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00:11:00 *** lolman [John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 00:17:30 *** lolman_ [~John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Read error: Operation timed out] 00:20:19 *** ThePizzaKing [~jeff@c211-28-155-84.eburwd2.vic.optusnet.com.au] has joined #openttd 00:23:33 *** lolman [John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Quit: Leaving] 00:29:54 *** Digitalfox_Desktop [~Digitalfo@bl7-182-248.dsl.telepac.pt] has quit [Quit: Bye] 00:31:35 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Quit: Coyote finally caught me] 00:32:00 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 00:35:29 <Belugas> Phazorx, i doubt there is much bogus code over there. It has been accepted and verified since eons. 00:35:57 <Phazorx> well i suggest you do a test 00:36:01 <Belugas> no 00:36:09 <Phazorx> i can cap a video but it'll take more time 00:36:12 <Belugas> you provide the data 00:36:23 <Phazorx> i can do a save game. sure 00:36:31 *** Brianetta [~brian@82-39-52-234.cable.ubr03.benw.blueyonder.co.uk] has quit [Quit: Tschüß] 00:39:49 *** lolman [John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 00:43:17 <De_Ghost> yea i think diagonal makes train longer 00:43:32 <De_Ghost> cuz when i put 2 train really close toget on a stright track and they tunr 00:43:36 *** lolman [John@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Read error: Connection reset by peer] 00:43:41 <De_Ghost> they crahes 00:45:50 *** lolman [~john@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 00:46:55 *** Tobin [~tobin@c58-107-50-36.eburwd7.vic.optusnet.com.au] has quit [Quit: Leaving...] 00:53:10 *** Digitalfox_Notebook [~chatzilla@bl7-182-248.dsl.telepac.pt] has joined #openttd 00:54:13 <Phazorx> how do i cheat... i run out of money... 00:54:25 <Phazorx> there was something but i dont recall... 00:54:27 <glx> cheat menu 00:54:32 <glx> ctrl-alt-c 00:54:47 <glx> +win if the previous one fails 00:55:42 <Phazorx> heh i have disabled win and ctrl+alt+c have global shell binding 00:55:49 <Phazorx> is there console command? 00:55:54 <glx> no 00:56:03 <Phazorx> hmm.. 00:56:10 <Phazorx> any other way ? 00:57:00 <glx> edit the source to change the shortcut 00:58:23 <Phazorx> i just killed the shell 00:58:24 <Phazorx> easier 00:58:33 <Phazorx> nicve menu i must say :) 01:23:49 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [Quit: Solong, and thanks for all the fish.] 01:30:58 *** Eddi|zuHause2 [~johekr@p54B77DD6.dip.t-dialin.net] has joined #openttd 01:33:30 *** Ammlller [~Ammler@adsl-89-217-6-36.adslplus.ch] has quit [Ping timeout: 480 seconds] 01:36:13 <CIA-1> OpenTTD: belugas * r10621 /trunk/src/industry_gui.cpp: 01:36:13 <CIA-1> OpenTTD: -Codechange: install a struct holding the user's selection from _fund_gui. 01:36:13 <CIA-1> OpenTTD: -Codechange: merge WE_TIMEOUT and WE_ABORT_PLACE_OBJ, as they both do the same thing. 01:36:13 <CIA-1> OpenTTD: -Feature: Any time you place an industry, even if it fails, the button will reset and the cursor will return to normal. 01:37:22 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Read error: Connection reset by peer] 01:37:44 *** Eddi|zuHause [~johekr@p54B76086.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 01:39:41 <Phazorx> Belugas: still interesed in the save ? 01:39:50 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 01:41:54 *** Tobin [~tobin@c58-107-50-36.eburwd7.vic.optusnet.com.au] has joined #openttd 01:42:30 <Phazorx> Belugas: http://openttdcoop.ppcis.org/blog/files/phazorx/diagonal length testcase.sav 01:42:34 <Phazorx> err 01:42:52 <Phazorx> http://openttdcoop.ppcis.org/blog/files/phazorx/diagonal%20length%20testcase.sav 01:43:02 <Phazorx> more "compatible" 01:47:50 <CIA-1> OpenTTD: belugas * r10622 /trunk/src/ (industry_gui.cpp newgrf_callbacks.h): 01:47:50 <CIA-1> OpenTTD: -Feature: Introduction of the CBID_INDUSTRY_AVAILABLE's handling, in fund industry window. 01:47:50 <CIA-1> OpenTTD: In order to stay as much consistent with the specs, the fund window will perform 01:47:50 <CIA-1> OpenTTD: (if required) the callback every game-day. TTDPatch performs the same call 01:47:50 <CIA-1> OpenTTD: every second, but after discussions with Csaboka, we agreed that it was not 01:47:50 <CIA-1> OpenTTD: required to be that intensive. So a game-day is plenty enough. 01:48:39 *** Sacro` [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 01:49:26 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds] 01:50:10 *** Sacro` is now known as Sacro 01:50:59 *** Meraki [mstar@S01060014bf6e0085.vc.shawcable.net] has joined #openttd 01:53:05 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Remote host closed the connection] 01:53:40 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 01:55:18 <Belugas> Phazorx, i will save it, but i willnot look at it until... 01:55:20 <Belugas> well... 01:55:23 <Belugas> you know ;) 01:55:33 <Phazorx> i really suggest looking at it 01:55:44 <Phazorx> 5 minutes of your time and some lack of sleep guaranteed :) 02:06:20 <Belugas> you just said the thing i was looking for, but did not remember what it was! 02:06:24 <Belugas> Sleep :D 02:06:38 <Belugas> and no, i wil not derogate from my line of conduct. 02:06:46 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Quit: bye] 02:06:49 <Belugas> nothing until newindustries completion 02:06:53 <Phazorx> heh 02:06:58 <Belugas> until then, good night :) 02:07:03 <Phazorx> i hope someone will look into that tho 02:17:28 *** Tobin [~tobin@c58-107-50-36.eburwd7.vic.optusnet.com.au] has quit [Quit: Leaving...] 02:32:20 *** Sacro|Laptop [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 02:32:30 *** Sacro|Laptop [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [] 02:32:50 *** Sacro|Laptop [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 02:35:04 *** Sacro^ [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 02:37:53 *** Sacro|Laptop [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Quit: Leaving] 02:37:55 *** Sacro^ [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [] 02:38:39 *** Sacro is now known as Sacro|Laptop 02:38:39 *** Sacro|Laptop [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Remote host closed the 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[~Ammler@adsl-84-227-137-130.adslplus.ch] has joined #openttd 07:52:16 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 07:57:02 *** elmex [~elmex@e180064033.adsl.alicedsl.de] has joined #openttd 08:03:28 *** sniper6kk6 [sniper6kk6@host119-93.pool8248.interbusiness.it] has joined #openttd 08:03:44 <sniper6kk6> hi 08:05:10 <sniper6kk6> i have a question if i would add money in multiplayer (with the consense of the other player) how do I have to do? 08:05:43 <sniper6kk6> increment of the money of all player... 08:08:10 *** Tlustoch [~last_evol@vetrnik.koleje.cuni.cz] has joined #openttd 08:08:43 <Smoovious> afaik, you can't... 08:08:44 *** Gekko [~Brendan@CPE-124-184-23-75.nsw.bigpond.net.au] has joined #openttd 08:10:32 <sniper6kk6> ok... thx 08:15:43 *** Nickman [~nn@d54C1C327.access.telenet.be] has joined #openttd 08:16:36 *** WME`Ston3 [wmeservice@p5B157ADD.dip.t-dialin.net] has quit [Quit: www.WebmasterElite.de] 08:17:00 *** eQualizer [~lauri@dyn15-194.dsl.spy.dnainternet.fi] has joined #openttd 08:18:30 <Phazorx> this is like "is there a button to get to last level and kill the last boss in one hit?" yay i just won the game in 10 seconds :) 08:19:57 *** sniper6kk6 [sniper6kk6@host119-93.pool8248.interbusiness.it] has left #openttd [] 08:20:21 <Smoovious> I like having cheats available sometimes, but most of thhe time, I prefer not using them... part o f playing, is thhe challenge 08:20:36 <Smoovious> otherwise, I'd still be playing tic tac toe 08:24:33 <alex_> theres no challenge in openttd 08:24:49 <alex_> build a long traing line from a good coal mine to a power plant 08:24:57 <alex_> and money means nothing after that 08:25:51 *** Ammler [~Ammler@adsl-84-227-137-130.adslplus.ch] has quit [Ping timeout: 480 seconds] 08:26:15 <Smoovious> ... 08:26:46 <Smoovious> there is so challenge to it... it all depends on how you play and what your goals are 08:27:04 <Smoovious> TTD wouldn't have continnued to be as popular as it is, if there wasn't 08:33:02 *** prakti [~prakti@port-213-148-152-8.static.qsc.de] has joined #openttd 08:33:14 *** tokai|ni [~tokai@p54B81B9F.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 08:35:05 *** tokai|ni [~tokai@p54B81ACD.dip0.t-ipconnect.de] has joined #openttd 08:49:38 <Gekko> people still play ET from the Atari 08:49:39 <Gekko> >_> 08:50:53 *** myself [~prakti@port-213-148-152-8.static.qsc.de] has joined #openttd 08:51:03 *** prakti [~prakti@port-213-148-152-8.static.qsc.de] has quit [Read error: Connection reset by peer] 08:51:35 *** myself [~prakti@port-213-148-152-8.static.qsc.de] has quit [] 08:51:39 *** prakti [~prakti@port-213-148-152-8.static.qsc.de] has joined #openttd 08:53:22 <alex_> Smoovious, i was in talking in reference to the challange of making cash obvious 08:53:24 <alex_> ly 08:53:42 <alex_> not ones own personal goals 08:55:16 *** orudge [~orudge@91.84.56.243] has quit [Ping timeout: 480 seconds] 08:56:06 <Phazorx> http://openttdcoop.ppcis.org/blog/files/phazorx/diagonal%20length%20testcase.sav 08:56:22 <Phazorx> i'd appreciate if some devs would comment on that one 09:01:29 <Smoovious> ahh... I wasn't... was talking about the overall challenge 09:02:06 <alex_> of ones goals, not the challenge of making cash 09:02:15 <alex_> :) 09:02:22 <alex_> anyway we can go around and around in circlesd 09:14:30 <JazzyJaffa> Phazorx: I think the trains are just longer on digonals, the speeds are correct 09:16:01 *** pPACO_BAN [PACO@CPE0011d8690c25-CM001225db7ae8.cpe.net.cable.rogers.com] has joined #openttd 09:16:01 *** Phazorx [PACO@CPE0011d8690c25-CM001225db7ae8.cpe.net.cable.rogers.com] has quit [Read error: Connection reset by peer] 09:16:34 *** pPACO_BAN is now known as Phazorx 09:17:05 <Phazorx> grrr 09:17:34 <Phazorx> it's nt only that they are longer, they are getting longer when they start goign diagonals 09:17:56 <Phazorx> as the other part shows 09:18:21 <Phazorx> trains are essentialy variable length 09:18:35 <Phazorx> depending how many cars are straight and how many are angled 09:19:34 <JazzyJaffa> yeah come from the fact you get 1 car per tile on diag and 2 on straight 09:19:51 <Phazorx> 1 car per half diagonal 09:20:17 <peter1138> screenshot of the testcase? 09:20:18 <JazzyJaffa> hang on getting my diagonal and stright confused 09:20:27 <peter1138> it's known that dimensions in ttd are not 'right' 09:20:28 <Phazorx> peter1138: it makes sesne only in action 09:20:39 <peter1138> well i can't load a game right now 09:20:41 <Phazorx> peter1138: they are also not proportional 09:20:47 <peter1138> so it's screenshot or nothing 09:20:52 <JazzyJaffa> on horizontal and vertical trains you get 1 car per tile, it should be sqrt(2)/2 09:20:54 <Phazorx> ghm... 09:21:16 <Phazorx> peter1138: hang on 09:21:28 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Remote host closed the connection] 09:21:39 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 09:21:58 <Smoovious> playability comes first... besides, I'd be willing t o bet that the reason for thhat originally had a lot to do with making them look good in both directions, ,with the limited pixel c ount/arrangement available to do it in 09:23:02 <peter1138> http://www.tt-forums.net/viewtopic.php?p=581901#p581901 09:23:17 *** orudge [~orudge@91.84.56.243] has joined #openttd 09:23:20 *** mode/#openttd [+o orudge] by ChanServ 09:23:26 <JazzyJaffa> but there is actually a larger gap between cars on horiz and verts 09:23:34 <peter1138> and that is coming from a well-respected TTD artist who knows what he is talking about 09:24:14 <Smoovious> seems like nit-picking to me 09:24:23 <peter1138> well 09:24:39 <peter1138> it's not going to change :) 09:25:01 <Smoovious> there's always Locomotion... .. . 09:25:14 <peter1138> hehe 09:25:19 <Smoovious> :) 09:26:18 <Phazorx> before: http://img.cx/e/8479049075/PICCYSNAP.COM_218_c.png 09:26:54 <Phazorx> both trains traveled same distance (straight TL): http://img.cx/e/9376432690/PICCYSNAP.COM_54_c.png 09:27:29 <Smoovious> ... 09:27:30 <Phazorx> after all http://img.cx/e/5568582636/PICCYSNAP.COM_859_c.png 09:28:10 <Phazorx> peter1138: my point is visual length (and one that is used for collisions) is measured with dia proportions 09:28:16 <Phazorx> and traveled distances with iso 09:28:31 <Phazorx> creating a scale factor of ~1.36 when going diagonal 09:28:44 <Smoovious> wouldn't that have more to do with the GRF in use anyways? like, if a newgrf had them designed to be more proportional, would they be? 09:28:52 <Phazorx> essentialy it shows up as enlongating the train as it goes through curve 09:28:54 <Phazorx> by 36% 09:29:31 <Phazorx> hence creating some kind of trailing zone which following train would encounter as an obstacle and slow down 09:29:56 <Smoovious> that's the way it works 09:29:56 <Phazorx> Smoovious: nope 09:29:59 <Phazorx> nothing to do with grfs 09:30:05 <Phazorx> it is game mechanics 09:30:16 <Phazorx> for some purposes all tiles always fit 2 regular cars 09:30:37 <Phazorx> so straight or diagonal tiles have same scale of 0.5 regular car 09:30:51 <Phazorx> but that only affects length 09:30:58 <Phazorx> but not traveled distance 09:31:13 <Smoovious> yes, I know 09:31:14 <Phazorx> which has different proportions depending if it is straight or diagonal 09:31:29 <Phazorx> so for straigh piece it is 1:1 09:31:37 <Smoovious> part of the limitations of the way the game wa designed 09:31:59 <Phazorx> for diagonal it is sqrt(2)*isometrics skew 09:32:08 <KUDr> [01:21:24] <Phazorx> well we are quite in diff TZs... i'll nag KUDr i guess << can you tell me what happened? 09:32:18 <Smoovious> no, it isn't 09:32:40 <Phazorx> KUDr: i was showing Rubidium some save where tram would circle w/o goign to station 09:32:47 <Phazorx> hang on 09:33:07 <KUDr> i don't worry 09:33:12 <KUDr> about trams 09:33:20 <KUDr> i never made YAPF for trams 09:33:24 <Smoovious> peter1138 already said it isn't going to change... so let the horse die in peace already 09:33:28 <KUDr> and never tested it 09:34:10 <Phazorx> KUDr: what's the difference? 09:34:22 <Phazorx> same trackcs and node based exhaustive search should be 09:34:25 <KUDr> different road type requested 09:34:32 <KUDr> (required) 09:34:41 <Phazorx> by that doesn taffect the algorithm ?? 09:34:46 <KUDr> and afaik, YAPF makes no difference in that 09:34:47 <Phazorx> *but 09:34:54 <Phazorx> i think so to 09:34:59 <Phazorx> yet behavior is strange 09:34:59 <KUDr> it was made before trams were introduced 09:35:27 <Phazorx> ahh so you mean trams see road as tracks when ot comes to PFing ? 09:35:40 <KUDr> YAPF treats all roads the same 09:35:52 <Phazorx> i see... will that ever change tho? 09:36:01 <KUDr> YAPF can't see the difference between them 09:36:13 <KUDr> and such PF can't work 09:36:15 *** Ailure [Gamefreak@194.47.44.201] has quit [Ping timeout: 480 seconds] 09:36:19 <Phazorx> yapf can be taught to see the difference i hope :) 09:36:24 <KUDr> this is my opinion 09:36:32 <KUDr> maube i am wrong 09:36:37 <KUDr> -u+y 09:36:53 <KUDr> consult it with 'trams' author 09:37:01 <Phazorx> well, if some parts of the game are awera of such difference other parts can be changed in that way too 09:37:02 <KUDr> dunno who is that 09:37:10 <Rubidium> I added trambits checking code 09:37:25 <KUDr> into YAPF? 09:38:08 <Eddi|zuHause2> maybe something similar to r10491 needed? 09:38:20 <Phazorx> nope 09:38:21 <KUDr> yeah maybe 09:38:24 <Phazorx> that one was desyncing 09:38:31 <Phazorx> this one is less ugly 09:38:58 <KUDr> for me it was suprise that guys were able to implement trams without changing YAPF 09:39:20 <KUDr> at least i missed it if it happened (YAPF change) 09:39:22 <Phazorx> that's nice to hear :) 09:39:34 <Phazorx> http://openttdcoop.ppcis.org/blog/files/phazorx/diagonal%20length%20testcase.sav 09:39:47 <Phazorx> Rubidium: check that one too plz, i;d like to hear what you think about it 09:39:56 <KUDr> Phazorx: please fill bug with all the info how to repro it 09:39:58 <Phazorx> and peter1138, you too? 09:40:05 <KUDr> i will look at it on weekend 09:40:17 <Phazorx> KUDr: that might be a bit challenging but i'll try 09:40:24 <KUDr> make it cathegory YAPF 09:40:26 <peter1138> if you can't be bothered to type please, i can't bothered to look 09:40:36 <peter1138> and also, i said it is not going to change 09:40:38 <Rubidium> http://todo.openttd.org/cgi-bin/trac.cgi/changeset/9914#file30 <- KUDr that's how I 'fixed' YAPF 09:40:42 <Phazorx> peter1138: i gave you 3 screenshots as asked? 09:41:04 <Phazorx> hmm... sad... 09:41:14 <KUDr> Rubidium: i missed that, then sorry 09:41:20 <Phazorx> seems to me as quite obvious and ugly issue 09:41:25 <peter1138> too much depends on that behaviour 09:41:35 <peter1138> we'd break newgrf compatibility for a start 09:42:02 <Phazorx> if trains travel diagonaly as sprites scale? 09:42:11 <Phazorx> how's that ? 09:42:20 <KUDr> Phazorx: Rubidium't pach seems ok, so please enter bug for me 09:42:32 <KUDr> (-t+s) 09:42:41 <Phazorx> KUDr: will do when i get to reproducing it 09:42:50 <peter1138> original sprites are too short, or the distance is too great 09:42:51 <Phazorx> current test case is a bit ugly 09:42:54 <KUDr> ok, thanks 09:43:05 <peter1138> either way, newgrf sprites generally compensate by having longer sprites 09:43:10 <KUDr> try some as simple as possible scenarion 09:43:31 <KUDr> meaning low number of verhs and so on 09:43:51 <Phazorx> peter1138: distance is calculation, there is a scale factor used somewhere, a minimal change that would affect train position would require changing that... but that's as far as it should go 09:44:36 <Phazorx> i'm not asking to scale sprites "realistically" that is unneeded... much eaier to calclate speed/travel distance in same way as scaling is done 09:44:59 <Phazorx> with 1:1 straight to diagonal, rather than 1:sqrt(2) 09:45:39 <peter1138> it's 3:4 at the moment 09:46:20 <Phazorx> well, visually it is iso proportions * sqrt(2) 09:46:22 <peter1138> i.e. at X speed it'll travel 3 tiles vertically and 4 tiles diagonally 09:47:06 <Phazorx> can it be made so it matches scale factor ? 09:47:09 <peter1138> also, the game is no isometric 09:47:11 <peter1138> *not 09:47:18 <Phazorx> and trains dont change size depending on direction? 09:47:26 <Phazorx> game is diametric 09:47:33 <Phazorx> but 3:4 is not dia proportions 09:47:43 <Phazorx> and visualy it is not 3:4 either 09:48:07 <Phazorx> they isues is not in WHAT is it, rather what it is DIFFERENT depending on wether it is length or distance 09:48:47 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 09:49:01 <peter1138> anyway, it's not changing 09:49:20 <Phazorx> that's kidna bad :| 09:55:27 <Tlustoch> AITile::IsBuildable returns true when there's road on tile - that will be pretty bad when you will start building rails :-) 09:56:46 <Eddi|zuHause2> you can build level crossings 09:57:29 <Eddi|zuHause2> it's a optimistic estimation... there might be the possibility of you placing a rail there 09:58:43 <Tlustoch> It has lot of other problems. You can decide to make water channel and it will tell you true when there will be unmoveable road in the midle of the city.. 09:58:46 <Eddi|zuHause2> for proper planning later you also might need a conservative test that assures you that you can build there whatever you want to build 10:00:29 <Eddi|zuHause2> this "conservative" test should probably be done with a DoCommand 10:00:30 <JazzyJaffa> If you look in the route planner patch in the forum that has a function that tells you if a track segment can be built on a tile, although it doesn't yet support building across your own tracks 10:00:45 <JazzyJaffa> or roads 10:03:42 <Tlustoch> In any case, someone should make new object into AI API that will do terraforming. Without terraforming you can't do much :-) 10:04:37 <Noldo> Tlustoch: you are a little on the "Everything to me NOW!" -side 10:05:03 <Tlustoch> Everything?? LOL. Terraforming is quite basic function. 10:05:24 <KUDr> Tlustoch: check this: http://mazanec1.netbox.cz/ottd/auto_road_001.diff << i think AI can build a road well in 90% of cases (which should be sufficient) 10:06:34 <KUDr> Terraforming is easy but it splits number of options you have to choose between to milions 10:07:00 <KUDr> which nobody has sufficient CPU power for 10:07:32 <KUDr> also it would require 'UNDO' functionality implemented 10:07:57 *** Gekko [~Brendan@CPE-124-184-23-75.nsw.bigpond.net.au] has quit [Quit: KVIrc 3.2.6 Anomalies http://www.kvirc.net/] 10:08:11 <KUDr> as you need to continue the PF branch after terraforming WITH that terraforming already applied 10:08:20 <Tlustoch> You will have to deal with it sooner or later.. 10:08:44 <KUDr> this is the reason why old AI tried random terraforming first and then it tried to find new path 10:09:09 <KUDr> no, AI can be simplified 10:09:24 <KUDr> and never will be as smart as human 10:09:34 <Noldo> that random terraforming makes the ground look like it was alive on 64*64 map 10:09:34 <KUDr> this is common approach in games 10:10:09 <KUDr> so AIs usually receive extra bonuses 10:10:09 <Tlustoch> and never will be as smart as human <- LOL 10:10:35 <KUDr> i.e. the old AI have paid nothing for his terraforming activities 10:11:31 <KUDr> AI can only use brute force to do the task which you use your brain for 10:11:57 <KUDr> and your brain is always more powerfull than your PC 10:12:07 <KUDr> this is today's reality 10:12:30 <Tlustoch> This is so funny. 10:12:47 <KUDr> sunny but true 10:12:55 <KUDr> -s +f :) 10:12:58 <Noldo> well the human solution is propably not that optimized 10:13:10 <KUDr> yes, but faster 10:13:21 <KUDr> human uses his experience and his guess 10:13:25 <Tlustoch> KUDr: you should check some other concepts in AI, like neural networks 10:13:31 <KUDr> which is hard to implement 10:13:41 <Eddi|zuHause2> human brain is very optimised for 3D extrapolation 10:13:43 <Tlustoch> brute force is not the only solution 10:14:10 <KUDr> hehe 10:14:27 <Eddi|zuHause2> Tlustoch: problem is, neural net can't be programmed very good 10:14:30 <KUDr> then i would suggest you: don't complain and bring better solution 10:14:39 <KUDr> as i told you already 10:14:50 <Eddi|zuHause2> to get a proper neural net, you need to train it for 18 years (like a human) 10:14:51 <JazzyJaffa> neural net is not well suited to path finding 10:14:51 <Tlustoch> That's why I am demanding terraforming object. 10:15:02 <KUDr> do it yourself 10:15:24 <KUDr> nobody will invest his effort in blind direction 10:15:29 <Eddi|zuHause2> Tlustoch: just take the GUI code calling the command, and put that into an AI function 10:15:45 <KUDr> you must have a clear vision what would be the next step 10:15:59 <KUDr> 'neural networks' is not a clear vision 10:16:04 *** Frostregen [~sucks@dslb-084-058-166-059.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 10:16:05 <Tlustoch> You will have to do this kind of object in AI API later so why not do it now? 10:16:25 <Tlustoch> Hahaha 10:16:28 <peter1138> we will? :p 10:16:34 <Eddi|zuHause2> Tlustoch: the problem is not that it has to be done, but that it has to be done properly 10:16:37 <JazzyJaffa> I have a few ideas for it, but there is no point till we have good non-terraforming algorithms 10:16:38 <Noldo> NOW! do it Now! 10:16:59 <KUDr> agree with JezzyJaffa 10:17:01 <Eddi|zuHause2> peter1138! newterraforming! :p 10:17:05 <KUDr> step by step 10:17:31 <KUDr> don't force us to skip the basic concept due to your chimaeras 10:17:37 <Tlustoch> Good pathfinding without terraforming will be quite useless when you add terraforming to it later. 10:17:49 <KUDr> not true 10:17:59 <KUDr> terraforming is quite expensive 10:18:00 <JazzyJaffa> no way! 10:18:10 <Tlustoch> Terraforming = _huge_ change. 10:18:19 <KUDr> yes - very huge 10:18:38 <KUDr> project for years to make good PF using terraforming 10:19:34 <JazzyJaffa> You find non-terraformed routes with varying slope avoidance, look at how much it costs to flatten each one to some degree and choose the best performance/price 10:19:43 <JazzyJaffa> it won't be optimal but it'll be ok 10:20:59 <JazzyJaffa> BTW, with the ship pf that I'm finishing, how many bits is it ok to put in TileExtended? 10:21:18 <peter1138> none 10:21:18 <KUDr> 8 or 24 10:21:22 <Eddi|zuHause2> i think with build on slopes you can do without terraforming most of the time, only thing is flattening area for station, but that does not have to do a lot with pathfinding 10:21:27 <peter1138> why would you need to add bits? 10:21:35 <KUDr> region id 10:21:46 <JazzyJaffa> <- what KUDr said 10:22:14 *** Gekko [~Brendan@CPE-124-184-23-75.nsw.bigpond.net.au] has joined #openttd 10:22:19 <peter1138> how many regions do you anticipate? 10:22:30 <Eddi|zuHause2> concerning regions, wouldn't it be better to use some kind of union-find algorithm based on tile coordinates? 10:22:33 <KUDr> some thousands 10:22:57 <JazzyJaffa> With just one type of region (water ATM) we have 2000 on 1024x1024 10:23:17 <peter1138> ok 10:23:22 <JazzyJaffa> but with different types that may go up 10:23:23 <peter1138> why do you need to add bits though? 10:23:34 <peter1138> there are already 50 unused bits for water tiles 10:23:40 <Rubidium> JazzyJaffa: putting it in TileExtended basically means you want to save it and you cannot determine it one loading the savegame, is that correct? 10:23:46 <KUDr> wow, true! 10:24:23 <JazzyJaffa> Good point Rubidium, we don't need to save this information 10:24:44 <JazzyJaffa> Would it be better off somewhere else in that case? 10:24:56 <KUDr> TileExtended doesn't necessarily mean that it must be saved 10:25:13 <Rubidium> KUDr: yes and no 10:25:32 <Rubidium> all _m and _me stuff is saved and people assume that that happens, so not doing so might give trouble 10:25:47 <Rubidium> especially when people think that there are 4 free bits in there and use that for something 10:26:26 <KUDr> if you keep it somewhere else the only benefit would be more code 10:26:37 <KUDr> but ok, this is a good reason 10:27:04 <Rubidium> KUDr: how many lines of more code? 10:27:11 <KUDr> so JezzyJaffa: probably another YAPF cache 10:27:14 <Rubidium> maybe 3 for reallocing it on map resize 10:27:14 <peter1138> there's no reason you can't store it in the map, but you don't need to extend the map data for that 10:27:21 <KUDr> Rubidium: dunno 10:27:41 <JazzyJaffa> I'd like to support the possibility of a tile being in more than one region (eg coast tiles with rail and water) 10:27:57 <peter1138> coast tiles can't have rail 10:28:03 <Rubidium> coast tiles shouldn't be seen as water 10:28:11 <Eddi|zuHause2> recalculating on load always has the problem that changes to it have to be deterministic, for multiplayer synchronisation 10:28:12 <Rubidium> peter1138: why can't they? 10:28:17 <peter1138> Rubidium: half-coast tiles should be 10:28:24 <KUDr> peter1138: yes, but those regions are meant to be used for land tiles too (only bit later) 10:28:26 <peter1138> Rubidium: because when you have rail on it it becomes a rail tile 10:28:37 <Rubidium> true 10:29:10 <Eddi|zuHause2> not if half-foundations are ever implemented :) 10:29:32 <JazzyJaffa> but for planning: before the rail is built it is both rail and water passable 10:29:59 <Rubidium> only the half coast tiles 10:30:24 <JazzyJaffa> yes, only the half ones, an annoying exception case 10:31:03 <peter1138> KUDr: i only saw "ship pf" therefore assumed it's water tiles only 10:31:26 <KUDr> true for now, yes 10:31:26 <JazzyJaffa> sorry I should have explained that the region code can also be used for land navigation 10:32:07 <Eddi|zuHause2> land navigation as in (AI) route finding? 10:32:23 <JazzyJaffa> yes 10:32:48 <KUDr> and gui auto-rail/aut-route 10:32:57 <KUDr> (auto-road) 10:33:09 <Eddi|zuHause2> yeah, that's kinda the same thing :) 10:33:14 <KUDr> yes 10:33:21 <KUDr> but not only for AI 10:33:48 <KUDr> but for land it doesn't need to be in sync with other players 10:33:58 <hylje> : 10:34:10 <KUDr> so theoretically land can use extra chunk of memory elsewhere 10:34:13 <hylje> autoroute :o 10:35:02 <hylje> so we could have towns connected randomly in map generation? 10:35:08 <JazzyJaffa> why doesn't it need to be in sync? 10:35:45 <Eddi|zuHause2> JazzyJaffa: route finding is only local, then the commands are issued locally, which then are synched automatically 10:36:29 <JazzyJaffa> ah ok, I see the difference, in water ship pf has to be in sync 10:36:43 <KUDr> yes 10:36:54 <KUDr> so it will be benefit to use free water bits 10:37:35 <KUDr> hylje: check http://mazanec1.netbox.cz/ottd/auto_road_001.diff 10:37:48 <KUDr> for auto-road concept proof 10:38:20 <JazzyJaffa> is probably possible, however, I'm not sure that its good to save/load region data. Its more complicated than regenerating it. 10:38:54 <KUDr> it will be saved if you use those free bits 10:39:04 <KUDr> and you don't need to care 10:39:16 <hylje> highlit e route?! 10:39:16 <hylje> sweeet 10:39:34 <JazzyJaffa> saved as a number yes, but then you have to build the regions from the numbers in the tiles 10:39:39 <KUDr> hylje: as i said - it is only proof of concept 10:39:47 <JazzyJaffa> I guess its not that hard, just more code 10:40:17 <KUDr> you can build tem normally and just check if they match 10:40:38 <KUDr> because they have to match 10:40:48 <JazzyJaffa> ah-ha that would be better, as otherwise would have to save region "center of mass" somewhere as well 10:41:02 <JazzyJaffa> I think that is best 10:41:04 <KUDr> true 10:41:12 <KUDr> so don't worry 10:42:10 <JazzyJaffa> bah, just thought of a problem with checking - if regions are updated in game on terraforming, the layout will not be the same as a fresh region find 10:42:36 <Eddi|zuHause2> if you need to store "center of mass" or something similar, you could place a buoy in that region 10:43:05 <JazzyJaffa> 2000 bouys on a map?? 10:43:49 *** Timwi [Timwi@cpc3-cmbg8-0-0-cust421.cmbg.cable.ntl.com] has joined #openttd 10:43:49 <KUDr> why not? 10:44:00 <KUDr> would be nice to see it 10:44:01 <Timwi> Hi 10:44:09 <Timwi> NickServ doesn't recognise me, who do I contact about this? 10:44:20 <JazzyJaffa> I can do that as an option anyway 10:44:27 <KUDr> yes 10:44:30 <JazzyJaffa> you're right it could be fun 10:45:00 <JazzyJaffa> have you seen the region screenshot Eddi|zuHause2? 10:45:09 <Eddi|zuHause2> no... 10:45:12 <KUDr> and you can also add 'region id' into tile info '?' 10:45:30 <JazzyJaffa> http://www.tt-forums.net/download.php?id=74683 10:46:00 <JazzyJaffa> Yes, good idea, at the moment I'm displaying them with a cargo icon on each tile for debugging! 10:46:06 *** stillunknown [~stillunkn@212-182-130-7.dsl.ip.tiscali.nl] has joined #openttd 10:47:36 <blathijs> 12:39 < hylje> highlit e route?! <-- NPF could do that as well, by removing the grass under tracks. Of course that broke totally in multiplayer and at other random moments, since it was an ugly hack :-) 10:48:05 <hylje> :o 10:48:45 <JazzyJaffa> So I'll just use some of the spare water tile bits for now 10:48:57 <KUDr> blathijs: this is bit different (highlight tool for road planner - roads that don't exist yet) 10:49:00 <JazzyJaffa> hopefully should be finished later today 10:49:27 *** Timwi is now known as Timwi-Idle 10:49:29 *** Timwi-Idle is now known as Timwi 10:49:43 <Timwi> OK, NickServ works again, thanks :-p 10:49:58 <JazzyJaffa> I need to code for "ship is lost" state aswell 10:59:06 *** JazzyJaffa [~ben@85-211-128-49.dyn.gotadsl.co.uk] has quit [Ping timeout: 480 seconds] 11:02:46 <Timwi> Do any of you ever organise online games btw? 11:02:59 <Timwi> I would like to be able to watch an expert player play the game -- if that was possible online that would be great 11:14:13 <Smoovious> just check around on the servers... plenty of experts that don't code... 11:15:35 *** Tlustoch [~last_evol@vetrnik.koleje.cuni.cz] has quit [Quit: Leaving] 11:17:28 <Nickman> how do I get the "CompanyIndex" from a given AICompany in the NoAI branch? 11:18:03 *** Digitalfox_Notebook [~chatzilla@bl7-182-248.dsl.telepac.pt] has quit [Quit: ChatZilla 0.9.78.1 [Firefox 2.0.0.3/2007030919]] 11:18:36 <Rubidium> what do you means with "a given" AICompany? 11:19:12 *** SierraRomeo [~SierraRom@sucha.silesnet.net] has joined #openttd 11:19:23 <SierraRomeo> good morning 11:19:25 <Smoovious> the one he wants 11:19:46 <Rubidium> Smoovious: but then he needs to have something of that company 11:19:59 <Nickman> I thinkI found i in the enumeration 11:20:10 <Nickman> I have the company object :) 11:20:22 <Rubidium> morning? morning is long gone ;) 11:20:33 <Smoovious> just defining 'a given' 11:21:10 <Nickman> a company object that I have available Smoovious :) 11:21:27 <SierraRomeo> and i thought i can say good morning in every time of day : ) 11:23:38 *** Osai^zZz [~Osai@pD9EB5CE2.dip.t-dialin.net] has joined #openttd 11:25:09 <SierraRomeo> has anyone ever thought about or tried to code into openttd shunting and train splitting ? i mean like to make engine go somewhere, then order to attach rolling stock (full of coal, eg.) and move it to station, and have it shunted to another train (instead of unloading cargo and loadig it to another train in feeder system) 11:25:40 <Nickman> there is a thread about that somewheren on the forums :) 11:27:05 <SierraRomeo> i can't find it : ( 11:27:22 <SierraRomeo> Nickman: don't you rember name of thread ? 11:27:32 <Nickman> not really sorry :s 11:27:36 <Nickman> been a while since I saw it 11:28:19 <SierraRomeo> okay i'll go to find it myself : ) 11:29:31 <Nickman> :) 11:29:33 <Nickman> good luck ;) 11:31:07 *** Ailure [Gamefreak@194.47.44.201] has joined #openttd 11:31:14 <Ailure> gnn 11:32:20 <Nickman> why isn't the class "String" used instead of the old C string ? "const char *name" ?? 11:32:56 <Noldo> because 11:32:59 <Smoovious> the source hasn't been fully converted to C++ yet 11:33:30 <Nickman> yeah, I know, but in the NoAI brach (wich is fairly recent?) they also keep using it? 11:33:50 <Noldo> then it's the coder's preference 11:34:06 <Smoovious> the priority isn't converting from C to C++ there 11:34:30 <Nickman> it would be easyer to read and more typesafe ;) 11:34:36 <Noldo> true 11:34:59 <Smoovious> perhaps, but it hasn't been changed... so it is still the old form 11:35:05 <Nickman> ;) 11:35:19 <Nickman> I'm trying to figure out why my AI doesn't get the name I give it :D 11:35:45 <Smoovious> link? 11:36:08 <Nickman> http://www.tt-forums.net/viewtopic.php?f=33&t=30933&start=200 11:36:10 <Nickman> second last post 11:37:52 <Noldo> :D 11:38:17 <Nickman> I changed some stuff, lets see if it works now 11:38:20 <Nickman> nope 11:38:38 <Noldo> you are adding int to char* 11:39:10 <Nickman> could be the problem indeed... 11:39:15 <Noldo> it is 11:39:20 <Nickman> that's why I would like some C++ Stirngs instead of C strings 11:39:21 <Nickman> :p 11:39:37 <Noldo> that makes it move the the starting character by i 11:39:45 <Nickman> yeah... 11:39:49 <Smoovious> so use C++ 11:40:00 <Nickman> I am! :p 11:40:04 <Noldo> you can use std::string and .c_str there 11:40:07 <Ailure> hmm 11:40:08 <Ailure> noai 11:40:10 <Ailure> wooh 11:40:12 <Nickman> :p 11:40:13 <Ailure> My summer is saved 11:40:20 <Ailure> I forgot about it 11:40:23 <Ailure> heh 11:41:52 <Nickman> :) 11:42:46 *** SierraRomeo [~SierraRom@sucha.silesnet.net] has quit [Quit: "my balls smell"] 11:43:22 <Ailure> I played with it on it's early stages 11:43:24 <Ailure> and forgot about it 11:43:25 <Ailure> << 11:47:42 *** Ammler [~Ammler@adsl-84-227-137-130.adslplus.ch] has joined #openttd 11:47:46 <hylje> :o 11:59:44 *** Jezral [~projectjj@users.kollegienet.dk] has joined #openttd 12:04:52 *** lolman [johnuk89@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 12:06:09 *** Gekko [~Brendan@CPE-124-184-23-75.nsw.bigpond.net.au] has quit [Quit: KVIrc 3.2.6 Anomalies http://www.kvirc.net/] 12:06:28 <Nickman> ok, now that the naming is in order for my AI, I need to make it do something :D 12:06:36 *** TinoDidriksen [~projectjj@users.kollegienet.dk] has quit [Ping timeout: 480 seconds] 12:12:57 *** lolman [johnuk89@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Quit: Leaving] 12:13:03 *** lolman` is now known as lolman 12:15:45 *** Rubidium [~rubidium@rubidium.student.utwente.nl] has quit [Ping timeout: 480 seconds] 12:16:44 *** JazzyJaffa [~ben@fwnat-pub-1.physics.ox.ac.uk] has joined #openttd 12:18:59 *** scia [~scia@85.149.96.102] has joined #openttd 12:19:50 *** Tlustoch [~last_evol@vetrnik.koleje.cuni.cz] has joined #openttd 12:20:30 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 12:20:30 *** mode/#openttd [+v glx] by ChanServ 12:28:14 *** Osai^zZz is now known as Osai 12:28:48 <Nickman> hi Osai :) 12:28:56 <Osai> hi 12:33:44 <Tlustoch> How do I check if AITileList already contains some Tile? 12:34:54 <TrueBrain> HasItem 12:36:13 <Nickman> hi TrueBrain :) 12:36:51 <Tlustoch> Heh. My mistake - it's too hot here. 12:38:03 <Nickman> TrueBrain, could you check the question in my latest post? http://www.tt-forums.net/viewtopic.php?f=33&t=30933&start=200 12:38:12 *** Digitalfox_Desktop [~Digitalfo@bl7-182-248.dsl.telepac.pt] has joined #openttd 12:42:28 *** Desolator [Desolator@82.79.212.199] has joined #openttd 12:44:46 *** Ammler [~Ammler@adsl-84-227-137-130.adslplus.ch] has quit [Ping timeout: 480 seconds] 12:50:19 *** Desolator [Desolator@82.79.212.199] has quit [Quit: Leaving FTW!] 12:55:12 *** ThePizzaKing [~jeff@c211-28-155-84.eburwd2.vic.optusnet.com.au] has quit [Quit: ThePizzaKing] 13:40:31 *** wolfy [~Wolfenste@77.250.19.98] has joined #openttd 13:50:42 *** Tobin [~tobin@c58-107-50-36.eburwd7.vic.optusnet.com.au] has quit [Quit: Leaving...] 14:05:21 *** alex_ is now known as google 14:05:31 *** google is now known as alex__ 14:17:37 *** Osai [~Osai@pD9EB5CE2.dip.t-dialin.net] has quit [Quit: Osai] 14:23:05 *** Jezral is now known as TinoDidriksen 14:49:04 *** Darkebie [~dkb@d5153D5CD.access.telenet.be] has joined #openttd 14:55:30 <Progman> why is there a "return (int32)a;" at ClampsToI32() in macros.h? this line can't be reached, can it? 15:01:37 <peter1138> surely it can 15:03:56 <Progman> dont get it why. either its less 0x80000000 and this value is returned or greater 0x7FFFFFFF and this value is returned. looks like all possible values are catched which these two ifs 15:05:07 <Eddi|zuHause2> Progman: 0x7... is negative 15:05:17 <Eddi|zuHause2> err, no 15:05:17 <Eddi|zuHause2> 0x8... 15:05:44 <Timwi> in which case "less than 0x80000" is always false? 15:06:02 <glx> no because you clamp an int64 15:06:10 <Eddi|zuHause2> no, a is int64, so if a is very negative, it gets set to the lowest int32 15:06:30 <Eddi|zuHause2> if a is very positive, it gets set to the highest int32 15:06:41 <Eddi|zuHause2> in any other case, the value is returned unchanged 15:06:42 <Progman> aren't there any predefined int-max-min values like MAX_INT and MIN_INT? 15:06:54 <Progman> okay, now it makes sense 15:09:25 <Nickman> glx, you know why in the NoAI branch all the functions are non static but still need parameters like if the function would be static? 15:09:53 <Nickman> For example in ai_town.cpp, when you want to get something from a town, you need to give the TownID 15:09:59 <peter1138> where did i hide my cvs repo? 15:10:34 <Nickman> but you can't acces these functions in a static way, so you need to make a useless instance of AITown just to be able to acces them? 15:10:53 *** UnderBuilder [~usuario@168.226.104.247] has joined #openttd 15:11:11 <peter1138> isn't the instance already there? 15:11:18 <peter1138> it's not like you're making a new town 15:11:33 <Nickman> that's treu, but I cant acces the intance? 15:12:03 <UnderBuilder> aargh I do a patch -p0 patch.diff and the command seems to be freezed 15:12:13 <glx> you forgot < 15:12:16 <glx> or -i 15:12:22 <UnderBuilder> oh 15:12:23 <Nickman> All I got is this peter1138 : http://devs.openttd.org/~truelight/aidocs/classAITownList.html 15:12:26 <Nickman> and AITownList 15:12:33 <Nickman> there I can get the ID of the town 15:12:46 <UnderBuilder> ready 15:13:00 <UnderBuilder> next step: ./configure :) 15:13:03 <Nickman> but to be able to get the tile of the town for example, I need to make an object of AITown and then call a procedure that should have beens tatic? 15:16:02 <UnderBuilder> now other trouble: I have zlib installed but the ./configure doesn't detect it 15:16:53 <peter1138> zlib or zlib headers? 15:19:17 <Eddi|zuHause2> probably need zlib-devel 15:25:48 <TrueBrain> Nickman: some functions are static, some aren't 15:25:56 <TrueBrain> most of the time, if they are non-static, they need to access 'this' 15:26:10 <TrueBrain> which mostly means they need to build something or what ever 15:26:27 <TrueBrain> so yeah, you need to make an instance of AITown and access it, like the regression test shows 15:26:41 <Nickman> so I have to do this to get a location of a town 15:26:41 <Nickman> AITown tempTown; 15:26:41 <Nickman> AITile = tempTown.GetLocation(town); 15:26:49 <Nickman> ? 15:26:59 <Nickman> where town is the ID 15:27:09 <TrueBrain> GetLocation is static :) 15:27:16 *** Tlustoch [~last_evol@vetrnik.koleje.cuni.cz] has quit [Quit: Leaving] 15:27:29 <glx> AITown::GetLocation(town); 15:27:32 <TrueBrain> so: local tile = AITown.GetLocation(town) works :) 15:27:34 <TrueBrain> (in SQ) 15:27:39 <TrueBrain> in C++ it is what glx says :) 15:27:40 <Nickman> ah, I see in the header file 15:27:51 <Nickman> yeah 15:28:01 <TrueBrain> http://devs.openttd.org/~truelight/aidocs/classAITown.html 15:28:05 <Nickman> sorry, been a while since I've been programming in C++ ;), it's all coming back now :D 15:28:06 <TrueBrain> also gives the static and non-static ones 15:28:10 <Nickman> thanx 15:28:27 <TrueBrain> it has to be said that some functions are currently non-static while they can be static 15:28:33 <TrueBrain> like GetMaxTownID and GetTownCount 15:28:37 <Nickman> :) 15:29:27 <glx> indeed they should be static I think 15:31:48 <Nickman> I'm building a very simple bus station AI :) 15:31:56 <Nickman> well, at least trying to :D 15:31:58 *** heythere [heythere@host81-159-117-122.range81-159.btcentralplus.com] has joined #openttd 15:32:26 *** Deathmaker [~Miranda@dslb-082-083-232-192.pools.arcor-ip.net] has quit [Read error: Connection reset by peer] 15:32:27 <glx> start with intracity lines 15:32:34 <Nickman> yeah, that's my plan ;) 15:32:46 <heythere> been looking through forums, but can't find it, what is the last nightly to include PBS? 15:32:47 <Nickman> For the valulators I use this at the moment 15:32:48 <Nickman> AITownListPopulation tmpValuate; 15:32:48 <Nickman> town_list.Valuate(tmpValuate); 15:32:57 <Nickman> is this correct? 15:34:10 *** heythere [heythere@host81-159-117-122.range81-159.btcentralplus.com] has quit [] 15:36:03 <glx> town_list.Valuate(AITownListPopulation()); should work 15:36:14 <UnderBuilder> now when I try to run the game it throws an error that says that the md5 of trg1r.grf is incorrect 15:36:20 <Nickman> I'll try it agian, I think I got a compile error then... 15:36:55 <Nickman> yep, it works :p 15:36:58 <Nickman> thanks ;) 15:37:05 <UnderBuilder> I copied the data files from a usb memory device 15:38:21 *** Frostregen [SADDAM@dslb-084-058-138-184.pools.arcor-ip.net] has joined #openttd 15:43:04 <Nickman> glx, maybe you should add a function that gives you a list of all the town owned tiles? 15:43:46 <Nickman> because you don't know how big the city is... or you have to make a geuss according to the population? 15:45:40 <TrueBrain> pretty hard to do 15:45:45 <Nickman> yeah? 15:45:52 <TrueBrain> currently there is no simple logic to find the radius of a town 15:46:04 <Nickman> you can acces the center tile of the city? 15:46:14 <TrueBrain> 'access'? 15:46:32 <Nickman> so if you just make it expand around that tile to all sides and check if that tile is stille of the town or not? 15:46:44 <Nickman> you can get the tile number of the center of the town? 15:46:47 <TrueBrain> but how do you define what is still town :) 15:47:00 <TrueBrain> yes, GetLocation gives the 'center' of the town 15:47:13 <Nickman> when you use the query function ingame you get the owner of the tile 15:47:18 <Nickman> can't you do that to? 15:47:27 <TrueBrain> if I have a 2kx2k map 15:47:32 <TrueBrain> with 2 towns on each side of the map 15:47:39 <TrueBrain> when does 1 town stop? And when does the other start? 15:47:45 <TrueBrain> does it depend on if there is still housing? 15:47:45 <glx> we can get tile owner around center tile 15:48:25 <Nickman> so, when one of thowe tiles is owned by the town, can't you recursivly check that tiles neighbours? 15:48:33 <TrueBrain> and if you want a list with all the houses owned by a town, that is tricky too, as you ned to browse the whole map to be 100% sure 15:48:33 <Nickman> to see who owns them? 15:48:46 <TrueBrain> a tunnel can extend a town over several tiles 15:48:58 <TrueBrain> (a bridge too btw) 15:49:07 <glx> and house can be over player owned road 15:49:11 <glx> when town grows 15:49:12 <Nickman> yes, but if you use an expanding algorithm, you can follow all those routes? 15:49:24 <Nickman> indeed... 15:49:26 <TrueBrain> it is possible, yes, but will cost a good share of CPU 15:49:32 <TrueBrain> and then I wonder if it is really that useful 15:49:42 <Nickman> so you won't actually be able to get ALL of the tiles, but you would be able to get a pretty good estimate? 15:49:49 <glx> town population already gives a good idea of town size 15:49:53 <Nickman> yeah... 15:50:24 <Nickman> but, in the beginning if I make a bus stop, I could say, look around in a rectange about 30 squares around the center of the town 15:50:35 <Nickman> but when the town starts to grow, you need to increase that number 15:50:44 <TrueBrain> use something like the sqrt of the population 15:50:45 <Nickman> but then again, this can be done according to the population 15:50:48 <Nickman> yeah 15:50:56 <Nickman> would be a good plan I guess ;) 15:50:57 <TrueBrain> also a good estimate I guess ;) 15:51:01 <Nickman> indeed :) 15:54:49 *** marc-andre [~marc-andr@88-137-147-45.adslgp.cegetel.net] has joined #openttd 15:55:01 <marc-andre> hiho 15:55:34 <Nickman> hi 15:56:14 *** DeGhosty [De_Ghost@CPE0050ba8caf2c-CM0011aec4b06a.cpe.net.cable.rogers.com] has joined #openttd 16:01:40 <Nickman> is it possible to see how far from the edges a certain TileIndex is? 16:02:20 *** UnderBuilder [~usuario@168.226.104.247] has quit [Quit: using sirc version 2.211+KSIRC/1.3.12] 16:02:31 *** MUcht [~Mucht@p57A0EE72.dip.t-dialin.net] has joined #openttd 16:02:59 <glx> AIMap::DistanceFromEdge() 16:03:40 <Nickman> :D, cool 16:03:41 <Nickman> thx 16:04:14 <glx> guess the class that should have the function and check the doc ;) 16:04:33 <Nickman> yeah :) 16:04:33 <Nickman> :p 16:06:15 *** Mucht_ [~Mucht@p57A0D55A.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 16:06:35 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has joined #openttd 16:06:37 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has quit [] 16:10:47 <Nickman> so many includes in C++... :p 16:11:32 *** skidd13 [~skidd13@p548A4A1A.dip.t-dialin.net] has joined #openttd 16:12:05 <TrueBrain> Nickman: the API is pretty big, yes :) 16:12:13 <Nickman> yeah :D 16:13:27 <Nickman> with AITileListNeighbourRoadCount I get a number between 0 and 8 I guess? 16:13:35 <TrueBrain> 0 and 4, as the comment tells you 16:13:44 <TrueBrain> please, do read the documentation 16:13:51 <TrueBrain> we didn't type all those lines for you to ask them here :p 16:13:59 <Nickman> hehe :d 16:14:06 <Nickman> I am reading the api, and it doesn't say it :s 16:14:16 <Nickman> http://devs.openttd.org/~truelight/aidocs/classAITileListNeighbourRoadCount.html 16:14:54 <Nickman> also in the code it doesn't specify those numbers... :s 16:14:59 <TrueBrain> http://devs.openttd.org/~truelight/aidocs/classAIRoad.html#93b1bd8213d112653964d6d3bfe0fa94 16:15:10 <TrueBrain> it indeed isn't duplicated to AITileList, silly :) 16:15:22 <Nickman> ah :D 16:15:24 <Nickman> ;) 16:17:33 <CIA-1> OpenTTD: truelight * r10623 /branches/noai/src/ai/api/ai_tilelist_valuator.hpp: [NoAI] -Documentation: document AITileListNeighbourRoadCount a bit more 16:17:38 <TrueBrain> how about that :p 16:17:44 <Nickman> hehe :D 16:17:46 <Nickman> thx ;) 16:18:02 <TrueBrain> if you find more (poorly) documented functions that needs more info, let me know 16:18:11 <Nickman> I will ;) 16:18:23 <Nickman> but documentation is looking good ;) 16:18:29 <TrueBrain> we did our best 16:18:36 <Nickman> I can see ;) 16:18:39 <TrueBrain> it is one of the most important things of the whole API 16:18:39 <TrueBrain> so.. 16:18:45 <Nickman> indeed... 16:20:36 <Digitalfox_Desktop> TrueBrain: You think NoAI will be in 0.6 or still a lot of work witch could take many months ( Of course 0.6 could also take a lot of months to be release )?? :) 16:20:55 <TrueBrain> Digitalfox_Desktop: completely unknown at this stage 16:21:23 <TrueBrain> first we do need to finish ship, train and tunnel support 16:21:23 <Nickman> To be able to distribute a C++ AI, you will have to make new binaries right? :) 16:21:30 <Digitalfox_Desktop> yep :) 16:21:35 <TrueBrain> Nickman: yes 16:21:40 <TrueBrain> that is why SQ is more powerful for AIs 16:21:45 <Nickman> yeah... 16:21:52 <Nickman> so, why am I working in C++ again? :D 16:21:53 <Nickman> lol 16:21:56 <Digitalfox_Desktop> Is airplanes NoAI ready? :\ 16:21:59 <TrueBrain> and as it is really simular to C++, I suggest everyone to use SQ over C++ 16:22:28 <TrueBrain> Digitalfox_Desktop: WrightAI is the first working AI example, using airplanes 16:22:29 <TrueBrain> so, yes 16:22:48 <Digitalfox_Desktop> Oh i thought road vehicles was ready and you were still working in planes :) 16:23:12 <TrueBrain> no, planes are very much done :) 16:23:15 <TrueBrain> ships are easy too 16:23:22 <TrueBrain> trains is looking more easy every day 16:23:25 <TrueBrain> tunnels is a bitch 16:23:33 <TrueBrain> and then I have tons of small things that I would like to include 16:23:45 <Nickman> what is so hard about tunnels? 16:23:51 <TrueBrain> as currently I am working on event-system, and it fails badly :s 16:23:51 <Digitalfox_Desktop> Nice hear :) ( Apart from tunnels hehe ) 16:23:56 <Digitalfox_Desktop> *to hear 16:23:56 <TrueBrain> Nickman: they are black holes... 16:24:03 <Nickman> treu... 16:24:17 <TrueBrain> making it possible to build them is easy 16:24:30 <TrueBrain> but we also need to make it possible that you guys can use it in a simple way :) 16:24:45 <Nickman> indeed ;) 16:25:01 <CIA-1> OpenTTD: rubidium * r10624 /trunk/src/ (industry_gui.cpp window.h): -Fix [FS#1047]: the production of banks could not be modified (either in scenario editor or with the cheat). 16:25:19 <TrueBrain> and currently I need a squirrel expert 16:25:35 <TrueBrain> (embed squirrel expert) 16:26:00 <Nickman> Can't help you there :D 16:26:06 <KUDr> what exactly is the problem with squirrel now? 16:26:32 <TrueBrain> { local a = AITest(); } 16:26:40 <TrueBrain> a is delete at the end, perfect 16:26:41 <TrueBrain> now I want: 16:26:51 <TrueBrain> { local a = AITest.GimmeAClass(); } 16:26:53 <TrueBrain> to do the same 16:27:18 <TrueBrain> but AITest is a SQ Class, so it is handled internally 16:27:18 <Nickman> is there a good editor for Squirrel? with some syntaxhiglighting or so? or dousn't it exist? :) 16:27:19 *** |Jeroen| [~jeroen@d51A43614.access.telenet.be] has joined #openttd 16:27:33 <TrueBrain> GimmeAClass() creates a SQ class in C++, but it is pushed to the global stack, not the local.... 16:27:38 <TrueBrain> Nickman: kdevelop supports it 16:27:39 <TrueBrain> vim too 16:27:41 <TrueBrain> :p 16:27:46 <Nickman> on windows? :D 16:30:09 <Nickman> you don't have to specifie types in Squirrel I see? 16:30:20 <TrueBrain> nope, internally converted 16:30:38 <Nickman> like PHP ;) 16:30:41 <TrueBrain> yes 16:30:51 <TrueBrain> only a bit more type-checking 16:31:01 <Nickman> :) 16:31:58 <KUDr> GimmeAClass() creates a SQ class in C++, but it is pushed to the global stack, not the local.... << so the local variable 'a' is global then? 16:32:11 <TrueBrain> ha! Finally found it! 16:32:15 *** Zr40 [~zr40@zr40.xs4all.nl] has joined #openttd 16:32:29 <KUDr> ? 16:32:42 <TrueBrain> I finally found out how to solve my lovely problem :) 16:32:55 <Nickman> great! :) 16:33:15 <Nickman> I'll be converting my C++ basic AI into Squirrel tomorrow or so :) 16:33:18 <Nickman> I'm off now ;) 16:33:20 *** Nickman is now known as Nickman^Away 16:33:22 <TrueBrain> bye :) 16:33:55 <Nickman^Away> thx for the help so far ;) 16:33:58 <TrueBrain> np :) 16:35:25 <skidd13> LOL you can build oilrigs on canals 16:35:53 <KUDr> TrueBrain: what is the solution then? 16:36:15 *** Zr40 [~zr40@zr40.xs4all.nl] has quit [] 16:36:27 <TrueBrain> KUDr: some stack fiddling, and now found the right order of things 16:36:37 <KUDr> aha 16:36:59 <KUDr> yes, SQ and LUA are the same in those stack issues 16:37:16 <TrueBrain> lack of documentation really is a problem here 16:37:16 <Noldo> KUDr: I wonder if he is cryptic on purpose 16:37:22 *** Zr40 [~zr40@zr40.xs4all.nl] has joined #openttd 16:38:15 <KUDr> Noldo: who is cryptic? 16:38:20 <TrueBrain> KUDr: I have the idea I leave tons of things in the stack which I should remove :p 16:38:36 <TrueBrain> then I read patches of others, and notice tons of things they added :p 16:38:48 <KUDr> yes, true 16:38:52 <TrueBrain> like sq_settop 16:39:00 <TrueBrain> I notice it doesn't do something noticable :p 16:39:04 <TrueBrain> or sq_remove(vm, -2) 16:39:18 <TrueBrain> okay, it removes an item from the stack, but... I don't notice anything bad of leaving it there either :p 16:39:31 <KUDr> yes, settop is my favourite (it took me long headache in LUA to realize that it is there) 16:39:42 <TrueBrain> but what it's function is.... no idea :p 16:39:57 <TrueBrain> okay, I have a good idea 16:40:01 <TrueBrain> but it mostly works in either case 16:40:18 <KUDr> it should set the stack to the same position as it was when you called gettop 16:40:27 <TrueBrain> yeah 16:40:32 <KUDr> if you use gettop return value for settotp 16:40:34 <TrueBrain> but as said, it rarely really matters :p 16:40:38 *** Wolf01 [~wolf01@host238-162-dynamic.56-82-r.retail.telecomitalia.it] has joined #openttd 16:40:42 <TrueBrain> but okay, I left it alive in most cases 16:40:51 <KUDr> it matters if you call something in a loop 16:41:07 <KUDr> otherwise it grows your stack if not cleaned properly 16:41:11 <TrueBrain> true 16:41:21 <TrueBrain> so someone should check that in NoAI :p 16:41:22 <TrueBrain> haha 16:42:07 <TrueBrain> but with settop, using remove seems useless 16:42:39 <KUDr> remove removes just one item and the other one can be used for the next call 16:43:06 <Wolf01> hello 16:43:07 <TrueBrain> oh well, I hope someone with in-depth knowledge will once upon a day walk my code and see what can be improved :) 16:43:09 <TrueBrain> hi Wolf01 16:43:20 <TrueBrain> for now, I need to add that counted class stuff 16:43:25 <TrueBrain> else double-free's suck! 16:44:51 *** _Ben_ [~Ben@91.84.106.114] has quit [Read error: Connection reset by peer] 16:45:41 <TrueBrain> finally the sound of QMusic is found 16:46:01 *** Desolator [Desolator@82.79.212.199] has joined #openttd 16:46:04 *** Desolator [Desolator@82.79.212.199] has quit [] 16:52:23 *** skidd13 [~skidd13@p548A4A1A.dip.t-dialin.net] has left #openttd [] 16:54:58 *** Chicago_R_A [~anonymous@c-76-111-7-14.hsd1.va.comcast.net] has joined #openttd 16:55:05 <Chicago_R_A> hello all 16:56:07 <Progman> http://nopaste.php-quake.net/1796 - so far so good ;) 16:57:25 *** DeGhosty [De_Ghost@CPE0050ba8caf2c-CM0011aec4b06a.cpe.net.cable.rogers.com] has quit [Ping timeout: 480 seconds] 16:59:38 *** Desolator [Desolator@82.79.212.199] has joined #openttd 17:00:27 *** DeGhosty [De_Ghost@CPE0050ba8caf2c-CM0011aec4b06a.cpe.net.cable.rogers.com] has joined #openttd 17:06:32 *** Desolator [Desolator@82.79.212.199] has quit [Quit: Leaving FTW!] 17:07:56 <Eddi|zuHause2> shouldn't you rather document complicated functions instead of trivial functions? 17:08:39 <TrueBrain> trivial functions need documentation too 17:08:44 <TrueBrain> as they aren't as trivial as you sometimes assume 17:08:48 <TrueBrain> so I say: good work :) 17:09:18 <Eddi|zuHause2> yeah, i often find people rolling eyes when i say "that is trivial" :p 17:11:13 <Eddi|zuHause2> but a max(a,b) function really should be self-explanatory 17:12:34 *** orudge [~orudge@91.84.56.243] has quit [Ping timeout: 480 seconds] 17:12:39 *** orudge [~orudge@91.84.56.243] has joined #openttd 17:12:40 *** mode/#openttd [+o orudge] by ChanServ 17:12:58 <Belugas> any kind of GOOD documentation is usefull 17:13:24 <Belugas> when all the futile and trivial are done, the more complex ones can be done 17:13:51 <CIA-1> OpenTTD: truelight * r10625 /branches/noai/src/ (38 files in 2 dirs): [NoAI] -Fix: returning C++ classes, by creating a temp SQ class, had its problems, this should fix them all (double-frees, wrong scope, ..) 17:13:52 <Belugas> unless, Eddi|zuHause2, you would like to join this documentation effort, and concentrate on the mind blowing ones :D 17:14:59 <Eddi|zuHause2> fine, then give me a function i should challenge :) 17:15:30 <Belugas> let me see... 17:17:06 *** JazzyJaffa [~ben@fwnat-pub-1.physics.ox.ac.uk] has quit [Ping timeout: 480 seconds] 17:17:35 <Progman> I must document bottom-up as I cannot know how all the other classes/enum/macros works 17:18:10 <Progman> sure, it would be cool if high-level functions can be defined, but I can't ;) 17:18:22 <Progman> s/defined/documented/ 17:20:24 <Progman> where should I add the diffs, at FS or at the forum? 17:21:02 <Belugas> Eddi|zuHause2, strangely enough, with all the time i've spent on it, i did not care to document industry_cmd.cpp :) 17:21:11 <Belugas> and there are funny stuff in there :D 17:21:58 <Eddi|zuHause2> Progman: the forum is a bad place for diffs 17:22:56 <Progman> and FS is checked less than the forum, imho :( 17:23:12 <glx> we get notice for each FS change 17:23:24 <glx> #openttd.notice 17:23:25 *** Ammler [~Ammler@adsl-84-227-137-130.adslplus.ch] has joined #openttd 17:23:52 <CIA-1> OpenTTD: miham * r10626 /trunk/src/lang/american.txt: 17:23:52 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-07-19 19:23:12 17:23:52 <CIA-1> OpenTTD: american - 4 fixed by WhiteRabbit (4) 17:23:57 <Eddi|zuHause2> void ResetIndustryCreationProbility(IndustryType type) <- what is a "Probility"?!? 17:24:00 <Progman> ah, okay 17:24:14 <Belugas> Eddi|zuHause2: a typo :D 17:24:17 <glx> probably a typo ;) 17:24:28 <peter1138> probily a typo ;) 17:24:39 *** Timwi [Timwi@cpc3-cmbg8-0-0-cust421.cmbg.cable.ntl.com] has quit [] 17:24:47 <Eddi|zuHause2> ;) 17:26:00 *** rav [~rav_nl@213-84-75-15.adsl.xs4all.nl] has joined #openttd 17:26:28 <rav> hello 17:28:12 <CIA-1> OpenTTD: rubidium * r10627 /trunk/src/lang/ (40 files in 2 dirs): -Fix [FS#1052]: be consistent with the space between the company name and the player number, i.e. always put a space between them. 17:29:08 <CIA-1> OpenTTD: peter1138 * r10628 /trunk/src/ (cargotype.h economy.cpp newgrf.cpp): -Fix (r10606,FS#1055): Revert r10606 and fix the plural problem another way. 17:30:07 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd 17:32:16 *** Progman [~progman@p57A1F975.dip.t-dialin.net] has quit [Remote host closed the connection] 17:34:03 *** marc-andre [~marc-andr@88-137-147-45.adslgp.cegetel.net] has quit [Remote host closed the connection] 17:41:10 *** orudge [~orudge@91.84.56.243] has quit [Ping timeout: 480 seconds] 17:43:45 *** orudge [~orudge@91.84.56.243] has joined #openttd 17:43:46 *** mode/#openttd [+o orudge] by ChanServ 18:09:21 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has joined #openttd 18:09:44 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has left #openttd [] 18:11:59 *** Purno [~Purno@5357D37C.cable.casema.nl] has quit [Read error: Connection reset by peer] 18:12:10 *** Vikthor [~Vikthor@snat1.spoje.net] has quit [Quit: Leaving.] 18:20:33 *** stillunk1own [~stillunkn@212-182-130-7.dsl.ip.tiscali.nl] has joined #openttd 18:22:24 *** stillunknown [~stillunkn@212-182-130-7.dsl.ip.tiscali.nl] has quit [Ping timeout: 480 seconds] 18:22:41 *** Desolator [Desolator@82.79.212.199] has joined #openttd 18:30:51 *** Desolator [Desolator@82.79.212.199] has quit [Quit: Leaving FTW!] 18:31:18 *** Chicago_R_A2 [~anonymous@c-76-111-7-14.hsd1.va.comcast.net] has joined #openttd 18:33:23 *** Chicago_R_A [~anonymous@c-76-111-7-14.hsd1.va.comcast.net] has quit [Ping timeout: 480 seconds] 18:37:13 *** Chicago_R_A2 is now known as Chicago_R_A 18:38:09 *** Rippsy [~Moose@malcolmi.gotadsl.co.uk] has joined #openttd 18:44:32 <Chicago_R_A> Rich, are you around? 18:45:32 *** Sacro is now known as ben 18:45:32 *** ben [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Remote host closed the connection] 18:46:16 <Phazorx> KUDr: yapf/trams thingy was fixed soemwhere between 532 and 620 apparently 18:46:43 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 18:46:48 <lolman> oh noes 18:47:13 *** Sacro is now known as ben 18:47:13 *** ben [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Remote host closed the connection] 18:47:16 <lolman> lol 18:47:24 *** Sacro [~Sacro@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd 18:47:40 <lolman> Sacro, quick hint: the name ben will get you booted ;) 18:47:53 <Sacro> lolman: oh? 18:48:00 <lolman> * Sacro is now known as ben 18:48:00 <lolman> * ben has quit (Remote host closed the connection) 18:48:04 <lolman> Twice :P 18:48:11 <Sacro> whoops 18:48:12 <rav> lol 18:48:14 <Sacro> didn't change that 18:48:16 *** iPandaMojo [~panda@c-67-183-216-154.hsd1.wa.comcast.net] has joined #openttd 18:49:26 <Sacro> i had to reinstall x-chat on my laptop, didn't have it configured correctly 18:52:27 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has joined #openttd 18:52:30 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has quit [] 18:52:53 *** Tlustoch [~last_evol@vetrnik.koleje.cuni.cz] has joined #openttd 19:06:08 *** Bjarni [~Bjarni@0x535ca25f.virnxx14.adsl-dhcp.tele.dk] has joined #openttd 19:06:10 *** mode/#openttd [+o Bjarni] by ChanServ 19:07:43 *** DeGhosty [De_Ghost@CPE0050ba8caf2c-CM0011aec4b06a.cpe.net.cable.rogers.com] has quit [Ping timeout: 480 seconds] 19:08:29 *** DeGhosty [De_Ghost@CPE0050ba8caf2c-CM0011aec4b06a.cpe.net.cable.rogers.com] has joined #openttd 19:13:06 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has joined #openttd 19:13:11 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has quit [] 19:18:13 <KUDr> Phazorx: aha, then ok, better for me :) 19:19:41 <Phazorx> KUDr: i am curious about 532 19:19:47 <Phazorx> cuz behavior there was strange 19:20:03 <Phazorx> and cant find anything in change log that might have affected it 19:20:23 <KUDr> hmm will look there 19:27:53 *** Zahl [~SENFGURKE@p549F0E79.dip0.t-ipconnect.de] has joined #openttd 19:29:06 <Ammler> actual nighlies are a little bit buggy, does it help something, if we update from 620 to 628? 19:29:25 <Phazorx> i can give yuo save with every vehicles but problem ones stopped 19:29:34 <Phazorx> but it is still huge save with lost of stuff 19:30:10 <Phazorx> on 620 - problem does not exists, trams go where they are supposed to, same happens if yappf is off 19:30:49 <Tlustoch> Water is buildable too? That's quite unexpected. 19:31:38 *** Zahl22 [~SENFGURKE@p549F0E79.dip0.t-ipconnect.de] has joined #openttd 19:31:40 *** Zahl is now known as Guest767 19:31:41 *** Zahl22 is now known as Zahl 19:31:58 <Eddi|zuHause2> Tlustoch: yeah, you can e.g. build bridges there 19:32:06 <Eddi|zuHause2> or docks/buoys 19:32:31 <KUDr> Phazorx: you are right - there are no relevant changes - so it could be problem of compiler - needed make clean and then make 19:32:45 <KUDr> it happens time by time 19:32:46 <Phazorx> did to :) 19:33:04 <Phazorx> both 532 and 620 were mrpropered 19:33:16 <KUDr> hmm 19:33:20 <KUDr> then i dunno 19:33:40 <KUDr> do you have that savehame? I can try it on msvc 19:33:43 <Tlustoch> I thought that buildable is meant for land 19:33:53 <KUDr> w/ 10532 19:34:32 <Eddi|zuHause2> i understood that "buildable" means you can do something with it without clearing first 19:34:59 <Eddi|zuHause2> if you can do, what you want, is another question 19:35:30 <Tlustoch> IMHO this concept is quite bad. You should make one for water/road/rail. 19:35:40 <Phazorx> yup 19:36:26 <Phazorx> KUDr: i can serve actually 19:36:48 <KUDr> server w/ 10532 ? 19:37:04 <Phazorx> err... with some effort yes :) 19:37:13 <KUDr> no 19:37:27 <KUDr> i have other patches applied here 19:37:38 <KUDr> (acceleration, etc.) 19:37:51 <KUDr> do you have savegame? 19:38:00 <Phazorx> http://openttdcoop.ppcis.org/blog/files/phazorx/bug.sav 19:38:05 <KUDr> thanks 19:38:09 *** Guest767 [~SENFGURKE@p549F0E79.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 19:38:43 <KUDr> compiling 19:38:52 <Phazorx> RVs 304,404,405 are the problem ones 19:39:32 <Phazorx> 308 and 407 had same issue but Rubi's workaround helped them 19:39:41 <Phazorx> he suggested skiping station once 19:39:50 <Phazorx> and these started finding their way just fine 19:40:10 <KUDr> hmm 19:40:17 *** last_evolution2 [~last_evol@vetrnik.koleje.cuni.cz] has joined #openttd 19:40:18 <KUDr> then it is not yapf issue 19:40:26 <KUDr> yapf is stateless 19:40:41 *** last_evolution2 is now known as Tlustoch2 19:40:45 <KUDr> changing something in orders can only change vehicle state 19:40:45 *** Tlustoch [~last_evol@vetrnik.koleje.cuni.cz] has quit [Read error: Connection reset by peer] 19:40:54 <Eddi|zuHause2> unless it's a cache issue 19:41:02 <KUDr> it is weird if it helps to switch yapf off 19:41:07 <KUDr> no 19:41:12 <KUDr> no cache for RVs 19:41:20 <KUDr> only for trains 19:41:55 <Phazorx> KUDr: rubidium said the same thing 19:42:09 <Phazorx> and since it fixed 2 other trams i assumed they have other issue 19:42:22 <SpComb> Logs: http://spbot.marttila.de:8120/logs/oftc-ottd (old: http://zapotek.paivola.fi/~terom/logs/openttd ) 19:42:22 <Eddi|zuHause2> !logs 19:42:27 <Phazorx> strange thing - before switching yapf on i had no RVs with negative inxome 19:42:39 <KUDr> :) 19:42:56 <KUDr> yapf is sending your money to my account :) 19:42:59 *** KritiK [Maxim@ppp85-140-206-36.pppoe.mtu-net.ru] has joined #openttd 19:43:19 <CIA-1> OpenTTD: truelight * r10629 /branches/noai/src/ai/api/ (36 files): [NoAI] -Fix: on returning a class instance which is NULL, do not make a wrapper SQ, but return a NULL pointer too 19:43:23 * Phazorx fires his accountant 19:44:21 <KUDr> 404 must have this error 19:44:45 <KUDr> it is HTTP error code for missing target 19:48:47 <KUDr> Phazorx: your savegame seems to work fine (including those trams) on 10532 19:49:03 <KUDr> so the problem must be on your computer 19:49:04 <Phazorx> KUDr: these particular ones? 19:49:17 <KUDr> or between monitor and chair 19:49:23 <KUDr> yes 19:49:27 <KUDr> 304 19:49:28 <KUDr> 404 19:49:33 <Phazorx> rubidium observed same on his :/ 19:49:36 <KUDr> both work well 19:49:38 <Phazorx> and suggested bugging you 19:49:52 <KUDr> so then it is linux/gcc issue maybe 19:50:05 <KUDr> i am testing it on winxp/vc8 19:50:08 <Phazorx> i'm on win32 19:50:16 <KUDr> and compiler? 19:50:21 <Phazorx> gcc 3.3.4 19:50:28 <KUDr> try vc8 19:50:36 <Phazorx> last time compiler issue turned into 10491 :| 19:50:40 <Phazorx> dont have it 19:50:41 <KUDr> and watch those trams 19:50:47 <KUDr> download it 19:50:50 <KUDr> it is free 19:50:58 <Phazorx> i know :) 19:51:08 <TrueBrain> use nightly? 19:51:10 <KUDr> it is much better than your vim 19:51:17 <Phazorx> hell no 19:51:30 <TrueBrain> (as in: nightly compiled binary :p) 19:52:14 <Phazorx> TrueBrain: after 10295-10491 desyncs i trust my gcc 3.3.4 :) 19:52:28 <TrueBrain> We don't :) 19:52:55 <Phazorx> well it was working as rests, who used nighty offical one were desyncing 19:53:34 <blathijs> 21:51 < KUDr> it is much better than your vim <-- how can there be anything better than vim? 19:53:40 <blathijs> apart from chocolate, of course 19:53:42 <Phazorx> KUDr: i cant say i favor vim much but i dont like IDE in general 19:53:51 <blathijs> ;-p 19:54:09 <KUDr> yes, it is only question of taste 19:54:22 <Phazorx> so not to be used in argument :) 19:54:24 <KUDr> i am stupid mouse clicking windoze user 19:54:43 <KUDr> so VC8 fits better to my hands 19:54:43 <Prof_Frink> blathijs: emac-aaaargh 19:54:48 <Phazorx> my text editor is mouse friendly as well 19:55:10 <KUDr> Phazorx: i wanted to motivate you to test it 19:55:20 <KUDr> or i can give you my binary 19:55:37 <Phazorx> that actualy sounds good 19:55:44 <Phazorx> dcc plz 19:55:45 <KUDr> ok, wait 19:55:48 <Phazorx> dont need langs 19:55:58 <Phazorx> i'm compiling 532 anyway 19:56:57 *** scia [~scia@85.149.96.102] has quit [Quit: Lost terminal] 19:57:25 <KUDr> ok, you have it 19:57:30 <Phazorx> thansk you 19:57:49 <KUDr> don't thank we are hunting my bug probably 19:58:06 <KUDr> so i am thankfull 19:58:31 <peter1138> the word is 'please' 19:58:48 <KUDr> word for what? 19:58:55 <KUDr> sorry for my stupidity 19:59:37 <peter1138> not you :) 19:59:42 <KUDr> ahh 19:59:45 <KUDr> plz? 19:59:56 <KUDr> it is quite common 20:00:12 <Phazorx> petere you should avoid using smiles too 20:00:17 <KUDr> only conservative british don't like it 20:00:34 *** stillunk1own [~stillunkn@212-182-130-7.dsl.ip.tiscali.nl] has quit [Ping timeout: 480 seconds] 20:00:40 <Prof_Frink> Do I look like a fscking Tory? 20:00:40 <Phazorx> replace it with "i am delighted to say so, and my face is shining with positive emotions" 20:00:45 *** Osai [~Osai@pD9EB466B.dip.t-dialin.net] has joined #openttd 20:00:51 *** Ammler [~Ammler@adsl-84-227-137-130.adslplus.ch] has quit [Read error: Connection reset by peer] 20:00:54 <KUDr> hehe 20:01:11 <blathijs> plz is for people who dislike typing 20:01:21 <KUDr> like me :) 20:01:23 <blathijs> and as I said, I like vim, so I use "please" :-) 20:01:27 *** Ammler [~Ammler@adsl-84-227-137-130.adslplus.ch] has joined #openttd 20:01:28 <KUDr> so i understood well 20:01:32 <Belugas> hey, i'm not british, and "plz" seems to me like a big error... 20:01:43 <Phazorx> blathijs: you are probably also offended by me doing "bla<tab>" to type your name :) 20:02:05 <KUDr> heh 20:02:13 *** |Jeroen| [~jeroen@d51A43614.access.telenet.be] has quit [Quit: oO] 20:02:17 <blathijs> ph<tab> no 20:02:34 <Phazorx> :) 20:02:55 <Phazorx> i dont like typing... i think humans must really come up with way more advanced ways of sharing information 20:03:00 <Prof_Frink> And I bet you hate me copy-pasting every character from somewhere else on the screen 20:03:01 <Phazorx> cuz language, especialy verbal is lacking :) 20:03:10 *** Tobin [~tobin@c58-107-50-36.eburwd7.vic.optusnet.com.au] has joined #openttd 20:03:46 <Phazorx> imho, trext is just a form of communication and as long as it is understandable - server this purpose just right 20:04:12 <Phazorx> "plz" is very quick to type and i can save time to state soemthing mroe important like this nonesense :) 20:04:38 <Prof_Frink> Phazorx: Just enable tab-completion from /usr/dict/words 20:04:41 <KUDr> and i see it everywhere 20:04:50 <KUDr> also in emails 20:04:58 <Prof_Frink> KUDr: Just because it's common doesn't mean it's right 20:05:08 <KUDr> what is right? 20:05:17 <KUDr> that what people understand 20:05:22 <Phazorx> "Just because it is common does not mean it is right" 20:05:22 <Prof_Frink> I mean, there's loads of French people in France. Doesn't mean it's OK to be French. 20:05:26 <Rippsy> Proper spelling and punctuation in emails is nice, on irc punctuation and grammer are dropped, but spelling should remain at least mostly right 20:05:26 <KUDr> language is way to communicate 20:05:30 <KUDr> and it develops 20:05:47 <peter1138> ah, the old "develop" excuse for being a lazy shit 20:05:52 <Rippsy> on a mobile phone where its price per character used, i can see why people abbrivate so much 20:06:06 <Rippsy> KUDr, development is usually helpful, 'txt spk' is not helpful 20:06:34 <Phazorx> this is phonetical issue 20:06:46 *** Tobin [~tobin@c58-107-50-36.eburwd7.vic.optusnet.com.au] has quit [] 20:06:46 <Phazorx> unfortunately most language use symbols that represent letters rather than sounds 20:07:07 <peter1138> "plz" does not sound like "please" 20:07:19 <Prof_Frink> peter1138: pls is worse. 20:07:31 <Prof_Frink> It sounds like a proprietary playlist format 20:07:34 <Phazorx> peter1138: it does sound close enough to me :) 20:07:35 <peter1138> actually i'd prefer pls. it is at least the right letters. 20:07:37 <Rippsy> lol 20:07:50 <KUDr> czech lang has exact phonetic rules for letters - you don't need to know the word but you can read it right 20:08:01 <KUDr> english is terrible opposite of it 20:08:01 <peter1138> you probably think "your" and "you're" sound the same too 20:08:02 <Prof_Frink> English has that too 20:08:04 <Phazorx> KUDr: all slavianic langiuages do 20:08:14 <KUDr> yes 20:08:16 <Phazorx> you can read outloud w/o undesrstanding it 20:08:17 <Prof_Frink> Just we have exceptoions. And lots of them. 20:08:36 <KUDr> only exceptions 20:08:40 <KUDr> no rules at all 20:08:44 <Rippsy> I quite like english structure 20:08:45 <Phazorx> KUDr: but i bet there are stil lsome things that have to be read/written in certain way 20:09:01 <KUDr> don't think so 20:09:07 <Prof_Frink> peter1138: Did you see the thing on the BBC news about teaching fucked-up english because kids are too dumb to learn properly? 20:09:07 <Rippsy> KUDr, there are many rules defining the constructs of an english sentance (many of which I neglect) 20:09:16 <KUDr> you always read what you see 20:09:18 <Rippsy> Prof_Frink, i saw that - classic 20:09:22 <Phazorx> KUDr: modal verbs variations are most common case 20:09:30 <Eddi|zuHause2> <Prof_Frink> And I bet you hate me copy-pasting every character from somewhere else on the screen <- sometimes i have it that an application freezes and eats all keyboard input (even virtual keyboard, i tried), so i have to use the mouse and a console window to kill that app (in the case i can find out which one) 20:09:39 <KUDr> Rippsy: phonetical rules for letters 20:09:52 <KUDr> totally missing - only exceptions 20:09:57 <Rippsy> examples 20:10:07 <KUDr> whole english 20:10:11 <Rippsy> ... 20:10:15 <KUDr> now and know 20:10:20 <Phazorx> hebrew and farsi are good example of letter savings 20:10:24 <Prof_Frink> Eddi|zuHause2: I just turn on another computer, SSH in and killall -9 the offending app 20:10:25 <Rippsy> Those are pronounced differently 20:10:25 <Eddi|zuHause2> yeah, english speaking and english writing have absolutely nothing in common 20:10:31 <Phazorx> as well as old slavianic langueges 20:10:33 <Rippsy> "know" is pronounced "no" 20:10:39 <Phazorx> that skip vowels in writings 20:11:11 <KUDr> know ind czech would be the same as k-now 20:11:29 <KUDr> exactly same except missing k in 'now' 20:11:40 <peter1138> laughter. daughter. 20:11:43 <Rippsy> idd 20:11:44 <KUDr> but english have them totally different 20:11:48 <Eddi|zuHause2> the only language that is worse in that is french 20:11:49 <Prof_Frink> peter1138: ghoti 20:11:52 <KUDr> same for letter 'i' 20:11:59 <KUDr> several ways how to read it 20:12:05 <KUDr> and many others 20:12:14 <Rippsy> same for most languages based on latin though? 20:12:15 <KUDr> so only exceptions and no rules 20:12:34 <Eddi|zuHause2> Rippsy: no, italian is spoken almost exaclty like it is written 20:12:36 <KUDr> but latin itself is not so 20:12:41 <Prof_Frink> KUDr: There is one rule: 20:12:42 <Rippsy> I said most, not all ;) 20:12:46 <peter1138> latin is not spoken :) 20:12:48 <Phazorx> yeah.. dissociation of letters and soudns arent very helpful 20:12:50 <Prof_Frink> We are right. You are wrong. 20:12:56 <Eddi|zuHause2> spanish is similar to italian 20:13:12 <Rippsy> There's plenty of exceptions in spanish (at least I seemed to find them when I tried to learn it) 20:13:14 <orudge> We should all speak Icelandic. 20:13:16 <Eddi|zuHause2> although it has some strange exceptions 20:13:18 <Rippsy> lol orudge 20:13:20 <Phazorx> toki pona ftw 20:13:21 <KUDr> so 'right' means 'confusing' 20:13:23 <Phazorx> or at least esperanto :) 20:13:24 <Eddi|zuHause2> (like "Gibraltar") 20:13:43 <Eddi|zuHause2> but those are easy, too, and have some logic behind them, if you know them 20:13:44 <orudge> Eg flýt um i neðarsjávar hýði a hóteli beintengdur við rafmagnstöfluna og nærist. 20:13:53 <Prof_Frink> quidquid latine dictum sit, altum viditur 20:14:00 <Rippsy> I don't have the font set for that orudge 20:14:02 <Rippsy> all that does is hurt my eyes :D 20:14:15 <Rippsy> Prof_Frink, do I even want to know what that translates too? 20:14:18 <orudge> They're standard "Western European" characters, although encoded in UTF-8 of course. 20:14:25 <Phazorx> Rippsy: it looks like that language have at least twioce as many eltters as english 20:14:29 *** Zr40 [~zr40@zr40.xs4all.nl] has quit [Quit: Zr40] 20:14:36 <Prof_Frink> Rippsy: Whatever is said in Latin sounds profound 20:14:37 <Rippsy> not many languages you can say that about Phazorx ;D 20:15:09 <Rippsy> I find english more logical then dutch at least.. 20:15:18 <Rippsy> but then i've never been one for languages as a strong point 20:15:25 <Rippsy> have enough issues with english :) 20:15:27 <Eddi|zuHause2> i find english more stupid than german 20:15:37 <Rippsy> I always had a lot of trouble with tenses in german 20:15:42 <Prof_Frink> Rippsy: There's a reason for the phrase "Double dutch" 20:15:45 <Rippsy> :D 20:15:48 <Rippsy> not just me then 20:16:06 <Eddi|zuHause2> the basic rules of english are very simple, but you get an awful lot of exceptions with them 20:16:26 <Rippsy> I'd agree with that 20:16:27 <Eddi|zuHause2> the basic rules in german are more complex, but exceptions are much rarer 20:16:31 <orudge> Mig langar að skera og rista sjálfan mig á hol! :( 20:16:33 <Rippsy> also true 20:16:48 <Rippsy> I found sentance construction in german almost impossible 20:16:48 <Prof_Frink> orudge: You take that back. 20:17:02 <orudge> :( 20:17:02 <Eddi|zuHause2> sentence construction in german is an art :) 20:17:31 <Rippsy> A nessecery or overly complex art though? 20:17:39 <Eddi|zuHause2> you can write whole books in one sentence, and the last word totally changes the meaning of the first :) 20:17:41 <KUDr> but is similar to czech (which is otherwise totally different) 20:18:29 <Prof_Frink> Eddi|zuHause2: At least they don't write whole books in one word any more 20:18:32 <KUDr> also other stupid things are the same (du/sie) 20:18:35 <Rippsy> christ ok im just gonna drop this and go back to monging out, im no where near knowledgable about languages other then english let alone english to put up a decent argument, especially when im not even sure what we are arguinga bout, since as far as I could tell it was about the brutalisation of english into abbrivated language 20:19:30 <orudge> Móðir vor sem ert á jörðu, heilagt veri nafn þitt. 20:19:42 <orudge> I have no idea what the argument is about, either. 20:19:46 * orudge is simply quoting Icelandic 20:19:49 <orudge> because Icelandic is fun 20:20:02 <Rippsy> :D 20:20:06 <Rippsy> Right im going back to my film 20:20:06 <Rippsy> :P 20:20:07 <Rippsy> hf 20:21:38 <Prof_Frink> orudge: I can speak icelandic too: 20:21:58 <Prof_Frink> "Buy one pack of burgers, get one free!" 20:22:12 <orudge> I don't like Iceland. 20:22:27 <orudge> They're sexist! Suggesting you have to be a mum to shop there, or whatnot! 20:22:29 <orudge> Disgusting! 20:22:32 <peter1138> does the DEVIL want to FUCK YOU in the back of his CAR? 20:22:40 <orudge> peter1138: no, that's Prof_Frink. 20:22:44 <rav> lol 20:23:58 <Eddi|zuHause2> this is like the most famous (or at least one of) "Schachtelsatz" from german literature: "Mitnichten hat die Nase meiner Wirtin, deren Namen Eulalia, wie Sie die Güte, sich zu erinnern, hatten, lautet, geblutet, aber mich hatte morgens die Polizei, da ein Fahrrad, das ein Mann, der eine graue Jacke, die vielfach geflickt war, trug, fuhr, mit einem Auto, das auf der Strasse, die über die Geleise, die vom Bahnhof, der unmittelbar bei 20:23:59 <Eddi|zuHause2> meiner Wohnung liegt, kommen, führt, entlangkam, zusammenstiess, gebeten, meine Beobachtungen als Zeuge zu Protokoll zu geben." 20:25:01 <Prof_Frink> * Eddi|zuHause2 collapses from exhaustion 20:25:14 <Eddi|zuHause2> (it's from Dieter Noll - "Die Abenteuer des Werner Holt") 20:25:35 <Eddi|zuHause2> no, that's an easy one, you don't collapse from that... 20:25:53 <Eddi|zuHause2> actually, the guy in the book collapses after finishing that sentence, but because he was sick :p 20:28:01 <Eddi|zuHause2> another one: "Sprich mit langen, langen Sätzen - solchen, bei denen du, der du dich zu Hause, wo du ja die Ruhe, deren du so sehr benötigst, deiner Kinder ungeachtet, hast, vorbereitest, genau weisst, wie das Ende ist, die Nebensätze schön ineinander geschachtelt, so dass der Hörer, ungeduldig auf seinem Sitz hin und her träumend, sich in einem Kolleg wähnend, in dem er früher so gern geschlummert hat, auf das Ende solcher 20:28:02 <Eddi|zuHause2> Periode wartet...nun, ich habe dir eben ein Beispiel gegegeben. So musst du sprechen." 20:28:31 <Eddi|zuHause2> (Kurt Tucholsky - "Ratschläge für einen schlechten Redner" [Advise for a bad speaker]) 20:29:05 * Prof_Frink recites Vogon poetry at Eddi|zuHause2 20:30:53 <ln-> speaking of famoous people, we often forget Johann Gambolputty-de-von-Ausfern-schplenden-schlitter-crass-cren-bon-fried-digger-dingle-dangle-dongle-dungle-burstein-von-knacker-thrasher-apple-banger-horowitz-ticolensic-grander-knotty-spelltinkle-grandlich-grumblemeyer-spelter-wasser-kurstlich-himble-eisenbahnwagen-guten-abend-bitte-ein-nürnburger-bratwürstel-gespurten-mitz-weimache-luber-hundsfut-gumeraber-schönendanker-kalbsfleisch-mittleraucher-von-Hautkopft of U 20:32:01 <rav> yea we do :o 20:32:17 *** De_Ghosty [~c4command@CPE0050ba8caf2c-CM0011aec4b06a.cpe.net.cable.rogers.com] has joined #openttd 20:32:20 <rav> it's either forgetting to mention him 20:32:28 <rav> or the fact that he might not be worth mentioning 20:32:45 *** De_Ghosty [~c4command@CPE0050ba8caf2c-CM0011aec4b06a.cpe.net.cable.rogers.com] has quit [] 20:32:57 <Eddi|zuHause2> yeah, and Karl Ranseier is dead 20:34:34 <Eddi|zuHause2> http://www.schaepp.de/ranseier/in.html <- examples of "Karl Ranseier ist tot" messages :) 20:35:39 *** MStar [mstar@S01060014bf6e0085.vc.shawcable.net] has joined #openttd 20:36:31 *** MStar is now known as Meraki 20:37:24 <Eddi|zuHause2> it was a running joke in a german tv comedy series, they generally start like "Karl Ranseier is dead, the probably most unsuccessfull <insert random profession here> of all times. <insert totally rediculous description of the profession here>" 20:38:13 *** DeGhosty [De_Ghost@CPE0050ba8caf2c-CM0011aec4b06a.cpe.net.cable.rogers.com] has quit [Ping timeout: 480 seconds] 20:38:52 <TrueBrain> WrightAI: [INFO] We have a crashed vehicle (1038), buying a new one as replacement 20:38:52 <TrueBrain> WrightAI: [INFO] Done building an aircraft 20:38:54 <TrueBrain> How cool is that! 20:40:01 <Prof_Frink> TrueBrain: Does it build two small airports in two villages about 10 squares apart, neither of which accept mail, and then build 20 747s to service them? 20:40:35 <TrueBrain> http://devs.openttd.org/~truelight/noai_015.png <- even more profit :) 20:41:03 <TrueBrain> Prof_Frink: no 20:41:07 <Eddi|zuHause2> "Dear Mrs. XYZ, we regret to inform you that your husband died in a plane crash at ABC Airport. We already ordered a replacement airplane for the route, hope you will fly with us again." 20:41:44 <Eddi|zuHause2> "Vote Quimby." 20:41:49 <TrueBrain> it took 900 lines of C++ code to make it possible to detect aircraft crashes :p 20:42:11 <ln-> TrueBrain: is there a significance in that the date is september 11th? 20:42:23 <TrueBrain> only in your mind 20:42:31 <Eddi|zuHause2> 900 lines? you only have to hook into the messaging system, or not? 20:42:43 <TrueBrain> Eddi|zuHause2: and create the message system towards the AIs 20:42:54 <TrueBrain> http://devs.openttd.org/~truelight/temp.patch <- FYI :p 20:51:11 *** Meraki [mstar@S01060014bf6e0085.vc.shawcable.net] has left #openttd [] 20:51:20 <Eddi|zuHause2> "Karl Ranseier died for example of [...] trying to divide himself by zero." <- he's like an inverse chuck norris :) 20:55:02 *** Desolator [Desolator@82.79.212.199] has joined #openttd 21:07:10 *** Zahl [~SENFGURKE@p549F0E79.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 21:10:52 *** Darkebie [~dkb@d5153D5CD.access.telenet.be] has quit [Quit: VIP Gill ;D] 21:29:12 *** Desolator [Desolator@82.79.212.199] has quit [Quit: Leaving FTW!] 21:35:12 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Remote host closed the connection] 21:36:24 <MUcht> once again, our servers reached max_clients :-( 21:38:00 <TrueBrain> poor MUcht 21:38:11 <MUcht> poor #openttdcoop 21:38:31 <MUcht> I'm in, gladly 21:38:48 <TrueBrain> you should start randomly kick people :p 21:39:33 <rav> yea, people like getting booted :) 21:39:46 <MUcht> kick the worst and/or best constructor maybe 21:40:07 <TrueBrain> or of course make a patch :) 21:40:50 <MUcht> we need an ingame-applet with a voting-system - everyone can vote a player to be kicked and banned for 30 minutes 21:42:22 <Prof_Frink> MUcht: Better, and admin/oper window that allows you to fine/disable companies 21:42:43 <Prof_Frink> disabling would essentially make the owner temorarily a spectator 21:42:52 <TrueBrain> I see a patch coming up :) 21:43:08 <Prof_Frink> Am not coder 21:46:24 <MUcht> hmmm 21:46:38 <MUcht> Prof_Frink: we gain 10 spectators in that case 21:46:49 <MUcht> I don't think thats the perfect solution 21:47:40 <Prof_Frink> Well, it could also have "kick player" and "remove company" buttons 21:48:01 <MUcht> how about a "increase max_clients" button? 21:48:14 <Prof_Frink> That's crazytalk 21:48:25 <XeryusTC> hmmr 21:48:35 <XeryusTC> why annoy the devs here, when they got a dedicated channel ;) 21:48:59 *** rav [~rav_nl@213-84-75-15.adsl.xs4all.nl] has quit [Ping timeout: 480 seconds] 21:50:50 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has joined #openttd 21:50:54 *** BobingAbout [~BobingAbo@adsl-212-50-170-198.karoo.KCOM.COM] has quit [] 21:54:02 *** XeryusTC2 [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 21:54:12 *** XeryusTC is now known as Guest776 21:54:12 *** XeryusTC2 is now known as XeryusTC 22:00:34 *** Guest776 [~irc@cc480157-b.sneek1.fr.home.nl] has quit [Ping timeout: 480 seconds] 22:00:35 *** orudge [~orudge@91.84.56.243] has quit [Ping timeout: 480 seconds] 22:03:20 *** orudge [~orudge@91.84.56.243] has joined #openttd 22:03:22 *** mode/#openttd [+o orudge] by ChanServ 22:06:10 *** skidd13 [~skidd13@p548A648E.dip.t-dialin.net] has joined #openttd 22:13:07 *** Progman [~progman@p57A1F975.dip.t-dialin.net] has joined #openttd 22:18:50 *** prakti [~prakti@port-213-148-152-8.static.qsc.de] has quit [Quit: Quitting .... Hackedi...hackedi...weg.] 22:20:04 *** Tlustoch2 [~last_evol@vetrnik.koleje.cuni.cz] has quit [Quit: Leaving] 22:26:49 <CIA-1> OpenTTD: truelight * r10630 /branches/noai/src/ai/api/ (4 files): [NoAI] -Fix: allow enums to not have a predefined value for Squirrel 22:34:25 *** Chicago_R_A [~anonymous@c-76-111-7-14.hsd1.va.comcast.net] has quit [Ping timeout: 480 seconds] 22:36:09 *** skidd13 [~skidd13@p548A648E.dip.t-dialin.net] has left #openttd [] 22:39:56 <CIA-1> OpenTTD: truelight * r10631 /branches/noai/ (20 files in 7 dirs): [NoAI] -Add: AIEvent, to take care of events; for now it only reports when vehicles are crashed 22:41:22 <Wolf01> 'night 22:41:25 *** Wolf01 [~wolf01@host238-162-dynamic.56-82-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.] 22:41:50 <CIA-1> OpenTTD: truelight * r10632 /branches/noai/src/ai/api/ai_event.hpp: [NoAI] -Documentation: fix the documentation for AIEvent Constructor 22:48:30 *** bT|bot [db54@89.163.148.100.static.rdns-uclo.net] has joined #openttd 22:48:43 <bT|bot> greetings.. 22:49:03 *** bT|bot is now known as Thardas 22:50:04 <Thardas> anyone may quickly know what diff_level i have to set for custom diff? 22:50:27 <glx> 3 22:50:35 <Thardas> ah thanks :) 22:50:57 <Thardas> so 0 is easy, 1 mid and 2 hard i guess? 22:51:09 <glx> yes 22:51:13 <Thardas> okay thx :> 22:51:25 <Thardas> ima write it down into the wiki so i can look it up on any time heh 22:56:43 <Thardas> ah by the way.. is EUR the valid value for the european currency? 22:58:14 *** Rippsy [~Moose@malcolmi.gotadsl.co.uk] has quit [Ping timeout: 480 seconds] 23:01:53 <CIA-1> OpenTTD: truelight * r10633 /branches/noai/ (9 files in 3 dirs): 23:01:53 <CIA-1> OpenTTD: [NoAI] -Add: added GetVehicleType and AIVehicle::VehicleType 23:01:53 <CIA-1> OpenTTD: [NoAI] -Codechange: use 'vehicle', not 'town' in AIVehicleListValuator ;) 23:01:53 <CIA-1> OpenTTD: [NoAI] -Fix: don't output pointers in regression as they change on systems and runs 23:02:46 <Eddi|zuHause2> src/settings.cpp:1308: SDT_OMANY(GameOptions, currency, SLE_UINT8, N, 0, 0, CUSTOM_CURRENCY_ID, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SIT|SEK|YTL|SKK|BRR|custom", STR_NULL, NULL, NULL), <- does that answer your question? 23:02:58 <Thardas> thx :) 23:03:05 <Thardas> it does 23:03:37 <glx> and you are allowed to put it on the wiki ;) 23:03:59 <Thardas> hehe 23:04:10 <Thardas> yea ima put it on a soon as i'm ready with my servers :D 23:05:30 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 23:06:19 <Eddi|zuHause2> PS: grep currency src/settings.* 23:07:05 *** KritiK [Maxim@ppp85-140-206-36.pppoe.mtu-net.ru] has quit [Quit: Leaving] 23:10:20 <CIA-1> OpenTTD: truelight * r10634 /branches/noai/src/ai/api/ai_vehicle.hpp: [NoAI] -Documentation: of course I forgot to document the VehicleType enum 23:15:33 <Thardas> Finally all servers work :D 23:17:36 *** Ammler [~Ammler@adsl-84-227-137-130.adslplus.ch] has quit [Ping timeout: 480 seconds] 23:22:48 *** elmex [~elmex@e180064033.adsl.alicedsl.de] has quit [Remote host closed the connection] 23:24:27 *** Bjarni [~Bjarni@0x535ca25f.virnxx14.adsl-dhcp.tele.dk] has quit [Quit: Leaving] 23:27:00 <TrueBrain> http://blog.openttd.org/?p=16 23:28:10 *** OzBabe [~OzBabe@d58-105-5-130.dsl.vic.optusnet.com.au] has joined #openttd 23:28:48 <OzBabe> hi all 23:28:48 <Thardas> <all> hi OzBabe 23:29:03 <OzBabe> hi that 23:29:06 <Thardas> welcome 23:29:27 <OzBabe> ty, i need some help with running aprogram plz 23:29:30 <Thardas> come again :P 23:30:29 *** Osai [~Osai@pD9EB466B.dip.t-dialin.net] has quit [Quit: Osai] 23:31:39 <OzBabe> huh???, i only just got here, giggles 23:37:05 <OzBabe> Dale, you here plz???? 23:37:27 <Thardas> phew... i did the whole thing about currency.. 23:37:39 <Thardas> but now you all got a nice page more in your wiki :D 23:37:51 <OzBabe> lol 23:37:53 <Thardas> you haven't lost your sence of humor, OzBabe 23:38:04 <OzBabe> nope, lol 23:38:07 <Thardas> what's the problem? 23:38:12 <Thardas> well there is :D 23:38:22 <Thardas> at least in the open ttd wiki thingy 23:38:31 <OzBabe> i downloaded grf codec and grf wiz progrogram 23:38:35 <glx> Thardas: nice page :) 23:38:39 <Thardas> thx :> 23:39:02 <OzBabe> i can get the wizard to run 23:39:10 <OzBabe> but not the codec 23:39:41 <OzBabe> when i try to point the wizard to the codec it wont show up 23:40:18 <OzBabe> <<<Scratches head at programming things, lol 23:40:21 <Thardas> :)))) 23:41:08 <Eddi|zuHause2> you might have more luck at the patch channel... 23:43:20 <Eddi|zuHause2> hm, that is weird... according to a study therer are 162 million people with internet connection in china, but only 67 million computers... 23:43:51 <glx> !calc 162/67 23:43:51 <Thardas> glx, result is: 2.41791 23:43:53 <_42_> glx: 2.4179104477; 23:44:13 <glx> too much bots in this channel :) 23:44:41 <OzBabe> hey, im not a bot,:)) 23:44:44 <Thardas> wazzup? 23:45:02 <OzBabe> well, last time i checked i was'nt anyways, :)) 23:45:06 <glx> Thardas: can you disable your !calc script for this channel please 23:45:09 <Digitalfox_Desktop> whats the adress of patch channel? 23:45:17 <Thardas> lol 23:45:30 <Thardas> sec.. ima go on my mirc on my comp.. 23:45:41 <Thardas> i was just online on my rootserver cuz i was working over here 23:45:45 <Thardas> :D brb 23:45:55 *** Thardas [db54@89.163.148.100.static.rdns-uclo.net] has quit [Quit: DreamBot IRC Bot v5.4. Get it at: http://dreambot.eurion.com] 23:47:45 *** Thardas [~Admin@89.163.148.100.static.rdns-uclo.net] has joined #openttd 23:47:49 <Thardas> ok i'm back 23:47:53 <Thardas> with my bnc *lol* 23:49:00 <OzBabe> pmsl 23:50:22 <Eddi|zuHause2> hm, this stupid client does not understand /join 0 :p 23:50:57 <Digitalfox_Desktop> How can i be connected to different irc networks at the same time?? Like being connected to Quakenet #tycoon and still be in openttd channel? 23:51:16 <colle> depends on the irc-client 23:51:49 <Digitalfox_Desktop> Well i use Chatzilla 23:51:59 <Eddi|zuHause2> and i don't 23:52:00 <colle> no idea :( 23:52:11 <colle> use a proper irc-client :) 23:52:19 <Digitalfox_Desktop> like what? 23:52:30 <colle> irssi, mirc, xchat 23:53:23 <Digitalfox_Desktop> You can be connected to different networks in mirc?? ( i'm not talking about channels in the same network ) 23:53:33 <colle> yes 23:53:58 <glx> chatzilla should be able to do that too 23:55:17 <Digitalfox_Desktop> glx: I'm reading it's faq, and it's possible, but with some commands i'm trying right now.. 23:55:22 <OzBabe> ok cya all l8trs, hugz n luv, Leanne 23:55:51 *** OzBabe [~OzBabe@d58-105-5-130.dsl.vic.optusnet.com.au] has left #openttd [] 23:58:51 <Eddi|zuHause2> did anybody understand that line? 23:59:12 <glx> looks like a forum post ;)