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Log for #openttd on 10th November 2006:
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00:09:26  <Wolf01> gn
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00:11:20  <helb> gn
00:12:24  <ln-> sweden at war: http://www.tunteella.org/ei_nain/ruotsi_sodassa.wmv
00:14:04  <Bjarni> o_O
00:15:11  <Bjarni> heh
00:15:23  <Bjarni> actually they did get involved in the war
00:15:25  <Bjarni> sort of
00:16:15  <Bjarni> Hitler decided that he wanted the Swedish railroads to send supply trains to Norway and either Sweden agreed to that (and made friends with Germany) or they would get attacked as well
00:16:25  <Bjarni> so it was a lose-lose situation
00:16:54  <Bjarni> they ended up allowing the trains just as long as no soldiers were on a train with any weapons
00:17:48  <Bjarni> one of the ammunition trains blew up and officially it was because "ammunition is dangerous", but the real cause of the accident was never found
00:17:49  <ln-> so they had plenty of time for playing table tennis
00:20:26  <Bjarni> yeah
00:20:39  <Bjarni> at least I think so
00:24:18  <Bjarni> http://photos-055.ak.facebook.com/ip002/v45/121/16/37101058/n37101058_30706055_6946.jpg <-- I found a picture of orudge` o_O
00:25:49  <Sacro> Bjarni: and...?
00:25:56  <Bjarni> that picture is awesome. Not only do we learn how Owen looks and behaves, the girl also turn her back toward him
00:26:28  <Sacro> with a freezer bag on his head
00:26:40  <Bjarni> yeah
00:27:07  <Bjarni> maybe you told him to do that to prevent aliens from stealing his brainwaves or something
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00:34:37  <Sacro> gnihgt all
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01:11:37  <_Ben> hi, does anyone know ruffly what numbers the sprites are for bridges, or if not where I should look?
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01:15:58  <Belugas_Gone> _Ben, there are many ways to get those numbers
01:16:15  <_Ben> 1, being to ask?
01:16:24  <Belugas_Gone> the best one, is to to use grfcodec and decode trg1.grf
01:16:35  <_Ben> um...I think thats beyond me
01:16:39  <Belugas_Gone> the bridges are graphically visible there
01:16:43  <Belugas_Gone> ok...
01:16:47  <Belugas_Gone> can you dcc>
01:16:48  <Belugas_Gone> ?
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01:17:07  <_Ben> I don't no, but I dought it
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01:17:22  <Belugas_Gone> ok... wait a bit
01:19:25  <_Ben> Belugas, I have the pcx files after Dale_stan explained it in laymens terms to me a while ago.  Are they the sprites numbers in there?
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01:19:38  <Belugas_Gone> yes :)
01:19:50  <Belugas_Gone> ok, then, don't need to continue to upload my stuff  :)
01:20:18  <_Ben> oh well, thanks anyway, ill use them! cheers
01:20:24  <Belugas_Gone> np
01:20:50  <Belugas_Gone> it's the best way, IMHO, to find the indexes of the sprites
01:21:07  <Belugas_Gone> the image is under the number, it's like childplay
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01:22:11  <_Ben> Cool, I can sometimes handle childsplay
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03:07:47  <mie> hi all
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04:20:58  <Zevensoft> awesome
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08:39:28  <Prof_Frink> So, when's openTTD going to support Stealth Trains?
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08:46:01  <peter1138> heeh
08:46:19  <peter1138> ruffly, dought... wonderful words
08:46:25  <peter1138> but what do they mean?
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08:50:39  <peter1138> oh, gross mispellings of roughly and doubt, perhaps?
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09:03:40  <Zevensoft> stealth trains, theres an interesting idea
09:04:05  <Zevensoft> useless as it is lol
09:04:45  <Zevensoft> "there doesnt appear to be a train coming" *splat*
09:05:20  <Prof_Frink> Zevensoft: Look on El Reg
09:05:49  <XeryusTC> the register sucks [/statement]
09:06:39  <Prof_Frink> /odds is often good for a laugh
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09:09:35  <XeryusTC> the daily wtf is better for a good laugh, are a giant jaw drop
09:11:41  <peter1138> *shrug*
09:11:50  <peter1138> i see code every day like that lot :(
09:12:21  <XeryusTC> is OTTD that bad?
09:13:04  * peter1138 slaps XeryusTC
09:13:16  <PandaMojo> Nothing like recompiling after a ~800 revision backwards update :3
09:13:29  <peter1138> 800 back?
09:13:45  <PandaMojo> Yeah, trying to track down an OSX specific patch settings saving issue :3
09:14:16  <PandaMojo> (where I can disable options, but not re-enable them :3)
09:14:36  <PandaMojo> (well, and have them stay enabled after I restart OTTD)
09:15:14  <XeryusTC> isnt that intended behaviour
09:15:55  <XeryusTC> changing patch settings from a loaded save are also stored in that save, so you wont see the changes in any other game
09:16:06  *** Tron_ [E0jUJ8Fi@nat-1.rz.uni-karlsruhe.de] has joined #openttd
09:17:10  <PandaMojo> XeryusTC: From the main menu.
09:17:14  <PandaMojo> Not from in game.
09:18:08  <XeryusTC> changing patch settings from a loaded save are also stored in that save <- nothing to do with openttd.cfg...
09:18:23  <PandaMojo> Right.
09:18:30  <PandaMojo> I know that, and that functionality works fine.
09:18:51  <PandaMojo> I'm talking about changes from the patch screen from the *main/intro* menu not affecting openttd.cfg
09:18:51  <XeryusTC> so what's the problem then?
09:19:01  <PandaMojo> *not* from a loaded save.
09:19:06  <XeryusTC> :o
09:19:15  <Prof_Frink> openttd.cfg is r--r--r--?
09:19:16  <XeryusTC> you should shut ottd down before you can see the changes
09:19:25  <PandaMojo> rw-r--r--
09:19:36  <PandaMojo> XeryusTC: I completely restart it and view the changes from the main menu.
09:19:50  <PandaMojo> Options I enabled are no longer enabled, while options I disabled remain disabled.
09:20:00  <PandaMojo> Unlike the windows version where all changes are correctly reflected.
09:20:08  <XeryusTC> hmm
09:20:20  <PandaMojo> This occurs even if I do both at the same time from the same menu :)
09:21:41  <PandaMojo> Well crudmonkeys, this appears to date back as far as R6200.
09:22:13  <PandaMojo> I don't have that many enabled options left to verify behavior with >_>
09:25:22  <XeryusTC> :o
09:25:46  <Tron_> do you hit "save" or just close the window with "X"
09:25:59  <PandaMojo> Tron_: Not in game.  There's no save button.
09:26:03  <PandaMojo> But I click quit.
09:26:16  <PandaMojo> It does the whole "are you sure?" dance and all that.
09:26:27  <Tron_> what does what?
09:26:50  <PandaMojo> The game brings up the red dialog asking if I'm sure I want to quit, after clicking quit, and I click yes.
09:27:16  <PandaMojo> And it saves any options I've disabled.
09:27:17  <Tron_> where do you alter settings?
09:27:20  <peter1138> PandaMojo: well you can edit the config manually to enable stuff...
09:27:20  <PandaMojo> Main menu.
09:27:31  <Tron_> which settings?
09:27:33  <PandaMojo> peter1138: Yes.  That at least keeps the game playable :)
09:27:43  <peter1138> i presume you're talking about patch settings, not difficulty or game settings
09:27:50  <PandaMojo> peter1138: Right.
09:28:27  <PandaMojo> Tron_:  Patch settings, interface settings, vehicle settings... all that wonderful stuff.
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10:00:11  <Darkvater> morning
10:00:26  <Darkvater> PandaMojo: ALL YOU HAVE TO DI IS SOME lityle debugging
10:00:31  <Darkvater> sorry for caps
10:01:30  <PandaMojo> Didn't grok that
10:01:57  <PandaMojo> aha, FINALLY have a ballpark for the breaking change
10:02:04  <PandaMojo> somewhere between R4500 and 5000
10:02:31  <Darkvater> debugging is so much easier
10:02:50  <PandaMojo> I can barely follow OpenTTD's code.
10:02:55  <Darkvater> just set a breakpoint at setpatchvalue in settings.c
10:03:15  <Darkvater> want me to lead you through a debnugging sssion?
10:03:30  <PandaMojo> Sure.
10:03:42  <PandaMojo> Hold onto that thought for a bit though, my dinner is nearly ready.
10:03:59  <Darkvater> good
10:04:10  <Darkvater> i'll have some breakfastfirst
10:04:16  <PandaMojo> :)
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10:21:32  <PandaMojo> Ahh, that was good.
10:28:05  <peter1138> so why hasn't bjarni encountered this?
10:28:21  <peter1138> or does he not actually play the game...
10:28:23  <PandaMojo> I don't know.
10:28:43  <PandaMojo> Then again, patch settings arn't something I typically change much, wouldn't be suprised if it was the same for him.
10:31:10  <Darkvater> ok PandaMojo ready?
10:31:43  <PandaMojo> 1 sec, just split my svn copy into two and recompiling R5000 which was having the issue still.
10:31:52  <Darkvater> svn up to HEAD
10:31:58  <Darkvater> then revert all your local changes
10:32:09  <Darkvater> then build in debug mode (./configure --debug=3)
10:32:23  <PandaMojo> Ahh yes, that probably would've helped :3
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10:35:50  <Zevensoft> I got doublesize working in sdl :D
10:36:10  <Prof_Frink> Huzzah!
10:36:57  <Zevensoft> plus filters
10:37:55  <Darkvater> PandaMojo: having some trouble?
10:38:02  <PandaMojo> No, this is just slow.
10:38:05  <PandaMojo> Sorry for the delay :3
10:40:32  * Darkvater waits...
10:41:05  <PandaMojo> Heh... I've got head up already on the windows box, but seeing as this only seems to affect OSX that won't really help :-P
10:41:30  * Darkvater waits some more...
10:41:53  <PandaMojo> Yes, next time I will remember to save a copy of head :-)
10:43:20  <Darkvater> damn, gears of war looks way too sexy
10:43:28  <PandaMojo> Indeed.
10:43:34  <Darkvater> PandaMojo: you should've started to compile *before* going to dinner
10:43:35  <PandaMojo> Too bad I don't do consoles :P
10:43:43  <PandaMojo> Yes, yes I should've.
10:43:56  <Darkvater> so is it done yet?
10:44:06  <PandaMojo> It's 2:43am, so my foresight isn't exactly the best >_>
10:44:14  <PandaMojo> getting there...
10:44:31  <PandaMojo> It's a puny little iBook
10:45:09  <Darkvater> that puny little ibook must have really sucky performance then
10:45:26  <Darkvater> even my ancient amd1.3 compiles it under 3 minutes
10:45:38  <PandaMojo> linking...
10:45:42  <PandaMojo> done
10:45:50  <Darkvater> ok, test one thing first
10:46:00  <Darkvater> set vehicle_speed to true in openttd.cfg then load the game
10:46:11  <Darkvater> check if it's on, then shut down openttd and check if it's still true
10:46:45  <PandaMojo> That option always seems to be inversed
10:47:09  <Darkvater> ?
10:47:38  <PandaMojo> Nevermind, thinking of a different one.
10:47:51  <PandaMojo> Sorry - = true in the .cfg, enabled in game.
10:47:53  <Darkvater> if it's true the button is green
10:48:31  <PandaMojo> and still true after exiting.
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10:49:00  <Darkvater> ok, now set it to false in config
10:49:15  <Darkvater> and put down a breakpoint at settings.c:1519
10:50:25  <PandaMojo> ... it didn't seem to compile with file information ~_~
10:50:27  * Darkvater wonders what PandaMojo is doing
10:50:28  <PandaMojo> What the heck.
10:50:41  <Darkvater> *sigh*
10:50:49  <Darkvater> does Makefile.config say DEBUG:=3 ?
10:51:28  <PandaMojo> No, even though I did ./config --debug=3
10:51:32  <PandaMojo> >_>
10:52:50  <PandaMojo> Heh, if I manually edit that in, it still shows DEBUG:=     (blank) after running ./configure --debug=3
10:53:26  <PandaMojo> Joy.  Will recompile >_>
10:53:54  <Darkvater> OMFG why does quicktime suck this much?
10:53:59  <Darkvater> 'buffer overrun detected'
10:54:04  <PandaMojo> Heh.
10:54:57  <Darkvater> PandaMojo: complain about that to bjarni when he gets here
10:55:17  * PandaMojo opens todo.txt
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10:56:20  <peter1138> hmm, i've never done configure --debug
10:56:25  <peter1138> just make DEBUG=3
10:57:21  <PandaMojo> Alright, recompiled...
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10:57:59  <PandaMojo> breakpoint set
10:59:01  <PandaMojo> Well, I'm there :-)
10:59:03  <Darkvater> ok now run
10:59:10  <PandaMojo> Done, at breakpoint.
10:59:18  <Darkvater> run
10:59:34  <PandaMojo> Hmm? Continue past it?
10:59:52  <Darkvater> yes cause now you're only at game startup
10:59:59  <PandaMojo> gothcya
11:00:02  <PandaMojo> *gotchya
11:00:10  <Darkvater> set vehicle_speed to true (from red to green)
11:00:29  <PandaMojo> Done... close the patches window?
11:00:33  <Darkvater> close the game
11:00:42  <Darkvater> it should break again
11:00:45  <PandaMojo> yup
11:00:55  <Darkvater> set a watch for _patches_newgame.vehicle_speed
11:01:15  <PandaMojo> then continue?
11:01:19  <Darkvater> no
11:01:23  <Darkvater> what is its value?
11:01:33  <PandaMojo> 1
11:01:41  <Darkvater> good, now step into function
11:02:03  <Darkvater> set a breakpoint at settings.c:763
11:02:06  <PandaMojo> Alright, I'm in ini_save_settings...
11:03:13  <Darkvater> run to your breakpoint
11:03:19  <Darkvater> sdb->name should be 'vehicle_speed'
11:03:27  <Darkvater> sld->address should be 0x00000001
11:03:57  <PandaMojo> Mmm, I don't hit that breakpoint again.
11:03:58  <peter1138> address?
11:04:10  <Darkvater> settings.c:762?
11:04:17  <peter1138> hm
11:04:23  <Darkvater> you're supposed to hit it tons of times, for each patch setting
11:04:33  <PandaMojo> Never told me to put one there :3
11:04:38  <Darkvater> peter1138: it's the value of you are talking about _patches members
11:04:39  <PandaMojo> will redo
11:04:41  <Darkvater> 12:01 <@Darkvater> good, now step into function
11:04:42  <Darkvater> 12:02 <@Darkvater> set a breakpoint at settings.c:763
11:04:53  <peter1138> 762 or 763? :)
11:04:55  * Darkvater wonders what that's supposed to mean then
11:05:01  <Darkvater> 763
11:05:06  <Darkvater> doesn't matter really ;)
11:05:09  <PandaMojo> oh geeze I'm blind >_<
11:05:20  * Sacro wants to learn gdb
11:05:29  <Darkvater> you certainly are
11:05:33  *** Belugas [~Jfranc@216.191.111.226] has quit [Ping timeout: 480 seconds]
11:05:37  * Darkvater doesn't think PandaMojo is using gdb
11:05:44  <Darkvater> most likely xcode's debugger or something
11:06:09  <PandaMojo> Nope, I'm using gdb :D
11:06:21  <PandaMojo> sdb->name == "vehicle_speed"
11:06:22  <peter1138> i prefer cgdb
11:06:28  <PandaMojo> sld->address == (void*)0x4
11:08:18  <Darkvater> 4?
11:08:27  <PandaMojo> You heard me :3
11:08:51  <Darkvater> one would think it would be 0x10000000
11:09:09  <Darkvater> hmm
11:09:27  <PandaMojo> You mean 0x00000001?
11:09:36  <Darkvater> no, flipped; cause of endianness
11:09:45  <peter1138> Darkvater: bytes, not nybbles
11:09:50  <peter1138> 0x01000000
11:10:05  <PandaMojo> I'm presuming gdb is handing endian issues for me.
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11:10:08  *** mode/#openttd [+o Belugas_Gone] by ChanServ
11:10:16  <Sacro> hehe
11:10:17  <Darkvater> peter1138: ?
11:10:18  <Sacro> bbs college
11:10:48  <peter1138> 00 00 00 01 -> 01 00 00 00
11:10:55  <peter1138> not 10 00 00 00
11:11:30  <Darkvater> ah right
11:11:40  <Darkvater> but 4?? wtf
11:11:58  <peter1138> 4 bytes
11:12:11  <Darkvater> no I mean the value (void*)0x4
11:12:37  <peter1138> now why would you use the name "address" for the value?
11:12:42  <PandaMojo> well, SaveLoad appears to be using (void*) instead of ptrdiff_t >_>
11:12:53  <PandaMojo> Oh eww, it double duties
11:13:04  <PandaMojo> void *address;       ///< address of variable OR offset of variable in the struct (max offset is 65536)
11:13:16  * Darkvater hits himself
11:13:19  <Darkvater> idiot
11:13:20  <peter1138> PandaMojo: offset is an address
11:13:40  <peter1138> PandaMojo: just relative to a different location
11:13:56  <Darkvater> no, no everything is all right...
11:13:58  <PandaMojo> peter1138: Meh, I prefer to distinguish between global and relative addresses >_>
11:14:14  <Darkvater> step to the next line
11:14:22  <Darkvater> 764
11:14:37  <Darkvater> item->name = vehicle_speed, item->value = true
11:15:45  <PandaMojo> Man I'm rusty.  I stepped in instead >_>
11:15:51  <Darkvater> step out :)
11:16:06  <PandaMojo> Not a valid GDB command <_<
11:16:10  <Darkvater> that address confused me ;p
11:16:25  <Darkvater> finish
11:16:30  <Darkvater> ^ step out
11:16:32  <PandaMojo> Note to self: "next" instead of "step"
11:16:42  <PandaMojo> Ahh, bingo, thanks
11:16:57  <PandaMojo> item->name == "road_side"???
11:17:06  <Darkvater> hmm ok good
11:17:29  <PandaMojo> It's not vehicle_speed :-/
11:17:29  <Darkvater> s = vehicle_speed, right?
11:17:31  <peter1138> sometimes a good printf is easier...
11:17:45  <PandaMojo> s == "vehicle_speed" yes
11:18:13  <Darkvater> peter1138: it's supposed to work :)
11:18:16  <PandaMojo> item->name == "road_side", item->value == "right"
11:18:37  * Darkvater slaps PandaMojo
11:18:45  <PandaMojo> :3
11:18:50  <Darkvater> print out group->name
11:19:00  <PandaMojo> "patches"
11:19:04  <Darkvater> o_O
11:19:15  <Darkvater> road_side is in a different group
11:19:38  <Darkvater> ok, restart debugging, and yell when you're at settings.c:763 on a shutdown
11:19:38  * peter1138 wonders if PandaMojo's config actually has road_side in patches...
11:19:59  <PandaMojo> peter1138: Will double check that
11:20:12  <Darkvater> group->item->name is vehicle_speed right?
11:20:20  <Darkvater> well I told him to 'svn revert'
11:20:23  <PandaMojo> Darkvater: Already closed it >_<
11:20:37  <peter1138> closed? don't you have more than one window? ;p
11:20:47  <PandaMojo> Yep, I have road_side
11:20:58  <peter1138> in patches?
11:21:08  <PandaMojo> under [gameopt]
11:21:11  <hylje> really
11:21:12  <peter1138> well that's correct
11:21:13  <PandaMojo> last option
11:21:27  <PandaMojo> (which makes it the option before vehicle_speed)
11:21:54  <peter1138> order is irrelevant
11:22:15  <peter1138> hmm
11:22:21  <peter1138> p'raps ;p
11:22:22  <PandaMojo> alright, at 763
11:22:37  <Darkvater> at shutdown, right? ini_save?
11:22:49  <PandaMojo> shutdown, ini_save_settings
11:22:52  <PandaMojo> right
11:23:01  <Darkvater> group->name = patches; group->item->name = vehicle_speed
11:23:26  <PandaMojo> "misc", "display_opt"
11:23:44  <PandaMojo> frogot to skip over some stuff I think
11:23:51  <Darkvater> disable breakpoint and run
11:23:52  <peter1138> Well i have a little knowledge of programming, however not in C. Maybe all it would need is an if statement.
11:23:55  <peter1138> If a train is within x tiles of crossing, then the crossing is closed, otherwise the crossing is open.
11:23:58  <peter1138> Yes
11:24:00  <peter1138> why didn't i think of that?
11:24:07  <Darkvater> you should break at 13-something
11:24:14  <PandaMojo> Where'd I want the other breakpoint again?
11:24:15  <Darkvater> peter1138: he is obviously a genius and you're not
11:24:24  <Darkvater> b:1519
11:24:27  <PandaMojo> ty
11:24:29  <Darkvater> eh settings.c:1519
11:25:34  <PandaMojo> alright, back at 763 with group->name == "patches" and group->item->name == "vehicle_speed"
11:25:46  <Darkvater> step into ini_getitem
11:25:57  <PandaMojo> done
11:26:08  <Darkvater> name = vehicel_speed
11:26:18  <PandaMojo> check
11:26:35  <Darkvater> b settings.c:319
11:26:49  <PandaMojo> then continue?
11:26:58  <Darkvater> yes, run to that breakpoint
11:27:01  <Darkvater> or step there
11:27:08  <PandaMojo> done
11:27:11  <Darkvater> item->name = speed, name=speed
11:27:16  <Darkvater> vehicle_speed that
11:27:17  <Darkvater> is
11:27:27  <PandaMojo> check
11:27:41  <Darkvater> then step, you should return from function
11:27:50  <PandaMojo> check
11:27:54  <Darkvater> step again
11:28:05  <Darkvater> you should be at settings.c:764
11:28:11  <PandaMojo> Yup.
11:28:18  <Darkvater> item->name = vheicle_speed, item->vale=false
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11:28:37  <PandaMojo> Annnd check
11:28:48  <Darkvater> why wasn't it this the last time?
11:28:54  <PandaMojo> I have no idea.
11:28:57  <Darkvater> ...
11:29:05  <Darkvater> anyways, step
11:29:14  <PandaMojo> 766
11:29:15  <Darkvater> ptr should be &_patches_newgame.vehicle_speed
11:29:41  <PandaMojo> check
11:30:36  <Darkvater> step and step so you are at settings.c:772
11:30:43  <Darkvater> p = 0x000000
11:30:50  <PandaMojo> check
11:31:07  <Darkvater> step twice, settings.c:781
11:31:26  <PandaMojo> there.
11:31:34  <Darkvater> *(byte*)ptr = 1
11:31:42  <Darkvater> (byte)(unsigned long)p = 0
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11:32:10  <PandaMojo> *(byte*)otr == _0_
11:32:14  <PandaMojo> err ptr
11:32:21  <PandaMojo> p == 0 though
11:32:31  <Darkvater> ptr = 0 right?
11:32:34  <PandaMojo> right
11:32:40  <PandaMojo> both = 0
11:32:58  <Darkvater> no I mean
11:33:02  <PandaMojo> oh sorry
11:33:06  <PandaMojo> no
11:33:09  <Darkvater> ptr is the address of _patches_newgame.vehicle_speed
11:33:10  <PandaMojo> ptr == 0x2d3cd4
11:33:13  <PandaMojo> right
11:33:24  <PandaMojo> and *(byte*)ptr == 0
11:33:59  <Darkvater> hmm I think 'bool' is not 1 byte on your machine
11:34:13  <PandaMojo> sizeof(bool) == 4 according to this
11:34:22  <PandaMojo> So, yeah, that'd explain it :-)
11:34:31  <peter1138> why not *(bool*)ptr ?
11:34:45  <PandaMojo> that prints 1
11:34:59  <Darkvater> and why did nobody complain about this?
11:35:04  <Darkvater> it's been lik this from March
11:35:20  <PandaMojo> I'd managed to track it down to between R4950 and 5000
11:35:22  <peter1138> shame we've no os x developers
11:35:25  <peter1138> oh wait
11:35:51  <PandaMojo> Personally, I did 99% of my configuration before that... only when I started bringing my iBook back up to date did I notice :-/
11:36:12  <Darkvater> PandaMojo: ok, abort debugging
11:36:19  <Darkvater> add this there
11:36:20  <Darkvater> 				case SLE_VAR_BL:
11:36:20  <Darkvater> 					if (*(bool*)ptr == (byte)(unsigned long)p) continue;
11:36:20  <Darkvater> 					break;
11:36:23  <Darkvater> then restart
11:36:36  <Darkvater> if (*(bool*)ptr == (bool)(unsigned long)p) continue;
11:37:49  <PandaMojo> rebuild and restart right?
11:37:52  <Darkvater> yes
11:38:12  <Darkvater> b settings.c:1521 and once you're there (when quitting) b settings.c:779
11:38:45  <PandaMojo> whoops, sorry, just reran instead to verify - that seems to have fixed the problem :)
11:39:53  <PandaMojo> I'm there.
11:40:05  <Darkvater> if it's fixed then nvm :)
11:40:25  <PandaMojo> :-).  Shall I send a diff?
11:40:40  <Darkvater> a diff for the diff that I handed you?
11:40:53  <PandaMojo> I guess you can handle it then :P
11:41:29  <PandaMojo> (but yes, that's what I meant)
11:41:55  * peter1138 guesses it doesn't break on non-osx ;p
11:42:07  <PandaMojo> peter1138: Didn't break on VS2005 windows at least.
11:42:22  <Darkvater> although I doubt it happened between 4950-5000
11:42:48  <PandaMojo> Darkvater: Well, I could enable options in 4950, but not in 5000
11:42:53  <Darkvater> probably ~3700
11:43:10  <Darkvater> only change between 4950 and 5000 was KUDr merging YAPF and that didn't change a thing there
11:43:24  <peter1138> hmm
11:43:31  <peter1138> ah
11:43:33  <PandaMojo> Thats... rather bizzare.
11:43:36  <Darkvater> !openttd commit r4987
11:43:37  <peter1138> that probably messed with bool
11:43:47  <Darkvater> http://svn.openttd.org/cgi-bin/trac.cgi/changeset/4987#file30
11:44:09  <Darkvater> there's nothing there
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11:45:00  <peter1138> CFLAGS += -Wno-strict-prototypes   424 # and it also uses 4-byte bools in the C++ ABI, so C bools need to be that size as well for YAPF to work   425 CFLAGS += -Wno-strict-prototypes -DFOUR_BYTE_BOOL
11:45:10  <Darkvater> aaah
11:45:12  <peter1138> hmm, but that's morphos
11:45:12  <Darkvater> nice find :)
11:45:33  <peter1138> but it's probably similar
11:45:37  <Zevensoft> lol @ 4 byte bool
11:45:46  <PandaMojo> lol indeed.
11:45:57  <CIA-1> Darkvater * r7124 /trunk/settings.c:
11:45:57  <CIA-1> -Fix (r37xx): sizeof(bool) = 4 for (certain) OSX do not assume it is 1. This would break
11:45:57  <CIA-1>  the saving of certain values to the config. Thanks PandaMojo ford ebugging.
11:46:14  <PandaMojo> :D
11:46:16  <Darkvater> my god
11:46:22  <Darkvater> my typing today is...bah
11:46:48  * PandaMojo wants to see pictures of the new Ford Ebugging :D
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11:47:22  <peter1138> ford ebugging
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11:47:38  <peter1138> 4.2l v8
11:47:44  <peter1138> 4,000 miles
11:48:14  <PandaMojo> Now to just reapply my feeder transfer patch and I'm all set on OS X again :-)
11:48:35  <peter1138> feeder transfer patch?
11:49:00  <PandaMojo> peter1138: For a bug with doing full loads at a station being used as a feeder unload that also accepts the goods in question.
11:49:27  <PandaMojo> It was assigned to Celestar 2 months ago... that flyspray task was closed though as  a duplicate of some of the others
11:50:45  <PandaMojo> Here's where I posted the working patch: http://bugs.openttd.org/task/177
11:51:01  <PandaMojo> And the currently open task: http://bugs.openttd.org/task/251
11:53:17  <PandaMojo> (feel free to apply that tiny patch too, considering the open task isn't assigned to anyone :P)
12:07:39  * Darkvater starts fixing up the mess that is called CmdPlayerCtrl()
12:10:02  * PandaMojo decides to commit to staying awake the rest of the night, and prepares to play OTTD.... on his windows machine :P
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12:24:35  <PandaMojo> yay for jams
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12:37:15  <Zevensoft> as per that debate on spelling, I noticed in gfx.c it uses Colour for _cur_palette
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12:38:34  <PandaMojo> Hmm.  That's a neat trick... the BR 92 actually changed color depending on build date :3
12:38:44  <DaBunz> hi to all
12:38:45  * PandaMojo is still new to newgrfs :D
12:38:59  *** Gorre [dik@ip-89-102-198-103.karneval.cz] has joined #openttd
12:39:26  <Darkvater> hi there gorre
12:39:30  <Eddi|zuHause> yeah, from 1925, the steam engines change from green to black
12:39:39  <hylje> :o
12:39:47  <Eddi|zuHause> green was the colour of the prussian railway
12:40:07  <Eddi|zuHause> and black of the joint german railway
12:40:23  <Gorre> hello
12:40:28  <PandaMojo> I see!
12:40:29  <DaBunz> hi gorre
12:40:39  <Eddi|zuHause> you should see what happens to the passenger wagons later ;)
12:41:13  <PandaMojo> I have... I just havn't kept buliding BR92s this late into the game before :)
12:41:22  <DaBunz> the wodden seats were nice
12:42:50  <PandaMojo> There's a weird visual thing with that big red steamer in the openttdcoop set of newgrfs... the 3rd car always seems to be converted into a red passenger car.  But not the newer kind that all the other passenger cars upgrade to at about the same time.
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12:43:47  <Eddi|zuHause> which exact set is that?
12:44:07  <PandaMojo> Hmm...
12:44:18  <Eddi|zuHause> (or where is the list)
12:44:37  <Eddi|zuHause> german dining cars used to be red
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12:44:45  <PandaMojo> http://openttdcoop.ppcis.org/wiki/index.php/Guides:Glossary:GRF
12:44:50  <PandaMojo> That might be it.
12:44:51  <Eddi|zuHause> but i don't think i have seen that in the DBSetXL
12:45:08  <PandaMojo> Hmmm... that's not quite the exact one I saw earlier.
12:45:28  <Eddi|zuHause> they use UKRS
12:45:30  <PandaMojo> That one dosn't even have dbsetxl listed (which I had to download seperately from their .ziped grfs)
12:46:06  <PandaMojo> Ahh yeah, that one was modified 2 days ago
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12:47:08  <hylje> :o
12:47:20  <DaBunz> sorry
12:48:55  <Darkvater> !openttd commit 2817
12:48:59  <_42_> Commit by bjarni :: r2817 /trunk/ (14 files) (2005-08-06 16:07:22 UTC)
12:49:00  <_42_> -Codechange: [autoreplace]: moved autoreplace and autorenew to serverside
12:49:02  <_42_>   -This means that one company can only have one setting for renew and replacing
12:49:04  <_42_>     more clients will not fight due to different settings anymore
12:49:06  <_42_>   -This is a needed step in the line to fix autoreplacing dualheaded locomotives
12:49:08  <_42_>   NOTE: savegame revision bump (peter1138 + me in coop)
12:49:29  <Darkvater> do you think Bjarni can explain r2817 players.c:830-831?
12:49:41  <Darkvater> cause frankly...THAT LINE NEVER GETS EXECUTED EVER
12:49:43  <DaBunz> nice change
12:50:22  <Naksu> Darkvater: remove it then :)
12:51:02  <Darkvater> I'd like to hear from bjarni first if possible...
12:51:15  <Darkvater> hell, even in r2817 it never got executed
12:51:29  <Darkvater> why?
12:51:29  <Darkvater>       } else if (p->index == _local_player) {
12:51:30  <Darkvater> 831	        DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
12:51:50  <Darkvater> _local_player is the ID of a currently playing player, and p->index is the new company
12:52:35  <Darkvater> !seen bjarni
12:52:36  <_42_> Darkvater, Bjarni (~Bjarni@0x50a46ac4.virnxx14.adsl-dhcp.tele.dk) was last seen quitting #openttd 11 hours 52 minutes ago (10.11. 00:59) stating "Quit: Leaving" after spending 9 hours 53 minutes there.
12:52:39  <Darkvater> !kick bjarni
12:53:21  <Darkvater> how do I add a message to the nickserv pager/
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12:56:46  <roboboy> gnight
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13:15:35  <peter1138> hmm
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13:17:07  <PandaMojo> I'm out of snacks :-/
13:18:14  <Eddi|zuHause> hm... snacks, that's an idea ;)
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13:21:24  <Eddi|zuHause> i absolutely do not understand my system...
13:21:28  <Eddi|zuHause> procs -----------memory---------- ---swap-- -----io---- -system-- ----cpu----
13:21:29  <Eddi|zuHause>  r  b   swpd   free   buff  cache   si   so    bi    bo   in   cs us sy id wa
13:21:29  <Eddi|zuHause>  0  0  58100   6060  37364 132424    1    4   400   122  927 1725 11  3 71 14
13:21:38  <Eddi|zuHause> what of this justifies a load average of 3.5
13:22:35  <Tron_> load is roughly the number of processes which want to run at the same time
13:24:03  <Eddi|zuHause> yeah, i have plotted the load over some time, and it starts out pretty constant at 0.5, but suddenly, without any apparent reason, it jumped to 3.5
13:24:31  <Eddi|zuHause> CPU is constant at 10%
13:27:07  <Eddi|zuHause> but the vmstat output there indicates that no processes are waiting
13:27:12  <Eddi|zuHause> (first number)
13:30:04  <Eddi|zuHause> the load has lowered now again (without doing anything)
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13:30:14  <Eddi|zuHause> the vmstat output did not really change
13:31:28  <Eddi|zuHause> at that rate, i am never going to figure out where my performance problems come from...
13:38:18  <Zevensoft> this filter is getting nicer
13:38:21  <Zevensoft> http://img141.imageshack.us/img141/2117/ottdhqfilterpp0.png
13:39:20  <Eddi|zuHause> the bottom end of the letters look strange
13:39:43  <Zevensoft> yeah does a little
13:40:00  <Zevensoft> needs tweaking of course
13:40:08  <Zevensoft> since this filter uses a colour table
13:41:42  <Eddi|zuHause> err... is it normal that the bridge ramp on the left is offset by 1 pixel?
13:42:30  <Zevensoft> thats got nothing to do with the filter
13:42:39  <Zevensoft> I think its a grf issue
13:42:55  <Eddi|zuHause> yes, but it is easier to spot on higher zoom levels ;)
13:43:00  <Zevensoft> heh
13:43:04  <Zevensoft> btw that is SDL mode :D
13:43:55  <Eddi|zuHause> you got diff for me? ;=
13:43:58  <Eddi|zuHause> ;)
13:44:34  <Zevensoft> when I get this HQ filter done :)
13:45:46  <Zevensoft> hrm yeah it seems the bridgeupramp for monorail is offset
13:46:18  <peter1138> argh
13:46:39  <peter1138> bilinear filter :D
13:46:48  <peter1138> at least it's all consistently blurry
13:46:51  <peter1138> oh, but 8bpp... hmmm...
13:46:55  <Zevensoft> yeah
13:47:07  <Eddi|zuHause> what does HQ stand for?
13:47:12  <Zevensoft> high quality
13:48:19  <Eddi|zuHause> btw. two right and one up is an angle of ~26.5°
13:48:32  <Zevensoft> heh
13:48:57  <peter1138> depends on the shape of your pixels
13:49:02  <Eddi|zuHause> 30° is a little steeper, it would be 2 along the line, while going 1 up, making a little less right
13:49:10  <Zevensoft> I call it s[i-1+p]==s[i+1]
13:49:10  <Eddi|zuHause> assuming square pixels ;)
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13:49:29  <Zevensoft> 30 degrees has .866 across and .5 up ratio
13:49:36  <Eddi|zuHause> yeah
13:49:45  <Zevensoft> but 2 px across 1 up is a nice approximation
13:49:49  <Eddi|zuHause> cos(30°) and sin(30°)
13:50:02  <Zevensoft> also the hardest part of the HQ filter, is detecting those 2 across 1 up lines
13:52:01  <Zevensoft> OMFG
13:52:12  <Zevensoft> if the title screen is a good guide
13:52:15  <Zevensoft> :O
13:52:23  <Zevensoft> this is nuts
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13:58:02  <Zevensoft> http://img100.imageshack.us/img100/5060/ottdhqfilter2ex8.png
14:00:12  <Eddi|zuHause> the foundations look a little odd
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14:01:29  <Zevensoft> yeah
14:01:40  <Zevensoft> thats just tweaking the contrast thresholds though
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14:31:10  <Ailure> I don't like thoose filters :(
14:31:42  <Zevensoft> what type would you like?
14:31:54  <Zevensoft> a straight bilinear?
14:32:53  <DaBunz> earlier i played around with some of these Console Emuators
14:33:12  <Zevensoft> the ones that use 32bpp filters?
14:33:20  <DaBunz> and there were some kinds of those picture filters
14:33:24  <DaBunz> ka
14:33:49  <Ailure> yeah I know
14:33:53  <Ailure> I come form the emulation scene
14:33:53  <Ailure> D:
14:33:59  <Ailure> I find thoose filters generally overated
14:34:02  <DaBunz> and these filter were not so good in my opinion
14:34:04  <Ailure> and go for pixelated mess rather
14:34:04  <DaBunz> yes
14:34:15  <Zevensoft> heh
14:34:58  <Ailure> things tend to look strange at it's edges
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14:34:59  <DaBunz> Zeven, i startet playing this game when it came out or shortly after...
14:35:15  <DaBunz> and i must confess... i like still like the look
14:35:24  <Ailure> and I don't think alot of people do use doubled :p
14:35:34  <DaBunz> and these lots of nice little Pixels
14:35:38  <Ailure> on my resolution
14:35:43  <Ailure> CTRL+D is exactly the same
14:35:47  <Ailure> as orginal transport tycoon
14:35:48  <Ailure> heh
14:35:51  <Zevensoft> heh
14:35:58  <Zevensoft> well the filter is choosable
14:36:01  <Zevensoft> theres also a tv filter
14:36:09  <Zevensoft> which is the best looking imho, but a bit dark
14:36:18  <Ailure> it brings back memories back in the day
14:36:27  <Ailure> when screen easily got cluttered
14:36:40  <Ailure> I tend to forgot how it is like to have a low resoultion on the game
14:37:13  <Eddi|zuHause> i would definitely use doubled often
14:37:20  <Eddi|zuHause> i did on windows
14:37:28  <Eddi|zuHause> and i really miss it...
14:37:59  <DaBunz> ääähm... is actually play official 0.4.8
14:38:12  <Eddi|zuHause> although i would be fine with the pixelated standard filter
14:38:19  <DaBunz> which version has these Filters implemented
14:38:48  <Eddi|zuHause> they are not included yet, it is Zevensoft's development version
14:39:20  <Ailure> playing at default resolution
14:39:25  <DaBunz> i know... but is there a nightly, zeven?
14:39:30  <Ailure> reminds me why I thought 256x256 maps were enough xD
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14:43:17  <Eddi|zuHause> original TT was 640x480, which means on doubled you'd have a resolution of 1280x960
14:43:42  <Eddi|zuHause> most screens i know run 1280x1024 though
14:44:02  <PandaMojo> I use 2 such screens :D
14:44:02  <DaBunz> i play ottd @ 1024 windowed
14:44:15  <DaBunz> on both?
14:44:18  <PandaMojo> Yes.
14:44:23  <DaBunz> omg
14:44:34  <PandaMojo> I even recompiled the source so I could expand it to full width
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14:46:21  <DaBunz> guys, gotta go... have a N.I.C.E day ^^
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15:36:16  <Darkvater> !seen bjarni
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16:38:31  <Darkvater> hmm....great just great
16:38:57  <Darkvater> I finally fix up so a server can go bankrupt as well...but now it cannot execute any commands :O
16:38:59  <hylje> greeeaaaaat!
16:39:08  <hylje> :D
16:39:25  <Darkvater> not so...it cannot pause/unpause game
16:40:43  <Darkvater> I need some food first to think this over
16:40:57  <Darkvater> too bad I cannot just let the server pose as _network_dedicated
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16:47:33  <peter1138> hmm?
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17:10:55  <Darkvater> hmm
17:10:59  <peter1138> mr 'vater
17:11:06  <Darkvater> yamm
17:11:53  <peter1138> boo, logged out
17:13:31  <Darkvater> weee
17:13:53  <Darkvater> ideas people how to handle the server?
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17:16:22  <Darkvater> nobody eh...
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17:17:04  <peter1138> by its handles
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17:17:27  <Darkvater> I was thinking of usable ideas
17:19:29  <Darkvater> the problem is if that the server goes bankrupt, ti becomes a spectator and cannot execute any commands. Now I can of course hack command.c to not only make a special case for _network_dedicated but also for _network_server... but I think that would be a bit ugly
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17:52:05  <Darkvater> ok, let's hope I didn't screw up
17:52:16  <peter1138> commit anyway!
17:52:24  <hylje> if it compiles, ship it
17:52:41  <peter1138> !seen bjarni
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17:52:47  <Darkvater> there's only one ulgy part :s
17:53:15  <CIA-1> Darkvater * r7125 /trunk/ (command.c economy.c players.c):
17:53:15  <CIA-1> -Fix: Several errors/glitches related to multiplayer and bankrupcy, mainly such a
17:53:15  <CIA-1>  thing happening to a server, and non updated company-information. Also fixes FS#393.
17:53:15  * Darkvater kicks CIA-1
17:53:16  <CIA-1> ow
17:55:11  <Darkvater> !seen bjarni
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17:55:23  <peter1138> still not here since 3 minutes ago :P
17:55:45  <Darkvater> you can always try ;p
17:55:49  <peter1138> *sigh*
17:55:55  <peter1138> stupid windows won't accept incoming connections
17:56:13  <peter1138> so i can't run cygwin/x any more...
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17:59:12  <Darkvater> !seen bjarni
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17:59:17  <Darkvater> dammit, still not here
17:59:20  <peter1138> still not here
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18:04:24  <Darkvater> OMG
18:04:25  <Darkvater> Bjarni: !!!!
18:04:37  <Bjarni> Darkvater: the revision log for 7124 is not entirely correct. It's how PowerPC works, not OSX
18:04:57  <Bjarni> it should be the same for PPC linux and MorphOS
18:05:00  <Darkvater> Bjarni: r2817, players.c
18:05:20  <Darkvater> Bjarni: http://svn.openttd.org/cgi-bin/trac.cgi/changeset/2817#file5 << lines 830,831
18:05:34  <Darkvater> Bjarni: do you remember by any chance why you have added that?
18:06:11  <PandaMojo> Bjarni: Technically it could be any big-endian system/compiler combination where sizeof(bool) > sizeof(char)
18:06:14  <Darkvater> Bjarni: cause I had a hard and long look at that and in the current state, that code is unreachable; in fact it has been unreachable right in r2817
18:06:39  <PandaMojo> (sorry - system/compiler/*configuration* combination)
18:06:51  <PandaMojo> (after all, it was a configuration change that originally "broke" that code)
18:07:05  <Bjarni> PandaMojo: yeah, and here the issue is that sizeof(bool) is 4 on 32 bit PowerPC
18:07:11  <peter1138> summoned, heh
18:08:03  <PandaMojo> Well, now it is
18:08:15  <PandaMojo> since between R4950-5000 in OTTD's config
18:08:32  <Darkvater> Bjarni: ^ r2817
18:08:52  <Bjarni> Darkvater: I think I can recall when I coded this, but what do you think would be an issue with this code?
18:08:54  <PandaMojo> But pre 4950 that couldn't have been the case as the relevant code was untouched and functioned "correctly" :-)
18:09:29  <Darkvater> Bjarni: that that codeis unreachable?
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18:09:38  <Darkvater> Bjarni: eg it can never be executed
18:09:49  <Neonox> funny: http://www.microsoft.com/technet/sysinternals/Miscellaneous/BlueScreen.mspx
18:10:28  <Bjarni> Darkvater: are you sure that it's unreachable? When I coded it, I tested it and modified it and I could tell the effect in the game
18:10:37  <Bjarni> maybe we are not talking about the same line(s)
18:10:54  <Darkvater> http://svn.openttd.org/cgi-bin/trac.cgi/changeset/2817#file5 line 830/831
18:10:59  <Darkvater>  	830	      } else if (p->index == _local_player) {
18:11:00  <peter1138> Neonox: you don't need a screensaver for that :)
18:11:00  <Darkvater>  	831	        DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_REPLACE_VEHICLE);
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18:11:16  <Bjarni> ahh that
18:11:23  <Darkvater> Bjarni: it is unreachable because it only happens when a new company is created. in that case _local_player is 0xff
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18:11:47  <Neonox> Neonox: sure. last time i saw a bsod is long time ago......
18:13:12  <Darkvater> and if it's not 0xff then it is an already existing company whose index cannot equal that of a new company just created
18:13:22  <Wolf01> hi
18:15:17  <Darkvater> Bjarni: can you look into this for me?
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18:15:26  <Bjarni> I'm wondering about this one
18:15:39  <Bjarni> you say that _local_player is always 0xFF in this case?
18:15:54  <Darkvater> no, it's either 0xFF or the index of an existing company
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18:18:14  <Bjarni> well, the idea is that if a player joins a game and he gets a new company, he should run that command to set his preferred settings to his company
18:18:30  <Bjarni> if it fails, then it will use the server's settings
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18:18:56  <Darkvater> I think the idea was bad then
18:19:08  <Darkvater> or at least the execution of that idea
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18:24:37  <Darkvater> hmm, but why even execute that line? If you don't execute anything, you will keep using your own autorenew settings
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18:29:02  <lws1984> Bjarni?
18:30:40  <Darkvater> ah I see the thingie
18:30:56  <Darkvater> it sets the _patches value for the player (of all other clients)
18:33:54  <hylje> :o
18:34:23  <CIA-1> Darkvater * r7126 /trunk/players.c: -Synchronize the engine-renew settings of a player when joining a multiplayer game.
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18:35:21  * Smoovious tips his black hat™.
18:36:47  <Smoovious> does anyone know of a switch I can use for the *.win32.exe installer to have it save a log of the install process it went through, or, if it already does, where does it save it to?
18:37:33  <Darkvater> the installer has an uninstall.exe
18:40:49  <Smoovious> yes, I know... and that doesn't help me see what I need to see
18:41:11  <Smoovious> 4 files that failed at the end of the installation, and doesn't stay long enough for me to catch what files they were
18:41:32  <Darkvater> aah
18:41:38  <peter1138> where's my joystick?
18:41:46  <Smoovious> ya
18:42:03  <Smoovious> peter1138... look down
18:42:11  <lws1984> *snicker*
18:42:19  <Smoovious> sorry, couldn't resist
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18:47:27  <peter1138> oh well
18:47:31  <peter1138> back to flying with the mouse...
18:48:14  <lws1984> !seen Bjarni
18:48:15  <_42_> lws1984, please look a bit closer at the memberlist of this channel.
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18:52:42  <_Rince> Hi all
18:54:10  <_Rince> I have a question about Tortoise SVN
18:54:29  <_Rince> I'm modifying a file, say station.c
18:54:52  <_Rince> Then later I make an update via the repository, what happens to my modifications?
18:55:04  <Darkvater> they get merged
18:55:23  <Darkvater> or conflict if the repository has changed something there and SVN cannot figure out how to combine the two
18:55:23  <_Rince> So updates others did and updates i did will be combined if possible?
18:55:31  <PandaMojo> _Rince: Right.
18:55:36  <_Rince> Ah, cool
18:55:39  <_Rince> thanks
18:55:52  <PandaMojo> And if there's a conflict, at least with my SVN client, it'll spit out both options into the source file so you can edit it to the one you want.
18:59:07  <Smoovious> the failed files are trg1.grf, trgc.grf, trgh.grf, and 2 others... anything I need to worry about?
18:59:18  <Smoovious> (during install)
18:59:27  <Darkvater> no
18:59:35  <Smoovious> ok good 'nuff...
18:59:37  <Darkvater> it probably copied trg1r.grf, etc.
18:59:45  <Darkvater> lemme check
18:59:57  <Smoovious> yeah, it looked like others did copy... probably those were for DOS version?
19:00:08  <Darkvater> yes, it always copies over all files DOS/Windows
19:00:14  <Darkvater> one of those usually fails
19:00:20  <Smoovious> ok, then that would explain it then
19:00:42  <Smoovious> ludde told me about OTTD a while ago... finally getting around to giving it a try...
19:01:01  <Smoovious> gonna be wiered playing it in windows :)
19:01:06  <Smoovious> wierd
19:01:14  <PandaMojo> *weird
19:01:34  <Smoovious> ...
19:01:39  <Smoovious> gonna be odd playing it in windows :D
19:01:46  <PandaMojo> That works :D
19:02:17  <PandaMojo> (I used to have a domain with weird in it, and I've been nitpicking that word's spelling ever since :P)
19:02:39  <Smoovious> I looked over a bunch of old entries on the sourceforge tracker... do computer players appear in multiplayer games yet?
19:02:54  <Smoovious> I usually nitpick too... but I've been up a long time
19:03:39  <Smoovious> bit weird violates the I-E-C rule. :P
19:03:43  <Smoovious> bit=but
19:04:20  <PandaMojo> Yeah, it's one of those exceptions.  But it was in the rhyme I always used to cite too.
19:04:42  <CIA-1> Darkvater * r7127 /trunk/rail_cmd.c:
19:04:42  <CIA-1> -Codechange [FS#149]: Improve the usability of the signal-dragger, do not bail out
19:04:42  <CIA-1>  at (certain) errors, just silently ignore them.
19:04:56  <PandaMojo> "I before E, except after C or when sounded like 'aye' as in neighbor and weigh... ______ and ______, do as they please, and weird is just weird."
19:05:03  <PandaMojo> (forget the blanks >_<)
19:06:16  <Darkvater> ok /me goes looking into the z_windows
19:06:24  <Smoovious> I never stayed in english classes long enough... by high school, if they didn't say it on the orientation day, or finals day, I wasn't there
19:07:00  <hylje> if i send all trains to depots in a list
19:07:06  <hylje> are all trains sent or just the ones listed
19:07:19  <Darkvater> JUST LISTE
19:07:20  <Darkvater> d
19:07:50  <hylje> k good
19:08:02  <hylje> i recall the MiniIN patch sending all anyway
19:08:56  <PandaMojo> As for AI in multiplayer, there's certainly options for it in game so I assume it's available."
19:09:19  <Smoovious> ok...
19:09:30  <Smoovious> well, the messages were dated last year. :)
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19:09:39  <PandaMojo> I tend to play solo from trunk without any AI competitors at all, so I wouldn't really know :P
19:09:58  <Smoovious> ahhh... it is so nice to be able to see the game in 1280x1024...
19:10:18  <_Ben> Darkvater
19:10:24  <_Ben> you ask for a bridge?
19:10:30  <_Ben> in the 32bpp forum...
19:10:59  <PandaMojo> Smoovious: It's even nicer spread out over 2 such monitors :P
19:11:45  <PandaMojo> (although you have to edit/patch the source code to get it beyond 1.5 screens wide at that resolution)
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19:13:25  <Smoovious> what is NPF? (requires NPF)
19:13:37  <Ailure> New path finding
19:13:39  <Smoovious> and I hate you, PandaMojo...
19:13:44  <Smoovious> :P
19:13:49  <PandaMojo> New Path Finder.
19:13:57  <Smoovious> is that something extra I have to install?
19:13:59  <PandaMojo> It's actually been superceeded by YAPF (Yet Another Pathfinder)
19:14:07  <PandaMojo> Nah, comes built in.
19:14:10  <Ailure> yeah but YAPF have some oddities
19:14:10  <Smoovious> good 'nuff
19:14:30  <PandaMojo> It just means that if you don't have YAPF or NPF enabled, you can't disabled 90deg turns.
19:14:30  <Ailure> on the other hand NPF is a processor hog
19:14:53  <peter1138> bah, bloody slow pc :(
19:14:58  <PandaMojo> (I mean you can select the option to disable it, but it won't do anything)
19:15:39  * PandaMojo waits for PBS to be reintroduced :P
19:16:39  <KUDr> [20:14:10] <Ailure> yeah but YAPF have some oddities << for example?
19:17:08  * Smoovious nods.
19:18:02  <Smoovious> is there still a bug/problem with 90-degree turning?
19:18:17  <PandaMojo> Hmm?
19:18:38  * PandaMojo was unaware that there was a bug/problem
19:18:55  <Smoovious> there was an item on the bugtracker about some computer-built trains not being able to navigate 90-degree turns
19:19:03  <PandaMojo> Oh, that's been patched AFAIK
19:19:09  <Smoovious> ok coolies
19:19:38  <PandaMojo> Basically, the AI builds 90 degree turns because it's stupid, so they (IIRC) gave it the ability to use them even if you've disabled it for yourself.
19:19:41  <Ailure> I had seen trains getting lost in YAPF networks
19:19:46  <Ailure> though that's kinda uncommon
19:19:58  <PandaMojo> I see them get lost in NPF ones too :P
19:20:12  <PandaMojo> (well, did - I use YAPF mainly now)
19:20:20  <KUDr> Ailure: only if your network is broken - same with NPF or NTP
19:20:23  * lws1984 bbl
19:20:27  <PandaMojo> Right.
19:20:31  <KUDr> it is called "user error"
19:20:52  <PandaMojo> Usually they get themselves found easily enough after I fix my network.
19:20:55  <Ailure> That network was competly fine
19:20:57  <Ailure> .p
19:21:14  <Ailure> besides it worked fine with the older pathfinding
19:21:15  <PandaMojo> Ailure: You probably had a massive delay somewhere then.
19:21:18  <Ailure> I forgot what error it was
19:21:21  <KUDr> Ailure: mystery unles you report bug with savegame
19:21:29  <Ailure> it might been a oddball bug
19:21:32  <Ailure> that was fixed in a later version
19:22:00  <KUDr> if you give me such bug i give you a beer
19:22:14  <Ailure> lol well
19:22:17  <Ailure> it's been awhile since I saw it
19:22:21  * PandaMojo hunts through KUDr's code ;-p
19:22:22  <Ailure> it might been in a much older beta
19:22:25  <Ailure> or rather
19:22:28  <Ailure> much older nightly
19:22:32  <Ailure> where YAPF existed
19:22:49  <KUDr> yes, it can be - yapf is youngest pf we have
19:23:10  <Ailure> yeah i'm well aware of that
19:23:22  <KUDr> but if you will find any bug, please report it
19:23:25  <Ailure> made becuse the other pathfinders was too processor intensive
19:23:32  <KUDr> flyspray or forums
19:23:34  <Smoovious> okee, welp... tinker a little bit to get usedto the differences... be ready for a network game in an hour or two
19:23:45  <Ailure> Well eh it's really just some oddball case
19:23:51  <Ailure> that I really can't remember well
19:24:06  <Ailure> I probably should upgradet to the latest nightly and play around with YAPF again
19:24:17  <CIA-1> Darkvater * r7128 /trunk/ (24 files): -Codechange: Replace magic numbers by magic enums (windowdesc positioning WDP_AUTO = -1)
19:24:29  <PandaMojo> It gets the panda thumbs up of approval from me.
19:24:40  <Sacro> heh, is that a pretty badge?
19:25:05  <PandaMojo> Hmm.  Maybe it should be?
19:25:07  <PandaMojo> :D
19:26:30  <peter1138> boo, flightgear crashed
19:28:16  <Ailure> hmm
19:28:27  <Ailure> now i'm not agreeing the swedish translation of terragenesis lol
19:28:56  <Ailure> It's not wrong, but it uses some awkard word
19:28:59  <Ailure> eh I guess it could work anyway
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20:25:06  <Eddi|zuHause> most translators decided that "Terragenesis" was a name, and not to be translated
20:26:12  <Belugas> Much like why nobody translated OpenTTD, i guess :)
20:26:34  <hylje> except for the norwegians, no?
20:26:54  <Eddi|zuHause> yay for consistency ;)
20:27:12  <Eddi|zuHause> apparently, the swedish translated it ;)
20:28:36  <Belugas> no kidding????
20:28:53  <peter1138> huh?
20:29:17  <Eddi|zuHause> well, if i interpret Ailure's statements right...
20:29:50  <hylje> http://bin.4chan.org/an/src/1163187495187.jpg
20:29:51  <hylje> <Beluga> y helo thar
20:30:25  <Ailure> no not the name Terragenesis
20:30:57  <Ailure> someone translated "Smoothness" in the map generator window
20:31:13  <Ailure> to something that sounds a bit awkard :P
20:32:19  <Ailure> It's not incorrect though, just sounds awkard
20:32:20  <Ailure> for me
20:33:14  <Eddi|zuHause> yeah, it does not sound too well in german, either.
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20:33:56  <Belugas> hylje: thanks :D What a lovely creature !
20:34:04  <Belugas> i wish i cold dive with them one day
20:34:45  <Eddi|zuHause> but i think it was called roughness before it was merged, which was even worse to translate
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20:34:56  <hylje> thought so
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20:50:14  <UnderBuilder> I got a mediocre idea: what if the prices of stations, houses and road demolishesdemolishings and
20:50:18  <UnderBuilder> ops
20:50:24  <UnderBuilder> I pressed enter accidentally
20:51:10  <hylje> wut
20:51:54  <Smoovious> that makes no sense
20:52:15  <UnderBuilder> sorry I pressed enter accidentally while I was typing
20:52:31  <Smoovious> doesn't mean you aren't allowed to finish what you were typing, tho
20:53:07  <Noldo> retry
20:54:06  <UnderBuilder> the prices of stations, houses and  road demolishings, and of all the things that need LA increases should increase when you have low rating in the LA, for then removing the 'LA refuses to make this' message
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20:58:54  <Speaker> hi all
20:59:37  <Speaker> the game running in the background when the game is started, does it exist as a save game?
20:59:59  <Ailure> well heh
21:00:10  <Ailure> bribe was implented to overcome that issue back in the ttdpatch days :p
21:00:20  <glx> data/opntitle.dat
21:00:36  <glx> Speaker: ^^
21:00:44  <Speaker> thanks :)
21:01:07  <Ailure> heh it's really boring
21:01:12  <Ailure> the titlescreen game I mean
21:01:23  <Speaker> i'm sure it is
21:01:26  <Ailure> it have large areas with no trees too
21:01:32  <Ailure> randomly over the map
21:01:43  <Speaker> but i've always wanted to see it ^^
21:02:22  <Born_Acorn> It wasn't a real game, just something to make for the Title screen. ;p
21:02:46  <Ailure> I remember opening the one for orginal TTD too
21:02:51  <Ailure> never done that for orginal TT though
21:02:56  <Ailure> which have the best one IMO
21:02:57  <Born_Acorn> You can make your own Title Screen, with Born_Acorn's titlescreen making machine! For the low low price of 9.95!
21:03:07  <Speaker> that's my next step :P
21:03:10  <Speaker> original tt
21:03:11  <Ailure> hehe eh I have a pretty good idea how to do a own one
21:03:18  <Ailure> just make a savegame
21:03:30  <Born_Acorn> Center it on the location you want before saving
21:03:31  <Ailure> where you're looking at something intresting
21:03:34  <Ailure> and rename the savegame
21:03:35  <Ailure> yeah
21:03:44  <Born_Acorn> rename rename to the d of the a of the t!
21:03:49  <Ailure> when you load the titlescreen savegam
21:04:08  <Ailure> you start at the same location :P
21:04:35  <Ailure> which looks funny if you load that savegame from the titlescreen
21:06:06  <Ailure> Chris Sawyer did almost do the same for the RCT games
21:06:27  <Ailure> but instead it automatically changes location as it shows a real scenario instead of a mockup
21:07:34  <Ailure> I love how the titlescreen savegame
21:07:44  <Ailure> always starts with the "ding ding ding ding" sound from the railway crossing
21:08:20  <peter1138> HONK HONK
21:09:30  <Ailure> makes me wonder why TTD allows maglev and monorail to cross roads
21:09:36  <Ailure> (the orginal TT didn't)
21:09:56  <Ailure> the maglev tracks looks quite bumpy to ride over
21:10:38  <PandaMojo> I just wish the town AIs stopped building roads all over my tracks.
21:11:01  <_Ben> doesnt the townsbuildnoroads patch do that?
21:11:18  <_Ben> Is Darkvater around?
21:11:28  <PandaMojo> It might, I havn't played around with patches that much.
21:12:05  <_Ben> Ailure: shorely bumps dont matter as it levertates
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21:12:51  <Ailure> eh well
21:13:05  <Ailure> I still have a hard time imaging it
21:13:12  <Ailure> looking it at the road crossings in the game even
21:13:36  <Ailure> haha though I remember now how wierd the monorail bridges looked in orginal TT
21:14:07  <Ailure> and the tubular bridges now
21:14:14  <Ailure> were cantilever bridges in the mars set
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21:15:07  <_Ben> that reminds me, Do the small sprites that are used for the catilever legs sit ontop or beneth the sprites used on the near side of the main body?
21:16:43  <UnderBuilder> I think that this suggestion has been already mentioned but what about dragable remove station?
21:17:54  <Ailure> Well, I wonder myself why it hadn't been implented. ;P
21:17:58  <Ailure> it would be useful
21:18:19  <Speaker> can't you already do that?
21:18:50  <Ailure> no, the remove station thing
21:18:54  <Ailure> only removes one tile at a time
21:19:04  <Ailure> you can't drag it like the dynamite
21:19:18  <Speaker> ah, my bad
21:20:00  <Ailure> I done alot of mistakes with the dynamite
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21:20:13  <Ailure> since it only destroys one road vehicle station at once
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21:20:24  <Ailure> but destroys any railroad station related tiles
21:20:42  <Ailure> which can be really annoying if it's a large and extensive railroad station
21:21:04  <PandaMojo> Ailure: What's worse is when it straddles a railway :P
21:23:09  <Ailure> hehe
21:23:14  <Ailure> well at least I have a train or two
21:23:23  <Ailure> that saves myself from doing that atrocity
21:23:26  <Ailure> usuually at least
21:23:56  <Ailure> hehe
21:24:06  <Ailure> i'm not sure what my favore period with the GRF's I have would be
21:24:15  <Speaker> is there any way to convert original tt save games to openttd?
21:24:19  <Ailure> I like alot of the steam engines, but I find maglev and some of the modern aircrafts
21:24:32  <Ailure> Speaker: I do have seen a TT to TTDX one somewhere.
21:24:37  <Ailure> but I have no idea where to find it
21:24:46  <Ailure> it does exist though
21:25:00  <Speaker> i came upon a couple of really old save games of mine
21:25:06  <Ailure> I have a few old ones too
21:25:17  <Speaker> want to check them out without dosbox
21:25:17  <Ailure> but the networks layouts on thoose are probably pretty awful
21:25:22  <Ailure> though I hit max vehicle limit in it too
21:25:30  <Ailure> so it would be intresting to see anyway
21:25:44  <Ailure> in openTTD, if I ever hit the vehicle limit, I just increase the amount XD
21:25:52  <Eddi|zuHause> oh, i have some great TTO tracklayouts
21:25:54  <PandaMojo> <3 patch settings eh?  :-p
21:26:06  <Eddi|zuHause> one where i only used DMU trains
21:26:13  <Speaker> now if only I could find those even older save games :(
21:26:16  <Eddi|zuHause> on a double-track-system
21:26:24  <Eddi|zuHause> with one track for each direction
21:26:24  <Ailure> ah
21:26:27  <Ailure> well
21:26:35  <Ailure> TTO layouts tend to be bit more
21:26:37  <Eddi|zuHause> without one-way-signals ;)
21:26:43  <Ailure> limited as there's no such thing as one-way signal
21:26:44  <Ailure> yeah
21:26:53  <Eddi|zuHause> it worked great
21:27:01  <Eddi|zuHause> but you have to turn breakdowns off
21:27:11  <Eddi|zuHause> because you can't sensibly place depots
21:27:12  <PandaMojo> I presume you had to use waypoints as well?
21:27:27  <Ailure> There's no such thing as waypoints in orginal TT as well
21:27:29  <Ailure> :P
21:27:31  <PandaMojo> :3
21:27:58  <Eddi|zuHause> well, if you place the terminal station properly, they automatically choose the right track on exit
21:28:12  <PandaMojo> Gotchya.
21:28:23  <Ailure> I honestly didn't start using waypoints until UKRS forced me to so trains with diffrent speeds can take diffrent lines
21:28:25  <Eddi|zuHause> where "right" is meant literally ;)
21:28:32  <Ailure> hehe
21:28:48  <Ailure> things like
21:28:53  <Ailure> well from what I remember
21:29:01  <Ailure> ro-ro stations aren't as useful in TTO
21:29:19  <Ailure> since the trains have no idea which direction is which
21:29:25  <Ailure> althogh hmm
21:29:25  <Ailure> haha
21:29:28  <Ailure> I actually realized a way
21:29:39  <Ailure> to emulate the one way behavior with stations
21:29:51  <Eddi|zuHause> why? just have them not turn around in the station
21:29:52  <Ailure> but the trains would stop at the stations so... blah
21:29:57  <Ailure> ah
21:29:58  <Ailure> yeah
21:29:59  <Ailure> I forgot that
21:30:06  <Ailure> that's a difficulty setting
21:30:11  <Ailure> hmm yeah
21:30:16  <Ailure> one way is possible
21:30:21  <Ailure> but it can screw up way too easily
21:30:37  <Ailure> if a train decides to go the other direction
21:30:49  <Ailure> still, it would be neat to see
21:30:55  <Ailure> I might try doing that
21:31:01  <Ailure> two ro-ro stations
21:31:11  <Ailure> with no one-way or pre signals
21:31:14  <Eddi|zuHause> i always turned that off, because they would always turn around if faced a red signal, even though that was the shortest (or even only) way
21:31:55  <Ailure> I wonder how Chris sawyer intended people on playing the game
21:32:06  <Ailure> I suspect alot of people built it like real train lines
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21:32:15  <Ailure> with the train passing severeal cities
21:32:22  <Ailure> instead of A to B like most do now from what I see
21:32:35  <Ailure> since passengers are stupid
21:32:39  <Ailure> they don't care where they go
21:32:42  <Ailure> as long it's somewhere
21:32:48  <Eddi|zuHause> i always build complex systems
21:33:10  <Speaker> i found the tto->ttdx savegame converter :) now.. will the ttdx savegame work with ottd?
21:33:13  <Ailure>  I'm planning t
21:33:16  <Eddi|zuHause> my passenger trains rarely go only between 2 cities
21:33:21  <Ailure> I'm thinking of making a railroad network
21:33:25  <peter1138> Speaker: should do
21:33:26  <Ailure> that aims at being realistic
21:33:29  <Ailure> than effective
21:33:35  <Eddi|zuHause> ottd should load all valid ttd savegames
21:33:43  <Ailure> I don't like the huge networks with junctions of the size of a metropolis
21:33:48  <peter1138> silly furriners not spelling railway correctly
21:33:52  <Eddi|zuHause> and some ttdpatch savegames, although that is not recommended
21:34:16  <Ailure> some ttdpatch games I have runs fine
21:34:24  <Ailure> but then I never did use any awkard options
21:34:27  <Ailure> I think it was just pre-signals
21:34:28  <Ailure> lol
21:34:47  <Ailure> and the cheat to replace all railway with maglev
21:35:14  <Speaker> hmm, didn't work
21:35:27  <Speaker> inconsistent size
21:35:32  <Ailure> try loading it with TTDX?
21:37:44  <Speaker> that worked fine
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21:38:26  <Ailure> heh
21:38:31  <Ailure> I would try to save it in TTDX
21:38:35  <Ailure> then load it with openTTD
21:38:44  <Ailure> might be something how it converts that openTTD didn't like
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21:42:16  <Speaker> heh, that crashed ottd :)
21:44:42  <Speaker> enough experimenting..
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22:09:16  <CaptObvious> if you dump goods at a station that doesn't take goods and then the town grows big enough to take goods, why do all of the goods at the station still just sit there instead of insta-selling?
22:10:19  <Smoovious> because they weren't dumped to be sold... they were dumped to be picked up later
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22:11:13  <CaptObvious> can you not tell it to sell them there?
22:11:14  <roboboy> gmorning
22:11:20  <Smoovious> the station doesn't care who put them there... that's why you can still have a coal mine and a power station served by the same stop, and not have all of the coal suddenly dissapear as it is ready to be picked up, without anyone making money off of it
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22:11:52  <Smoovious> so if, at the time you dropped it off, there were no industries buying them, they don't get bought
22:12:00  <Smoovious> they just get put into the stockpile to be picked up
22:12:38  <CaptObvious> so how do you get them to sell anyway?
22:12:51  <CaptObvious> do I have to set up a piglet for 1500 crates of goods?
22:12:51  <Smoovious> pick em up and drop em back off
22:13:08  <CaptObvious> meh, I'll just let them expire
22:13:16  * Smoovious shakes his head.
22:13:52  <CaptObvious> what?  :P
22:14:05  <CaptObvious> my trains bring in 575 crates at a time so it's not a huge problem
22:14:15  <Smoovious> attach a segment of station which leads into a depot, with no other place to go... set the schedule to 2 stops, both the same station... you'll get em sold in no time
22:14:41  <CaptObvious> that'd cost more than the goods are worth for the station, the depot and the train
22:14:54  <Smoovious> or just set a train going there, to pick up again there too, skip schedule to go right back a couple times, and they should be gone
22:15:04  * Smoovious nods.
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22:24:59  <Darkvater> _Ben: yes
22:25:28  <Darkvater> peter1138: ping
22:26:06  <_Ben> I have a bridge, although it doesnt work perfectly, but as the railway hasnt been dont trains hover over it.  Also very high bridges have lame legs.  Would that be enough for you to use? Or do you need better?
22:26:34  <Darkvater> you mean 32bpp?
22:26:39  <_Ben> yes, sorry
22:27:11  <Darkvater> that english sentence needs some serious refactoring to be understandable ;)
22:27:27  <_Ben> I'll try again...!
22:27:29  <Darkvater> do you have a picture? :)
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22:28:47  <_Ben> I have a bridge rendered...although it doesnt work perfecly.  The railway at the base hasnt been moddeled yet, so the trains hover on nother while crossing the bridge.  High bridges have lame legs as I havnt quite figured out how all the bridge bits fit together
22:28:52  <_Ben> I'll get an image
22:30:02  <Darkvater> no, that is entirely no problem at the moment. We just need something semi-transparent to work with, and bridges are the best bet
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22:34:09  <_Ben> Darkvater: http://i57.photobucket.com/albums/g226/ben_robbins_/bridgeasdfa.png
22:34:38  <Darkvater> that is looking really, really nice :D
22:34:52  <Darkvater> only...it doesn't have semi-transparent parts (glass)
22:34:53  <Darkvater> hehe
22:36:03  <Bjarni> Darkvater: btw did you see this picture of Owen?
22:36:03  <Bjarni> http://photos-055.ak.facebook.com/ip002/v45/121/16/37101058/n37101058_30706055_6946.jpg
22:36:44  <Darkvater> haha, he must've been totally wankered
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22:37:25  <Bjarni> I think the picture is great
22:37:45  <Bjarni> his face expression, his "hat" and the girl turns her back towards him
22:38:06  <Bjarni> typical freeware developer :P
22:38:43  <Darkvater> _Ben: sorry if I wasn't clear about the thing. You see, we need to test (performance of) alpha-blending and need things with "glass" in them
22:38:56  <Darkvater> but the bridge itself...marvellous :D
22:41:20  <_Ben> Darkvater: thanks, there is no transparent parts, except for the alpha effect bit round the edges, but I asumed you wanted bridges additonal to a glass building
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22:56:03  <Darkvater> _Ben: I wanted glass bridges :P
22:57:32  <Darkvater> _Ben: http://www.openttd.org/screens.php?image=images/screens/0.4.8/maglev_mayhem << like these
22:58:17  <_Ben> there a metal mesh arnt they, rather than glass
22:58:42  <Darkvater> well, they're supposed to be glass but alpha blending in 8bit gets you this result
22:59:25  <_Ben> I quite liked the concept of them being a mesh...oh well, Ill make them glass then
22:59:57  <Darkvater> well semi-transparent mesh is also great ;)
23:00:06  <Darkvater> http://www.openttd.org/screens.php?image=images/screens/0.4.7/arctic_scenery <<
23:00:09  <Bjarni> LOL, just got a mail from a "priest" telling me to buy a certain stock
23:00:20  <_Ben> well glass within a mesh might be cool
23:00:21  <Bjarni> now they bring religion into spammails
23:00:23  <Darkvater> hmm this does look more transparent, so perhaps you're right about the some kind of mesh
23:00:50  <Brianetta> I always thought that those were wire-mesh
23:01:00  <Brianetta> hence, tubular steel, etc
23:01:17  <PandaMojo> I thought they were glass, but thought they looked more like steel.
23:02:39  <Darkvater> I thought the steel were those 'bands' at intervals
23:03:21  <Brianetta> I thought that was *more* steel (:
23:03:25  <_Ben> for the station I asumed it was a steel frame with glass between, but for the bridge I asumed it was a 'wire-mesh'
23:04:33  <Darkvater> well even if it's wire mesh it's semi-transarprent ;0
23:04:35  <Darkvater> ah fuck
23:04:36  <Darkvater> transparent
23:07:32  <_Ben> well in that case the trussing on the bridge could be classed as semi-transparent..?, but i dont think it is
23:09:04  <Darkvater> trussing?
23:09:23  <Darkvater> the steel framework?
23:09:55  <Darkvater> there's very little alpha-blending, only at the edges to make it look smooth, but otherwise it's100% transparent
23:10:28  <Brianetta> The build-a-bridge sound effect amkes all of them *feel* like metal.  Anything that sounds like a dropped teaspoon when it's built, will.
23:11:05  <_Ben> I'd love to sort out the soundeffects and music, its will be so far behind every other aspect of the game before long
23:11:31  <_Ben> so anyway, in conclusion, shall the silver tube bridge be a metal mesh with glass between the gaps?
23:11:44  <Darkvater> sounds good
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23:11:53  <Darkvater> as long as it looks 1. good 2. futuristic :)
23:12:12  <_Ben> well you can be the judge of that later
23:12:16  <Darkvater> :)
23:12:32  <Darkvater> you can be certain at one thing: it can never be worse than what I would make
23:12:55  <Darkvater> I've worked with Lightwave a bit about a decode ago, even made a movie of a moving cellphone, but that was about it
23:13:07  <Smoovious> how about making all of the streets, rails, bridges, and tunnels, different colored Habitrail modules?
23:13:07  <Darkvater> oh, and a rocket taking off ^^
23:14:37  <_Ben> I've had to use quite a few 3d engines, but Ive never seen or heard of much from lightwave, but it seems to have a lot of advanced features, so I don't no why
23:15:53  <Darkvater> LightWave was THE (well almost THE) 3D program back then
23:16:17  <Darkvater> you had LightWave, 3D Studio Max and Maya, and that was about it
23:16:59  <_Ben> Softimage has been around a while, but was expensive for a long time, so less succsesful
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23:34:11  <Gonozal_VIII> does anybody of you know if there is a program that creates a good flowchart out of java code?
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23:45:35  <jez> http://mdn.mainichi-msn.co.jp/photospecials/graph/061109kylie/4.html
23:45:51  <jez> OK, either Kylies ass has gotten about 5000 times bigger, or she has something stuck down there.  wtf is it???
23:46:07  <Born_Acorn> More children for Madonna.
23:46:40  <Born_Acorn> She's her mule.
23:47:27  <jez> what, they're coming out of her ass?
23:47:41  <jez> seriously weird how nowhere is it mentioned what that bulge is
23:47:45  <jez> i mean it's not exactly subtle
23:49:00  <Born_Acorn> No, she straps a child around her waist!
23:49:11  <jez> seriously though
23:49:16  <jez> is it something to do with her cancer??
23:49:29  <Born_Acorn> I didn't think arse cancer was around yet.
23:49:46  <jez> colon cancer..
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23:50:17  <Born_Acorn> I thought she only had Breast Cancer though!
23:50:32  <jez> yeah.,..
23:51:05  <jez> http://www.smh.com.au/ffximage/2006/11/08/kylieminogue_narrowweb__300x492,0.jpg
23:51:13  <jez> i mean, wtf.
23:51:43  <Born_Acorn> Argh! The face looks like them Aliens from "Mars Attacks".
23:52:13  <jez> heh
23:52:20  <jez> yeah but it's not the face my eyes are drawn to
23:52:54  <jez> cant find anywhere on the web that tells me what that is
23:52:57  <jez> meh
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23:54:26  <Born_Acorn> We could make something up, and then when the Lawyers come to sue us, we ask them what it is!
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