024x2024 map size 17:53:56 <Devedse> or 2048 17:54:01 <Devedse> Can't remember what it was 17:54:27 <Rubidium> definitely sounds like failing video accelaration 17:54:50 <glx> and comparing on different computers is not comparing ;) 17:55:04 <Devedse> yea but I don't have windows currently installed on that compute anymore 17:55:15 <Devedse> so i can just say that it felt much smoother on windows 17:55:55 *** IchGuckLive [~chatzilla@88-134-59-132-dynip.superkabel.de] has joined #openttd 17:56:06 <IchGuckLive> Good evening from Cold and Rainy Germany 17:56:18 <Devedse> Good evening from the dark and dry holland 17:56:26 <Samu> the only time I tried linux, it didn't boot 17:56:31 <Devedse> lol 17:56:33 <Samu> it installed all fine 17:56:40 <Samu> then on the first boot, crash 17:56:52 <IchGuckLive> samu use a ubuntu liveCD 17:56:59 <Samu> yes it was ubuntu 17:57:13 <Nite> "comparing on different computers is not comparing" 2nd that 17:57:15 <IchGuckLive> 10.04 on labtop 17:57:15 <Samu> it ran from the cd fine, but when installed it didn't boot 17:57:27 <Devedse> Iáž¿ gonna search some video card drives 17:57:32 <Devedse> after i found what card is in the system 17:57:42 <IchGuckLive> oh there are issues with noapic,nolapic on your system 17:58:05 <CIA-1> OpenTTD: rubidium * r21295 /trunk/src/string_func.h: -Fix [FS#4259]: FreeBSD introduced strndup as well (MicRO) 17:58:06 <IchGuckLive> Samu: did you install from livecd to HDD ? 17:58:16 <Samu> yes 17:58:46 <IchGuckLive> you shoudent do this you need to put the CD in and then install so it takes all arguments withz 17:59:29 <Samu> I was never successful with linux 17:59:32 <Samu> don't bother 18:00:15 <IchGuckLive> by the way im running now 16 trains with no problem since 2years -> http://www.pictureupload.de/originals/pictures/221110170923_4-way-cross_junction.jpg 18:00:18 <Rubidium> I was never successful with Mac OSX/Darwin nor OS/2 18:00:33 <Devedse> Wtf I'm confused now, my processor is using 100% on a clean desktop... 18:00:36 <Devedse> in ubuntu 18:00:52 <IchGuckLive> im with all the 12 PC i own on ubuntu and they work perfact its just the beginning that makes problems 18:00:54 <Rubidium> Devedse: file a bug report to Ubuntu 18:01:15 <Samu> those ubuntu guys will flame you, like they did to me 18:01:25 <Rubidium> guess that's what you guess when you always try to push the newest of the newest and release before it's actually ready 18:01:51 <IchGuckLive> samu normaly not 18:01:54 <Devedse> Some kind of process is sucking my computer: "update-apt-xapian-index" 18:01:58 <Devedse> im gonna google what that is ;P 18:02:07 <IchGuckLive> #ubuntu on freenode is perfact 18:02:09 <Rubidium> that sounds familiar 18:03:45 <Devedse> And now apparently the gnome system monitor to VIEW cpu uses is using 90% xD 18:04:01 <Devedse> higly optimizd code for sure 18:04:20 <IchGuckLive> Devedse: witch hardware? 18:04:29 <IchGuckLive> quadcore? 18:04:37 <Devedse> Single core 18:04:45 <Devedse> 2600 i believe from intel 18:04:46 <IchGuckLive> distro? 18:04:47 <Devedse> so pretty old 18:04:50 <Devedse> 10.10 18:05:01 <IchGuckLive> oh thats a miss go for 9.10 18:05:10 <Devedse> :o 18:05:22 *** Pulec [~pulec@static-cl093181068250.unet.cz] has quit [Ping timeout: 480 seconds] 18:05:58 *** Fast2 [~Fast2@p57AF8409.dip0.t-ipconnect.de] has joined #openttd 18:05:59 <IchGuckLive> sometimes the trains in the simulation gone line up then the miss is cleaning up B) 18:06:09 *** Chruker [~no@port113.ds1-vj.adsl.cybercity.dk] has joined #openttd 18:06:14 *** Kichi [~Kichi@adsl-68-121-84-207.dsl.irvnca.pacbell.net] has joined #openttd 18:06:29 *** Kichi [~Kichi@adsl-68-121-84-207.dsl.irvnca.pacbell.net] has left #openttd [] 18:06:31 <IchGuckLive> thats wponderfull ,thats marveless ,thats perfect 18:06:54 <IchGuckLive> i need me to get a wopper W 18:07:18 <Nite> "the miss is cleaning up B" ? ? ? 18:07:38 <IchGuckLive> today we barried 4 US -Soldiers here in Ramstein with full onner 18:08:09 <IchGuckLive> Nite: i runn a simulation on a 4x4 crossing 18:08:12 *** Samu [Samu@13.125.166.178.rev.vodafone.pt] has quit [Read error: Connection reset by peer] 18:08:29 *** Samu [Samu@13.125.166.178.rev.vodafone.pt] has joined #openttd 18:08:44 *** Pulec [~pulec@static-cl093181068250.unet.cz] has joined #openttd 18:08:45 <Nite> i do not understand your english Ichgucklive 18:08:53 <IchGuckLive> sorry 18:08:59 *** TheMask96 [martijn@pride.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 18:09:01 <IchGuckLive> scenario 18:09:15 <planetmaker> both of you should then talk German to eachother.... In a prospective German channel ;-) 18:09:31 <IchGuckLive> as you planetmaker 18:09:58 <planetmaker> there once was one. But barely used and frequented. 18:10:06 <Nite> btw can i reg my nick on irc 18:10:13 <Nite> ? 18:10:27 <planetmaker> /nickserv help register 18:10:39 <Nite> ty 18:11:59 <IchGuckLive> Opennttd is a good game :D Thank you all Developeras 18:11:59 <Nite> Help set 18:12:39 *** nicfer [~nicfer@190.50.36.217] has quit [Quit: Leaving.] 18:13:24 *** nicfer [~nicfer@190.50.36.217] has joined #openttd 18:13:28 * fjb sees some design flaws in that crossing. 18:13:48 <Nite> ok so you are on a server somewhere ... 18:13:54 <IchGuckLive> how mutch distance shoudt i go for between the boyes 6 or smaler 18:14:29 <IchGuckLive> fib im not perfect 18:14:41 *** Adambean [AdamR@88.97.144.82] has quit [Read error: Connection reset by peer] 18:14:55 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has joined #openttd 18:15:16 <Devedse> Well I'll try that linux driver stuff later, when I tried to install it instantly got errors but don't have time to look at it now :) 18:15:20 *** Adambean [AdamR@88.97.144.82] has joined #openttd 18:15:41 *** Devedse [~Devedse@cable-213-34-233-182.zeelandnet.nl] has quit [Quit: Ik ga weg] 18:15:44 *** robotx [~robotx@141-70-75-133.user.wh-stuttgart.de] has quit [Quit: Verlassend] 18:16:15 *** TheMask96 [martijn@lust.vhost.ne2000.nl] has joined #openttd 18:17:02 <Samu> when I see ????????? does that mean he's russian? 18:17:16 <Nite> do i tiepe "register" wit "/" or without ? 18:17:23 <Nite> type 18:21:34 <IchGuckLive> now 20trains running no jam at the crossing 18:21:47 <__ln___> please don't everyone start typing like IchGuckLive 18:21:55 <glx> /nickserv register Nite <password> <email> 18:22:33 <glx> or email password (I always forget the order) 18:23:50 *** andythenorth [~andy@cpc9-aztw25-2-0-cust133.aztw.cable.virginmedia.com] has joined #openttd 18:27:41 <andythenorth> evilning 18:28:41 <planetmaker> goodning 18:29:43 *** goblin [~goblin@krlh-5f7252d3.pool.mediaWays.net] has joined #openttd 18:32:16 <fjb> funning 18:34:23 <IchGuckLive> i cant joke ln is not happy with me 18:37:47 * fjb wonders how many sentences that are. 18:37:54 *** enr1x [~kiike@74.70.23.95.dynamic.jazztel.es] has quit [Quit: bye!] 18:39:06 <nicfer> !grepsrc spanish inquisition 18:39:13 <nicfer> oops 18:39:26 <Prof_Frink> That was unexpected. 18:44:22 <CIA-1> OpenTTD: translators * r21296 /trunk/src/lang/ (8 files): (log message trimmed) 18:44:22 <CIA-1> OpenTTD: -Update from WebTranslator v3.0: 18:44:22 <CIA-1> OpenTTD: belarusian - 2 changes by KorneySan 18:44:22 <CIA-1> OpenTTD: croatian - 1 changes by VoyagerOne 18:44:22 <CIA-1> OpenTTD: dutch - 11 changes by habell 18:44:22 <CIA-1> OpenTTD: french - 7 changes by glx 18:44:22 <CIA-1> OpenTTD: irish - 7 changes by tem 18:44:47 <Nite> ty 18:46:19 <IchGuckLive> is cia Dev no 1 18:47:14 <fjb> Psssst. Do not talk about the CIA. They will come and get you. 18:47:44 <IchGuckLive> there here in nummbers on the Base 18:47:50 *** ecke [~ecke@188.75.128.2] has quit [Quit: more listen, more understand, more know] 18:49:40 *** HerzogDeXtEr1 [~Flex@88.130.189.122] has joined #openttd 18:49:43 <andythenorth> ship smoke 18:50:29 <IchGuckLive> andythenorth: blender 2.5x is a nice tool to generate smoke 18:50:58 <planetmaker> I think andy knows how to generate smoke ;-) 18:51:12 <Belugas> i do too! 18:51:30 <andythenorth> what I don't know is how to write code to handle offsets 18:51:36 * fjb wonders if IchGuckLive ever thinks before typing. 18:51:49 <andythenorth> I don't really know what v->direction is returning 18:51:55 <andythenorth> nor what an enum is 18:52:04 <andythenorth> nor what this does _vehicle_smoke_pos[(v->direction + 2) % 8] 18:52:13 <andythenorth> although I can somewhat guess for each 18:52:16 <Belugas> i still don't know how to do donu8t holes with my smoke.. 18:52:54 <planetmaker> v->direction is... just that. A direction. Which is an enum. An enum is just a bunch of ordered numbers with nametags. 18:53:17 <Rubidium> andythenorth: http://hg.openttd.org/openttd/trunk.hg/file/tip/src/direction_type.h#l17 18:53:28 <IchGuckLive> in witch programming language is openttd written ? 18:53:54 <__ln___> doing mathematical operations on enum values is conceptually evil 18:54:38 <andythenorth> so some_enum[] looks similar to array access 18:54:42 <andythenorth> what's the %8 doing 18:54:49 <andythenorth> there are 8 values, so I can somewhat guess 18:54:55 <IchGuckLive> modul 8 18:55:01 <Rubidium> modulo 18:55:33 * andythenorth googles 18:55:49 <planetmaker> divide by 8 and keep the remainder 18:55:51 <IchGuckLive> wikipedia modulo 18:56:23 <andythenorth> hmm 18:56:36 *** HerzogDeXtEr [~Flex@i59F6B42C.versanet.de] has quit [Ping timeout: 480 seconds] 18:57:03 <IchGuckLive> so im off By for today 18:57:06 <andythenorth> in that case I entirely don't understand 18:57:11 *** IchGuckLive [~chatzilla@88-134-59-132-dynip.superkabel.de] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100423140709]] 19:00:45 * andythenorth thinks Pythagoras should be involved in smoke 19:01:01 <andythenorth> but doesn't seem to be 19:02:40 *** perk11 [~perk11@81.17.157.195] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 19:05:41 *** Devroush [~dennis@ip-83-134-158-124.dsl.scarlet.be] has joined #openttd 19:07:59 * andythenorth wonders 19:08:19 <andythenorth> is the smoke positioned 'accurately' or 'approximately' with resp to offsets? 19:08:27 * andythenorth thinks 'approximately' 19:09:19 <andythenorth> anyone else understand the code? it's kicking around 1971 in vehicle.cpp 19:13:06 <planetmaker> the x and y are with respect to the 'default' location of the smoke 19:13:37 <planetmaker> And are the initial coordinates where this effect vehicle starts 19:14:23 <andythenorth> @calc tan(45) 19:14:23 <DorpsGek> andythenorth: 1.61977519054 19:14:38 <andythenorth> hmm 19:14:54 <andythenorth> @calc tan(60) 19:14:54 <DorpsGek> andythenorth: 0.32004038938 19:15:01 <andythenorth> @calc tan(30) 19:15:01 <DorpsGek> andythenorth: -6.40533119665 19:15:43 * andythenorth is still baffled 19:16:17 <planetmaker> uhm... ? Trigonometric functions are certainly not used ;-) 19:16:27 <andythenorth> I don't know why not though 19:16:53 <planetmaker> desync 19:17:04 <planetmaker> floating point is evil and processor and hardware dependent 19:17:10 <andythenorth> ok 19:17:23 <andythenorth> so the offset positioning is somewhat approximate depending on angle 19:17:35 <planetmaker> there are only 8 angels. 19:17:40 <planetmaker> *angles 19:17:48 <planetmaker> they're well known 19:18:46 <andythenorth> so if vehicle direction is N....x offset is 0 * distance and y offset is -1 * distance 19:18:59 <andythenorth> if NE, x is 1 * distance, and y is -1 * distance 19:19:24 <andythenorth> which is strictly not correct, but probably works for something as vague as smoke, especially because vehicle is moving and smoke isn't 19:19:41 <andythenorth> it looks brutal but workable 19:19:53 <andythenorth> or it's doing it correctly and I've forgotten maths :P 19:20:28 <planetmaker> why do you think it's approximate? 19:21:11 <andythenorth> what's the angle for NE? 45 or 60? 19:21:18 <andythenorth> nvm 19:21:41 <planetmaker> neither I think ;-) But yes, it works 19:21:46 <planetmaker> like you said above 19:22:22 <andythenorth> if the offset is, e.g. 1.5, then for NE, x should be 1.5*cos(angle) 19:22:31 <andythenorth> rather than just 1.5 19:22:51 <andythenorth> but it probably doesn't matter due to size of pixel grid and other factors 19:23:37 <Samu> these aircraft look like swords 19:25:25 *** Wolf01 [~wolf01@host204-232-dynamic.9-87-r.retail.telecomitalia.it] has joined #openttd 19:26:21 <Wolf01> hello 19:26:31 <supermop> hello 19:26:51 <Samu> hi 19:27:09 <Samu> paxlink is surviving in this TTD scenario 19:27:09 *** enr1x [~kiike@74.70.23.95.dynamic.jazztel.es] has joined #openttd 19:29:35 * andythenorth reaches for help 19:29:50 <andythenorth> frosch123: the smoke code you suggested yesterday works for some angles, not others 19:30:01 <andythenorth> I should be able to work out why, but haven't yet 19:30:57 <planetmaker> the x and y can be by 8 pixels. There the deviation from the true angle doesn't matter much 19:31:30 <planetmaker> maybe 16. Dunno :-) 19:31:45 <andythenorth> yeah, I figure it works in the real world 19:31:49 <andythenorth> of small pixels 19:31:54 <supermop> quick question: 19:32:09 <supermop> can i action 0 32 views for a station? or is 8 the max? 19:32:21 <planetmaker> there are many such hacks, andythenorth ;-) It just has to look ok 19:32:25 <andythenorth> what I don't know is what's offsetting smoke in wrong direction for some angles 19:32:46 <andythenorth> planetmaker: you should see some of the 'physics' I wrote for flash games :P 19:32:54 <planetmaker> :-P 19:33:31 <andythenorth> this is only hacking to get two offsets: http://pastebin.com/h7bgZz9u 19:33:39 <andythenorth> if it worked, it would need replacing with a loop 19:34:11 *** |Jeroen| [~jeroen@d5152B6A8.access.telenet.be] has quit [Quit: oO] 19:34:19 <andythenorth> works for SE, NE, NW, SW 19:34:23 <andythenorth> fails for N, S, E, W 19:34:41 <planetmaker> do you happen to have a nicely evolved FIRS game you could borrow me for testing? 19:34:56 <planetmaker> I only find a big PS game with 0.2 - which is too old 19:35:08 <andythenorth> smoke should be displaced laterally relative to vehicle for N, S, E, W; it's being displaced longitudinally 19:35:12 <andythenorth> planetmaker: let me see 19:35:14 <planetmaker> And it's lengthy to play one ;-) 19:35:25 <andythenorth> planetmaker: unpatched? no 19:35:48 <planetmaker> whatever. Just so that it loads with trunk. I don't care for versions as long as it loads 19:35:54 <andythenorth> let me test 19:36:03 <planetmaker> I'll mess with newgrfs anyway ;-) 19:36:13 <supermop> PS game? FIRS on the pllaystation version!? 19:36:28 <planetmaker> No. PublicServer (of #openttdcoop) 19:36:30 <planetmaker> :-) 19:36:36 <supermop> i was being silly 19:36:50 <andythenorth> planetmaker: no my only big recent game won't load in trunk. depends on at least alberth's industry patch, probably other stuff 19:37:02 <planetmaker> damn 19:37:05 <andythenorth> sorry 19:37:23 <planetmaker> well. The 1.5k trains game with 0.2 will probably do... 19:41:05 <andythenorth> bleargh 19:41:15 * andythenorth gives up on graph paper drawing for a bit 19:41:20 <andythenorth> food 19:41:32 <supermop> food is good 19:42:35 <Wolf01> svn experts! (as medic!) 19:43:42 * Wolf01 needs to separate the main trunk of his project from the development part, the trunk should only contain the source of the static library 19:44:04 <planetmaker> Wolf01: learn to enjoy mercurial queues :-) 19:44:22 <Wolf01> nah, svn . 19:44:51 <Wolf01> it's already a pain to know one vcs, and I need to use it for various projects 19:45:42 <andythenorth> bah 19:46:28 * andythenorth hates to be a quitter 19:46:58 <supermop> eating |= quitting 19:47:03 <planetmaker> I'd call it experimenting, andythenorth ;-) 19:47:41 *** jpcooper [jpcooper@host217-42-99-181.range217-42.btcentralplus.com] has joined #openttd 19:47:43 <jpcooper> hello 19:47:59 <planetmaker> hi 19:48:00 <jpcooper> is there a tutorial that explains more than the functionalities of openttd, but how to get a game going? 19:48:13 <Wolf01> the "correct" way could be 1) open the svn browser 2) create the folder in the branches repo 3) move the sources I need 4) set the branch as external when I check out? 19:48:15 <planetmaker> did you try the wiki? 19:48:29 <planetmaker> it has a tutorial with how to get going 19:48:38 <supermop> jpcooper, i find the best way to learn is to experiment 19:48:47 <planetmaker> http://wiki.openttd.org/Tutorial 19:49:05 <planetmaker> but supermop is absolutely correct ;-) 19:49:16 <jpcooper> I've gone through that 19:49:25 <jpcooper> I suppose I should continue fiddling about with signals until I get it right 19:49:57 <planetmaker> you've also read all pages on signal(ing)? 19:50:47 <jpcooper> I've certainly read some 19:51:01 <supermop> well 19:51:40 <supermop> i find once you get used to the very basics of signals, the rest comes easily, but gradually 19:51:42 <frosch123> andythenorth: hmm, maybe replace one of the + by a - 19:52:09 <frosch123> afterall rotation matrices look like [cos -sin; sin cos] 19:52:26 <jpcooper> okay 19:54:55 <planetmaker> hm... how do I go for something where I want to offer for refit two different looks of a wagon for the same cargo? 19:55:18 <frosch123> you mean cargo prefix? 19:55:27 <andythenorth> subtype 19:55:36 <frosch123> damn, postfix :s 19:55:49 <planetmaker> Well. Like oil (perfum flacons) and oil (automotive lubricant) 19:56:00 <andythenorth> cargo subtype 19:56:11 <frosch123> callback 19 19:56:11 <andythenorth> it seems to rely on some odd string magic I don't wholly understand :P 19:56:17 <andythenorth> planetmaker: nml? 19:56:28 <frosch123> and var f2, but that is described at cb19 19:56:32 <Nite> the best way to learn is ingame 19:56:33 <planetmaker> well. sure. But if I know nfo I can work it out, too 19:56:49 <andythenorth> HEQS does it 19:56:52 <Nite> some tutorial game 19:57:05 <planetmaker> using the CB for the cargo suffix for the same cargo type results in an error message... maybe faulty? 19:57:26 <Samu> is miles per hour a local setting or a server setting? 19:57:40 <Samu> or a save game setting 19:57:40 <planetmaker> I'll have a look at CB19 again, I guess :-) 19:57:41 <Nite> local 19:58:16 <Samu> Nite, can you help me confirm 19:58:31 <Samu> do you have km/h or mph? 19:58:48 <Nite> its in the game options 19:58:58 <Nite> rigth top ;) 19:59:02 <Samu> I know 19:59:16 <Samu> I started this scenario in multiplayer and it changed to mph 19:59:19 <Nite> it is not serverside 19:59:29 <Samu> but I have km/h by default 19:59:44 <Nite> you can change it while playing 20:00:00 <andythenorth> planetmaker: look in HEQS for template_industrial_tram_wagons_action1_2.tnfo 20:00:16 <andythenorth> hmm 20:00:20 <andythenorth> no 20:00:21 <planetmaker> thanks, will do :-) 20:00:25 <Samu> what happens when someone joins my game? will it use mph or km/h? 20:00:34 <andythenorth> planetmaker: industrial_tram_wagons_1.pnfo 20:00:41 <planetmaker> k :-) 20:01:08 <andythenorth> cb19 sets the text strings 20:01:19 <planetmaker> yes 20:01:20 <andythenorth> check prop F2 in the graphics chain, then branch 20:01:29 <planetmaker> I have that for a single case :-) 20:01:37 <Belugas> Samu, it's a local representation only. you can change it at will, not affecting the others 20:01:44 <Belugas> if memory serves me well.. 20:01:45 <planetmaker> I think the branching and where is what I need to check out 20:02:07 <andythenorth> you're changing sprites only? 20:02:11 <andythenorth> not capacity etc 20:02:15 <planetmaker> that's my plan, yes 20:02:22 <planetmaker> or I'd need to check F2 there, too 20:02:37 <Samu> I'm not making myself clear 20:02:40 <planetmaker> otherwise I'd check the other variable 20:02:48 <Samu> my default is km/h 20:02:51 <planetmaker> Samu: you set what you want. No other is affected. 20:03:01 <planetmaker> This is now the 3rd person telling you. Clear now? 20:03:03 <Samu> I started this scenario that uses mph 20:03:15 <Samu> and I see everything with mph 20:03:33 <Samu> why doesn't it show km/h instead? 20:03:43 <andythenorth> planetmaker: you might find one of the following applies: 20:03:43 <andythenorth> (1) you need to provide an F2 for check each cargo 20:03:43 <andythenorth> or (2) you need to check cargo explicitly, instead of relying on action 3 20:03:50 <Samu> or what will show on someone else that joins my game? 20:04:12 * Belugas yawns 20:04:19 * Belugas looks at the cafeteria dooe 20:04:27 <andythenorth> planetmaker: if you read tram wagon in conjunction with associated template, you'll see var 47 check for cargos 20:04:29 <Belugas> -e+r 20:04:39 <Samu> will it use the local setting or the scenario setting? 20:04:48 <Samu> meh, I give up 20:04:52 *** enr1x [~kiike@74.70.23.95.dynamic.jazztel.es] has quit [Ping timeout: 480 seconds] 20:05:07 <planetmaker> there is no scenario setting 20:05:25 <Belugas> there is no scenario setting 20:05:37 <planetmaker> :-) 20:05:49 <Samu> it didn't use my local setting that's for sure 20:06:52 *** Thror [~chatzilla@88.22.104.129] has joined #openttd 20:06:57 <Thror> hi 20:08:32 <Nite> it is a LOCAL setting 20:08:38 <Nite> as said before 20:08:59 <Samu> http://www.openttd.org/en/server/37834 20:09:07 <Samu> join that game, tell me what you get 20:09:08 <Nite> every player chooses it seperately 20:09:30 <Nite> i will get what i have set 20:09:40 <Nite> will join in a minute 20:09:54 <andythenorth> frosch123: making the lateral offsets -ve for y direction works 20:10:22 <frosch123> :) 20:10:22 <andythenorth> http://pastebin.com/enNCivVz 20:10:46 <andythenorth> next trick? 20:10:57 <andythenorth> loop through to provide n effect vehicles? 20:11:03 <andythenorth> store the offsets somewhere? 20:11:07 * andythenorth has no clue 20:11:13 <Samu> bug on start date 20:11:21 <Samu> the game started in 1975, not 1950 20:11:28 <Samu> same page 20:12:09 <frosch123> andythenorth: no idea, where shall the grf define the offsets? 20:12:12 <planetmaker> thanks andythenorth ! That did the trick :-) 20:12:20 <andythenorth> glad I can answer something :) 20:12:21 <planetmaker> I now have chemicals in flacons and barrels :-P 20:12:27 <andythenorth> normally I have to ask all the questions :| 20:12:50 <andythenorth> frosch123: seems like it has to be a cb result? 20:12:54 <andythenorth> too complicated for a prop 20:13:03 <andythenorth> or should the effect vehicle itself be newgrf definable? 20:13:12 <andythenorth> with a built in offset... 20:13:17 <supermop> chemicals in barrels on trams? 20:14:06 <planetmaker> nope, on a flatbed wagon for trains 20:14:50 <planetmaker> http://www.tt-forums.net/viewtopic.php?p=914728#p914728 <-- those barrels, supermop 20:14:51 <supermop> exciting nonetheless! 20:14:58 <frosch123> andythenorth: question is, are the offsets fixed per enginetype (then they can be set using some action 0 property), or do they depend on refitting and such stuff (then you need a callback) 20:15:22 <frosch123> and as you likely cannot properly store the callback results in the Vehicle struct, you need to call n offsets everytime you want to create smoke 20:15:23 <andythenorth> frosch123: in my ship grf, they are fixed per engine type (currently) 20:15:42 <andythenorth> is making the effect vehicles newgrf definable out of the question? 20:15:53 <planetmaker> they aren't 20:16:06 <Prof_Frink> planetmaker: Needs more IBCs. 20:16:10 <planetmaker> unless you change them via an actionA 20:16:18 <frosch123> andythenorth: how does that relate to the effect position? 20:16:18 <planetmaker> IBC? 20:16:31 <andythenorth> frosch123: probably doesn't 20:16:46 <andythenorth> I was wondering if the effect vehicle to use could be specified 20:16:54 <andythenorth> then the offset could be stored in an effect vehicle 20:17:04 <andythenorth> along with amount of times to show smoke etc 20:17:08 <andythenorth> probably a *big* change 20:17:24 <Prof_Frink> planetmaker: The square plastic containers in metal cages 20:17:46 <frosch123> well, it is likely no big deal to use the vehicle action3 to also resolve the smoke sprite 20:17:53 <planetmaker> ah, you mean different ones? 20:18:00 <frosch123> but that is very different from defining smoke vehicles 20:18:01 <andythenorth> similar to buy menu sprite? 20:18:09 <frosch123> yes, like buy menu sprite 20:18:16 <andythenorth> what if there need to be n smoke sprites 20:18:22 <andythenorth> where n<5 in a sane world 20:18:32 <planetmaker> yes, they're in the planning. 20:18:58 <andythenorth> if n<=4, could the offsets be encoded in each byte of a dword? 20:19:04 *** HerzogDeXtEr1 [~Flex@88.130.189.122] has quit [Quit: Leaving.] 20:19:06 <frosch123> vehicle action2 offer you directions and loading stages. the latter could be used for the smokes evolving over time 20:19:29 <andythenorth> or check many other variables such as speed? 20:20:04 *** HerzogDeXtEr [~Flex@88.130.189.122] has joined #openttd 20:20:08 <andythenorth> that would only run when a new effect vehicle needs to be created? 20:20:34 <andythenorth> so only affects creation + position? doesn't need to run all the time smoke vehicles are on the screen? 20:20:54 <frosch123> andythenorth: you could return the number of effects in the higher bits of cb10 result, and maybe return the positions in register 100, 101, ... 20:20:57 *** KritiK [~Maxim@95-25-118-94.broadband.corbina.ru] has joined #openttd 20:20:59 <Samu> i joined my own game 20:21:11 <frosch123> but i have no idea about the performance impact :) 20:21:21 <Samu> and I see km/h 20:21:22 <andythenorth> frosch123: have you recently added registers to vehicles :P 20:21:23 <andythenorth> ? 20:21:33 <Samu> but when i created the game it changed to mph 20:21:44 <frosch123> tempoary result registers, no persistent storage 20:21:45 <Samu> so it's on game creation 20:22:37 <frosch123> i mean, call the callback everytime a smoke cloud needs to be created, and the cb returns the amount of clouds and their positions. all at once in one cb 20:22:39 * andythenorth reads cb10 spec 20:22:46 <andythenorth> yep, makes perfect sense 20:22:55 <andythenorth> I like it so far :) 20:23:01 <Wolf01> gah... svn:externals target ^/foo/bar -> target what must be? it won't accept ../ or ./ or /, whatever I use it does make a new folder in my branch, I want it to be in the main folder instead 20:23:30 <frosch123> it is "subdirectory svn-address" 20:23:53 <frosch123> so "foo svn://bar" will checkout "bar" in a "foo" subdirectory 20:24:17 <andythenorth> frosch123: cb10 is not called very frequently yet 20:24:25 <frosch123> in the main folder? then you have to go one directory up 20:24:33 <frosch123> one folder can only belong to one repository 20:24:39 <Samu> omg, nite doesn't believe me 20:24:55 <frosch123> andythenorth: yup, you would need to change that 20:25:16 <frosch123> but only for the effect type and position, not for wagonpower and such crap 20:25:27 <andythenorth> ok 20:25:30 <Samu> when I created this server, I loaded a TTD scenario and even though I had km/h as my local setting, I see mph when playing 20:25:48 <Samu> whenever someone joins the game, it still gets the correct km/h though 20:25:55 <Samu> only the host gets the wrong setting 20:26:09 *** Biolunar [mahdi@blfd-4db0e2d4.pool.mediaWays.net] has joined #openttd 20:26:10 <Wolf01> ok, right I mixed up things, the right one is svn:external target svn://myrepo/trunk where the target should be the branch root 20:26:37 <Wolf01> in fact if I write "target" it creates a folder with the trunk sources in it 20:26:54 <Wolf01> but I want the trunk sources directly in the root 20:27:30 <Nite> mom 20:27:41 <Wolf01> (I'm already at http://svnbook.red-bean.com/en/1.0/ch07s03.html but I'm far to understand it) 20:28:27 <frosch123> Wolf01: as i said, one directory can only belong to one repository 20:28:43 <frosch123> so you cannot make an external checkout into . 20:28:51 <Wolf01> oh 20:29:09 <Nite> ok i believe you samu 20:29:09 <Belugas> ho ben... 20:29:39 <Belugas> Samu, i set my local config fr pounds, ponds is what i got while spectating the game 20:29:44 <Belugas> tus... 20:29:47 <Belugas> thus 20:29:50 <Belugas> dos 20:30:31 <Samu> there is a bug when hosting TTD scenarios, that's all I can say 20:30:37 <Samu> original TTD 20:31:04 <Samu> the server listing says my game started in 1950, but the truth is it started in 1975 20:31:59 <Belugas> i do believe yu do think it's the case. my eyes saw something different. 20:32:20 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has quit [Quit: âI-n-v-i-s-i-o-nâ 3.2 (July '10)] 20:34:13 <Samu> :( 20:34:55 <Belugas> maybe you could try to reproduce it and document it. I'm not saying there is no bug, jsut that i have not witness what you claimed 20:35:01 * andythenorth wonders where cb10 lives in src 20:35:13 <Samu> to reproduce is easy 20:35:19 <Samu> start openttd 20:35:24 <Samu> multiplayer 20:35:27 <Samu> create server 20:35:36 <Samu> load that original scenario 20:35:40 <Samu> that's it 20:35:57 <Samu> you get changed from km/h to mph 20:36:11 <Samu> but anyone else that joins gets whatever they have 20:36:36 <andythenorth> frosch123: is this smoke thing quite big for a 'my first patch' attempt? 20:36:36 <Samu> masterserver also says the game starts in 1950, but the scenario starts in 1975 20:36:51 <andythenorth> except in my case it's more like 'my third or fourth attempt, the rest failed' :P 20:36:59 <Rubidium> Samu: those old games miss game start year, so the default is used 20:37:22 <Samu> ah 20:37:23 <Rubidium> likewise old games apparantly store the units in the savegame, so those are loaded 20:37:35 <Rubidium> units as in km/h and mph 20:38:04 <Samu> wow, someone believes me 20:38:20 <frosch123> andythenorth: might be :p 20:38:36 <andythenorth> extending cbs is probably beyond me 20:38:44 <Samu> thx rubidium 20:40:13 * andythenorth waves at Terkhen 20:42:00 <Samu> could there be a solution rubidium? 20:42:39 <Samu> load original scenario, convert, load converted scenario, advertise on masterserver? 20:52:31 <supermop> in an action 1, when i say, 8 sets, 2 views per set, what if anything does that mean 20:53:01 <supermop> does that affect anything? 20:54:56 <Belugas> haaaa... yes... the conversion process.. makes sense 20:55:31 <andythenorth> supermop: did you figure it out yet? 20:55:51 <supermop> nope 20:55:54 <supermop> well 20:55:59 <supermop> i have some hunches 20:56:02 <andythenorth> you're doing stations? 20:56:06 <supermop> yeah 20:56:12 <supermop> for mlss 20:56:22 <andythenorth> for vehicles, the sets group realsprites for following action 2s 20:56:23 <supermop> i am trying to make tiles with smart fences 20:56:41 <andythenorth> so a vehicle might have 4 sets, 8 views per set 20:56:46 <andythenorth> then 4 action 2 IDs 20:56:52 <supermop> i have 16 action 2s 20:57:08 <andythenorth> I've never done stations 20:57:12 <supermop> so i was thinking i would do 10 02 20:57:16 <andythenorth> for industries, iirc, the sets are not needed 20:57:19 <supermop> 16 sets, 2 views 20:57:24 <andythenorth> supermop: you're using nfo? 20:57:27 <supermop> but its very redundant 20:57:30 <supermop> yep 20:57:33 <andythenorth> use escapes for prop. counts etc 20:57:40 <andythenorth> \b16 instead of 10 20:57:54 <supermop> i dont understand anything in that sentence 20:58:01 <supermop> what is an escape/ 20:58:14 <andythenorth> I'll find the wiki page for you 20:58:51 <andythenorth> supermop: http://wiki.ttdpatch.net/tiki-index.php?page=GRFActionsDetailed 20:59:01 <supermop> anyway, i only need to define 5 sprites, 20:59:08 <supermop> but i need 16 sets 20:59:20 <andythenorth> hmm 20:59:24 <andythenorth> I don't know about stations 20:59:27 <supermop> so each sprite needs tto be redefined up to 16 times 20:59:36 <supermop> it seems very inefficient 20:59:49 <andythenorth> let me look at stations 21:00:04 <supermop> its pretty confusing 21:00:42 <andythenorth> hmm 21:00:52 <andythenorth> stations can't composite graphics? 21:01:09 <planetmaker> they can. 21:01:17 <planetmaker> from what I figured from the wiki 21:01:32 <andythenorth> can't be true 21:01:32 <andythenorth> thought so 21:01:45 <supermop> i mean 21:02:09 <supermop> i just want to say: turn this sprite on or off based on this varacton 2 21:02:32 <supermop> but i cant, i have to chose a whole different set of sprites 21:02:38 <supermop> as far as i can tell 21:02:40 <andythenorth> supermop: you might need to explain a bit more 21:02:46 <supermop> ok 21:02:59 <supermop> well a plain empty tile with a fence 21:03:12 <planetmaker> supermop: it might somewhat be easier, if you had some sample code to discuss. One version which works, but doesn't quite yet do what you want. And one where you think it works 21:03:27 <supermop> ok 21:03:29 <planetmaker> in the way you want it to work 21:03:37 <andythenorth> pastebin.com 21:03:41 <supermop> its pretty long 21:03:46 <supermop> what is that? 21:03:51 <planetmaker> a website 21:04:00 <supermop> oh neat 21:04:25 <andythenorth> "A station should normally be 12 (hex) because a station is made out of 18 (decimal) sprites, although if you use a different sprite layout for your station this number may vary." 21:05:20 <supermop> yeah 21:05:44 <supermop> none of my tiles have been 12 so far 21:06:02 <andythenorth> supermop: paste some code... 21:10:08 <supermop> yeah, i am just editing it first 21:10:10 <supermop> ok 21:11:27 <supermop> http://pastebin.com/WUJSkCAy 21:11:41 <supermop> he action 0 isnt done yet, and will need to be really big 21:13:00 <planetmaker> 08 "MLYT" // Place in "MLSS" Category <-- I like that ;-) 21:13:08 <supermop> oops 21:13:37 * andythenorth doesn't understand stations 21:13:59 <supermop> me neither 21:14:50 <supermop> i wanted to go back and add automatic fences to aall of the tiles 21:15:02 * planetmaker unfortunately neither. http://dev.openttdcoop.org/projects/modernstationset/repository/show/sprites/nfo/stations <-- Did you maybe look there for a hint? 21:15:04 <supermop> but it doesnt look reasonable 21:15:13 <andythenorth> I thought stations would be like industry tiles :P 21:15:16 <andythenorth> seems not 21:15:25 <planetmaker> not exactly, no 21:16:14 *** Biolunar [mahdi@blfd-4db0e2d4.pool.mediaWays.net] has quit [Quit: gn8] 21:18:57 <andythenorth> for industry tiles the action 1 real sprites can just be reused :P 21:19:02 <andythenorth> stations seems a bit bonkers 21:19:35 *** roelmb [Guest848@124.18-200-80.adsl-dyn.isp.belgacom.be] has joined #openttd 21:19:38 <supermop> i guess a question that would help would be: 21:19:50 <supermop> do all action 1 sets have to be the same size? 21:19:57 <andythenorth> no 21:20:00 <frosch123> yes 21:20:00 *** roelmb [Guest848@124.18-200-80.adsl-dyn.isp.belgacom.be] has left #openttd [] 21:20:09 <frosch123> but you can put empty sprites there 21:20:13 <supermop> yeah 21:20:32 <andythenorth> you can use multiple action 1s 21:20:38 <supermop> thats what i am doing, and in may sets over half the sprites are solid blue 21:20:43 <frosch123> however, most station coders seem to use very few action1, that is only 1 set, and do the rest with the spritelayouts 21:21:01 <andythenorth> where are the spritelayouts for stations? I can't find them 21:21:19 <supermop> i am using 1 action 1 per station type 21:21:22 <frosch123> i.e. put all sprites in one set, and then select in the spritelayout which sprites to use, and where to put them 21:21:47 <frosch123> supermop: but you have a lot of duplicate sprites there 21:21:53 <supermop> yeah 21:21:57 <frosch123> you have one set per tile 21:22:03 <supermop> i cannot figure how else to do this one 21:22:18 <frosch123> alternatively you can have 1 set of all tiles, but 1 layout for each tile 21:23:03 <andythenorth> action 0 for a station defines the tile? 21:23:06 <andythenorth> dumb question 21:23:24 <planetmaker> andythenorth: there's a property for action0 which holds the tile layouts. 21:23:30 <andythenorth> so it seems :) 21:23:32 <frosch123> andythenorth: the spritelayout which industries and houses define in action2, is defined in action 0 for stations 21:23:37 <andythenorth> prop 09 21:23:57 <andythenorth> that's what I was looking for :) 21:24:00 <supermop> and this can only layout 8 views 21:24:04 <andythenorth> I knew I'd seen it before somewhere 21:24:04 <supermop> i think 21:24:18 <frosch123> in the end you can select the spritelayout using cb14, and the sprites to actually use in the layout using the normal action123 chain 21:24:27 <supermop> up until now i have only needed 2 views for each though 21:24:49 <frosch123> supermop: no, stationsets can have hundreds of layouts 21:24:51 <supermop> yeah 21:24:54 <frosch123> but you have to use callbacks for that 21:26:03 <supermop> so my current approach is as follows: 21:26:05 <Samu> paxlink is making some plane jams at some airport 21:26:15 <Samu> first time I see it surviving 21:27:23 <supermop> action 3 and 4 say, here is a tile called "brick fence tile", 21:27:38 *** robert-qfh [~robert@mnch-5d8695f2.pool.mediaWays.net] has joined #openttd 21:27:43 *** ecke [~ecke@188.75.128.2] has joined #openttd 21:27:57 <supermop> then varaction 2 asks 'how many tiles are there in each direction of this one?' 21:28:30 <supermop> 'is it 0 or more than 0 for each direction?' 21:29:20 <supermop> then varaction 2 places the tile in one of 16 possible ranges based on whether the station continues in the 4 direction 21:29:52 <robert-qfh> yesterday i set up a dedicated openttd server (1.0.5) and loaded my savegame. two clients connected, a windows7 one and one on mac os. the server used around 90% cpu, the mac os client around 90% and the win7 machine only ~5%. how can that be? isn't the simulation taking place on all three machines? 21:30:01 <supermop> each of those 16 ranges have an action 2 to select sprites to draw if that range is correct 21:30:59 <frosch123> yes, you use those rules to select an action1 set to use for the layoutr 21:31:00 <andythenorth> supermop: sounds plausible :P 21:31:00 <supermop> and then each action 2 needs an action 1 set of sprites to use 21:31:07 <andythenorth> and also like a lot of work :D 21:31:55 <supermop> so there is a sprite for a fence on each edge of the tile, plus one for the ground 21:32:00 <supermop> 5 sprites 21:32:33 <supermop> but for each action 1 set, some fences will be drawn, and some will not 21:33:10 <supermop> so the northwest fence needs to be redefined for every set that contains aa northwest fence 21:33:10 <Samu> there's a reason mac os are powerfull machines, lol 21:33:35 <Samu> they blow the competition 21:34:00 <Terkhen> hello 21:34:02 <supermop> and the blue sprite needs to be defined again every time a set doesnt draw one of the fences 21:34:11 <supermop> hello 21:34:15 <andythenorth> hi Terkhen 21:34:23 <andythenorth> Terkhen: fancy taking up smoking? 21:34:48 <planetmaker> robert-qfh: every machine calcuates everything, yes. The clients hav a considerable overhead by calculating the graphics; something the server doesn't have to do 21:35:38 <planetmaker> comparing how well different machines do, doesn't tell much... as you already told, even windows can do quite different, depending on hardware etc pp 21:35:58 <robert-qfh> planetmaker: that's what i thought, too, thanks. maybe the win7 version uses a different code path for the wayfinding? 21:36:01 <Terkhen> andythenorth: the bad habit or the OpenTTD feature? 21:36:08 <andythenorth> the feature 21:36:24 <andythenorth> I can help - for what that's worth :P 21:36:24 <robert-qfh> there's a huge amount of trains on that map (1100+), so i'm pretty sure that's the bottleneck 21:36:28 <planetmaker> robert-qfh: definitely not for the game core 21:36:34 <robert-qfh> the game plays fine though if mac os x is the server 21:36:56 <Terkhen> can you summarize the issue with the current implementation for me? you have talked too much this evening :P 21:37:08 <andythenorth> Terkhen: how about I write a draft spec? 21:37:56 <planetmaker> robert-qfh: 1k+ trains is about what many computers start to feel their CPU hardware limits 21:37:57 <robert-qfh> okay maybe i got tricked by the task manager because the win7 machine has 8 cores and the load might have been spread evenly across all cpus 21:38:04 <robert-qfh> i will recheck that next time 21:38:10 *** roelmb [Guest848@124.18-200-80.adsl-dyn.isp.belgacom.be] has joined #openttd 21:38:21 <Terkhen> IIRC the problem was making smoke come from the right position and from multiple positions? 21:38:22 <planetmaker> and: only the %usage of a _single_ core is interesting 21:38:28 <robert-qfh> planetmaker: yes :) we're kind of using openttd as a benchmark for new machines ;) 21:38:48 <andythenorth> Terkhen: yes 21:38:57 <andythenorth> draw n effect vehicles 21:39:05 <planetmaker> robert-qfh: not necessarily a good idea. 21:39:07 <andythenorth> and position them at x, y, z offsets 21:39:18 <planetmaker> OpenTTD makes no use of multi-threading (except when saving games) 21:39:31 <robert-qfh> hehe not seriously, but if a notebook can't run our savegame, it just doesn't do :p 21:39:34 <andythenorth> and (ideally) more control over when an effect vehicle is drawn 21:40:31 <robert-qfh> anyway, do you think there's much left to optimize the path finder? 21:41:06 <Terkhen> since it makes sense to control this via NewGRF, I guess that a spec should be the first step 21:41:42 <Samu> which one is the least cpu instensive pathfinder? 21:41:58 <glx> robert-qfh: openttd uses only 1 core 21:42:36 <robert-qfh> glx: yes, too bad. probably hard to be deterministic when using multiple cores 21:42:42 <Zuu> Samu: depends on which vehicle type I would guess. 21:42:46 <glx> exactly 21:43:01 <Samu> hmm, for each vehicle type then 21:43:41 <glx> well it can use another core when saving as that is done in another thread 21:43:44 <Samu> cpu usage right now peaks at 17% 21:43:45 *** ar3k [~ident@87-239-75-101.internetia.net.pl] has joined #openttd 21:43:50 <Samu> 1 core 21:43:56 <Samu> goes from 0% to 17% 21:44:16 <Samu> there's about 500 road vehicles by moguls ai 21:44:19 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd 21:45:21 <andythenorth> Terkhen: some basic spec: http://pastebin.com/n3i4axMT 21:45:31 <Samu> it's not a dedicated server though 21:46:33 <Samu> peaks at 48% when not minimized 21:46:42 <Terkhen> hmmm... callbacks had 16 bits but many of them only used the lower 8, right? 21:46:53 <frosch123> s/16/15/ 21:46:58 <planetmaker> 15 21:47:21 <glx> bit 15 is to know it's a result ;) 21:47:25 <roelmb> How does any vehicle know if it can be build in a depot/hangar? I'm searching for it in the source code but can't really find it. 21:48:01 <frosch123> all vehicles are build in depots/hangars :s 21:48:15 <frosch123> do you maybe mean the date of availibitlity? 21:48:22 <roelmb> yea but how can a vehicle know that where is it declared in the code? 21:48:41 <glx> the vehicle doesn't know IIRC 21:48:48 <frosch123> the default vehicles are in src/table/engines.h or so 21:48:54 <Terkhen> andythenorth: if you want to see something fun, use more than the lower 8 bits in CB36 for road vehicle/ship speed 21:49:54 <andythenorth> what happens? 21:50:00 <andythenorth> or do I have to compile and see? 21:50:04 <andythenorth> overflows to negative 21:50:04 <andythenorth> ? 21:50:10 <Terkhen> no, both callbacks have support in trunk 21:50:23 <Terkhen> in the ship case, madness, in the road vehicle case... crazy speeds 21:51:03 <frosch123> i guess the ship acceleration code can only deal with 8 bit speeds :) 21:51:25 <frosch123> (like it was for all vehicles once) 21:51:33 <Terkhen> yes, it lowers to 0 at some point and then starts cycling, although the GUI handles it correctly 21:51:59 <Terkhen> I wonder what should be done with this problem, either limit the ship callback to only use the 8 lower bits, or fix the ship code 21:52:09 * Terkhen is inclined to do the first one 21:52:24 <frosch123> certainly easier :p 21:52:42 <frosch123> anyway, trains and rv already got new movement code for moving more than one tick 21:52:59 <frosch123> about planes i do not know :s 21:53:13 <Terkhen> yes, for rvs the problem is not that big 21:53:32 <Terkhen> even if the callback allows it to get a speed that is impossible using only the properties, at least they don't break 21:53:33 *** SgobbiT [~sgobbit@95.232.242.190] has joined #openttd 21:53:48 <frosch123> hmm, i would expect rvs to just work 21:53:56 <frosch123> what's wrong with them? 21:54:30 <Terkhen> nothing, only that it is not really documented anywhere that using the callback they can reach a speed that is usually impossible 21:54:40 *** maefzkof [~dennis@ip-83-134-158-124.dsl.scarlet.be] has joined #openttd 21:54:43 *** maefzkof [~dennis@ip-83-134-158-124.dsl.scarlet.be] has quit [] 21:54:48 *** Devroush [~dennis@ip-83-134-158-124.dsl.scarlet.be] has quit [] 21:54:50 <frosch123> that holds for almost all cb 36 results 21:54:57 <frosch123> also for capacity and such 21:55:01 <planetmaker> he 21:55:13 <Terkhen> hmm... then the problem is only present for ships 21:55:35 <Terkhen> at least in the speed case 21:55:43 <frosch123> though 15 bit results likely work in ottd in more cases than in ttdp 21:55:57 <frosch123> ttdp has some vehicle callback wrapper which masks to 8 bits in many cases 21:56:52 <Terkhen> yes, I guess that in most cases it is undocumented behaviour 21:57:37 <Samu> can I rename a company name for someone? I already know how to name a client 21:58:41 <Samu> I don't like 'Player Transport' 22:02:15 <planetmaker> join the company and rename it? 22:03:12 <planetmaker> [22:58] <Terkhen> yes, I guess that in most cases it is undocumented behaviour <-- now it's documented ;-) For those browsing IRC logs :-P 22:03:41 <Terkhen> :) 22:04:41 *** roelmb [Guest848@124.18-200-80.adsl-dyn.isp.belgacom.be] has left #openttd [] 22:05:45 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has quit [Remote host closed the connection] 22:07:33 <frosch123> night 22:07:37 *** frosch123 [~frosch@frnk-590f4110.pool.mediaWays.net] has quit [Remote host closed the connection] 22:07:44 <andythenorth> good night 22:07:48 *** andythenorth [~andy@cpc9-aztw25-2-0-cust133.aztw.cable.virginmedia.com] has left #openttd [] 22:08:58 <Samu> I keep getting client #36 is slow, try increasing ... 22:09:03 <Samu> but it's already at 15 22:09:36 *** Chillosophy [~Chillosop@ip91350749.adsl-surfen.hetnet.nl] has quit [] 22:09:51 <Rubidium> it's occasionally also shown when connections get lost 22:10:19 <Rubidium> though that got changed recently in trunk 22:12:21 *** SgobbiT [~sgobbit@95.232.242.190] has quit [Quit: Leaving.] 22:14:23 <Zuu> Hmm, does waypoints cost maintanence? 22:15:16 <Zuu> Otherwise I came up with a wild idea to use them as storage place for AI state information for processes such as upgrading airports. :-) 22:17:08 *** Chruker [~no@port113.ds1-vj.adsl.cybercity.dk] has quit [] 22:17:21 *** Devroush [~dennis@ip-83-134-174-72.dsl.scarlet.be] has joined #openttd 22:23:24 <Samu> a dead truck blocks all the other trucks behind 22:23:32 <Samu> :( 22:24:15 <Samu> buff it pls 22:25:04 * Zuu get the idea of puting an OpenTTD server plus many multiplayer clients using AI companies to do the actual playing in order to look for desyncs. 22:26:40 <Samu> overtake the dead truck 22:26:58 <Samu> they currently wait in a long line for the dead truck to disappear 22:27:05 <SmatZ> Zuu: is that worth the effort? I haven't encountered a desync for very long time :) 22:27:25 <Zuu> I don't know, but maybe cargodist folks might have use for it. 22:27:29 <Samu> I found some desyncs, mainly when loading save games 22:27:37 <SmatZ> ok, true 22:28:29 <Zuu> As far as I've heard it is a really simple code change to allow AIs to play as clients in multiplayer. 22:28:38 *** Adambean [AdamR@88.97.144.82] has quit [Quit: Gone fishing] 22:28:50 <SmatZ> yeah, but you have to run the server and clients :) 22:28:57 <SmatZ> with desync debug 22:29:11 <Samu> how can I report a desync? 22:29:22 <SmatZ> but if it finds even one desync reason, it will be useful :) 22:29:24 <Samu> it happens sometimes 22:29:38 <Zuu> Samu: What OpenTTD version? 22:29:44 <SmatZ> Samu: it's better to run the server and clients with desync debug 22:29:46 <Samu> it was 1.0.4 22:29:52 <SmatZ> or have a procedure to reproduce it 22:29:56 <Samu> haven't tried loading a 1.0.5 game yet 22:29:57 <SmatZ> else it's almost unfixable 22:30:32 <Zuu> SmatZ: Possible at someones spare computer. Like I've got an amd64 3500+ standing doing nothing. - though it is quite noisy. 22:30:56 <Samu> I buy it 22:31:04 <Samu> how much do you want for it, lol :) 22:31:12 <SmatZ> Zuu: ok, thanks :) 22:31:36 <Zuu> hehe, I will need it whenever I need to fix something on OpenTTD Auto Update, at least untill I get around to merge the source code to my laptop. 22:32:24 <Samu> desync debug, how do I do that? is it a command line? 22:32:39 <Zuu> Samu: It is a tedious task 22:33:00 <Zuu> IIRC there is a wiki page about it. 22:33:02 <SmatZ> Samu: if the procedure is "start server, join with clients, load this game, wait for desync", then it is simple enough :) 22:33:35 <SmatZ> http://wiki.openttd.org/OpenTTDDevBlackBook/Network/Desync_debugging 22:33:38 <Samu> no, it is a loaded game as the server 22:33:52 <Samu> I load a saved game of a previous hosted server 22:33:59 <SmatZ> not sure how recent is that text 22:34:21 <Zuu> Samu: Try to load that game as singleplayer. Open the console and type 'gamelog' 22:34:34 <Samu> er, ok, I'm saving this game 22:34:49 <Zuu> If it says something about changing NewGRFs then it is probably not so interesting for debugging desyncs. 22:34:51 <glx> SmatZ: I'd say the wiki is outdated (last edit in 2008) 22:36:04 <SmatZ> I think all you need now is to run openttd -d desync=9 22:36:19 <Samu> gamelog start 22:36:19 <Zuu> and possible storing all the output? 22:36:26 <Samu> tick 0 - game loaded 22:36:37 <Samu> conversion from TTD savegame 22:36:37 <SmatZ> Samu: please don't pastet whole log here :p 22:36:53 <Samu> revision text changed to 1.0.5 22:36:56 <Samu> ok, where do I put it? 22:37:01 <Zuu> you can use paste.openttd.org for example. 22:37:23 <SmatZ> paste.openttd.org is dead... 22:37:42 <Zuu> or some random pastebin like eg pastebin.com 22:38:09 <Zuu> SmatZ: Ok, perhaps more reasonable to leach on some other pastebin as they probably collect quite a bit spam. 22:39:54 <planetmaker> Zuu get the idea of puting an OpenTTD server plus many multiplayer clients using AI companies to do the actual playing in order to look for desyncs. <-- if you need a server for that, give a shout 22:40:20 * Zuu goes to bed - night all 22:40:27 <planetmaker> g'night, Zuu 22:40:55 <SmatZ> good night Zuu 22:44:37 <Samu> hey 22:44:40 <Samu> i had to type it all 22:44:41 <Samu> http://pastebin.com/GEXhqk9R 22:46:40 <Samu> i made a typo, i hope i can edit 22:47:00 <glx> why not redirect to a file ? 22:47:11 <glx> easier to copy/paste 22:47:36 <glx> that log is useless 22:47:44 <SmatZ> Samu: thanks, interesting :) so when you load this game at server and then join with a client, client will desync? 22:48:01 <Samu> typo was the grf version 22:48:05 <Samu> ends with a e, not with a r 22:48:27 <Samu> yes, usually the first clients 22:48:33 <Samu> then it fixes itself somehow 22:48:40 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 22:49:03 <SmatZ> Samu: then open a bugreport at bugs.openttd.org , hope it will not be hard to trace and fix :) 22:49:18 <glx> and provide the savegame 22:49:32 <SmatZ> and exact procedure how to reproduce :) 22:49:37 <SmatZ> even when it fails in "most" cases 22:50:13 <Samu> ok 22:50:24 <Samu> I will try to get it to happen 22:50:30 <Samu> have to hope someone to join 22:51:36 <SmatZ> you can join to your server, if you can run the client 22:52:00 <supermop> is there any limit to the number of sprites i can position in an action 0 block? 22:52:18 <supermop> i have about 60 22:56:05 <Hirundo> there is no such thing as 'sprites' in an 'action0 block' 22:56:47 <supermop> ok 22:57:02 <supermop> prop. 09 block inside an action 0 22:57:13 <Hirundo> what feature? 22:57:18 <supermop> stations 22:58:34 *** ecke [~ecke@188.75.128.2] has quit [Quit: more listen, more understand, more know] 22:58:56 <Hirundo> There limit that applies here is probably the max sprite size of 64kib 22:59:45 <supermop> its essentially the same 6 sprites being defined repeatedly 23:01:13 <Samu> lol, some guy on my server did some evil thing :) 23:03:16 <Samu> human nature is mean, seriously, I hoped there were better people around here 23:03:34 <glx> on internet ? 23:04:02 <Samu> this guy blocks a dock by adding terrain in front of it 23:04:12 <Samu> then builts a train station on top of it 23:04:25 <Hirundo> supermop: why do you need to define them repeatedly? 23:04:43 *** bryjen [~bryjen@63.147.94.149] has quit [Quit: Quit] 23:04:52 <Samu> the other guy was the one transporting goods 23:04:56 <Samu> now it's him 23:04:56 <__ln___> train stations need to be built 23:05:09 <Nite> whats meant by "on top of it" ? 23:05:23 <Samu> on top of terrain that is now blocking the dock exit to sea 23:10:24 <Samu> I think he has destroyed about 300 mogul trucks by now 23:10:34 <Samu> hence his name 23:13:27 *** enr1x [~kiike@74.70.23.95.dynamic.jazztel.es] has joined #openttd 23:13:46 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe8bde00-63.dhcp.inet.fi] has quit [] 23:15:07 *** Fast2 [~Fast2@p57AF8409.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 23:16:21 *** Thror [~chatzilla@88.22.104.129] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.12/20101026210630]] 23:17:51 *** robert-qfh [~robert@mnch-5d8695f2.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 23:24:32 *** Nite [~5472b1fc@ircip3.mibbit.com] has left #openttd [] 23:28:42 *** xiong [~xiong@netblock-72-25-106-102.dslextreme.com] has joined #openttd 23:29:04 *** robert-qfh [~robert@82.113.106.34] has joined #openttd 23:30:21 *** Pulec [~pulec@static-cl093181068250.unet.cz] has quit [] 23:30:23 <Samu> interesting exploit I just found 23:31:09 <Samu> while dragging main OpenTTD window, the server pauses for all clients 23:31:40 <Samu> wondering if I can disconnect ppl this way 23:33:08 <glx> you can 23:34:03 <Samu> that's evil 23:35:13 <Samu> a similar exploit existed in war3 running in window mode, a losing player could 'disconnect' the winner 23:35:19 <Samu> anyway to fix it? 23:35:23 <glx> no 23:35:26 <Samu> :( 23:35:32 *** X-2 [~X-2@5ED67292.cm-7-7b.dynamic.ziggo.nl] has quit [Remote host closed the connection] 23:35:34 <glx> it's how windows work 23:35:56 <Samu> blizzard entertainment was able to fix it though (sorry for comparison) 23:36:14 <glx> and it's not important as most servers are dedicated ;) 23:38:23 <planetmaker> a host can always fool its clients 23:40:16 <supermop> hirundo: sorry, was out of the room, its really involves, but i can explain it if you like 23:42:43 <Xaroth> Samu: it wasn't a fix, it was a dodgy workaround 23:42:43 <Samu> is the town able to reconstruct missing road tiles? 23:43:40 <Samu> I noticed this guy also removed some road tiles from some towns that had paxlink buses 23:43:49 <Samu> but the town didn't reconnect 23:43:56 <Samu> yet it kept on expanding 23:44:52 <Samu> expanding outside the town borders, not sure if you understand what I mean 23:47:25 <glx> Samu: anyway it's easier to just open the window menu to freeze the window 23:49:02 *** goblin [~goblin@krlh-5f7252d3.pool.mediaWays.net] has quit [Quit: leaving] 23:52:33 <Samu> private message, talk to company, talk to all, give money, ban, ban? 23:52:39 <Samu> there are 2 bans? 23:54:22 *** enr1x [~kiike@74.70.23.95.dynamic.jazztel.es] has quit [Quit: leaving] 23:56:19 <Samu> omg, I banned someone by mistake, how do I unban 23:56:47 <SmatZ> Samu: "unban" 23:56:58 <SmatZ> Samu: or just "banlist" "unban #" 23:57:11 <SmatZ> where # is the item number in the banlist 23:57:58 <Samu> wondering if he will come back 23:58:05 <SmatZ> I doubt 23:58:23 <Samu> the first ban is kick, the second ban is real ban 23:58:31 <Samu> translation error perhaps? 23:58:37 <SmatZ> ? 23:58:41 <SmatZ> ban = kickban 23:58:46 <SmatZ> kick = kick 23:59:08 <SmatZ> console commands are not translated 23:59:12 <Samu> private message, talk to company, talk to all, give money, ban, ban? 23:59:17 <SmatZ> hmm 23:59:20 <Samu> i'll check in english 23:59:22 <SmatZ> what is your language? 23:59:28 <Samu> portuguese 23:59:46 <SmatZ> STR_NETWORK_CLIENTLIST_KICK :Banir 23:59:48 <SmatZ> STR_NETWORK_CLIENTLIST_BAN :Banir 23:59:49 <SmatZ> hah 23:59:57 <SmatZ> kick your translator :P