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#openttd IRC Logs for 2007-10-04

---Logopened Thu Oct 04 00:00:23 2007
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01:27<Desolator>can anyone recommend me a text editor ofr linux
01:29[~]ThePizzaKing recommends vi
01:29<Mucht>Desolator: using KDE or Gnome or just plain console?
01:30<Desolator>using xfce ('im on xubuntu)
01:30<Mucht>uh - no idea then ;-)
01:30<Desolator>at least something that has features like notepad++
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01:44<Desolator>only if it would appear in the application list >.>
01:44<Eddi|zuHause2>or with a few kde libs you can use Kate
01:46<Desolator>well I'm mostly looking for a source code editor, mostly like Notepad++
01:46<Eddi|zuHause2>well... _I_ have "Vi IMproved" under "Editors"
01:46<Desolator>I didn't..s I yanked it
01:48<Eddi|zuHause2>how about you trying google?
01:48<Desolator>I tried looking on wikipedia
01:49<Eddi|zuHause2>wikipedia is not a search engine...
01:49<Desolator>I tried looking for a suitable editor there
01:50<Eddi|zuHause2>well, there are like two dozen editors out there with significant features...
01:51<Eddi|zuHause2>if you can't find any of them, i can't help you either...
01:51<Desolator>I guess I'll wait 'till notepad++ runs better under wine
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01:52<Eddi|zuHause2>i really feel sorry for him...
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02:01<Rubidium>notepad++ sucks
02:02<Rubidium>it has totally rotten syntax highlighting for some languages
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02:02<Rubidium>and it can't seem to open itself when opening a text file
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02:09<CIA-4>OpenTTD: rubidium * r11199 /trunk/src/ (newgrf_industries.cpp newgrf_spritegroup.h):
02:09<CIA-4>OpenTTD: -Fix: variable 67 and 68 not working correctly.
02:09<CIA-4>OpenTTD: -Refactor: some code so there is less code duplication.
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03:12<gynterk>any ideas how to resize multible png images ?
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03:18<dihedral>gynterk: have a look at irfanview if you are using windows, or The Gimp on win/*nix
03:20<gynterk>found my old irfan batch
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03:29|-|dihedral changed nick to dihedral|work
03:44<Ailure>wtf is up with the manual spamming
03:45<Ailure>the wiki thing
03:45<mcbane>tose vlad guy is crazy
03:46<mcbane>heh ok
03:46<mcbane>but he is crazy
03:46<boekabart>vlad tepes? Count Dracula? ;)
03:47<Ailure>well either way
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03:47<Ailure>it dosen't seem to be a spambot, just some stupid kid
03:47[~]mcbane turns into a vampire.
03:47<Ailure>and keeps adding on pages that dosen't really exist
03:47<boekabart>i haven't seen it - what happens?
03:48[~]mikl drives a stake through mcbanes heart
03:48<mikl> a friendly way, of course
03:48<boekabart>good thing you mention that :)
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05:34<gynterk>does each client got his unique id in game ?
05:34<gynterk>and is this id permanent?
05:34<gynterk>per connection or per computer ?
05:35<dihedral|work>gynterk: have a look in your openttd.cfg file
05:36<gynterk>network id
05:36<gynterk>but is this ID generated on first run right ?
05:36<boekabart>if it doesn't exist in openttd.cfg, it's generated
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05:37<gynterk>but can server admins see my ID ?
05:37<boekabart>dunno, start a server, join it and try :)
05:38<boekabart>probably it's sent to the server at some point, and openttd being opensourced, they should be able to catch it if they want
05:38<boekabart>concerned about privacy? make a script that removed the networkID line from the cfg after every run - or modify your source to generate it every time :)
05:38<gynterk>no *
05:39<gynterk>i want to know hows the best way to identify different clients for statistics reason
05:41<dihedral|work>gynterk: yes admins can see your id
05:41<dihedral|work>using the status command
05:42<dihedral|work>the id is also send in a UDP_SERVER_DETAIL_INFO packet
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05:48<Rubidium>gynterk: there is no way to uniquely identify clients
05:51<TrueBrain>Rubidium: why not?
05:51<dihedral|work>not again...
05:51<TrueBrain>(hi btw :))
05:51<dihedral|work>hello TrueBrain
05:52<TrueBrain>[12:36] <boekabart> if it doesn't exist in openttd.cfg, it's generated <- weird:
05:52<TrueBrain>network_id = a9381f33af093bc41a35a913d537cf21
05:52<TrueBrain>oh, lol
05:52<TrueBrain>misread you totally :p
05:52<TrueBrain>haha :)
05:52<TrueBrain>I should shut up ;)
05:53<TrueBrain>anyway, this MD5 should be 'good enough' to uniquely identify clients. I did it for a long time via the masterserver :p
05:53<TrueBrain>(only because of a bug somewhere in my script, I removed it :p)
05:54<TrueBrain>who knows a good asm -> C application? :p
05:57<TrueBrain>bah, boring people
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05:58<Rubidium>TrueBrain: I do... it's called Ludde
05:58<TrueBrain>Rubidium: doh!
06:00<Rubidium> <- maybe of more "use"
06:00<TrueBrain>I don;t have the money :p
06:00<TrueBrain>I tried most of those tools, but most fail badly
06:05<Rubidium>then I guess there's nothing I can think of either
06:05<TrueBrain>too bad
06:05<TrueBrain>tnx anyway
06:05<TrueBrain>I guess I will be learning asm ;)
06:06<Rubidium>what do you need to do then?
06:06<TrueBrain>oh, I was wondering how a small DOS application did something
06:06<TrueBrain>as I know it is made in C
06:06<TrueBrain>I thought it would be simple to make some kind of C representation of the code
06:06<TrueBrain>so it would be easier
06:06<Rubidium>unlikely that the C compiler (and especially strip) leaves enough information to actually do that
06:07<TrueBrain>most of the time you can get some C back, not variable names and stuff
06:07<TrueBrain>but at least the functions
06:07<TrueBrain>(not the names, but where they start and stop)
06:07|-|gfldex_ changed nick to gfldex
06:44<gynterk>how many chars are max in company name ?
06:44<TrueBrain>check the code
06:45<TrueBrain>src/network/network.h or somewhere
06:45<TrueBrain>nice enums defining such things
06:57<TrueBrain>I really wonder if the creators of KyleXY ever really asked a tech-guy how a computer works
07:01<Nitehawk> amusing show though
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09:01<Eddi|zuHause>haha :p
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09:02<ln->though it's been claimed to be a fake
09:04<boekabart>i sure hope it is
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09:11<dihedral|work>does openttd reload the cfg file after issueing a 'newgame' ?
09:12<boekabart>well, it does use different settings (newgamesettings) than the intro game
09:12<boekabart>i don't think it physically reloads the cfg
09:13<dihedral|work>are you sure - or are you just asuming ?
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09:13<boekabart>i'm 99% sure - i know that on new game, the NewGameSettings are copied to Settings (where settings => patches, difficulty and newgrf config)
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09:14<boekabart>I also know that when I change a setting in main menu, it's not saved to cfg until i Quit the program (the correct way, crash/break is not correct)
09:14<dihedral|work>my game has no permissions to write to that file
09:14<boekabart>so it's quite sure that it won't reload it between changing the settings, not saving and then starting a game
09:15<boekabart>dihedral|work: mine neither, it's read only. but that doesn't crash the game
09:17<Rafagd>hi people, where i can create "new variables" to the lang files?
09:17<+glx>what do you mean?
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09:18<+glx>new {SOMETHING} ?
09:18<+glx>update strgen to understand them
09:18<+glx>and FormatString() too
09:19<dihedral|work>any chances on getting openttd to reload the actual cfg file?
09:19<boekabart>may I ask why you want it to?
09:19<gfldex>Rafagd: there is a howto for strings in the wiki
09:20<dihedral|work>so that i can change the cfg file while the game is running and it will affect the next game
09:20<Eddi|zuHause>ln-: i have seen people fail at the simplest of questions
09:20<boekabart>dihedral|work: quit, start isn't acceptable?
09:21<Eddi|zuHause>it should not be necessary to fake those
09:21<Rafagd>gfldex: hm... thanks... I'll try to do something later...
09:21<boekabart>the big change necessary would be: Save more often, Load more often
09:21<boekabart>so, before starting a game ottd would have to Save + Load the cfg - rather than loading at start and saving on quit
09:21<boekabart>so, it's an easy patch I guess
09:22<Rafagd>boekabart: it could save every time you close a cfg window...
09:22<dihedral|work>boekabart: if it saved before loading it would not make sense
09:23<boekabart>dihedral|work: Assuming Read_only cfg file: The whole problem with both approaches would be that settings changed in the config windows would never be used for the new game
09:23<boekabart>since you're not saving
09:24<dihedral|work>and quit and restart is not possible because i may not be accessing the server when it restarts
09:24<Eddi|zuHause>dihedral|work: do you expect the game to load changes you made to savegames while playing the game?
09:25<Eddi|zuHause>why should the behaviour with the config file be different?
09:25<dihedral|work>Eddi|zuHause: i want the game to load changes to the cfg file i have made while it was serving one game, and take affect in the next game
09:26<Eddi|zuHause>dihedral|work: suggestion: add a console command "reload_cfg"
09:27<dihedral|work>the cfg would have to be loaded between the end of one game and generating the map for the next game
09:27<Rafagd>dihedral|work: write the configuration on a note, then repeat them on the global cfg window?
09:27<dihedral|work>so that you could for example change the landscape, map size etc
09:27<Eddi|zuHause>not necessarily, there are different variables for "current game" and "new game" settings
09:27<dihedral|work>Rafagd: there aint no window
09:28<Eddi|zuHause>just make sure the command changes the right set of variables
09:28<dihedral|work>sweet Eddi|zuHause thanks
09:28<boekabart>dihedral|work: What if you change the cfg when you're in 'starting screen' - no game loaded?
09:28<dihedral|work>boekabart: i am thinking of a dedicated server :-)
09:28<dihedral|work>like i said - no screens
09:29<dihedral|work>no windows
09:29<boekabart>in that case - save + load just before game start
09:29<boekabart>(since save won't do anything on your setup - it'll in effect reload
09:29<boekabart>or just a load at StopGame of course
09:30<boekabart>after StopGame
09:30<boekabart>or create a Hook to the file (win32, but linux must be able to do it too) and reload it 'on Change'
09:30<Eddi|zuHause>boekabart: that is very filesystem specific
09:30<boekabart>changes won't reflect in the running game anyway, AFAICT loadconfig loads into the 'new game configuration' structures
09:31<boekabart>Eddi|zuHause: Well, so is creating the game window
09:32<Eddi|zuHause>boekabart: well, but there are only 3 supported graphic engines, but there need to be like a dozen filesystems to be considered
09:33<Eddi|zuHause>well, 4, counting the "null" driver
09:34<Eddi|zuHause>boekabart: what i want to say, it adds a new, rather unnecessary, set of platform dependencies
09:35<boekabart>Eddi|zuHause: Hey, I don't see the 'use' of auto-reloading the config anyway :)
09:35<boekabart>i'd make a command to let the server do so
09:36<Eddi|zuHause>that's what i said
09:36<dihedral|work>boekabart: web interface with access to the cfg file (one can make changes)
09:36<dihedral|work>openttd running in autopilot
09:36<boekabart>well you can send commands to the server console can't you
09:36<dihedral|work>i dont want to have to quit and restart whenever one of the admins decides to have a slightly diff game
09:37<dihedral|work>besides, they dont have access to the shell
09:37<Eddi|zuHause>dihedral|work: autopilot should quit the game before starting a new game anyway
09:37<Eddi|zuHause>you can overwrite the config file at that point
09:37<dihedral|work>autopilot does not start the new game
09:37<dihedral|work>openttd does
09:37<Eddi|zuHause>dihedral|work: i mean quit openttd, and launch a new instance
09:37<dihedral|work>so that people paying are not just droped out
09:38<dihedral|work>but rejoin as soon as the map is ready
09:38<Eddi|zuHause>err... how should that work?
09:39<dihedral|work>run a newgame command on your server?
09:39<Eddi|zuHause>honestly, i never ran a server
09:40<dihedral|work>you got 0.5.3 around?
09:42<dihedral|work>then you could connect to one of my games, and i run 'newgame' for you to see :-)
09:46<mcbane>skidd ya out there?
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09:56<skidd13>mcbane: yup
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09:58<skidd13>What's the problem?
10:00<mcbane>i think the zloty request is also old =)
10:03<skidd13>Why are you telling me that. Cause I do a little cleanup? :D
10:03<mcbane>yea =)
10:04<skidd13>I'm not too deep into the whole language stuff. So I won't remove it.
10:05<skidd13>I off for now.
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11:01<huma>if a train is longer than a platform lenght, the trailing cars won't be used, right?
11:01<boekabart>IIRC, loading takes longer but all cars are used
11:04<huma>thanks. i was wondering how to extend the platform in the future as the traffic grows.
11:04<@Bjarni>all cars are used, but it takes extremely long time
11:04|-|dihedral|work changed nick to dihedral|away
11:04<huma>oh.. extremely doesn't sound good
11:04<boekabart>huma: just remove a piece of rail and build an extra piece of station in its place
11:05<@Bjarni>yeah, you can always add to a station like that
11:05<huma>ah, great
11:05<@Bjarni>except if it hits the max station spread
11:05<@Bjarni>which can be pretty big
11:05<huma>station spread == coverage area?
11:06<+glx>station spread is total station size
11:06<boekabart>i'm not sure, but i think it's the max width/height of the station
11:07<@Bjarni>but you can never make a station larger than the max station spread, even if you are building a brand new station
11:07<@Bjarni>once you reached the max station size, you shouldn't need a bigger station
11:08<@Bjarni>you might need more tracks though, but due to the length, it takes a long time for a train to leave a track, so it's not really efficient as the frequency of trains aren't ideal
11:09<frosch123>Bjarni: Code signals in stations :)
11:09<@Bjarni>I knew somebody would say that :P
11:09<huma>i'd have to stick several tracks to one platform
11:10<boekabart>huma: what?
11:10<@Bjarni>generally it's a bad idea to leave wagons outside the station as it's likely to block another signal block
11:11<boekabart>Bjarni: local rating should go down too: imagine what people say if they have to walk through dirt to get to their seats.. or complaints of loaders that have to do the same for freight
11:11<huma>boekabart: say there's 1 track station and 3 tracks lead to it from different places
11:11<boekabart>ah, like that
11:12<@Bjarni>actually walking though dirt isn't the biggest issue when reaching cars outside the platform
11:12<@Bjarni>it's the lack of platform, hence the distance from the ground to the door
11:12<boekabart>climbing in the cars is :)
11:13<Rafagd>mountaineers would love it
11:13<huma>Bjarni: well, as a town grows you may not have a chance (free space) to extend a platform
11:14<@Bjarni>even mountaineers wouldn't enjoy climbing 2 meters without anything to hold on to except a few stuff that's really dirty
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11:15<huma>Bjarni: so passengers will have to use other transport if they're not willing to walk through dirt :)
11:15<Rafagd>they usually teleport into the train, so they don't bother too much with dirty
11:16<boekabart>then why does it take so long to load a train that's too long
11:16<Rafagd>that is a mistery
11:17<@Bjarni><huma> Bjarni: well, as a town grows you may not have a chance (free space) to extend a platform <-- you mean we should look at how Japan solved this issue in real life and do the same?
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11:17<Ailure>passengers in openTTD dosen't imnd going from 600 km/h to 0 km/h within seconds too :)
11:17<Ailure>remember that
11:17<huma>Bjarni: em.. how did they handle it? :)
11:17<Rafagd>bridge-stations and subways?
11:18<@Bjarni>like when there is a road at both ends of the platform and they need to extend the platform, they just build another one on the other side of one of the roads and then one car is marked as "doesn't open the doors at XXX"
11:18<huma>i know there are "packers" in subways :)
11:18<@Bjarni>because it stops in the crossing
11:19<huma>Bjarni: interesting
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11:19<Rafagd>that's a real-life hack
11:20<@Bjarni>there was a video of this on youtube, but the user deleted it :s
11:20<huma>many good vids get removed :(
11:22<@Bjarni>anyway it's an interesting solution nevertheless
11:22<@Bjarni>needed when you want to use 8 unit EMUs on platforms originally designed for 4 units
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11:31<Ammler>glx, I had my assert with packet.cpp
11:31<+glx>what is the output?
11:31<Ammler>but I forgot to patch the last revision
11:31<+glx>too bad
11:32<Ammler>do you still have the patch for it?
11:32<@Bjarni>hehe, I had another window in front of IRC, so what I saw was:
11:32<@Bjarni> <Ammler> glx, I had my ass
11:32<@Bjarni><glx> nice
11:32<@Bjarni>you guys talk dirty even when you don't realise it :P
11:34<Ammler>hmm, it was on the time, when svn wasn't available
11:34<Ammler>so I did overwrite my whole src
11:35<Rafagd>there is a way to output text to console for debug without need to include<iostream> and use cout?
11:35<+glx>yes printf
11:36<Rafagd>stdio.h is already included?
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11:37<Rafagd>i'm creating a new structure, (like stations, waypoints), but the sign doesn't show up
11:37<Rafagd>where they are generated?
11:38<Eddi|zuHause>you turned those off somewhere?
11:40<Ammler>hmm, my last autosave is autosave74.sav, is it possible to tell ottd to continue there?
11:41<Ammler>btw, thx glx, I have patched it now
11:41<+glx>start openttd -g save/autosave/autosave74.sav
11:41<Rafagd>Eddi|zuHause: old things have the signs
11:42<+glx>run ;)
11:42<Ammler>oh, I mean, possible to tell ottd, that it will save next autosave as autosave75.sav
11:43<@Bjarni> <-- nice video... we need to make trains in OTTD able to do this
11:44<ln->if you just pasted the relevant part of the link
11:45<@Bjarni>what is the relevant part then?
11:45<Rafagd>only this
11:45<Wolf01>you mean tracks over road?
11:45<@Bjarni>I mean in the same direction as the cars, not a 90° angle
11:45<hylje>you mean trams
11:46<@Bjarni>yeah, tram like, but this isn't trams
11:46<Eddi|zuHause>that totally looks chinese to me
11:46<@Bjarni>it's the railroad line between Kyoto and Otsu
11:46<@Bjarni>Eddi|zuHause: Kyoto is in Japan :P
11:46<hylje>what if the japanese empire managed to build a railroad tunnel to koreas?
11:47<+glx>Ammler: it's not possible
11:47<Ammler>thank you
11:47<@Bjarni>hylje: I don't think they would do that... you see, they don't really like the Korean people
11:47<Wolf01>i once suggested for a system of overlay sprites, so you can use the same track for all the tiles, on grassy ones is enough to place another layer with the rocks under the tracks... so is possible to customize via grf the tracks without doing 1232132131 sprites
11:47|-|Wezz6400 [] has joined #openttd
11:48<hylje>Bjarni: they controlled korea and mantsuria during and before WWII
11:48<@Bjarni>I know
11:48<@Bjarni>but I think they want to protect themselves against backfire
11:48<SpComb>how can I unset a variable in the console? E.g. set the server to have no password
11:49<@Bjarni>the word kamikaze actually refers to the godly wind that protects Japan and sinks the enemy ships
11:49<Eddi|zuHause>set password=""?
11:49<SpComb>set password=""
11:49<SpComb>ERROR: command or variable not found
11:49<SpComb>there's no set command
11:49<Rafagd>kamikaze is something like "Wind God", "god of wind" or any variation of it
11:49<SpComb>server_pw asdf
11:49<SpComb>'server_pw' changed to: asdf
11:49<SpComb>server_pw ""
11:49<SpComb>Current value for 'server_pw' is: asdf
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11:50<@Bjarni>Rafagd: kami means god or godly, and kaze means wind
11:50<@Bjarni>so yes
11:50<Ammler>glx: I hope it will happen now, last time it didn't with the "patched" version
11:50<SpComb>server_pw = "" gives ERROR: invalid variable assignment
11:50<Eddi|zuHause>SpComb: then i can't help you any further
11:50<SpComb>so it's impossible to unset the server password via the console?
11:51<+glx>SpComb: you can't either do it in gui
11:51<Rafagd>you may recreate without pass
11:52<@Bjarni>maybe this is a feature request
11:52<SpComb>maybe I need to write that slightly more advanced machine-readable interface for/into OpenTTD
11:53<Eddi|zuHause>i am quite certain it has been requested before
11:53<SpComb>the console "protocol" isn't that great :P
11:53<Rafagd>Bjarni: they aren't just trains on the roads... they are eletric
11:53<@Bjarni>class 800
11:53<Rubidium>SpComb: the console has never been "great" or anything near "great"
11:53<Ammler>there would also be cool, if you could reset a company password, so you don't have to restart the whole server
11:53<Eddi|zuHause>Bjarni: they drive on left side...
11:54<@Bjarni>so they have catenary and even signals on the roads
11:54<Rafagd>wrong side*
11:54<SpComb>I assume there's nothing in the OpenTTD internals itself that stops you from unsetting the server password at runtime?
11:54<@Bjarni>I think they even have ATC in the road
11:54<@Bjarni>Eddi|zuHause: everything drives in the left in Japan
11:54<@Bjarni>Japan is a very different country
11:55<Rafagd>at least, they measure velocity in "km/h" =\
11:55<@Bjarni>Eddi|zuHause: well, they call it "jidouresshaseigyosouchi"
11:56<@Bjarni>I think you would prefer our name xD
11:56<@Bjarni>basically it's a system where transmitters in the track tells about max speed, distance to next red signal, location of the train and so on
11:56<Eddi|zuHause>that still does not answer my question
11:57<@Bjarni>effectively preventing speeding and passing signals at danger as it has access to the brake system
11:57<Eddi|zuHause>that sounds reasonable
11:58<@Bjarni>I was in a train the day before yesterday and the ATC kicked in and stopped the train
11:58<@Bjarni>odds are that it was a mistake, but the system is to stop the train unless it's sure that everything is ok
11:58|-|gynterk [] has joined #openttd
11:58<gynterk>I'll ask again
11:58<gynterk>is there a list of translators somewhere ?
11:59<@Bjarni>the problem is... it braked as fast as possible, so standing up was... well, I had to hold on to something
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11:59<@Bjarni>and when it moved again, I could hear that the wheel were a bit damaged from braking that fast :(
11:59<Rubidium>probably not
11:59<@Bjarni>gynterk: not to the public
12:00<@Bjarni>the server owner can always browse though the accounts, but I think he is the only one
12:00<+glx>even translators only know the name of other translators for their language
12:00<@Bjarni>gynterk: why?
12:00<gynterk>but if I wan't to be a translator too :P ?
12:01<+glx>go on and follow the instructions
12:01<Eddi|zuHause>why would you need to know the other translators than?
12:01<@Bjarni>isn't such a huge mistake a disqualifying one? :P
12:01<@Bjarni>Eddi|zuHause: *then
12:01<gynterk>Bjarni: common typo for me :P
12:01<@Bjarni>like that makes it better :P
12:02<Eddi|zuHause>uncommon typo for me...
12:02<SpComb>aaaah, right, it's in the comments - set the password to * to clear it
12:02<Eddi|zuHause>SpComb: you might want to tell that on a wiki page
12:03<gynterk>Estonian translation needs a lot of gramatical correcting
12:04<@Bjarni> <-- once the train actually goes somewhere (like a minute into it), you can see ATC transmitters. They are square boxes on the inside of the right track. They are yellow, though most are rather dirty and looks pretty brown
12:04|-|tapani [] has joined #openttd
12:05<hylje>i think japan has a whole imageboard for train nuts
12:06<@Bjarni>most likely
12:07|-|dihedral|away changed nick to dihedral
12:07<@Bjarni>I have yet to see a Japanese guy (or girl) not taking a whole lot of pictures
12:07<dihedral>4 desyncs in a row :-)
12:07<Rubidium>XeryusTC doing the server again?
12:07<Ammler>hmm, svn doesn't like it, if I overwrite the src with a tar.gz from nightly server...
12:07<@Bjarni>gynterk: <-- if you think you can do better, then sign up
12:08<SpComb>server_pw = " foo " <-- what's the password if I do that? It's not `foo', nor is it ` foo '
12:08<Ammler>Rubidium: no, was on my server :)
12:08<hylje>japanese rails are nicely narrow
12:08|-|Diabolic-Angel [] has joined #openttd
12:08<@Bjarni>in fact there is a difference between videos from Japan and US on youtube... the Japanese ones covers EVERYTHING....
12:09|-|tapani changed nick to trapu
12:09<Ammler>XeryusTC in quilty everytime :)
12:09<huma>is there a curvy road path in progress?
12:09<Ammler>!s/in/is not/
12:09<@Bjarni>basically if you can read and write kanji, then you can find everything. If you can only read and write English, then you are stuck with whatever the rest of the world selects
12:09<@Bjarni>it's like Japanese people don't have that select mode... they just forward everything
12:10<hylje>Bjarni: what are those extra rails that seemingly randomly appear in between real rails
12:10<SpComb>hylje! Isn't it about time that you started helping me write MyOTTD? Who else here knows Python? :(
12:12<@Bjarni><hylje> Bjarni: what are those extra rails that seemingly randomly appear in between real rails <-- it's to "catch" the train if it derails. We usually use them around bridges and stuff where it can go really bad if they derail and leaves the track area... it appears that they want to use them when they are in selected curves as well
12:13<@Bjarni>oh, and we also use them near selected platforms
12:13<@Bjarni>basically if the wheels fall off the tracks, then they are stuck between the real rail and the backup, making the train drive on the sleepers until it's stopped
12:14<@Bjarni>driving on sleepers avoids a major accident
12:14<hylje>when a train does an emergency stop
12:14<hylje>does it practically lock the wheels in place?
12:14<@Bjarni>Denmark had a train that derailed a few years ago. The last bogie drove on the sleepers for a while without anything serious happened
12:15<@Bjarni>basically because it happened at 160 km/h and it takes time to stop at that speed
12:15<SpComb>so I'd need to find someone who knows Python, and doesn't know Django, and in the optimal case knows Pylons
12:15<+glx><hylje> does it practically lock the wheels in place? <-- yes, that's why they try to avoid it's usage
12:15<+glx>as it can damage wheels and rail
12:16<hylje>correction, it will damage wheels and rail
12:16<@Bjarni><hylje> does it practically lock the wheels in place? <-- no because a: it breaks the wheels, b: it will produce a longer brake distance than when braking max with rotating wheels
12:16<@Bjarni>it's no fun when the wheels blocks >_<
12:16<Rafagd>if (user->know(python) && !user->know(Django) && user.know(Pylons));
12:16<@Bjarni>due to slippery rails
12:17<@Bjarni>hehe, the only thing I find odd about those tracks is.... the 1067 mm gauge (Japanese standard)
12:18<@Bjarni>IT'S SO SMALL
12:18<@Bjarni>it's tiny
12:18<Rafagd>1m wide?
12:18<@Bjarni>1,067 meter wide
12:18<hylje>is shinkansen that wide too
12:18<@Bjarni>and they go more than 100 km/h on that gauge o_O
12:19<@Bjarni><hylje> is shinkansen that wide too <-- no, they use 1435 mm like the rest of us
12:19<Ammler>yeah, you should use narrow gauge for japanset
12:19<Rafagd>brazilian trains hardly go more than 80km
12:19<Rafagd>and are wider than that
12:20<@Bjarni>Japan use DC (often 750 V or 1500 V), but Shinkansen use 25 kV AC, so it really has a railnet of it's own
12:20<hylje>of finland and russia
12:20<Ammler>Bjarni: swiss has also some narrow gauge lines
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12:20<@Bjarni>Ammler: I'm talking about nation standard, not "some lines". Most countries has lines that are a bit different
12:21<Ammler>its nice, you can drive on tram tracks with trains...
12:21<@Bjarni>specially in mountains
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12:21<@Bjarni><Ammler> its nice, you can drive on tram tracks with trains... <-- you need to ensure that the foundation below the road is better than on normal tram tracks
12:22<Ammler>I have no idea about that, we drove on a wedding on them
12:24<@Bjarni> <-- they made the foundation damn well here
12:24<SpComb>I assume that you cannot load a savegame saved in 0.5.3/trunk into an older version of OpenTTD?
12:24<SpComb>but you can the other way around?
12:25<@Bjarni>yeah, the game is not aware of the savegame format from the future, but it knows what it used to be when we change it
12:26<+glx>it's always true for releases, but may be false for nightlies ;)
12:26<@Bjarni>it's interesting to see how the Americans just ignore the train... go figure why they have a road/rail accident every 90th minute
12:26<Sacro>postal strike till next wednesday
12:26<Sacro>that's gonna make things fun
12:28<@Bjarni>you just ordered something important online?
12:29<peterbrett>Sacro: whereabouts are you? East Anglia by any chance?
12:29<Sacro>peterbrett: 'Ull
12:29<peterbrett>Sacro: Lurvely
12:29<@Bjarni>why do they go on strike?
12:30<@Bjarni>are they getting mucked?
12:30<Sacro>peterbrett: it's country wide
12:30<Sacro>150k out of 185k have stopped working
12:30<Sacro>Bjarni: lack of pay
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12:32<dihedral>why do i get 2 ini error messages when starting r11152 on win32?
12:32<dihedral>trailing char?
12:33<dihedral>i even deleted the cfg and that made no diff
12:33|-|Mucht [] has joined #openttd
12:34<Ammler>dihedral: thats advanced vehicle list and
12:34<Ammler>loading indicator, isn't?
12:35<Ammler>they have changed, bool->int
12:35<+glx><dihedral> i even deleted the cfg and that made no diff <-- platform?
12:35<Ammler>delete them from cfg
12:36<dihedral>19:32 < dihedral> why do i get 2 ini error messages when starting r11152 on win32
12:36<dihedral>19:33 < dihedral> i even deleted the cfg and that made no diff
12:36<+glx>oups :)
12:37<dihedral>and i keep getting desynced
12:37<+glx>check MyDocs\openttd\openttd.cfg
12:37<dihedral>you've got to be kidding me
12:37<dihedral>who on earth did that?
12:38|-|KouDy [~KouDy@] has quit [Quit: Trillian (]
12:38<+glx>we did it :)
12:38<Ammler>dihedral: thats cool
12:38<gynterk>you could put doc & settings\<user>\Local settings\openttd then already
12:38<dihedral>yeah - cooool
12:38<dihedral>get it :-)
12:38<gynterk>local settings\application data\openttd :P
12:38<Ammler>you can have 100 different revisions and don't need to have multiple grfs etc.
12:39<Rafagd>glx: that is to match ~/.openttd in linux?
12:39<Rubidium>gynterk: that does NOT exist on all supported Windows platforms
12:39<gynterk>Ammler: it's called symlink
12:40<Ammler>gynterk: not needed anymore
12:40<gynterk>putting things into seperate folder is same as if I install windows to c:\windows\desktop
12:41<dihedral>gynterk: dont you think that some people coding this game actually put a lot of time and effort into id?
12:41<Rubidium>fails to see the similarity in there
12:42<Sacro>The study suggested as a woman runs a mile, her breasts bounced 135m.
12:42<Sacro>damn i think i'm on the wrong course
12:42<dihedral>and in the mean time have a pretty good understanding of what they are doing and why they are doing it?
12:42<gynterk>dihedral: i know that, I'm programmer myself
12:42<gynterk>but redirecting folders to mydoc isn't cool
12:43<+glx>you can still use install dir
12:43<+glx>openttd searches for files in many places
12:43<dihedral>gynterk: WINDOWS is not cool
12:43<gynterk>dihedral: agree
12:43<huma>hmm, there's no forest on the map
12:44<huma>but paper mill is present
12:44<Rafagd>huma: artic maps doesn't have forests to me too
12:44<huma>yes, arctic
12:44<huma>is it a bug?
12:45<Ammler>maybe you have snowline too high?
12:45<Ammler>forests are over the snowline
12:45<Rafagd>forests on artic are only for high maps?
12:46<dihedral>i cannot get onto my own nightly...
12:46<dihedral>desyncs me all the time!
12:46<+glx>modified nightly?
12:46|-||Jeroen| [] has quit [Quit: oO]
12:46<dihedral>only got grf's in there
12:46<dihedral>but from #openttdcoop grfpack
12:47<huma>eh.. no paper for poo arctic people then
12:47<Ammler>dihedral: revision, still same as coop?
12:48<+glx>real 11152 for the server ?
12:48<dihedral>checkout and compiled...
12:48<dihedral>one other guy has no probs
12:48<Ammler>same as current ps, should run...
12:49<Ammler>oh, than its your client...
12:49<dihedral>what else but 'download it again' can i do
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12:51<Ammler>join #openttdfairplay
12:51<Ammler>sry, forgot slash
12:51<huma>damn, these witcombe oil tankers break like crazy
12:52<Rafagd>huma: i've started a game in artic
12:52<Rafagd>with pretty high terrain
12:52<Rafagd>and large map
12:52<huma>got forest? :)
12:52<Rafagd>lots of them
12:53<huma>send me some :)
12:55<Rafagd>i cant :(
12:55|-||Jeroen| [] has joined #openttd
12:57<SpComb>seems 0.5.2 can read savegames written by 0.5.3
12:57<hylje>not all versions bump savegame version
12:57<@Bjarni>look at the changelog
12:58<@Bjarni>I don't think anything in the changelog made a savegame dump needed
12:58<+glx>bugfixes are usually savegame safe
12:58<@Bjarni>except when the buggy data is saved
12:59<@Bjarni>this should never happen in stable releases
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13:01<Ailure>I was so fast checking for the new nightly
13:01<Ailure>that only the source was listed :)
13:02<Ailure>And Win32 now finally came up
13:11<huma>what? new version is out?
13:11|-|Dephenom [] has quit [Remote host closed the connection]
13:11<Ailure>The nightlies are compiled at 19:00 GMT
13:11<Sacro>hmm strange
13:11<Ailure>which w as for ten minutes ago
13:12<Sacro>are you sure?
13:12<huma>0.5.3 is here
13:12<Sacro>because it is 19:10 BST here
13:12<Sacro>19:00 GMT is in 50 mins
13:12<Ailure>ah yeah I forgot about daylight saving thing
13:13<Ailure>which is not in GMT
13:14<Greyscale>fudz tiem
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13:27<Eddi|zuHause>actually, the nightlies are compiled 20:00 server time
13:27<Eddi|zuHause>which happens to be CEST currently
13:28<Sacro>its 18:00 GMT
13:28<Sacro>the compilation time never changes
13:28<Rubidium>hmm, GMT does automagically move an hour with the summer time <-> winter time transition?
13:28<Sacro>Rubidium: no it doesn't
13:28<Sacro>GMT == UTC
13:29<Rubidium>then why are they *always* made at 20:00 my time (CET or CEST depending on the time of year)
13:30<Sacro>i thought it was 19:00BST/18:00 GMT
13:37<Sacro>Console.WriteLine("Bored :(");
13:37<Rubidium>just checked it a little: on 20th of november 2006 and 30th of november 2006 the Windows nightlies were made just before 20:05 CET
13:38<Rubidium>yikes... .NET speak
13:47<Rafagd>std::cout << "Bored :(" << std::eol;
13:47<hylje>print "Bored :("
13:47<Rafagd>echo "Bored :(";
13:48<Rubidium>hmm, what language is the last one?
13:49<Rubidium>the others are C++ and probably Python
13:49<Rafagd>Rafagd: php
13:49<+glx>Debug.Print "Bored :("
13:50<Rafagd>Rubidium: *
13:50<Prof_Frink>echo 'Bored :('
13:50<SmatZ>Basic, nice to remember :)
13:51<Rafagd>writeln('Bored :(');
13:51<huma>sh, semicolon is redundant though
13:52|-|KritiK [] has joined #openttd
13:54<huma>hmm, no one mentioned java
13:56<+glx>system.out.println("Bored :(");
13:56<+glx>not sure about case ;)
13:56<SpComb>printf("Busy :)");
13:57<SpComb>hmm... I missed the \n, but so did Rafagd
13:58<Rafagd>msg $chan "Bored :("
13:58<Prof_Frink>echo -n B; echo -n o; echo -n r; echo -n e; echo -n d; echo -n " "; echo -n ':'; echo '('
13:59<huma>glx: it's System :)
13:59<huma>anyway, sh is the winner
13:59<Rubidium>it's Windows, so it HAS to be case insensitive
14:00<huma>no, it's jvm :)
14:00<Rafagd>not Java
14:01<Rafagd>java accepts special characters in function names
14:01<huma>i wonder how many java programmers aware of that :)
14:01<Rafagd>i kind of imagine a japanese programmer creating a function
14:02<Rafagd>with names in kanji
14:02<huma>i'm not maintaining his code :)
14:02<Rafagd>nor I
14:03<huma>ok, food..
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14:16<@Bjarni>that was brief
14:17|-|peterbrett [] has quit [Ping timeout: 480 seconds]
14:17<@Bjarni>kind of fits the name
14:17<@Bjarni>the mail is unreliable
14:17<@Bjarni>specially in the UK right now
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14:48<@Bjarni>that's what I think every time I enter the suggestion forum by accident
14:48<Eddi|zuHause>and civ4 does not want as i want it to
14:49<@Bjarni>who cares about civ4?
14:49<Eddi|zuHause>with one option, the terrain is all black
14:49<@Bjarni>it's not open source
14:49<Eddi|zuHause>with the next one, terrain shows, but has errors
14:49<@Bjarni><EddizuHause> with one option, the terrain is all black <-- that's called "hidden terrain"
14:49<Eddi|zuHause>and in the third option, the game hangs before showing anything (after load)
14:50<Ammler>guys is it possible to see all server in the db, also those where aren't online atm?
14:50<Ammler>I am looking for the server or something like that
14:51<Rafagd>i can't create the new building! =(
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15:00<Rubidium>Ammler: Why?
15:04<Ammler>Rubidium: was the best server on 0.4.8 time
15:04<Ammler>I was wondering, if there is still a page or something...
15:05<Ammler>are you sure about
15:07<Rubidium>it's still of the same person
15:07<Rubidium>well... he was working at some system related to voting back then and it has quite a lot of voting stuff on the site
15:08|-|Mucht|zZz [] has joined #openttd
15:16<Rafagd>anyone has servers for the last revision? =\
15:16<Rubidium>Rafagd: NO
15:17<CIA-4>OpenTTD: rubidium * r11200 /trunk/src/roadveh_cmd.cpp: -Fix [FS#1291]: road vehicles could not overtake on one way roads going to the east.
15:17<Rubidium>it's not like they can compile and start the last/latest revision in a few seconds
15:17<Rafagd>Rubidium: lol, i've just saw that
15:17[~]Rubidium notes that CIA-4 is more than 1 minute lagging behind.
15:19<Rafagd>there are one way tracks?
15:19|-|peterbrett [] has joined #openttd
15:20<peterbrett>roads are sadly too lame for words :(
15:20<CIA-4>OpenTTD: rubidium * r11201 /trunk/src/road_cmd.cpp: -Fix [FS#1283]: minor issue with building one way roads one tile long. Patch by SmatZ.
15:22<Rubidium>it's just more challenging to build a good road network
15:22|-|Diabolic1Angel [] has joined #openttd
15:25<@Bjarni> <-- huh... now that's what I call propaganda o_O
15:25<@Bjarni>leaving out important facts
15:26<@Bjarni>like stuff like this happened even before the privatisation, so keeping the railroad on the government's hands is not a way to ensure that stuff like this don't happen
15:26<@Bjarni>sadly :(
15:33|-|Hendikins changed nick to Hendikins|Work
15:33<@Bjarni>in case you don't know, the accident they show air photos of were due to speeding... not just like 10%, but real speeding. No railroad will allow speeding like that since they know it will go wrong
15:33[~]Hendikins|Work claps paws, squeals with glee, and bounces off to his first day
15:33<@Bjarni>Hendikins|Work: good luck
15:33<@Bjarni>and have a nice day
15:33|-|Diabolic-Angel [] has quit [Ping timeout: 480 seconds]
15:33<ln->Bjarni: har du programmerat med Carbon?
15:33<@Bjarni>nice to stay on topic :P
15:33<@Bjarni>ln-: not really :/
15:33<@Bjarni>maybe you should look into cocoa instead as it's the future
15:33<@Bjarni>carbon aren't
15:33<ln->i'm not trying to develop an application with Carbon directly, but trying to add a little feature into the carbon port of wxWidgets.
15:33|-|Peakki [] has quit [Quit: Lähdössä]
15:33<ln->enabling click-through, that is.
15:33<@Bjarni>I should start by figuring out objC before messing way more with the OSX libraries
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15:41<dihedral>Rubidium: how about adding the ability of sending a custom message to a client you kick...
15:41|-|Diabolic1Angel changed nick to Diabolic-Angel
15:42<Rubidium>dihedral: it's called "say"
15:46<Prof_Frink>dihedral: Even better, geolocate the IP you're kicking and pass that to the missile guidance system.
15:47<dihedral>i was more thinking along the lines of having a message appear in that beautiful little red message box :-)
15:48<huma>ah, i love mountain arctic landscape :)
15:51<Ammler>have you forests now?
15:53<huma>yep :)
15:55<Phazorx>arctic + mountain + highwater +ukrs + freightmultiplier x20 = fun challenge
15:56<Rubidium>+ PBI makes it even better ;)
15:56<Rubidium>Pikka's Basic Industries ofcourse...
15:56<Phazorx>ughm... and that works with ottd?
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15:57<Rubidium>it works with *my* OTTD ;)
15:57<Phazorx>that aint fair
15:57<Phazorx>i want NI and ESC too
15:57<Rubidium>or rather the one with Belugas *very* experimental patch ;)
15:57<Rubidium>that's crap ;)
15:58<Phazorx>well that's fun - depends how u look at it
15:58<Rubidium>well, rubber plantations making coal
15:58<Phazorx>heh i'd say that's a quirk
15:58<Phazorx>or perk
15:58<Rubidium>major design flaw ;)
15:58<Phazorx>will it be possible with NI for production to change overtime?
15:59<Phazorx>type i mean
15:59<Phazorx>and flexible output depending on amount and proportions of input?
15:59<Rubidium>that's all depending on the writer of the GRF
15:59<@Belugas>and even change of cargo type!
15:59<Phazorx>and that depends on base functionality provided
16:00<Rubidium>,%206th%20May%201951.png <- that's what makes PBI more challenging
16:00<@Belugas>nope... it depends on the grf, since we provide almost all functionnalities
16:00<Phazorx>Belugas: question was if what i had in mind is the functionality available...
16:00<@Belugas>Rubidium really lilkes this screenshot :D
16:00<huma>pikka's basic industries? what's that?
16:00<Rubidium>,%2017th%20Sep%202119.png <- that's like the train with the most useless order ;)
16:00<Phazorx>Rubidium: so capacity is limitted?
16:01<@Belugas>Phazorx, you have to understand one thing. You have the hability to make the stuff work the way you want. You just have to know how to.
16:02<Phazorx>Belugas: there are limtis tho
16:02<Phazorx>like for example current spec has no defined capacity so mines are endless
16:02<@Belugas>have you looked at Rubidium's first post?
16:02<Phazorx>Belugas: i did, after asking my question
16:03<Phazorx>which is why i brought it up
16:03<Phazorx>since i do not know much about NI, so i ask
16:03<@Belugas>the specs do not have to define a capacity, since it was never the case before.
16:03<Phazorx>Belugas: my point exactly - that's why i asked what is possible now
16:03<@Belugas>so, why do you say there are limits?
16:04<@Belugas>In current trunk, nothing is possible.
16:04<Rubidium>Phazorx: what do you mean with current spec?
16:04<Phazorx>Rubidium: pre NI
16:04<Phazorx>Belugas: well some things might not be possible even after NI
16:04<@Belugas>just waht I said: name one
16:04<@Belugas>the point is, the way it works,
16:05<Phazorx>like for example i;d klike it up to player to upgrade stockpiling ability and througput of 2nd tier industries
16:05<Phazorx>or 2/3rd tier cargo acceptance by town be proportional to population
16:06<Rubidium>Phazorx: that last thing you could code with newindustries
16:07<Phazorx>how about upgrades?
16:07<Phazorx>or you just buld several factories next to eachother?
16:07<@Belugas>Phazorx, using callbacks, using the mechanisms available, there are quite a big amount of stuff you can do.
16:08<@Belugas>the only thing, is that you have to find wasy to do so
16:08<@Belugas>NI (and others) are like big block of legos. They have been constructed, you have to assemble them
16:08<@Belugas>thus, you have to know what they do.
16:09<@Belugas>[17:07] <Phazorx> like for example i;d klike it up to player to upgrade stockpiling ability and througput of 2nd tier industries <--- just bare in mind that it is done under the hood.
16:09<Phazorx>that is veryy well understood, manipulation with basic elements to make complex structures
16:09<@Belugas>There are no interractions possible
16:09<@Belugas>yes, exactly
16:10<Phazorx>but that is just logic, you can work it to your advatage in most cases
16:10<Phazorx>however data structure and storage is not changeable with logic
16:10<@Belugas>you have it wrong
16:10<Phazorx>reason why thre are no capacity or stockpile now - there is no datastructure that holds and modifies that this time untill NI comes to play
16:10<@Belugas>NI is not just data structure and storage
16:10<Phazorx>i know that :)
16:11<Phazorx>but it has exra structure elements compared to std one
16:11<Phazorx>which lets it do advanaced things
16:11<@Belugas>it has callbacks
16:11<@Belugas>it has PROCESSES
16:11<Phazorx>in that case how capacity is defined initialy?
16:12<Phazorx>that mine on the picture has X amount of coal
16:12<Phazorx>where is that bumber stored in vanila ottd now
16:12<@Belugas>there are no capacities
16:12<@Belugas>this is all the work of call backs storing values in registers
16:13<Phazorx>that sounds like an expensive way to implement it, but i guess whatever works
16:13<Phazorx>i kinda ssumed that for NI industry dataset is extended
16:14<@Belugas>or at least very mildly
16:14<Phazorx>to hold new variables, as well as engine is modified to maintain them according to new rules
16:14<Rubidium>well.. with some general purpose memory, where the industries can do with whatever they want
16:14<Rubidium>nothing more, nothing less
16:14<Phazorx>in that case may i ask why is it done "on a fly" rather than as a part of main dataset for industries?
16:15<Phazorx>the registers sound like temp data storage, which still need to be part of a save
16:15<Rubidium>as I said, there are a few bytes saved in the savegame
16:15<Rubidium>*but* those a "general purpose"
16:16<Rubidium>so the GRF itself defines what to do with it, we do NOT define it
16:16<Phazorx>gives more power to grf maker then i guess
16:16<@Belugas>but they are not solely reserved for NI, NI just uses them, it was there even begore
16:16<Phazorx>sounds like ottdc++ is about to come to live :)
16:16<Phazorx>i mean grf spec evolves into relatively high level language
16:17<Phazorx>like macro scripting language, with it's own variables on top of general structure
16:17<@Belugas>if you wish
16:17<@Belugas>gotta go
16:17<@Belugas>good night
16:17<Phazorx>kinda computantionaly expensive way to do it but gives most power to artists/develoeprs i guess
16:17[~]Sacro learns lex
16:18<Phazorx>good night :)
16:18<Phazorx>thanks for the info
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16:45<Sacro`>he left :(
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17:01<Sacro>here's a good question
17:01<Sacro>could i run an OpenTTD server on a VAX?
17:02<DaleStan>Will OpenTTD compile on a VAX?
17:03<DaleStan>If so, I expect you can run an Open server on a VAX.
17:03<Sacro>DaleStan: i haven't yet tried :)
17:03<Sacro>though there are 2 in the cupboard at Uni
17:03<Sacro>as well as an impressive collection of other old systems
17:03<Rafagd>what is a VAX? =D
17:04<DaleStan>You're better off than I, then. I have four x86-32 machines. All with GenuineIntel processors, I'm pretty sure.
17:04<DaleStan>One of them does have Linux on it, though.
17:04<Sacro>I have an AMD64 desktop, an x86_64 laptop, and a sparcstation 10
17:04<DaleStan>(And one has no RAM.)
17:05<Sacro>RAM is needed :)
17:06<Sacro>we where fiddling around in a server earlier
17:06<Sacro>trying to find another 2 cpus
17:06<Sacro>to take it up to a 4x550Mhz
17:07<Sacro>the new GP2X has a touchscreen
17:07<Sacro>that'll be nice for portable OpenTTD
17:08<Rafagd>is pretty old
17:08<Rafagd>a 286 would run better?
17:08<Sacro>probably not
17:08<Rafagd>um leaving for university
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17:08<mcbane>laters rafagd
17:15<Prof_Frink>Sacro: Does SDL run on VAXen?
17:15<Sacro>doesn't debian do an alpha release
17:16<Sacro>OpenBSD should be a good start
17:20<Sacro>hate ambiguous coursework questions
17:20<Sacro>What does IPR stand for
17:20<Sacro> Institute for Potato Research (Poland)
17:20<Sacro>i doubt...
17:22<Sacro>DaleStan: what would you say was the first microprocessor
17:23<Sacro>he is knowledgeable
17:23<Prof_Frink>Put the real asnwer, then "(also the Polish Institute for Potato Research)"
17:23<Sacro>heheh :)
17:23<DaleStan>No clue. Beyond recognizing the names, old hardware isn't really my thing.
17:23<Sacro>well. it's either the Intel 4004, TI TMS 1000 or the CADC
17:24<Prof_Frink>Sacro: To answer this question you may have to go to... that place
17:24<Sacro>ah, the 4004 was released in 71
17:24<Sacro>that place?
17:24<Prof_Frink>To seek the man of patches.
17:24<Sacro>"Azeroth is an Earth-like world in the fictional Warcraft universe"
17:24<Sacro>oh... yes
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17:25<Sacro>Which of the following is not a computer programming langauge
17:25<Sacro>Ada Coral Eiffel Lisa Miranda
17:26<Sacro>well Ada is
17:26<Sacro>coral66 is a language
17:26<Prof_Frink>Ada is, Coral's a reef, Eiffel's a tower, Lisa's an apple computer and Miranda's a planet.
17:26<Eddi|zuHause>i am pretty sure eiffel is
17:26<Sacro> yep
17:26<Prof_Frink>(fictional planet, real moon)
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17:27<Sacro>LISA is Lazerware's Interactive Symbolic Assembler
17:27<Eddi|zuHause>well that only leaves one
17:27<Sacro>but is that a language :s
17:27<Sacro>cos it uses MOS 6502 assembler
17:28<Sacro>pisses on that last idea
17:28<Prof_Frink>Sacro: So, is your coursework "Learn to google"?
17:28<Sacro>Prof_Frink: err...
17:28<Sacro>wikipedia so far :p
17:28<Prof_Frink>Check the Ips of recent edits
17:28<Sacro>LISA is an environment, not a langauge
17:29<Prof_Frink>See if it's your lecturer
17:29<+glx>eiffel is a lisp thing
17:29<Eddi|zuHause>yeah, something like that...
17:29<Sacro>glx: yes, possibly
17:29<Eddi|zuHause>i only know i heard the name
17:29<Sacro>i think someone may have used the name
17:29<Sacro>thus rendering his question unanswerable
17:30<Prof_Frink>Sacro: Find real (non-wikipedia) references for all of them being languages
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17:31<Sacro>is miranda
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17:57<Sacro>What is the connection between modern computer communication and an early Scandinavian
17:57<Sacro>would that be beowulf?
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18:09<Sacro>was he an early scandanavian?
18:10<Sacro>that is early
18:10<Sacro>its 12:10 now
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18:13<ln->910 is earlier than 12:10
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18:53<Sacro>Who where "The Bunch" and why did they oppose "Big Blue"?
18:53<Sacro>i know BB = IBM
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19:03<ln->Who where
19:03<Sacro>Burroughs, UNIVAC, NCR, Control Data Corp, Honeywell
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20:47<CIA-4>OpenTTD: belugas * r11202 /trunk/src/newgrf_industries.cpp: -Feature: [NewGRF] Add support for var 45 for Industries.
20:59<ln->what's this funny noise of the trams?
21:06<CIA-4>OpenTTD: belugas * r11203 /trunk/src/newgrf.cpp: -Codechange: Raise the TTDPatch version a little higher, as some new features will be shortly exploitable
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21:21<CIA-4>OpenTTD: belugas * r11204 /trunk/src/newgrf.cpp:
21:21<CIA-4>OpenTTD: -Feature: [NewGRF] Add support for Action 00 for Industries and IndustryTiles.
21:21<CIA-4>OpenTTD: Thanks to :Csaboka for original concept, specs & help. Dalestan for technical explanations.
21:21<CIA-4>OpenTTD: Pikkabird & Georges for detailled comments on their grf works. The Alpha testers (You know who you are).
21:21<CIA-4>OpenTTD: And finally (but not least) Maedhros (newhouses), peter1138(newgrf) Rubidium and glx (numerous and welcome patches)
21:21<CIA-4>OpenTTD: Remember: it certainly can be buggy. But be sure that behaviour has been tested in TTDP (if you can) before raising a flag.
21:32<@Belugas>did I forgot to mention that this was in fact THE commit for newindustries in trunk?
21:32<@Belugas>looks like that :)
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---Logclosed Fri Oct 05 00:00:44 2007