Log for #openttd on 21st August 2012:
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00:39:27  <drac_boy> pretty quiet as always here
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01:38:15  <drac_boy> hi drush
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01:41:39  <haole> hey there... i'm playing openttd with some friends in multiplayer, but we think that the game is really unbalanced regarding airplanes and passengers
01:41:56  <drush> hi drac_boy
01:41:57  <haole> can you recommend me a newgrf that addresses that
01:42:29  <drac_boy> haole I always use basecost and multiply the plane+airport costs period
01:42:39  <drac_boy> I never understood why its always been too low priced
01:42:46  <drac_boy> :-s
01:42:47  <drush> drac_boy we've got a working ps3 elf of another game and there are 2 steps stopping it from being executed on jailbroken retail units
01:43:06  <drac_boy> drush mm
01:43:07  <drush> that's a lot less steps than a few days ago :)
01:43:11  <drac_boy> heh
01:43:11  <haole> drac_boy gonna try it... is basecost a newgrf
01:43:24  <drac_boy> have to set parameters for it tho
01:43:29  <drac_boy> its in the readme still
01:43:54  <haole> drac_boy can't find it from within the openttd's client
01:44:05  <haole> oh... "alternative base costs"
01:44:23  <drac_boy> its named basecost.grf ... thats all I can say :p
01:44:24  <drush> also
01:45:35  <drush> I doubt that I'd receive such a reception on freenode
01:46:22  <drush> goodnight everyone
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06:36:39  <NGC3982> Morning
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07:36:35  <Terkhen> good morning
07:38:04  <telanus> morning
07:38:28  <Zuu> morning
07:40:17  <Terkhen> hi telanus and Zuu
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08:51:15  <Magicbones> Question: Can I disable the autokick funtion to clients that take time to connect/download from a server?
08:51:38  <NGC3982> My solution to that is usually to increase the allowed join time.
08:51:46  <NGC3982> But that's not really a good answer to your question.
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08:56:30  <Terkhen> magicbones: there is probably a setting to change the time before a client is kicked
08:57:33  <Magicbones> thanks
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08:57:45  <NGC3982> max_join_time disconnects a joining (slow) client after 500 ticks.
08:57:51  <NGC3982> I think the max value is 2000.
08:58:27  <Eddi|zuHause> there's different times for downloading and catching up after download, etc.
08:58:29  <NGC3982> What is a 'tick' anyway? I can't find references to it.
08:58:45  <Eddi|zuHause> a tick is 33ms
08:58:57  <Terkhen> I wonder why most people asking stuff leave the channel as soon as they can
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08:59:38  <FLHerne> Terkhen: Because they want to try out what they just got told :P
08:59:38  <NGC3982> Sadly, that's IRC for you.
08:59:41  <Eddi|zuHause> NGC3982: a "tick" is the ingame time unit. nothing can be faster than that
08:59:51  <NGC3982> Eddi|zuHause: I see.
09:00:37  <Eddi|zuHause> NGC3982: every tick, all vehicles are moved forward, cargos are created/removed/loaded/unloaded, etc.
09:01:14  <NGC3982> I think that explains why ive always thought OpenTTD should demand more computing that it actually does.
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09:01:49  <Eddi|zuHause> NGC3982: fast forward removes the 33ms delay, so it will go as fast as the CPU can go
09:01:58  <Terkhen> it is quite demanding already :P
09:02:22  <NGC3982> Terkhen: The usable information is -huge-? ;)
09:03:29  <NGC3982> In my book, that's kind of the whole thing about OpenTTD.
09:03:53  <planetmaker> moin
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09:04:01  <NGC3982> The accumulated information creates a bigger sense of wonder than the actual graphics.
09:04:06  <NGC3982> Morning PM.
09:04:27  <Terkhen> I know, but that is what makes it demanding :P
09:04:33  <Terkhen> hi planetmaker
09:05:23  <NGC3982> Eddi|zuHause: Can ticks be altered for network games?
09:05:30  <Eddi|zuHause> no
09:05:45  <planetmaker> also not for SP games. Except in FF
09:05:56  <NGC3982> SP/FF?
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09:06:07  <planetmaker> single player / fast forward
09:06:12  <NGC3982> Ah, i see.
09:07:01  <NGC3982> planetmaker: I have some news regarding our previous discussions. May i PM you?
09:07:05  <Eddi|zuHause> NGC3982: also, an ingame day has 74 ticks
09:07:17  <Eddi|zuHause> which makes it around 2.5 seconds
09:08:06  <NGC3982> Eddi|zuHause: I know there are patches that alter the length of ingame days. I guess they are based on changing the amount of ticks per day, and not changing the actuall tick time then?
09:10:07  <planetmaker> you guess right. and you guess wrong. Do you also guess that all apples are green?
09:10:36  * NGC3982 prepares a big speech on green apples and quantum probability
09:11:02  <planetmaker> "there's at least one apple in the universe of which one side is green"
09:14:23  <NGC3982> That is not related to quantum probability, but the closed universe hypothesis.
09:15:05  <NGC3982> And yes, all apples are green as much as all the time patches work with possible game alternations.
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09:17:35  <szaman> what unusual is with apple green at one side only?
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09:52:00  <dihedral> o/
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09:52:13  <drac_boy> hi
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09:56:20  <Terkhen> hi dihedral and drac_boy
09:57:11  <dihedral> oi Terkhen :)
09:57:56  <drac_boy> how're you two? :)
10:12:39  <Phazorx> dih hallo :)
10:14:50  <Terkhen> drac_boy: feeling very tired... going back to work is not fun
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10:40:28  <drac_boy> mm I can imagine
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11:11:07  <dihedral> a Phazorx - i don't believe it
11:11:10  <dihedral> how are you sir?
11:20:46  <petern_> Mr Meldrew?
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12:00:51  <Rubidium> interesting OpenTTD uses 33 ms ticks now, TTD has 27 ms and older OpenTTD 30 ms.
12:01:37  <NGC3982> Any particular reason for changing it?
12:01:38  <NGC3982> :)
12:01:44  <NGC3982> reasons*
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12:56:49  <Rubidium> I wouldn't know the reason to change it to 33 ms, the other is probably a mistake someone sometime ago made when making the first openttd version
12:58:26  <NGC3982> Ah.
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13:11:50  <Phazorx> "a Phazorx"? are there others? i'm pretty sure it supposed to be "the"
13:12:10  <Phazorx> dihedral: quite fine actually... enjoying end of summer
13:13:09  <dihedral> nice to hear :-)
13:13:52  <Phazorx> swung by cuz i was looking at modern cargodist development here
13:22:01  <planetmaker> hm, when did we change to 33ms, Rubidium ?
13:22:18  <planetmaker> I recall when we discussed NML docs that OpenTTD used 30
13:31:52  <petern_> MILLISECONDS_PER_TICK = 30
13:31:53  <petern_> so...
13:32:00  <dihedral> Phazorx, good luck :-P
13:32:28  <Phazorx> dihedral: lost cause you think?
13:32:35  <dihedral> aye
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13:32:46  <petern_> does 30 == 33 now?
13:35:20  <Phazorx> why not 25 or 50?
13:35:33  <petern_> That would be a massive change...
13:35:40  <Sacro> 10 * MATH_PI
13:36:00  <Phazorx> how many ticks per day btw?
13:36:12  <planetmaker> (30 == 33) as long as also (pi == 3) ;-) 74 ticks a day
13:36:50  <Phazorx> where did these magic numbers came from originally?
13:36:55  <Phazorx> Mr Sawyer?
13:37:33  <planetmaker> the 27: yes
13:37:34  <petern_> no, 74 * 27ms = 1 second
13:37:42  <petern_> approximately
13:37:48  <planetmaker> ehm... no?
13:37:54  <petern_> ehm... yes?
13:37:56  <planetmaker> @calc 0.027 * 74
13:37:57  <DorpsGek> planetmaker: 1.998
13:37:58  <petern_> oh, 2 seconds :p
13:38:08  <petern_> typod :(
13:38:26  <Phazorx> 50 * 20 or 20*50 would make so much mroe sense :)
13:42:57  <Belugas> hello
13:44:12  <Rubidium> planetmaker: somewhere before 10:23 today ;)
13:46:48  <petern_> I assumed you were referring to a comment someone made :)
14:12:21  * NGC3982 wonders how inflation algoritm works.
14:12:31  <planetmaker> lol, Rubidium  :-)
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14:25:21  <DanMacK> Hey all
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14:27:41  <planetmaker> hey DanMacK !
14:47:59  <Terkhen> hi DanMacK
14:51:37  <DanMacK> Howdy
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17:43:09  <Yexo> @commit 24489
17:43:11  <DorpsGek> Yexo: Commit by zuu :: r24489 trunk/src/ai/ai_gui.cpp (2012-08-21 17:07:17 UTC)
17:43:12  <DorpsGek> Yexo: -Feature [FS#5230]: Display GS dead state in AI debug window.
17:43:17  <planetmaker> \o/ @ Zuu
17:43:43  <frosch123> cia announcements are a lot more subtile :)
17:43:48  <planetmaker> yes
17:44:10  * planetmaker steals an "i" from frosch123
17:44:19  <Terkhen> :P
17:45:23  <frosch123> planetmaker: yeah, i was wondering how to mess up the spelling so that it looks english, i thought adding an unspoken e at the end would suffice
17:45:37  <frosch123> but apparently you also have to drop arbitrary letters :)
17:45:39  <planetmaker> :D
17:45:43  <Zuu> :-)
17:46:21  * planetmaker knows that way of "creating" words well, though
17:53:55  <Eddi|zuHause> that's how half my vocabulary works :p
17:54:25  <Belugas> haa... come on people... can't you cheer up and congratule Zuu for being our new dev???
17:54:39  <Eddi|zuHause> that would be way too obvious :p
17:59:49  <Eddi|zuHause> so... what's the next old game then?
18:00:02  <planetmaker> hu?
18:00:24  <Eddi|zuHause> new games are boring...
18:00:33  <planetmaker> haha :-)
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18:23:18  <Muxy> what's the purpose of ?
18:24:19  <Zuu> To re-generate some files.
18:24:45  <Muxy> what files and for what use ?
18:26:02  <glx> api headers
18:26:19  <glx> needed to compile openttd correctly
18:26:35  <Muxy> is there some equiv with windows ?
18:26:49  <glx> you need msys
18:26:53  <Zuu> or cygwin
18:27:06  <glx> maybe one day I'll do a vbs for it
18:27:19  <Muxy> sh2vns
18:27:25  <Muxy> *sh2vbs
18:27:46  <Zuu> The only case you need to run it manually is if you make changes to the AI/GS API.
18:28:07  <Muxy> ok, so i dont need for NoAI
18:28:07  <Zuu> If you clone/check out trunk, you shouldn't need to run it yourself.
18:31:24  <planetmaker> you need it, if you change NoAI functions / API, of course. Not, if you "just" write an AI itself
18:33:02  <Muxy> i just added a new function, is it considered as a change ?
18:34:20  <glx> in the api ?
18:34:53  <Muxy> yes, the VehicleOld Event Message
18:35:06  <glx> then you need to run the script
18:35:06  <Zuu> Yes, that is an API change
18:36:02  <Muxy> and it will generate/modify what file
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18:36:49  <Muxy> the best is to try
18:37:13  <Zuu> Read the beginning of the shell script for information on from where you should execute it.
18:37:31  <Muxy> yes i saw
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18:42:53  <Wolf01> hello o/
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18:55:10  <Muxy> glx: if i dont run this script will i be able to compile ?
18:55:30  <planetmaker> not, if you change api
18:56:00  <planetmaker> not necessarily at least. or get some broken result
18:56:45  <Zuu> It is probably possible to update the automatic generated files manually to test it, but before submitting the patch its a good idea to generate the files from the script and use that in the patch.
18:57:02  <Muxy> cause i added my VehicleOld Event, and compile was ok, also running ofc
18:58:35  <planetmaker> that's one of the things which would need it... or AIs won't really be able to make use of it properly
19:01:15  <NGC3982> Hey.
19:01:43  <NGC3982> This questions is very non-OpenTTD related, but it seems to right up this channels alley.
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19:02:29  <NGC3982> If i hypotheticly store every piece of information in the universe on a hard drive - shouldn't i be able to use entropy rules as a form of compression?
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19:03:25  <Alberth> does that save any space?
19:03:30  <Alberth> hi andy
19:03:39  <Yexo> if you've saved all information already, why do you want compression?
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19:04:09  <NGC3982> Alberth: If entropy allows certain configurations to be static, i guess it would.
19:04:36  <NGC3982> For instance, simply knowing the probability for configuration A existing next to configuration C.
19:05:14  <NGC3982> Or, a singularity, where huge areas can be described with very little data, since the information is static troughout the given areas.
19:05:14  <Alberth> but you still need to store that A is there imho
19:05:47  <andythenorth> hi Alberth
19:05:52  <NGC3982> Alberth: I guess.
19:05:56  * andythenorth resumes losing at NoCarGoal
19:06:04  <Rubidium> NGC3982: you can't store every piece of information on a hard disk; simple quantum physics rule (Schroedinger's cat)
19:06:37  <NGC3982> Rubidium: Yes, i know. Though, this is a hypothetical scenario that do not need that in consideration.
19:06:46  <Alberth> the harddisk would be part of the universre too :p
19:07:33  <Alberth> so you need infinite amount of space to store everything :)
19:07:45  <NGC3982> Think of it as a Planck-length described as a bit, and that configurations of Planck-lengths make up the universe.
19:08:02  <NGC3982> Yes, well, that is the great thing about hypothesism.
19:09:26  <Alberth> afaik entropy is not about likelyhood of configuration, it's just about every configuration is equally likely, and 'non-ordered' combinations then win by their numbers
19:10:02  <NGC3982> True, for physics.
19:10:19  <NGC3982> I guess you can use entropy to describe the probability of configurations being the same, on macro scales.
19:10:30  <NGC3982> But let's use the word "repeated configurations" instead.
19:10:44  <NGC3982> It seems to describe what im looking for in a better way.
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19:11:17  <planetmaker> "universe" excludes in the word itself already that it can be mapped to anything less than itself
19:11:55  <NGC3982> And that is: If i (in a hypothetical scenario that ignores quantum business) store all the present information in the observable universe, i guess i could use orders of repeated configurations to describe stuff with some compression.
19:12:40  <NGC3982> But wait
19:12:44  <NGC3982> We already do that
19:12:55  <Rubidium> pff... isn't it much more efficient to store the important constants and the actual model. Then you can "easily" calculate the state at any moment in time
19:13:10  <NGC3982> Can't the laws and forces be described as definitions of compression?
19:13:56  <planetmaker> nope. You can't predict quantum level
19:14:05  <planetmaker> you can't even describe the state actually
19:15:37  <NGC3982> I don't think i understand. The relevance of not being abled to predict a quantum state doesn't exist if we can monitor larger scale information with predictable rules.
19:16:04  <NGC3982> That really means we can't use quantum processes as compression, but all the rules above it.
19:16:17  <Muxy> Yexo: task 5078 updated.
19:17:11  <planetmaker> NGC3982: you need understanding of quantum gravitation to properly describe and predict the universe. Ever heart of the butterfly effect? ;-)
19:17:29  <NGC3982> For instance, a field should be able to handle limits to a configuration (for instance, mass and it's reaction to the Higgs field) better then rules set for every individual configuration. That seems to be a compression itself?
19:17:43  <Rubidium> but you could predict the butterfly flapping, couldn't you? ;)
19:17:46  <NGC3982> planetmaker: Yes, that is needed in a scenario where quantum effects are taken into effect.
19:17:48  <andythenorth> I think I've solved FIRS supplies, but I'm going to be annoying and keep it a secret until I've tested it
19:17:56  <andythenorth> and it might require FIRS 2 :P
19:18:02  <andythenorth> due to whining about the change
19:18:04  <Rubidium> you just need to know the model and the begin state to perfection (which is undoable)
19:18:05  <andythenorth> also a few other things
19:19:24  <NGC3982> planetmaker: Where quantum effects are taken into consideration*
19:24:36  <Eddi|zuHause> planetmaker: is that this bad movie with ashton kutcher?
19:25:03  <planetmaker> I don't know that movie... maybe?
19:25:31  <Eddi|zuHause> there's also an even worse second part, which i haven't seen
19:28:52  <NGC3982> Yes, it is.
19:28:55  <NGC3982> On both things.
19:29:15  <NGC3982>
19:30:43  <NGC3982> I found a paper that confirmed this, by the way.
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19:31:14  <NGC3982> It seems like the general idea is that the simply adding laws to lots of mass creates different entropy
19:31:44  <NGC3982> Thus, entropy can be re-used to determine how the universe is structured, and therefor usable in compressing data if trying to map -everything-.
19:31:47  <NGC3982> Neat.
19:36:40  <Eddi|zuHause> that didn't make any sense
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19:40:26  <NGC3982> What was not understood?
19:40:45  <NGC3982> I will be happy to elaborate as soon as ive plowed trough my material.
19:42:19  <FLHerne> andythenorth: Can you tell me please, so I can whine about it? :P
19:43:18  <Eddi|zuHause> ,
19:43:22  <Eddi|zuHause> Àh...
19:48:50  <andythenorth> ships have some serious pathfinding issues on rivers
19:48:58  <andythenorth> wrt depots
19:49:11  <Eddi|zuHause> with YAPF or original?
19:49:50  <Eddi|zuHause> original is useless with rivers. and useless with seas as well... actually original is completely useless
19:50:54  <andythenorth> YAPF
19:51:16  <andythenorth> maybe I need to place more bouys
19:51:23  <andythenorth> I'm testing the effects without
19:51:24  <Eddi|zuHause> so what is the actual problem?
19:51:41  <andythenorth> (1) ships getting stuck in river sections, trying to get to a depot
19:51:56  <Eddi|zuHause> YAPF should find a path even without buoys
19:51:59  <andythenorth> (2) ships not turning round when leaving a dock
19:52:07  <andythenorth> i.e. going away from next destination
19:52:10  <Eddi|zuHause> you disabled 90° curves?
19:52:19  <andythenorth> yes :o
19:52:20  <andythenorth> always
19:52:32  <Eddi|zuHause> is it better if you enable them?
19:52:35  <Rubidium> so they need more space to turn around
19:52:37  <andythenorth> let's see
19:52:57  <andythenorth> 90' curves is very plausible
19:53:00  <Eddi|zuHause> probably ships need places to go backwards
19:53:18  <NGC3982> andythenorth: I was wondering why nobody fixes that.
19:53:45  <Eddi|zuHause> NGC3982: maybe because nobody reported it?
19:54:16  <Alberth> nobody wrote a fix for it :)
19:54:26  <andythenorth> if I see a pattern, I'll post a save
19:54:37  <andythenorth> mostly I just have to build increasingly more canals to fix it :P
19:54:38  <NGC3982> Eddi|zuHause: Sure, i have no idea. Since it's an "old" problem, i guessed it simply was a hard nut to crack.
19:54:43  <andythenorth> half my map becomes canals
19:54:58  <Alberth> watery maps are fun :)
19:55:03  <NGC3982> What interests me is why ships that have the same orders don't always take the same route.
19:55:14  <NGC3982> Ships are fantastic.
19:55:25  <CornishPasty> Someone should add openttd stuff to minecraft :P
19:55:25  <Eddi|zuHause> well i never use breakdowns/servicing, so the problem never really appeared for me
19:55:45  <Eddi|zuHause> NGC3982: with YAPF they do, mostly
19:55:51  <NGC3982> Eddi|zuHause: Ah, i see.
19:56:13  <Eddi|zuHause> NGC3982: with original, they just randomly pick a direction, even if it appears to be straight ahead within 20 tiles
19:56:27  <NGC3982> YAPF comes and is available in the newer (stable) versions of OpenTTD, right?
19:56:37  <NGC3982> Eddi|zuHause: I see.
19:56:39  <Eddi|zuHause> newer, as in 0.5.x?
19:56:52  <NGC3982> As in 1.2.1 and forward.
19:56:56  <NGC3982> -.+?
19:56:58  <NGC3982> :)
19:57:29  <Eddi|zuHause> well, YAPF for ship was disabled by default, due to performance issues, but they have been solved quite a while ago
19:57:44  <Eddi|zuHause> possibly before 1.1.x even, but not sure
19:57:59  <FLHerne> andythenorth: I also found ships to be baffled by rivers :-(
19:58:18  * FLHerne goes to eat stuff
19:58:23  <NGC3982> And is YAPF still disabled by default?
19:58:27  * NGC3982 tries it out.
19:58:41  <Eddi|zuHause> no, it's now the default
19:58:51  <Eddi|zuHause> unless you have an old config file or load an old savegame
19:59:36  <NGC3982> Well, that means that "< NGC3982> What interests me is why ships that have the same orders don't always take the same route." actually refers to YAPF.
19:59:39  <NGC3982> Hm
19:59:41  <Eddi|zuHause> oha... they arrested Walter White - meth cook
20:00:30  <Terkhen> you should keep spoilers to yourself :)
20:00:48  <Eddi|zuHause> the fun thing is, it's not a spoiler
20:00:56  <Eddi|zuHause> it's a real world guy named Walter White
20:01:07  <Eddi|zuHause> :)
20:01:09  <NGC3982>
20:01:19  <Terkhen> oh, sorry, real life spoilers are of course allowed here :P
20:01:51  <NGC3982> For instance, look at this screenshot. All the ship in this picture are to drop off oil at the harbour and then follow an order far to the left.
20:02:03  <Eddi|zuHause>
20:02:57  <NGC3982> I wish i could code.
20:03:12  <NGC3982> Id fix it (or at least try, fail and cry).
20:04:42  <Eddi|zuHause> "Walter Eddy White was sentenced to jail in 2008 and left on parole in 2010. he failed to attend a court meeting last month and was put on the top of the most wanted list"
20:05:00  <NGC3982> Oopsie.
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20:24:00  <andythenorth> NoCarGoal remains fun
20:24:17  <andythenorth> I think about 100k units for 30 years is about right for the map I have
20:24:20  <andythenorth> I think I'll get bronze :P
20:24:27  * andythenorth -> pub
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20:36:43  <LordAro> eveings
20:40:04  <Yexo> evening LordAro
20:40:12  <planetmaker> salut LordAro
20:40:20  <Yexo> two more commits today due to your patches yesterday :p
20:40:28  <LordAro> hello developers :)
20:40:44  <LordAro> oh?
20:40:44  * LordAro looks
20:41:30  <LordAro> wait, how did Zuu commit?
20:42:02  * planetmaker assumes like svn ci -m "blah" :-P (or via tortoiseSVN)
20:42:46  <LordAro> :)
20:43:09  <LordAro> congrats Zuu on (i'm assuming) becoming developer :)
20:43:27  <LordAro> Yexo: i blame you not reviewing my code properly :P
20:43:52  <Yexo> right you are :)
20:44:06  <Zuu> LordAro: Thanks you are right
20:44:31  <LordAro> not running was a silly mistake on my part though :L
20:46:58  * LordAro thinks that readme.txt and misc_gui.cpp are outdated in that case :P
20:48:00  <Yexo> Zuu: ^^ another commit for you :)
20:49:01  <LordAro> also forum 'status'
21:02:47  <Zuu> LordAro: You mean that the readme.txt should document that you have to run when doing API work?
21:03:09  <LordAro> no :P
21:03:16  <LordAro> look at section X.X
21:03:41  <Zuu> :-)
21:18:08  <Alberth> good night
21:18:15  <planetmaker> g'night Alberth
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21:28:55  <LordAro> could this be improved in any way? :
21:31:17  <Eddi|zuHause> you could use a named pipe instead of a tempfile
21:32:28  <frosch123> and you could also check the attributions in the commit message :p
21:33:04  <frosch123> though you will miss backports when using hg
21:33:09  <Eddi|zuHause> postulate: any program that cannot be improved is trivial.
21:33:14  <frosch123> and other weird branches :)
21:33:25  <Zuu> LordAro: uniq -c will print the number of occurances
21:33:40  <frosch123> Eddi|zuHause: you know about programs like "gnu hello" ?
21:33:56  <frosch123> even trivial things can be "improved"
21:33:58  <Eddi|zuHause> not sure what that is
21:34:09  <frosch123> though "improved" might be subjective :p
21:34:23  <Eddi|zuHause> but anyway, i have not said anything about the reverse
21:34:41  <LordAro> Eddi|zuHause: i tried the 'named pipe' but i kept getting errors...
21:34:46  <Zuu> Eg use: hg log --template "{author}\n" | sort | uniq -ic
21:35:01  <Zuu> to get data for the REPO in current directory.
21:36:02  <Zuu> append a "| sort" and it will show the results ordered by number of commits too.
21:36:34  <Yexo> should be "| sort -n" to sort numerically
21:36:41  <Yexo> otherwise you get weird sortings
21:36:58  <Zuu> ok
21:37:32  <Yexo> "10" < "2" etc.
21:38:12  <Zuu> It this case it works without -n, because the it has " 2" and "10".
21:38:29  <Yexo> for me it didn't
21:38:41  <Zuu> different 'uniq' versions probably.
21:38:42  <Yexo> I think because sort will take "fields" so it strips the spaces
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21:39:04  <Zuu> or a 'sort' that trim the strings before
21:39:59  <LordAro> Yexo/Zuu: what if i want to sort alphabetically? :P
21:41:23  <Yexo> sort -k 2
21:41:30  <LordAro> ok, that whole block is now down to "echo `hg log -R  --template "{author}\n"` | sort | uniq -ic"
21:41:38  <LordAro> hang on, ignore that
21:42:17  <LordAro> ok, that whole block is now down to "echo `hg log -R  --template "{author}\n"` | sort | uniq -ic > devlist.tmp; cat devlist.tmp"
21:42:25  <LordAro> still not sure how to get rid of the temp file
21:42:28  <Yexo> why the echo / cat?
21:42:39  <Yexo> just do "hg log -R  --template "{author}\n"` | sort | uniq -ic"
21:45:46  <LordAro> fixed :)
21:46:05  <LordAro> so basically, my way was massively over complicated?
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21:54:16  <Eddi|zuHause> yes, but that's very common for "first tries" :)
21:54:16  <LordAro> hmm... doesn't display total number of commits anymore...
21:54:21  <LordAro> :P
21:58:20  <LordAro> hmm... RichK and signde are not noted to be developers, yet they have commits in trunk...
21:58:42  <LordAro> are (were) they devs? or just given special permission?
22:01:02  <Yexo> looking at ?
22:01:22  <Yexo> a lot of people are not listed as developer, you have to fill in that yourself I think
22:01:41  <LordAro> in the readme also
22:02:10  <LordAro> they are just listed in 'thanks to'
22:03:13  <LordAro> same for pasky and hackykid, it would seem
22:03:36  <Yexo> no idea
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22:05:15  <LordAro> methinks Rubidium is the only one still around who is old enough to remember :)
22:05:55  <Yexo> certainly not
22:06:16  <Yexo> good night
22:06:37  <LordAro> night
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22:17:23  <michi_cc> LordAro: Improvement for your script: "git shortlog -n -s" :p
22:17:37  <LordAro> shh! :P
22:17:58  <LordAro> i did come across something similar when i was googling solutions :)
22:18:36  <Zuu> so git users care more about commit stats than hg users?
22:18:47  <Zuu> s/users/developers/g
22:18:55  <michi_cc> hackykid was old PBS methinks, and pasky was (is) mentioned in some code comments for NewGRF code.
22:19:09  <Wolf01> 'night
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22:20:15  <Terkhen> good night
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