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00:00:19 <TrueBrain> and as name: NoGame 00:00:21 <TrueBrain> hihi 00:00:35 <TrueBrain> AI & Goal Scripts .. AI & Game Scripts .. 00:01:19 <Zuu> Another thing my parser/script is doing is to exclude sub libraries that are not suitable for NoGo. Otherwise it would need to inline the road path finder as well. 00:07:24 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has joined #openttd 00:12:58 *** Mazur [~mazur@5ED2BEAE.cm-7-3c.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 00:25:19 *** SystemParadox [~simon@proxima.systemparadox.co.uk] has quit [Remote host closed the connection] 00:27:21 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 00:29:42 *** pugi [~pugi@host-091-097-004-202.ewe-ip-backbone.de] has quit [Quit: I reject your reality and substitute my own] 00:36:23 *** HerzogDeXtEr1 [~Flex@88.130.160.248] has quit [Read error: Connection reset by peer] 00:58:28 *** Mazur [~mazur@5ED2BEAE.cm-7-3c.dynamic.ziggo.nl] has joined #openttd 01:27:20 *** valhallasw [~valhallas@193.52.24.37] has quit [Ping timeout: 480 seconds] 01:27:34 <Eddi|zuHause> bÀÀÀh... i think we need to revoke oberhÃŒmers commit rights... 01:27:46 <peter1138> 6uh oh 01:28:05 *** pjpe [ade6a119@ircip4.mibbit.com] has joined #openttd 01:28:05 <Eddi|zuHause> 11 commits, most of them garbage... 01:30:08 <z-MaTRiX> hey 01:30:16 <z-MaTRiX> whats up? 01:30:43 *** Mazur [~mazur@5ED2BEAE.cm-7-3c.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 01:31:21 *** Mazur [~mazur@5ED2BEAE.cm-7-3c.dynamic.ziggo.nl] has joined #openttd 01:31:36 <Eddi|zuHause> https://dev.openttdcoop.org/projects/cets/repository/revisions/5c3ad898cbb6/diff/src/table/CETS_Tracking_Table.tsv <--- seriously, wtf?? 01:32:37 *** hanf [~Klaus@host-89-240-246-118.as13285.net] has quit [Quit: Leaving] 01:53:44 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has quit [Quit: TschÃŒÃ] 02:13:52 *** Elukka [Elukka@78-27-80-61.bb.dnainternet.fi] has quit [] 03:10:50 *** glx [glx@2a01:e35:2f59:c7c0:8135:c92e:4b8c:3176] has quit [Quit: bye] 03:25:06 *** rhaeder [~quix0r@dslb-094-221-136-101.pools.arcor-ip.net] has joined #openttd 03:29:45 *** rhaeder1 [~quix0r@dslb-094-221-135-224.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 04:04:30 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has quit [Ping timeout: 480 seconds] 04:13:36 *** supermop_ [~daniel_er@cpe-184-57-41-122.columbus.res.rr.com] has joined #openttd 04:23:55 *** collinp [~collin@h7.79.91.75.dynamic.ip.windstream.net] has joined #openttd 05:54:01 *** Eddi|zuHause [~johekr@p54B73AB1.dip.t-dialin.net] has quit [Remote host closed the connection] 05:54:21 *** Eddi|zuHause [~johekr@p54B7340E.dip.t-dialin.net] has joined #openttd 06:20:43 *** Adambean [~AdamR@82.hosts.reece-eu.net] has quit [Quit: Gone fishing] 06:31:52 *** Prof_Frink [~proffrink@5e0a9627.bb.sky.com] has quit [Ping timeout: 480 seconds] 06:43:24 *** Celestar [~dax@dslb-094-216-046-127.pools.arcor-ip.net] has joined #openttd 06:57:51 *** Snail_ [~jacopocol@cpe-66-108-237-227.nyc.res.rr.com] has quit [Quit: Snail_] 07:03:46 *** Celestar [~dax@dslb-094-216-046-127.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 07:12:27 *** supermop_ [~daniel_er@cpe-184-57-41-122.columbus.res.rr.com] has quit [Quit: supermop_] 07:23:37 *** Celestar [~dax@dslb-094-216-046-127.pools.arcor-ip.net] has joined #openttd 07:23:43 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has joined #openttd 07:35:49 *** Celestar [~dax@dslb-094-216-046-127.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 07:36:16 *** sla_ro|master [~slaco@95.76.27.160] has joined #openttd 07:59:41 *** DayDreamer [~DayDreame@ip-86-49-59-25.net.upcbroadband.cz] has joined #openttd 08:04:00 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has joined #openttd 08:08:32 <Xaroth> hrnf, tt-forums down 08:16:59 *** Neon [~Neon@dslb-094-219-001-068.pools.arcor-ip.net] has joined #openttd 08:22:27 *** Celestar [~dax@89.204.154.175] has joined #openttd 08:23:18 <dihedral> greetings 08:27:45 <Xaroth> lo dih 08:27:57 <dihedral> hello Xaroth 08:28:40 <dihedral> Interesting commits going on lately 08:29:02 <dihedral> TrueBrain, nice to see your activity again ;-) 08:29:04 <dihedral> good old times 08:29:33 *** MNIM [~mBuntu@88.159.108.39] has joined #openttd 08:38:06 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 08:40:21 *** MNIM [~mBuntu@88.159.108.39] has quit [Ping timeout: 480 seconds] 08:49:02 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has joined #openttd 08:52:27 <Celestar> \o 08:56:29 <peter1138> hi 08:56:40 <peter1138> i reckon we could get EZ by this evening :D 08:58:19 <Celestar> woot 09:02:38 *** Arie- [5597f912@ircip4.mibbit.com] has joined #openttd 09:16:02 *** collinp [~collin@h7.79.91.75.dynamic.ip.windstream.net] has quit [Quit: This computer has gone to sleep.] 09:28:47 *** Celestar_ [~dax@89.204.154.175] has joined #openttd 09:30:33 *** Celestar [~dax@89.204.154.175] has quit [Ping timeout: 480 seconds] 09:36:13 <peter1138> hmm, quiet this morning 09:39:07 *** sla_ro|vista [~slaco@95.76.27.160] has joined #openttd 09:40:42 *** tokai|mdlx [~tokai@port-92-195-5-177.dynamic.qsc.de] has joined #openttd 09:40:49 <appe> morning. 09:41:17 *** hanf [~Klaus@host-89-242-77-27.as13285.net] has joined #openttd 09:42:40 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has quit [Remote host closed the connection] 09:43:32 <TomyLobo> towns have goals? 09:43:35 <TomyLobo> what does that mean? 09:44:06 *** sla_ro|master [~slaco@95.76.27.160] has quit [Ping timeout: 480 seconds] 09:44:22 *** Neon [~Neon@dslb-094-219-001-068.pools.arcor-ip.net] has quit [Quit: Python is way too complicated... I prefer doing it quickly in C.] 09:46:05 *** tokai [~tokai@port-92-195-29-185.dynamic.qsc.de] has quit [Read error: Operation timed out] 09:54:39 <peter1138> TomyLobo, in arctic/tropic you may or may not have to send food to them for them to grow 10:06:00 <TomyLobo> oh, that 10:06:46 *** collinp [~collin@h7.79.91.75.dynamic.ip.windstream.net] has joined #openttd 10:07:05 *** collinp [~collin@h7.79.91.75.dynamic.ip.windstream.net] has quit [] 10:09:53 *** pjpe [ade6a119@ircip4.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 10:13:34 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd 10:35:48 *** hanf [~Klaus@host-89-242-77-27.as13285.net] has quit [Read error: Connection reset by peer] 10:45:36 *** andythenorth [~Andy@78-86-194-127.zone2.bethere.co.uk] has joined #openttd 10:55:55 *** sla_ro|vista [~slaco@95.76.27.160] has quit [] 11:22:18 *** DDR [~chatzilla@142.179.78.88] has quit [Quit: ChatZilla 0.9.87 [Firefox 7.0.1/20110928224508]] 11:24:16 *** Celestar_ is now known as Celestar 11:25:20 <Eddi|zuHause> where's orudge when the forum is down all day? 11:25:34 <andythenorth> busy working on it, and not hanging out here? :P 11:25:36 <andythenorth> :) 11:25:40 * andythenorth hopes 11:29:11 <orudge> yes 11:29:15 <orudge> hence the message on the forums 11:29:19 <orudge> in theory, they should be up within half an hour 11:29:20 <orudge> possibly sooner 11:29:38 <Eddi|zuHause> the only message i get is a 404 11:29:45 <orudge> go to www.tt-forums.net then 11:29:51 <orudge> I didn't bother setting up the message for any request 11:29:54 <orudge> because of, well, effort 11:29:57 <orudge> I suppose I could set it as the 404 page though 11:31:46 <Eddi|zuHause> i think i got a 503 or something earlier this morning 11:31:59 <orudge> yes 11:32:03 <orudge> that was before I put the message up 11:32:30 <Eddi|zuHause> i wasn't paying too much attention... because it was early morning... 11:43:54 <orudge> Forums should be back up 11:44:40 <peter1138> cool, should be lots of posts to read ;) 11:47:42 * andythenorth has been missing out on lots of discussion :( 12:01:02 *** welshdragon [~welshdrag@host-89-242-133-54.as13285.net] has joined #openttd 12:06:43 <Celestar> what's this with people sending about endless mail chains ffs 12:07:14 <Sacro> peter1138 likes endless male chains 12:07:27 <Celestar> lol 12:08:34 <Rubidium> Celestar: then you haven't trained those who email you well enough 12:16:25 <andythenorth> threaded view, delete 12:16:27 <andythenorth> problem solved 12:18:14 <CIA-6> OpenTTD: peter1138 * r23314 /trunk/src/ (8 files in 4 dirs): -Add: Add settings to restrict viewport zoom levels. 12:22:22 <Celestar> andythenorth: the problem is that it comes as ONE mail. 12:22:47 <Celestar> andythenorth: subject: RE: RE: Re: RE: Aw: Re: AW: Re: RE: AW: Re: Re: <actual subject> 12:23:06 <Celestar> and then you dig through the one mail trying to determine wtf they are on about 12:24:44 <CIA-6> OpenTTD: peter1138 * r23315 /trunk/src/ (7 files in 3 dirs): -Codechange: Only encode sprites for zoom levels that will be used. 12:33:25 *** Progman [~progman@p57A1B303.dip.t-dialin.net] has joined #openttd 12:36:48 <CIA-6> OpenTTD: peter1138 * r23316 /trunk/src/ (29 files in 5 dirs): -Feature: Add ability to zoom in to 2x and 4x level. 12:37:09 <Noldo> o.O 12:37:14 <peter1138> -_^ 12:38:26 <Celestar> woot 12:38:29 <peter1138> you, er, might wanna increase your spritecache size 12:38:34 <Celestar> rofl 12:38:34 <Celestar> why? 12:38:41 <Celestar> are the sprites bigger now? :P 12:38:49 <peter1138> possibly so 12:40:43 <Celestar> sprite_cache_size is in MB? 12:40:48 <peter1138> yeah 12:40:54 <peter1138> default was 4, not 64 12:41:16 <peter1138> you can disable the zooming in, in which case it's not needed 12:41:29 <peter1138> i'll probably stick to 2x max myself 12:42:05 <Rubidium> I think we should increase that default in configs in some way, otherwise it's going to give a lot of "openttd is slow" bug reports with 1.2.0-beta1 and later :( 12:42:51 <Celestar> is OpenGFX getting new graphics? 12:42:53 <peter1138> Rubidium, yeah 12:46:10 <andythenorth> Celestar: just ignore mails. If it's important, some one phones you... 12:51:52 *** glx [glx@2a01:e35:2f59:c7c0:3943:8607:c2d9:f6cc] has joined #openttd 12:51:55 *** mode/#openttd [+v glx] by ChanServ 12:54:49 *** welshdragon [~welshdrag@host-89-242-133-54.as13285.net] has quit [Quit: welshdragon] 13:03:21 *** Neon [~Neon@dslb-094-219-001-068.pools.arcor-ip.net] has joined #openttd 13:10:13 *** welshdragon [~welshdrag@host-89-242-133-54.as13285.net] has joined #openttd 13:17:42 *** welshdragon [~welshdrag@host-89-242-133-54.as13285.net] has quit [Quit: welshdragon] 13:31:44 *** Kurimus [~stabbity@dsl-tkubrasgw3-fe93dd00-34.dhcp.inet.fi] has joined #openttd 13:43:06 *** TomyLobo2 [~foo@p5494790E.dip.t-dialin.net] has joined #openttd 13:47:16 *** welshdragon [~welshdrag@host-89-242-133-54.as13285.net] has joined #openttd 13:48:51 *** TomyLobo [~foo@p4FC23A71.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 13:48:51 *** TomyLobo2 is now known as TomyLobo 14:21:33 *** TGYoshi [~TGYoshi@86.81.146.146] has joined #openttd 14:23:03 <Terkhen> hello 14:23:48 <Belugas> hello 14:27:57 <murr4y> hello 14:30:22 *** welshdragon [~welshdrag@host-89-242-133-54.as13285.net] has quit [Quit: welshdragon] 14:40:22 *** welshdragon [~welshdrag@host-89-242-133-54.as13285.net] has joined #openttd 14:41:37 *** welshdragon [~welshdrag@host-89-242-133-54.as13285.net] has quit [] 14:45:32 <appe> olleh! 14:47:09 <andythenorth> aloh 14:58:45 <planetmaker> Celestar, probably will get additions. But as things are, I'd not assume it'll be quickly 14:59:16 <planetmaker> thus it's good the upscaling works for my taste quite well :-) 14:59:32 <planetmaker> But I guess I'll start adding zoomed-in sprites once we can do that 15:05:21 <andythenorth> planetmaker: how does EZ perform on your mac? 15:05:34 * andythenorth has much sadface 15:05:54 <andythenorth> hmm 15:06:06 <andythenorth> bizarre 15:06:16 <andythenorth> only the intro screen seems to be affected 15:06:38 <andythenorth> with 4x zoom enabled (but not zoomed), there is significant cursor lag on the intro screen 15:06:38 <planetmaker> andythenorth, change your cfg 15:06:49 <peter1138> increase sprite cache size 15:06:55 <planetmaker> <planetmaker> sprite_cache_size = 64 15:06:58 <planetmaker> instead of =4 15:07:03 <planetmaker> then it performs very well 15:07:12 <andythenorth> interestingly it's fine on a 512x512 map with *no* vehicles 15:07:19 <peter1138> it would be 15:07:32 <peter1138> sprites are loaded as needed, so... 15:08:10 <planetmaker> andythenorth, first quit openttd, then edit the cfg :-) 15:08:15 <andythenorth> yup 64 ftw 15:08:16 <andythenorth> done 15:08:36 <andythenorth> well that's nice 15:08:38 <peter1138> Celestar, i need paxdest 15:08:48 <planetmaker> I very much like the 2x zoom, andythenorth :-) 15:08:50 <andythenorth> maybe people will draw the lighting correctly now :D 15:08:53 <planetmaker> it feels (to me) very natural 15:09:07 <andythenorth> don't look too closely at FIRS sprites though :P 15:10:02 <andythenorth> he 15:10:37 <peter1138> good job it came after michi_cc's shorter vehicles fix :) 15:10:37 <planetmaker> http://www.tt-forums.net/download/file.php?id=152656 <-- not that bad, I'd say 15:10:45 <planetmaker> And: too late, andythenorth, I did :-P 15:10:50 <planetmaker> yesterday even ;-) 15:10:53 <V453000> looks superb to me 15:11:59 <planetmaker> ^^ 15:17:43 <peter1138> all the little people on MB's stations are suddenly big :p 15:21:30 <planetmaker> :-P 15:22:01 <planetmaker> I dropped a small hint to grab todays nightly in the German forums... let's see how they'll react :-) 15:22:41 <planetmaker> You might want to put up a hint here, too - along with the advise to adjust the sprite_cache 15:23:33 <peter1138> just need to change the setting name 15:23:36 <peter1138> what to? 15:24:15 <peter1138> heh 15:24:20 <peter1138> the vehicle windows look tiny now :p 15:25:28 <michi_cc> peter1138: max_sprite_cache_size (no need to tell anybody we always allocate the max :) 15:26:35 <peter1138> hmm 15:26:39 <peter1138> interesting idea thoug 15:27:04 <peter1138> if (spritecachefull) resizeit 15:27:47 <peter1138> would need a lot of pointers updating 15:30:37 <peter1138> . o O ( YAIM / YACD / YAMA / YANO ) 15:31:11 <V453000> YAWTF? :) 15:32:27 <andythenorth> YACS 15:32:49 <andythenorth> YRMM 15:33:23 <dihedral> YIKES 15:35:05 <Pinkbeast> YKINOK 15:39:16 *** Adambean [~AdamR@82.hosts.reece-eu.net] has joined #openttd 15:42:31 <andythenorth> YARP 15:43:01 *** Celestar [~dax@89.204.154.175] has quit [Ping timeout: 480 seconds] 15:46:53 <dihedral> NARP? 15:50:00 <Eddi|zuHause> Not Another Russian Patchpack? 15:50:15 *** sla_ro|master [~slaco@95.76.27.160] has joined #openttd 15:52:30 <planetmaker> New Asteroid Ressource Programme 15:55:30 <Eddi|zuHause> if on eath metal ressources are typically found near tectonic fault lines, why would one assume that metals can be found on asteroids? or on mars? 15:55:35 <Eddi|zuHause> *earth 16:00:23 <planetmaker> I'm not sure that your assumption is correct in the first place. And it might be interesting to note that there are differenciated and undifferenciated asteroids 16:00:49 <CIA-6> OpenTTD: peter1138 * r23317 /trunk/src/table/misc_settings.ini: -Change: Rename sprite_cache_size setting so that the new default is used. 16:01:01 <planetmaker> in the latter you might have rather pristine abundance of all non-refactory elements. Thus the metal contents is higher than on the average non-magmatic stuff 16:01:42 <planetmaker> on Earth. And for the differenciated, you might find some which broke up, thus you might find even more or less metal-enriched bodies 16:02:01 <peter1138> dbg: [sprite] LoadNewGRF: Currently 34999 sprites are loaded 16:02:04 <peter1138> o_O 16:02:08 <peter1138> back in the day 16:02:34 <dihedral> ^^ 16:05:42 <planetmaker> that's not so surprising 16:05:51 <planetmaker> like 6k from the base set already. Always 16:06:08 <peter1138> use to be 3-4k? 16:06:10 <planetmaker> hm... or 10k? Not sure currently 16:06:14 <planetmaker> no, always more 16:06:25 <planetmaker> it's already >4k in trg1r.grf 16:06:28 <Eddi|zuHause> how much if you load CETS? :) 16:07:00 *** Elukka [Elukka@78-27-80-61.bb.dnainternet.fi] has joined #openttd 16:07:06 <peter1138> hm, i misremember :p 16:07:12 <peter1138> anyway, there was that 16k limit 16:07:29 <planetmaker> there isn't :-) 16:07:34 <Eddi|zuHause> goes it throw out limitation? 16:07:34 <peter1138> *was* 16:07:37 <peter1138> exactly 16:07:38 <planetmaker> anymore. Dunno for how long :-) 16:07:50 <planetmaker> but longer 16:07:58 <peter1138> i fixed that with my bare hands 16:08:33 <peter1138> ooh, new version of CETS :D 16:09:28 <planetmaker> I hope you didn't dirty your hands too much ;-) 16:09:31 <peter1138> dbg: [sprite] LoadNewGRF: Currently 60588 sprites are loaded 16:09:42 <peter1138> planetmaker, it was a huge patch :) 16:09:53 <peter1138> masses of tables needed reworking 16:10:12 <planetmaker> :-) 16:10:22 <peter1138> so yes, 25000+ sprites in cets 16:10:25 <planetmaker> it was also a huge gain :-) 16:10:27 <peter1138> and it's not even usable 16:10:29 <peter1138> oh yes 16:10:32 <peter1138> well worth it 16:13:27 <peter1138> CETS is CETSky 16:14:35 *** rhaeder [~quix0r@dslb-094-221-136-101.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 16:15:50 *** z-MaTRiX [~matrix@nude.lesbianbath.com] has quit [Ping timeout: 480 seconds] 16:17:19 <peter1138> bit out of place alongside ukrs2 though 16:17:51 <peter1138> due to 1) awesomely long wagons 2) no running sounds (yet?) 16:38:53 <Pinkbeast> On the other hand UKRS2 really needs _some_ extra set to patch some of the holes 16:39:04 *** Snail_ [~jacopocol@cpe-66-108-237-227.nyc.res.rr.com] has joined #openttd 16:42:56 <peter1138> hm 16:43:09 <peter1138> i don't think CETS is there yet ;) 16:43:33 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has joined #openttd 16:57:17 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has quit [Quit: TschÃŒÃ] 17:02:27 <peter1138> i have no CETS wagon for wood :( 17:03:03 <andythenorth> pah 17:03:04 <andythenorth> use trucks 17:03:20 <peter1138> boring :) 17:03:46 <peter1138> just had a stupid idea for that detailed purchase list sprite 17:03:51 <andythenorth> do tell 17:04:10 <peter1138> allow the image to be rotated and zoomed 17:04:28 <andythenorth> annoying rotator widget? 17:04:34 <peter1138> but won't work for those newgrfs that have just a west sprite for the there :S 17:04:38 <peter1138> yes 17:04:48 <peter1138> except, unlike a flash applet, it won't take a minute to download all the images 17:04:52 <andythenorth> ha, mine are mostly west only :P 17:04:58 *** welshdragon [~welshdrag@host-84-13-126-123.opaltelecom.net] has joined #openttd 17:05:22 <andythenorth> purchase list sometimes misses 'extra information for nerds' 17:05:32 <peter1138> welshdragon, you have eyesight issues don't you? 17:05:35 <andythenorth> like which newgrf the vehicle is from, loading speed etc 17:07:16 <peter1138> oh dear, train stuck at 1mph is ... noisy 17:07:36 <peter1138> maybe i should tone down my freightweight 17:10:09 *** welshdragon [~welshdrag@host-84-13-126-123.opaltelecom.net] has quit [Quit: welshdragon] 17:10:58 <peter1138> hm 17:11:07 *** Priski [priski@lakka.kapsi.fi] has joined #openttd 17:13:15 <Zuu> peter1138: Just show west image if the NewGRF doesn't contain rotatable images. I'm sure they will start to provide more images if the feature is added. 17:13:21 *** TWerkhoven [~Turbulent@cpc12-linl7-2-0-cust144.sgyl.cable.virginmedia.com] has joined #openttd 17:13:37 <CIA-6> OpenTTD: peter1138 * r23318 /trunk/src/texteff.cpp: -Change: Make text effects rise at their previous speed. 17:14:04 <peter1138> Zuu, the images are there, just... empty :p 17:14:41 <Zuu> Oh, so you need to check if the pixels are transparent upon loading ad set a "empty" flag :-) 17:15:11 <peter1138> heh 17:15:16 <peter1138> they're not loaded until they're drawn ;) 17:15:23 <peter1138> (ish) 17:15:45 <Zuu> but after they have been drawn once, aren't they cached then? 17:17:10 <andythenorth> due to the action 2 chain, there's no sane way to predict what sprites a vehicle might show for buy menu 17:17:20 <peter1138> that too 17:17:27 <andythenorth> for any vehicle, it's deterministic, but there are so many approaches to providing buy menu sprites 17:17:40 <andythenorth> actually, it's not deterministic if I use random bits :P 17:17:46 <andythenorth> which would be madness :P 17:18:08 <peter1138> anyway, it's not necessary, so there 17:18:20 <andythenorth> would have to be a special flag, but...bigger fish to fry imo 17:18:30 <peter1138> yeah, like ez sprites 17:18:32 <andythenorth> did I mention any of those? 17:18:43 <TrueBrain> Zuu: FYI, in my latest version I renamed GoalNNN to GSNNN, and renamed 'goal' to 'game' (including directory of scripts). It is not uploaded yet or anything, but it most likely will be in the next version ;) 17:18:45 <peter1138> you might've done 17:18:49 <andythenorth> you think ez sprites are needed? I like the appearance when zoomed 17:18:57 <andythenorth> it's pretty fly 17:19:03 <peter1138> andythenorth, i love it 17:19:21 <Zuu> TrueBrain: Thanks for your information. 17:19:51 <Zuu> Sounds like a sensible change 17:20:11 <TrueBrain> the GS part should be a lot easier to type over and over :D 17:20:22 <Zuu> GSGSGSGSGSGSGSGSGS 17:20:24 <Zuu> :-) 17:20:32 <TrueBrain> exactly :D 17:21:21 <peter1138> citroen gs? 17:21:22 <Zuu> And it becomes easier to make a lazy AI -> GS conversion :-) 17:21:44 <Zuu> As I assume GS is always uppercase, while Goal was not. 17:22:01 <TrueBrain> another nice new addition, at the start of a new game, you get 250 ticks to do your script thingy. Works really awseom :D 17:22:06 <TrueBrain> it is, yes 17:22:25 <Zuu> For GS or also AIs? 17:22:30 <Zuu> I suppose only GS. 17:22:38 <TrueBrain> GS only, yes 17:22:43 <TrueBrain> AIs have no business in that :) 17:22:44 <glx> <@peter1138> citroen gs? <-- nice car :) 17:23:07 <Zuu> As the other would be unfair against players, although to be really fair, AIs should be then allowed to hit pause and run while paused :-) 17:24:00 <peter1138> glx :) 17:25:04 <Zuu> One thing with GS being allowed to run while pasued, it breaks my "break on pause" feature in the AI Debug window. :-) 17:25:26 <Zuu> Eh. "break on log" 17:25:49 <Zuu> Where "break" means that it pauses the game. 17:26:27 <Zuu> But that is a secondary thing that could be solved down the road. 17:27:47 <TrueBrain> yup :) 17:28:00 <TrueBrain> and results of running the script for a bit during startup is really epic 17:28:08 <TrueBrain> no longer you have to wait 30 seconds before all towns are marked etc 17:28:11 <TrueBrain> instantness 17:28:49 <Zuu> Is any DoCommand accepted during those 250 ticks? Eg. could you build road, industries etc. ? 17:29:06 <TrueBrain> those who are allowed by the API are, with no restrictions 17:29:15 <Zuu> ok 17:29:17 <TrueBrain> where normally you can only do 1 docommand per tick, you can do many many docommands in those ticks 17:29:22 <Eddi|zuHause> <peter1138> i have no CETS wagon for wood :( <-- there should be special wagons for wood 17:29:26 <TrueBrain> it aborts on VM opcodes 17:29:36 <Eddi|zuHause> double-wagons, actually 17:30:08 <Zuu> So by default you have 250 * 10 000 instructions with no limitation that a DoCommand ends the tick? 17:30:09 <TrueBrain> Zuu: but atm it looks like you will get access to all those commands yes 17:30:14 <TrueBrain> yes 17:30:30 <TrueBrain> so it is good practice to have a sleep() when you are done 17:30:53 <TrueBrain> I now wrote code that inits the map, then it goes in a loop of real timer, waiting for the game to start 17:31:02 <TrueBrain> that is the best way to end your startup cycle 17:31:16 <TrueBrain> I considered adding an event, but polling events takes a lot of opcodes :P 17:31:20 <Zuu> You could possible enforce that by adding a InitDone() function, and "crash" scripts that doesn't use it. 17:31:50 <TrueBrain> I am thinking that the first Sleep() should just suspend it till the next time 17:31:59 <TrueBrain> euh, till the game starts 17:32:18 <TrueBrain> so: (your init code). this.Sleep(<any value>); <it will get here when the game is starting> 17:33:24 <Zuu> It is maybe simplier to use Sleep than a new special InitDone, which will make it easier to learn GS and do it right in the long run. 17:34:57 <TrueBrain> well, the other problem is that you might run out of time and you fail to do the Initdone because of that ;) 17:35:12 <Zuu> But I don't know. Say that you don't know GS and read one GS-script that uses this.Sleep() and another that uses this.WaitForGameStart(), isn't the later more self explationary? 17:35:18 <CIA-6> OpenTTD: peter1138 * r23319 /trunk/src/ (signs.cpp station_cmd.cpp town_cmd.cpp waypoint_cmd.cpp): -Fix (r23316): Offsets of viewport signs were not scaled up. 17:36:10 <Zuu> Oh, yes, punishing GS scripts that don't call it within 250 ticks may be a bit too harsh. 17:37:38 <Eddi|zuHause> what's the problem there? just let it go on tick-by-tick... 17:38:10 <TrueBrain> Eddi|zuHause: that is what he is saying: his idea to abort an GS when it doesn't reach it, is a bit harsh ;) 17:38:18 <TrueBrain> now they just run on, on a much slower speed, but okay 17:38:42 <TrueBrain> Zuu: now thinking about it, I might make the initial part 'infinte' long 17:38:48 <Eddi|zuHause> maybe throw out a debug message? 17:38:49 <TrueBrain> where you have to trigger a Sleep(1) or what-ever function 17:38:52 <TrueBrain> to finish generating the map 17:39:14 <Zuu> Can the user abort map generation? 17:39:22 <TrueBrain> well, there is an Abort button 17:39:31 <Eddi|zuHause> only with threading enabled 17:39:36 <TrueBrain> I am not promising it works on all OSes, but ;) 17:40:24 <Zuu> Though, after 10 000 op codes, isn't the GUI updated? 17:40:25 <TrueBrain> GS that takes very long will be punished by the community I am sure :P 17:40:33 <Zuu> hehe :-) 17:40:46 <Zuu> Yep 17:40:47 <TrueBrain> the GUI is updated every tick; not that it really matters :) 17:40:56 <Eddi|zuHause> there is no community feedback on bananas 17:41:40 <Zuu> So there is really no way for a GS to hang OpenTTD on startup. (other than using the same tricks an it could do when running normally) 17:42:07 <TrueBrain> we can build in some extreme failsafe 17:42:10 <TrueBrain> like 1000 ticks or whatever 17:42:34 <Zuu> I don't think that will add anything, if the user can hit Abort if it takes too long. 17:42:54 <TrueBrain> I agree; just not all systems can handle Abort during generation 17:43:00 <TrueBrain> but you can always just kill :D 17:43:05 <Zuu> Other than the fact that OpenTTD can punish the script so that the user don't think OpenTTD is broken :-D 17:43:46 <Zuu> (if OpenTTD abort the script and display a red message if it takes longer than X ticks) 17:44:03 <Eddi|zuHause> as an "outsider", i'd prefer the "run 250 ticks, and then go on tick-by-tick" method 17:44:12 *** Phoenix_the_II [~ralph@home.deboom.biz] has joined #openttd 17:44:30 <TrueBrain> Eddi|zuHause: the problem is that most scripts only need 2 or 3 ticks :) 17:44:37 <TrueBrain> the 250 is completely arbitrair 17:44:57 <TrueBrain> some feedback from the script, with some extreme cut-off would be better 17:45:12 <Eddi|zuHause> TrueBrain: the map runs a few ticks on map generation (to provide snow etc.), could just couple that with the GS ticks 17:45:13 <TrueBrain> the resulst is the same, from a user point of view 17:45:27 <TrueBrain> Eddi|zuHause: where do you think the GS ticks happen? 17:47:38 <TrueBrain> yeah; I like the idea. You hit Sleep, and next time you wake up, you are on a running map 17:47:45 <TrueBrain> no silly idling in loops waiting for that to happen 17:47:55 <TrueBrain> simplification++, clearification++, more users writing scripts :D 17:51:41 *** Snail_ [~jacopocol@cpe-66-108-237-227.nyc.res.rr.com] has quit [Quit: Snail_] 17:53:08 <Zuu> documentation++ 17:55:41 <Xaroth> first implementation+++ :P 18:09:06 *** HerzogDeXtEr [~Flex@88.130.160.248] has joined #openttd 18:10:44 *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has joined #openttd 18:10:47 *** mode/#openttd [+o Alberth] by ChanServ 18:14:20 *** hanf [~Klaus@host-2-101-53-177.as13285.net] has joined #openttd 18:17:58 *** andythenorth [~Andy@78-86-194-127.zone2.bethere.co.uk] has quit [Quit: andythenorth] 18:20:32 *** frosch123 [~frosch@frnk-4d009d8f.pool.mediaWays.net] has joined #openttd 18:24:11 *** LordAro [5684195e@ircip2.mibbit.com] has joined #openttd 18:24:40 <LordAro> peter1138: i think you just completely ruined the ez patch :) 18:27:56 <TrueBrain> I think he implemented an EZ 18:28:08 <TrueBrain> Zuu: new version is being compiled as wel speak; your script is no longer functional :D 18:28:17 <Zuu> hehe :-) 18:28:58 <LordAro> TrueBrain: quite possibly, haven't yet had the chance to see what's broken (wrt the ez graphics) 18:36:58 *** Arie- [5597f912@ircip4.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 18:38:34 *** TheMask96 [~martijn@lust.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 18:40:28 <peter1138> LordAro, quite likely 18:40:37 <peter1138> no, it's not compatible 18:41:16 *** mahmoud [~KEM@ALyon-158-1-12-50.w90-29.abo.wanadoo.fr] has joined #openttd 18:41:36 <peter1138> but we all wanted EZ that works everywhere :p 18:41:46 <peter1138> well 18:42:13 <peter1138> cept truebrain :) 18:42:15 *** welshdragon [~welshdrag@host-89-242-134-25.as13285.net] has joined #openttd 18:43:28 <welshdragon> peter1138: yes, yes I do 18:43:43 <CIA-6> OpenTTD: translators * r23320 /trunk/src/lang/ (8 files): (log message trimmed) 18:43:43 <CIA-6> OpenTTD: -Update from WebTranslator v3.0: 18:43:43 <CIA-6> OpenTTD: croatian - 7 changes by VoyagerOne 18:43:43 <CIA-6> OpenTTD: dutch - 7 changes by habell 18:43:44 <CIA-6> OpenTTD: english_US - 8 changes by Rubidium 18:43:44 <CIA-6> OpenTTD: french - 15 changes by Snail_, glx 18:43:45 *** TheMask96 [~martijn@gluttony.vhost.ne2000.nl] has joined #openttd 18:43:46 <CIA-6> OpenTTD: italian - 19 changes by lorenzodv 18:44:11 * Zuu wonders what a user would expect to find in a "game" sub directory of the OpenTTD root 18:44:11 <LordAro> no problem, its great, just that i now have to work out which parts of the patch were to do with zoom, and which with colour :) 18:45:37 <Zuu> first I though it was too broad to contain game scripts, but "game_scripts" would also be a bit comfusing next to "scripts". And after all the game scripts do affect the game, but will just not be the entire game logic. 18:46:17 *** frosch123 [~frosch@frnk-4d009d8f.pool.mediaWays.net] has quit [Remote host closed the connection] 18:46:34 <TrueBrain> peter1138: <3 :D 18:53:54 <CIA-6> OpenTTD: peter1138 * r23321 /trunk/src/ (viewport_gui.cpp waypoint_gui.cpp): -Fix (r23316): Extra viewports and waypoint detail opened up at wrong zoom level. 18:54:15 *** pjpe [ade6a119@ircip1.mibbit.com] has joined #openttd 18:54:25 *** pjpe [ade6a119@ircip1.mibbit.com] has quit [] 18:57:20 <peter1138> LordAro, anything outside of spritecache/spriteloader/blitter stuff is irrelevant 19:02:41 <peter1138> or should be 19:02:46 *** HerzogDeXtEr1 [~Flex@88.130.170.39] has joined #openttd 19:03:01 <peter1138> LordAro, some other changes are dubious too, like the transparent changes 19:03:18 * Zuu managed to crash OpenTTD-nogo in the world gen. The crash happened later in the debug build and the stack is not soo usable (it doesn't crash anywhere script-related) 19:03:25 * Zuu tries to take out SuperLib. 19:05:21 <Xaroth> if I run newest binary on my server it crashes after worldgen 19:05:31 <Xaroth> but i didn't have any script loaded, might be due to that 19:06:22 <Zuu> possible 19:06:29 <Xaroth> ah, it does not with a script loaded 19:06:59 <Zuu> it crashes still here without SuperLib. Maybe it doesn't find my script. 19:07:28 *** JVassie [~James@2.25.210.119] has joined #openttd 19:08:53 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has joined #openttd 19:08:53 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has left #openttd [] 19:09:00 <Xaroth> you got them in .openttd/game/test/ 19:09:06 <Xaroth> cuz thats the only place it looks 19:09:39 *** HerzogDeXtEr [~Flex@88.130.160.248] has quit [Ping timeout: 480 seconds] 19:11:26 *** TyrHeimdall [~marcus@marcus.no] has quit [Remote host closed the connection] 19:12:01 <Zuu> not in the installation directory anymore? 19:12:14 <Xaroth> well the game creates a /game/ folder :P 19:12:20 <Xaroth> so inside there, inside a folder called 'test' . 19:13:25 <Zuu> yep, but I was mostly refering to installation folder vs user folder 19:14:26 <Xaroth> also, the extra zoom levels look weird :/ 19:14:29 <Zuu> Things that are under development, I put in a specific installation instead in the global place for all installations. So I was wondering if you really ment that that is not possible for game scripts. 19:14:47 <Xaroth> dunno 19:14:50 <Xaroth> never bothered to try it 19:14:53 <Xaroth> TrueBrain might know 19:15:58 <TrueBrain> it checks all normal directories 19:16:03 <TrueBrain> so any game dir will do 19:16:25 *** TWerkhoven [~Turbulent@cpc12-linl7-2-0-cust144.sgyl.cable.virginmedia.com] has quit [Remote host closed the connection] 19:17:18 <TrueBrain> ack on crash when nos cript loaded; fixed locally 19:17:24 <Zuu> It is probably then that my script doesn't compile for some reaoson which is not so easy to figure out at the moment. :-) 19:17:50 <TrueBrain> do you use the binaries, or compile your own? 19:20:13 <Zuu> I've tried both 19:21:28 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has joined #openttd 19:21:44 *** _tbone3_AMP [~tbone_min@123.136.106.102] has joined #openttd 19:21:57 *** _tbone3_AMP [~tbone_min@123.136.106.102] has quit [] 19:23:50 <TrueBrain> genworld.cpp, around line 166, put the whole block there around: if (Game::GetInstance() != NULL) {} 19:24:12 <TrueBrain> (so before SetGenerationWorldProgress(GWP_RUNSCRIPT, till the _generating_world = false) 19:24:26 <TrueBrain> that fixes the crash of no script .. shouldn't matter for crashing scripts 19:24:28 <TrueBrain> so that is a bit odd :) 19:24:34 <TrueBrain> I hope you are not doing GetSetings again? :D 19:25:20 <Zuu> I've double checked that 19:25:41 <Zuu> And added it in my translator script to replace all GetSettings with zero :-) 19:26:01 <andythenorth> efening 19:26:03 <TrueBrain> else if you can get me a script with as little as possible that filas for you 19:26:25 <Eddi|zuHause> is there a ge-ening as well? 19:27:02 *** snack2 [~nn@dsl-prvbrasgw1-fe05dc00-37.dhcp.inet.fi] has joined #openttd 19:27:24 <Zuu> No crash anymore. (with your fix above) 19:27:33 * peter1138 zooms on andythenorth's artwork 19:27:44 <Alberth> hi andy 19:28:00 <Zuu> However, as soon as I clicked on the NoGo tab in the AI Debug window, I hit an assert. :-) 19:28:26 <TrueBrain> yes; then the script never loaded :) 19:28:29 <TrueBrain> make sure it is called TEST :) 19:28:34 <TrueBrain> pushing a new version btw 19:28:36 <TrueBrain> to fix that error 19:28:38 <andythenorth> Alberth: how did groups go the other day? :) 19:29:13 <TrueBrain> and the GUI error ... I should fix that :D But the whole scanning of scripts need work ... meh .. annoying job :P 19:29:49 * Alberth was watching aircraft flying instead http://devs.openttd.org/~alberth/planepath1.png 19:31:17 <Zuu> I've now found the error. I hadn't renamed GoalInfo => GameInfo in info.nut. 19:31:50 <Zuu> As for the record, I can run the CF binary without it crashing. 19:32:07 <TrueBrain> good :) 19:32:13 <TrueBrain> and yeah, the conversion is a bit of a bitch ;) 19:32:15 <TrueBrain> it is GSInfo btw :P 19:32:50 <CIA-6> OpenTTD: rubidium * r23322 /trunk/src/lang/french.txt: -Fix: French language used a wrong argument index 19:33:22 <andythenorth> planes should fly like real planes 19:33:27 <andythenorth> using complete stupid routes 19:33:35 <andythenorth> because the world can't agree on how to upgrade control systems 19:33:55 <andythenorth> maybe ottd planes should require players to build navigation beacons every where 19:35:00 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd 19:35:04 <Zuu> Hmm, on 1024*1024 and "high" town amount, my Goal Script uses about 1200 of the 2500 ticks. (for each town, it loops over all towns) 19:35:30 <TrueBrain> huh? I didn't manage to get it passed 1 tick in my script 19:35:56 <TrueBrain> owh, for each town, over all towns 19:36:00 <TrueBrain> so O(n**2) 19:36:04 <TrueBrain> yeah, that will take a while :) 19:36:05 <Zuu> The last I saw before the map gen window was 1250/2500. 19:36:16 <TrueBrain> how 'fast' was it? 19:36:25 <Zuu> Only a few seconds. 19:36:28 <TrueBrain> did it feel okay? 19:36:36 <Zuu> (on a K2600 i7) 19:36:48 <TrueBrain> then it is okay by me tbh, and then it works as intended :D 19:37:12 <TrueBrain> doing Town*Town calculations is a lot :P You might want to refactor? 19:37:23 <TrueBrain> Town! should be possible? :) 19:38:07 *** pugi [~pugi@host-091-097-004-202.ewe-ip-backbone.de] has joined #openttd 19:38:27 <Zuu> I only do that when it starts up. And in case I will continue with it, I can probably reduce it to only compute half of the town distance matrix as the distances are symetric. 19:38:48 <TrueBrain> in general they are :D 19:40:05 <Zuu> Yep 19:40:23 <Zuu> At least when speaking of direct distance. 19:40:41 <Zuu> (or manhattan distance) 19:40:45 *** TWerkhoven [~Turbulent@cpc12-linl7-2-0-cust144.sgyl.cable.virginmedia.com] has joined #openttd 19:41:35 <Eddi|zuHause> how does calculating distances take so long? 19:42:08 <Eddi|zuHause> i once thought about making a voronoi-partition of the map, but never got around to implementing that 19:42:12 <TrueBrain> walking over, what, 2000 towns? 19:42:26 <TrueBrain> so that is 4M distance calculations 19:42:32 <TrueBrain> that should take a few opcodes ;) 19:42:40 <TrueBrain> 10k per tick I believe is granted 19:42:42 <Zuu> It also figures out which are the 5 closest towns within 100 tiles of eacch town. 19:42:51 <TrueBrain> so it should take at least 400 ticks, to start with the calculation alone :) 19:43:51 <Eddi|zuHause> a voronoi-partition would give you all "neighbouring" towns 19:43:54 <Zuu> But since most of it is not DoCommands, it is not that limited if it overruns the 2500 limit. 19:44:41 *** KritiK [~Maxim@95-24-208-146.broadband.corbina.ru] has joined #openttd 19:45:46 *** welshdragon [~welshdrag@host-89-242-134-25.as13285.net] has quit [Quit: welshdragon] 19:46:12 *** pugi [~pugi@host-091-097-004-202.ewe-ip-backbone.de] has quit [Ping timeout: 480 seconds] 19:46:58 *** pugi [~pugi@dyndsl-091-096-061-066.ewe-ip-backbone.de] has joined #openttd 19:49:47 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has quit [Read error: Connection reset by peer] 19:49:53 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has joined #openttd 19:49:57 *** JVassie [~James@2.25.210.119] has quit [Ping timeout: 480 seconds] 19:50:35 <andythenorth> did I mention how awesome EZ is at 2x? 19:50:49 <Xaroth> did I mention how annoying EZ is if you don't expect it? 19:51:25 <TrueBrain> we need better gfx :P 19:51:33 <TrueBrain> peter1138: when will you implement rotation? :D 19:51:59 <andythenorth> after he's figured out a way to procedurally draw the other side of industries 19:52:04 <andythenorth> based on existing sprites :P 19:52:31 <Xaroth> TrueBrain: didn't he have a patch for that? 19:52:50 * andythenorth is waiting on the spot price economy :P 19:53:19 <andythenorth> hmm 19:53:25 <andythenorth> spot prices with a GS? 19:53:45 <andythenorth> could be per town, doesn't have to be per tile 19:53:51 <TrueBrain> go for it 19:53:56 <andythenorth> or could be per unit of 16 tiles or so 19:54:14 <andythenorth> meh 19:54:24 <andythenorth> it's not that I wouldn't try 19:54:31 <andythenorth> more that I should ship what's started 19:55:24 <andythenorth> there's no point having four crappy newgrfs *and* then starting a GS as well 19:55:31 <andythenorth> I should make the newgrfs less crappy 20:01:33 *** SammieCat [~SammieCat@c-67-188-95-34.hsd1.ca.comcast.net] has joined #openttd 20:01:49 <SammieCat> Happy US Thanksgiving everyone! 20:04:02 <Alberth> number of US persons is not so large here, I think :) 20:04:31 <Eddi|zuHause> i'd estimate about 10% of the community 20:05:41 <SammieCat> oooooh 20:05:46 <Eddi|zuHause> which would probably make it the 4th biggest group after germans, english/british and dutch 20:06:13 <SammieCat> what about Japanese? 20:06:27 <Eddi|zuHause> they have a fairly separate community 20:06:31 <SammieCat> *nods* 20:06:41 <SammieCat> I'm just thinking of the big makers of model trains 20:06:44 <Eddi|zuHause> as do the russians 20:06:46 <SammieCat> most of my models are Japanese 20:07:16 <Eddi|zuHause> can't say that about my models :) 20:07:53 <SammieCat> well, I always prefer either KATO models for N or Marklin for HO 20:09:13 *** DOUK [~KEM@ALyon-158-1-71-235.w90-29.abo.wanadoo.fr] has joined #openttd 20:10:26 <SammieCat> I actually came here because I needed to ask a question 20:12:19 <SammieCat> I've been playing a lot of 64x64 games so the industries tend to be just one of each type in a map and oftentimes if I'm not fast enough at providing service to a particular supplier it will drop to what I can only guess is a production of zero where, by all rights, it ought to have been removed from the map. But it isn't removed from the map and it doesn't seem to remove until I add another industry. Even when it increases by 10 20:12:19 <SammieCat> 0% it doesn't increase production which I can only figure means they have a production of 0. Is this a bug or is it intended to work this way? 20:14:14 *** mahmoud [~KEM@ALyon-158-1-12-50.w90-29.abo.wanadoo.fr] has quit [Ping timeout: 480 seconds] 20:14:25 <appe> i have noticed the same thing 20:14:58 <Eddi|zuHause> a savegame would be best in that case 20:15:21 <Eddi|zuHause> preferably one short before it lowers production to 0 20:17:20 <Alberth> SammieCat: non-primary industry does not produce on its own 20:17:46 <SammieCat> I know that ALberth, I should have specified I'm talking about primary industries here 20:17:58 <andythenorth> it's preventing closure of last primary industry 20:18:03 <andythenorth> is my guess 20:18:22 <andythenorth> there is a flag for 'ensure at least one of this type of industry' or such 20:18:29 <SammieCat> Yes, I have to admit to save-scumming a teeny bit. Especially when working with NARS or other GRFs that have very expensive trains. Makes building an infrastructure quickly enough very difficult! 20:18:31 <andythenorth> although it was dubious for a while whether it actually worked 20:18:36 <Eddi|zuHause> may depend on the newgrfs involved and such 20:18:47 <SammieCat> *nods* 20:18:48 <andythenorth> Alberth: didn't you fix that industry feature? 20:19:20 <Alberth> I fixed that it will build missing industries, I did not touch closure prevention 20:20:18 <andythenorth> industry_cmd.cpp is so squirrely 20:20:31 <SammieCat> maybe a way to deal with this would be to add a check to see if the current production is at 0 and instead of then increasing by a multiple you add one 20:20:33 <Eddi|zuHause> on my small YACD game i had almost no new industries over the course of the game 20:20:35 <andythenorth> so many ifs for different advanced settings P 20:20:43 <SammieCat> that way you don't get a 0*n=0 issue 20:21:07 <Eddi|zuHause> town growth definitely dwarfs industry growth 20:21:24 <Eddi|zuHause> or maybe i'm playing FIRS the wrong way 20:21:25 <SammieCat> either that or add a feature to "buy" a production point for an appropriately large amount of money 20:21:33 <andythenorth> meh 20:21:49 <andythenorth> can't we ditch code for town growth, industry growth etc and delegate to scripts? 20:21:51 <Alberth> SammieCat: another approach could be to close the industry, imho 20:22:26 <Alberth> andythenorth: you'd need to write a default implementation :) 20:22:53 <SammieCat> Alberth: *nods* that would make sense. I feel that removing the incentive to build fast on 64^2 maps would remove a lot of the fun of those games... It's just important that the game then make another of the industry soon-ish 20:22:55 <Eddi|zuHause> andythenorth: you'd need to include that in any game script, since only one can be active 20:23:01 <andythenorth> I know :( 20:23:06 <andythenorth> and it probably has performance issues 20:23:14 <Alberth> andythenorth: and if you did, you don't care about what the game does, as your script took over :p 20:23:26 <Eddi|zuHause> instead it should offer triggers that the game script can override 20:23:33 <andythenorth> Alberth: ^ that's my point 20:24:02 <andythenorth> reimplementing vanilla (O)TTD gameplay in a script is probably madness :P 20:24:22 <andythenorth> but if we had lots of time and a high boredom threshold, it would be the logical solution 20:24:29 <SammieCat> must resist Sparta joke... 20:24:42 <Eddi|zuHause> so you'd have a flag "GSTown.automatic_growth" and a function "GSTown.Grow([location])" 20:25:03 <TrueBrain> andythenorth: too much is done by a grf already, some people will complain hard when we move everything to script :P :P 20:25:28 <TrueBrain> Eddi|zuHause: there already is a 'flag' automatic_growth, we call it a setting :D 20:25:50 <TrueBrain> same for Grow (but called ExpandTown) :P 20:25:51 <Eddi|zuHause> TrueBrain: yes, but one that the script should be able to override 20:25:56 <TrueBrain> it can 20:25:59 <andythenorth> TrueBrain: I thought for a while we should abolish industry-specifc code for default industries and move that to a grf :P 20:25:59 <TrueBrain> that I just said :) 20:26:09 <Eddi|zuHause> alright 20:26:15 * andythenorth -> fish and chips 20:26:18 <andythenorth> biab 20:26:31 <TrueBrain> Eddi|zuHause: there are 4 ways to control town growth: set growth-rate, set goals, set goals + growth rate, or do it yourself :) 20:28:28 <SammieCat> andythenorth: being a stupid Yank I always thought fish and chips were like nachos only with fish 20:28:53 <andythenorth> and when I ordered fish and chips in Texas, I was surprised to get fish, cheese and nachos :P 20:29:09 <SammieCat> andythenorth: welcome to the states ;) 20:29:42 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has quit [Quit: andythenorth] 20:30:10 <SammieCat> does town/industry growth really need to be adjusted? 20:30:34 <Terkhen> good night 20:30:53 <SammieCat> maybe I'm not seeing the whole picture because I only play real tiny maps but it seems that while towns produce more "goods" they also require much, much more of their services 20:31:08 <Eddi|zuHause> SammieCat: i never get to do sensible industry networks, because passengers always congest every line 20:31:19 <SammieCat> ooooh 20:31:30 <Zuu> TrueBrain: Is it intended that signs by the goal script are not showing up in the SignListWindow? 20:31:41 <SammieCat> Eddi|zuHause: I always build two networks, one for freight and one for passengers 20:31:53 <TrueBrain> Zuu: yes 20:31:56 <TrueBrain> they are also transparent 20:31:58 <TrueBrain> and non-editable 20:32:20 <Zuu> I can agree on non-editable, but for debugging it would be useful if they shown up in the sign list. 20:32:22 <TrueBrain> I got annoyed by the many many many many ***CITY*** signs :P 20:32:36 <TrueBrain> problem is that they will be mostly used for non-debugging 20:32:43 <Eddi|zuHause> SammieCat: even then, the passenger lines carry several orders of magnitude more 20:32:46 <Zuu> Perhaps show them in the list if gs_developer_tools is enabled? 20:32:51 <TrueBrain> I can make it into a setting if you really want to 20:33:19 <SammieCat> Eddi|zuHause: maybe a solution would be to increase the value of each passenger from a particular city instead of just producing MORE?! 20:33:21 <Zuu> Actually, I found it useful also as a player to see which towns are claimed by looking in that list. 20:33:38 <Zuu> So, I'm not sure it is really a development-thing. 20:33:49 <Zuu> What the SignList really is missing is a company filter. 20:34:00 <TrueBrain> so far I have mostly seen them being used as something you dont want in the list 20:34:02 <TrueBrain> hehe, yeah, it is 20:34:30 <TrueBrain> we might also just add a method to add signs that are listed in the list, and ones that are not 20:34:32 <TrueBrain> not sure .. 20:34:36 <Zuu> Although it was a bit fixed by my patch that added an option to hide all competitor signs. 20:34:55 <TrueBrain> so it was you who forgot the < and > buttons :P Hihi :D 20:35:07 <TrueBrain> I found that they still walk over all signs, which took me by surprise :D 20:35:19 <Zuu> Oh, I never use those buttons :-) 20:35:33 <TrueBrain> I doubt anyone does :P 20:35:34 <TrueBrain> but they exist :D 20:35:58 <Zuu> And if they are removed, we'll get several hate mails :-p 20:36:23 <TrueBrain> I am used to hatemails ... took months before they stopped coming in regards of CTRL+D 20:36:25 <TrueBrain> :P 20:36:59 <Zuu> :-) 20:37:02 <Eddi|zuHause> i want Ctrl+D back! 20:37:04 <Eddi|zuHause> :p 20:37:40 <Eddi|zuHause> (that does something completely different now :p) 20:37:59 * SammieCat sends very-much-not-hate mail to the devs for coding her favorite game 20:38:36 <Eddi|zuHause> my cats are fairly indifferent to this game... 20:38:56 <Eddi|zuHause> my CETS however... 20:39:20 <SammieCat> I'm a genetically engineered cyborg cat created by a crazy girlfriend who watches too much anime 20:39:45 <Eddi|zuHause> please keep your fetishes to yourself. 20:40:07 <SammieCat> it wasn't supposed to be a sexual comment, sorry to offend though 20:40:25 <TrueBrain> to offend Eddi|zuHause you need a very large truck, I am afraid 20:40:32 <Eddi|zuHause> :p 20:40:44 <SammieCat> I don't even want to contemplate what that entails... 20:41:26 <Eddi|zuHause> http://fuzzle.org/~petern/ottd/yaez2.png 20:41:37 <Zuu> TrueBrain: For the two most zoomed out levels, my GoalScript built sign turns black while the two most zoomed in levels have white sign label. 20:41:42 <SammieCat> ahahaha 20:42:01 <TrueBrain> huh? It stays fully white here ... 20:42:15 <SammieCat> I hope that truck was made as some kind of joke... 20:42:21 <Zuu> Possible related to fonts? 20:42:36 <Eddi|zuHause> afaik it was a coding mistake 20:42:40 <SammieCat> ah 20:42:56 <Zuu> My small_font is a ttf-font while the other two are the fonts provided by OpenGFX. 20:43:22 <TrueBrain> ah, no, turns black here too 20:43:27 <TrueBrain> I Thought it just hided :P 20:43:28 <TrueBrain> hihi 20:43:49 <TrueBrain> ah, I see 20:43:51 <TrueBrain> hmm 20:44:02 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has joined #openttd 20:44:09 <Zuu> Actually it looks like it is the shade that displays, but not the front. 20:44:26 <Zuu> Towns seem to have a black shade one pixel off compared to the white text. 20:45:20 <TrueBrain> hmmmm 20:45:26 <TrueBrain> tricky to fix, as text tend to blur at those zoom-out 20:45:26 <Alberth> gui also has that 20:45:29 <TrueBrain> I think I just hide it 20:45:40 <TrueBrain> its unreadable anyway ... 20:47:14 <Zuu> depends on how small your small_font is. 20:47:32 <Zuu> If the small font is large, then it is readable. :-) 20:49:52 <SammieCat> Anyway, I'm going to be late for the feasting so I'll have to go 20:50:01 <SammieCat> I'll come back and hang out soon, though 20:50:03 <SammieCat> *waves* 20:51:01 *** SammieCat [~SammieCat@c-67-188-95-34.hsd1.ca.comcast.net] has quit [Quit: Leaving] 20:52:39 <TrueBrain> hmmm ... tricky tricky tricky tricky 20:54:26 <TrueBrain> solved it for now; but it is a bit temporary :) 20:54:30 <TrueBrain> tnx for noticing Zuu :) 20:58:22 *** welshdragon [~welshdrag@host-84-13-122-159.opaltelecom.net] has joined #openttd 20:59:09 <__ln__> am i badly mistaken or shouldn't the alphabetical order of {À,a,b} be (a,À,b) with de_DE locale? 20:59:45 <Eddi|zuHause> no. for all intents and purposes, 'a' and 'À' are equal for sorting 21:00:16 <Eddi|zuHause> (so the order is undefined) 21:00:43 <__ln__> mmm ok, though in any case À < b? 21:00:50 <Eddi|zuHause> yes 21:02:14 <Eddi|zuHause> if your sort algorithm is "stupid", it'll do a replace s/À/a/g and sort afterwards 21:02:39 <__ln__> hmmm, now i think i realized what's going wrong... (trying sort on debian command line) 21:03:08 *** LordAro [5684195e@ircip2.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 21:03:16 <Rubidium> Eddi|zuHause: those kinds of decisions depend on the language 21:03:29 <Eddi|zuHause> Rubidium: he did specify de_DE 21:04:52 <__ln__> i didn't have any of the de_DE locales generated. duh. and there was no warning about it. 21:05:27 *** z-MaTRiX [~matrix@nude.lesbianbath.com] has joined #openttd 21:05:29 <z-MaTRiX> hey 21:06:05 <Rubidium> Eddi|zuHause: then the question is whether you sort for a phonebook or dictionary ;) 21:06:05 <SpComb> collations \o/ 21:06:15 <__ln__> (and i never understood why debian insists on generating the locales on end users' systems rather than packaging everything pre-generated) 21:06:23 *** Kurimus [~stabbity@dsl-tkubrasgw3-fe93dd00-34.dhcp.inet.fi] has quit [] 21:06:26 <Rubidium> German Dictionary: of < öf 21:06:28 <Rubidium> German Telephone: öf < of 21:07:58 *** JVassie [~James@2.27.99.231] has joined #openttd 21:08:13 <Eddi|zuHause> Rubidium: my dictionary doesn't specify that 21:08:40 <Eddi|zuHause> it only specifies Ã<ss (in case of otherwise equal words) 21:09:37 <Rubidium> http://unicode.org/reports/tr10/ (if you're interested in sorting strings) 21:15:37 *** Pulec [~pulec@static-cl093181068250.unet.cz] has joined #openttd 21:16:39 <Eddi|zuHause> the exact words of my dictionary (Duden, 20. Auflage, ca. 1991): "III. 1. b) Die Anordnung der Stichwörter ist alphabetisch. Die Umlaute À, ö, ÃŒ, Àu werden wie die nichtumgelauteten Vokale (Selbstlaute) a, o, u, au behandelt. Die Schreibungen ae,oe,ue (in Namen) werden nach ad usw. eingeordnet. Der Buchstabe à (vgl. S. 57) wird wie ss eingeordnet. Bei gleichlautenden Wörtern steht das Wort mit à vor dem mit ss. Beispiele: [...]" 21:18:42 <__ln__> after that the spelling reform took place 21:19:00 <appe> man, i love german 21:19:10 *** frosch123 [~frosch@frnk-4d009d8f.pool.mediaWays.net] has joined #openttd 21:22:09 <andythenorth> kauq 21:24:15 <SpComb> reminds me of timezones 21:24:21 *** welshdragon [~welshdrag@host-84-13-122-159.opaltelecom.net] has quit [Quit: welshdragon] 21:24:45 <SpComb> where due to a design flaw in python's timezone stuff, pytz gives you HMT dates per default for Europe/Helsinki -times 21:25:00 <SpComb> which is some incredibly obsolete timezone 21:27:06 *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has left #openttd [] 21:27:56 <frosch123> so, who is a regular user of the sprite aligner? 21:27:59 <frosch123> andythenorth: ^^ ? 21:28:09 <andythenorth> moi 21:28:14 <andythenorth> oui 21:28:29 <frosch123> how shall it behave with extra zoom? 21:29:42 <andythenorth> let's see 21:30:41 * SpComb proposes vector graphics 21:31:05 <andythenorth> frosch123: leave it as-is for now 21:31:09 <andythenorth> it's not bad 21:31:19 <andythenorth> give it a few days/weeks/months and see if anyone complains 21:33:36 <Eddi|zuHause> frosch123: allow setting the zoom level manually 21:34:10 <Eddi|zuHause> frosch123: especially if the grf supplies several sprites 21:34:14 *** welshdragon [~welshdrag@host-84-13-122-159.opaltelecom.net] has joined #openttd 21:34:54 <Eddi|zuHause> frosch123: possibly give a hint whether the currently displayed sprite is "original" or "scaled" 21:35:09 <Eddi|zuHause> (if scaled, you likely don't want to change offsets) 21:35:27 <Eddi|zuHause> (maybe disable the changing of offsets in that case) 21:36:22 <frosch123> i guess it should never display a scaled sprite 21:36:27 *** welshdragon [~welshdrag@host-84-13-122-159.opaltelecom.net] has left #openttd [] 21:36:36 <frosch123> and only allow to select those which are actually present 21:37:16 <frosch123> maybe we can even catch the zoom level of the sprites being clicked 21:43:48 <__ln__> question #2: why does libc's de_DE locale claim À>a, not equal? 21:43:58 *** DOUK [~KEM@ALyon-158-1-71-235.w90-29.abo.wanadoo.fr] has quit [Ping timeout: 480 seconds] 21:47:05 <frosch123> as long as it claims À < b it is fine 21:49:47 *** perk11 [~perk11@188.32.29.238] has joined #openttd 21:55:39 <Eddi|zuHause> frosch123: not according to the rules i quoted above 21:56:51 <Eddi|zuHause> frosch123: if at all, it should be a "secondary" metric. when the "primary" metric results in equal words 21:57:38 <peter1138> if they were equal it wouldn't be able to sort them 21:58:05 *** DayDreamer [~DayDreame@ip-86-49-59-25.net.upcbroadband.cz] has quit [Quit: Leaving.] 21:58:52 <Eddi|zuHause> but take for example: "wurde", "wÃŒrde", "wurden", "wÃŒrden". if you define u<ÃŒ<v, you will result in "wurde", "wurden", "wÃŒrde", "wÃŒrden", which is wrong 22:00:40 <Eddi|zuHause> if you take a primary metric of u=ÃŒ<v and a secondary metric of u<ÃŒ, you get the correct sorting 22:00:57 *** TGYoshi [~TGYoshi@86.81.146.146] has quit [Quit: Poof] 22:01:19 <Eddi|zuHause> some words will be equal in the primary metric, and each set of equal words will be sorted by the secondary metric 22:03:10 <Eddi|zuHause> if the primary metric is unequal, then the secondary metric is irrelevant 22:05:17 *** eQualizer [~lauri@46.163.224.65] has quit [Read error: Connection reset by peer] 22:05:29 *** eQualizer [~lauri@46.163.224.65] has joined #openttd 22:05:44 <frosch123> i seem to remember some book sorting À like ae 22:06:02 <frosch123> ad < À < af 22:06:14 <Eddi|zuHause> now that is seriously weird :p 22:10:32 *** Neon [~Neon@dslb-094-219-001-068.pools.arcor-ip.net] has quit [Quit: Python is way too complicated... I prefer doing it quickly in C.] 22:12:46 *** JVassie [~James@2.27.99.231] has quit [Ping timeout: 480 seconds] 22:15:00 <andythenorth> bye 22:15:01 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has quit [Quit: andythenorth] 22:31:28 *** snack2 [~nn@dsl-prvbrasgw1-fe05dc00-37.dhcp.inet.fi] has quit [] 22:49:04 <Eddi|zuHause> frosch123: how far is your use-other-vehicle's-position-as-anchor-point patch yet? :) 22:49:30 <frosch123> i outsourced writing it to some guy called eddi 22:49:57 <peter1138> who what where? 22:50:00 <Eddi|zuHause> i wouldn't do that... he's a lazy bastard who couldn't code shit if his life depended on it 22:52:48 <peter1138> doom 3 was released in 2004? didn't realise it was that long ago 22:55:20 <frosch123> ottd was released in 2004 22:58:13 <peter1138> exactly! 22:58:26 <peter1138> also i just downloaded 32bit-gfx-nightly-megapack-2011-06-15.tar 22:58:38 <peter1138> and modified the png loader to load the z0 sprites 22:58:42 <peter1138> and boy, does it look ugly :p 22:58:55 <frosch123> could have told you before 22:59:36 <frosch123> does it look better when zooming out? 22:59:58 <peter1138> no 23:00:09 <frosch123> and at 8x ? 23:00:47 <peter1138> not much change there 23:01:00 <peter1138> but then not many sprites are changed 23:03:04 *** Prof_Frink [~proffrink@5e0a9627.bb.sky.com] has joined #openttd 23:03:33 <peter1138> anyway, it's nothing to do with them being higher detail 23:03:40 <peter1138> just the style is totally different 23:03:45 <frosch123> well, at least i do no longer need a magnifier when reviewing bounding boxes :) 23:04:18 <peter1138> :) 23:04:55 <peter1138> ahh, loads of stuff isn't changed because... my game is in arctic 23:05:52 <peter1138> loads of stuff still isn't changed mind you 23:07:58 <z-MaTRiX> hello 23:09:44 <peter1138> hmm, the factory is messed up 23:09:58 <z-MaTRiX> taken a look at the source of openttd 23:09:59 <z-MaTRiX> ;/ 23:11:16 <z-MaTRiX> it still smells like asm in C 23:12:20 <__ln__> no sh** 23:12:37 <frosch123> night 23:12:40 *** frosch123 [~frosch@frnk-4d009d8f.pool.mediaWays.net] has quit [Remote host closed the connection] 23:12:47 *** Snail_ [~jacopocol@cpe-66-108-237-227.nyc.res.rr.com] has joined #openttd 23:12:58 <peter1138> i dunno what version you were looking at... 23:13:05 <z-MaTRiX> 1.1.3 23:14:28 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has quit [Remote host closed the connection] 23:15:51 <michi_cc> z-MaTRiX: Maybe you should look at TTDPatch so you know how asm actually smells like. 23:15:55 <z-MaTRiX> i have no problem with asm, but i thought you like clean looking code 23:16:43 <Yexo> feel free to suggest improvements instead of making general remarks 23:17:15 <michi_cc> Or, alternatively take a random commerical code base written by "programmers"... 23:17:54 <z-MaTRiX> no i dont like that idea ;> 23:18:40 <z-MaTRiX> ahah, SDL does not have a very basic text output function yet as default 23:19:19 <z-MaTRiX> i'll spend a few hours making one 23:19:41 <z-MaTRiX> 8x5 font needs 5 bytes/character 23:19:57 <z-MaTRiX> it fits in a .h file nicely as dbs 23:20:18 <Yexo> ..... 23:20:25 <Yexo> how is this relevant to OpenTTD again? 23:20:37 <z-MaTRiX> well it uses SDL 23:20:54 <__ln__> OpenTTD mostly doesn't. 23:21:05 <Yexo> on windows it doesn't use sdl 23:21:20 <Yexo> on mac osx I think only for sound, not sure there 23:21:20 <z-MaTRiX> ok i see 23:21:27 <Yexo> and even for linux there are alternatives 23:21:28 <z-MaTRiX> (i only use linux) 23:22:14 <__ln__> Yexo: not even for sound. 23:22:14 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 23:24:45 <z-MaTRiX> i see programming is not for everybody 23:26:03 <z-MaTRiX> or programming is for everybody, and writing programs is not 23:28:16 <peter1138> there's a jack audio driver 23:28:29 <peter1138> but that was a bit silly really 23:28:40 *** Pulec [~pulec@static-cl093181068250.unet.cz] has quit [] 23:29:30 <z-MaTRiX> i'd also change the current architecture of the pc 23:29:59 <z-MaTRiX> like not putting game running procesors in the vga card 23:30:14 <peter1138> pardon? 23:30:45 <z-MaTRiX> instead add a hypertransport, or cpu integrated parallel processing unit 23:31:14 <z-MaTRiX> that could be used for parallel processing anything, also graphic rendering 23:31:33 <peter1138> i'm glad you know what you're talking about 23:31:54 <Yexo> "I see programming is not for everybody" :) 23:32:03 <planetmaker> Yexo: on OSX nothing of sdl is used 23:32:16 <planetmaker> it uses coreaudio there 23:33:12 <z-MaTRiX> http://en.wikipedia.org/wiki/Open_Graphics_Project 23:33:27 <z-MaTRiX> i'm referring to FPGA-s for example 23:33:37 <z-MaTRiX> they are not only for video processing 23:33:53 <z-MaTRiX> In late 2008, A cluster of 200 PlayStation 3 consoles was used to generate a rogue SSL certificate, effectively cracking its encryption. 23:34:12 <z-MaTRiX> http://en.wikipedia.org/wiki/Cell_Broadband_Engine 23:34:29 <z-MaTRiX> http://opencv.willowgarage.com/wiki/ 23:44:01 <peter1138> there are no "game running procesors" in any "vga" card 23:46:30 *** TWerkhoven [~Turbulent@cpc12-linl7-2-0-cust144.sgyl.cable.virginmedia.com] has quit [Quit: Leaving] 23:47:03 <z-MaTRiX> the game actually runs on the video card, it requires the video cards rendering functions for 3D 23:47:09 <z-MaTRiX> (not talking about openttd) 23:47:09 *** KritiK [~Maxim@95-24-208-146.broadband.corbina.ru] has quit [Quit: Leaving] 23:48:49 <z-MaTRiX> so if the pc would have a powerful parallel processing unit, then all calculations would be done using that, and the fvideo card would only be a fast buffered video output card 23:49:50 <z-MaTRiX> not some closed internal magic blackbox that does whatever 23:50:23 <z-MaTRiX> (especially the nvidia) 23:51:14 <glx> GPU is the powerful parallel processing unit 23:51:29 <peter1138> what glx said 23:51:32 <z-MaTRiX> currently- for graphics rendering purpose 23:51:39 <glx> not only 23:51:44 <glx> it can do a lot 23:51:48 <glx> using cuda 23:52:00 <z-MaTRiX> sure i saw them cracking md5 hash with it. 23:52:07 <z-MaTRiX> still not considering that 23:52:16 <Eddi|zuHause> hm... the AI wiki has a dead link: on http://wiki.openttd.org/AI:Lists#Valuators it links to http://noai.openttd.org/docs/trunk/classAIAbstractList.html 23:53:58 <z-MaTRiX> the GPU is a kind of specialized FPGA 23:54:14 <z-MaTRiX> that was designed for graphics processing 23:54:41 <glx> no it's designed for floating point math 23:54:45 <Eddi|zuHause> maybe you don't really understand what an FPGA is 23:55:21 <z-MaTRiX> maybe, though i have projects with them 23:55:25 <glx> luckily 3D graphics require a lot of floating point math 23:55:41 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has joined #openttd 23:56:16 <z-MaTRiX> btw glx so you happen to know about the working of the glx system on linux? 23:56:29 <glx> not at all 23:56:52 <glx> my nick is totally unrelated 23:58:05 <z-MaTRiX> thought you were linux graphics coder 23:59:46 <z-MaTRiX> some dudes got some scrap pplasma tvs that used FPGA-s