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#openttd IRC Logs for 2007-11-14

---Logopened Wed Nov 14 00:00:32 2007
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04:45<dihedral>hello DaleStan
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09:04<dihedral>LeviathNL: pocking webdune?
09:07<LeviathNL>dihedral, pocking ?
09:10<dihedral>having a look at
09:10<dihedral>i only saw you show up and dissapear again
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10:07[~]Belugas submerges into the music of Underworld
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10:20<De_Ghosty>how i creat dynamic array in c++?
10:21<Noldo_>use std::vector
10:21<De_Ghosty>what about in c?
10:23<dihedral>anybody in here plays ET?
10:24<Eddi|zuHause>De_Ghosty: you reallocate memory
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10:31<Eddi|zuHause>C has no such thing as arrays
10:31<Eddi|zuHause>just pointer arithmetics
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10:34<strongfrakk>hi how can i build railroad bend ?
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10:35<strongfrakk>how can i build a railroad bend?
10:36<@Belugas>ho... do one direction, then choose the other road direction. the curve willbe made automatically
10:36<@Belugas>just make sure the first road part is done on half a tile
10:37<@Belugas>and start the other direction on the opposite upper half tile
10:37<@Belugas>or something like that
10:37<strongfrakk>how can make half tile:)
10:38<@Belugas>roads are always constructed on half tiles
10:38<strongfrakk>when i made them then i had not half tile
10:38<strongfrakk>i believe in you
10:38<LeviathNL>he's talking about railroad
10:38<strongfrakk>i have tried
10:39<strongfrakk>i does not work
10:39<strongfrakk>i did not get half tiled raildroad
10:40<+glx>there's no half-rail
10:40<Gonozal_VIII>that's because they don't exist, belugas was talking about roads
10:40<LeviathNL>there are 4 directions railroad, if you build 2 against against each other in a way the angle is 45 degrees trains will be able to drive over it
10:41<strongfrakk>ok im trying
10:41<LeviathNL>look at the rails in this Screenshot:
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10:41<Gonozal_VIII>use the fifth rail building tool with the crossed rails on it, you can build any direction with that
10:43<strongfrakk>oh yeah when i have moved the mouse over the current place it offers to variations
10:43<@Belugas>sorry strongfrakk... i've got confused... indeed, i though you ment roads, truck and bus roads...
10:44[~]Belugas re-submerges
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10:46<strongfrakk>i does not matter my first railroad have already started
10:47<Gonozal_VIII>leviath, what's that in the bottom right corner of your screenshot?
10:47<strongfrakk>ups something wrong
10:47<strongfrakk>it must be turn back:)
10:48<strongfrakk>it can be turn back:)
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10:50<LeviathNL>Gonozal_VIII, it is not my screenshot but if you are referring to the crane etc I think it is the Container Freight Station & Harbor set:
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10:51<Gonozal_VIII>ah ok thanks... so it's a rail station, not really a dock
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11:17<De_Ghosty>if i have to exit
11:17<De_Ghosty>how do i get c to terminate all the mallocs?
11:19<De_Ghosty>free what?
11:19<De_Ghosty>i mean when i get an error i wanna exit
11:19<De_Ghosty>and i want it to free everything
11:19<+glx>pointer = malloc(); free(pointer)
11:20<De_Ghosty>errrr isn't there a call to something to free everything?
11:20<Gonozal_VIII>make it a function
11:20<+glx>you need to do it yourself
11:21<Gonozal_VIII>garbage collector ftw^^
11:21<@Belugas>read it, it will help you, i'm sure
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11:23<De_Ghosty>oh i am reading it
11:23<De_Ghosty>i donno how to signal or terminate properly
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11:24<dihedral>ET players in here?
11:26<Gonozal_VIII>a game where you have to phone home?
11:26<Vikthor>No, I presume he means Wolfenstein: Enemy Territory
11:27<LeviathNL>I have the demo if you mean ET:Quake wars
11:27<dihedral>no, simple ET
11:28<Vikthor>Well I had been playing, but I cant get my mouse to work correctly with ET
11:28<dihedral>give it another try
11:29<Vikthor>Well it is since I upgraded to Xorg 7.3
11:30<Vikthor>I cant turn mouse accel off
11:30<Gonozal_VIII> <-- there really is an E.T. game where you have to phone home^^
11:30<Vikthor>Anyway I have to go, bye
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11:44<De_Ghosty>is there anyways to beak from a if ?
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11:45<Gonozal_VIII>another if inside...
11:47<De_Ghosty>i only wanna end the if
11:47<De_Ghosty>first if
11:47<De_Ghosty>and continue on
11:47<De_Ghosty>i though it's bad to use goto
11:48<Gonozal_VIII>just }
11:48<BigBB>an extra function and return;
11:48<De_Ghosty>good idea bigbb
11:48<Eddi|zuHause>what happened to "else"?
11:48<@Belugas>it is indeed bad to use goto..
11:50<Gonozal_VIII> if(asdf){if(!fail) {do the rest} }
11:50<Eddi|zuHause>if(asdf){x; if(fail){y;} else {z;}}
11:51<De_Ghosty>big if are hard to read
11:51<@Belugas>add comments
11:52<@Belugas>or split in smaller functions
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11:53<Gonozal_VIII>if(asdf){if(!fail) {do the rest} } <-- that's not bigger than break just the other way around
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11:57<Gonozal_VIII>if(asdf){do something; if(!fail){do the rest;}} makes more sense^^
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12:00<skidd13_UNI>Anyone tried the Intel Linux C++ Compiler?
12:00<dihedral>you tried playing ET?
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12:02<skidd13_UNI>dihedral: yes... but ... I stopped playing shooters ;9
12:02<dihedral>join us tonight
12:02<dihedral>have to catch a bus
12:02<Gonozal_VIII>ah yes.. those buggers are fast
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12:20<De_Ghosty>when i free something
12:20<De_Ghosty>it become null right?
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12:21<Rubidium>De_Ghosty: no
12:21<Rubidium>free(x) doesn't make x null
12:21<+glx>it's safer to do free(pointer); pointer = NULL;
12:21<Gonozal_VIII>why does that matter?
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12:23<De_Ghosty>do i crash if i free something twice?
12:24<SmatZ>may happen, especially when the memory has been reallocated for some other data
12:24<Gonozal_VIII>free(pointer); pointer = NULL; <-- you change it after you freed it?
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12:26<Rubidium>a pointer is technically a int-like type that contains the memory address of something
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12:26<Rubidium>so you change the 'thing' that points, not the stuff that it is pointing to
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12:27<Gonozal_VIII>had nothing of that in java...
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12:32<De_Ghosty>so i should null it whenever i free it?
12:32<De_Ghosty>k thx
12:37<LeviathNL>Ammler, something is wring the the basecost grf, in this pic other grf are also loaded but I also tested it with only basecosts and it does the same
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12:41<Sionide>anybody had ottd working on a symbian s60 3rd edition device?
12:42<spark_>ottd on symbian ? wow
12:47<De_Ghosty>lol for your palm?
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13:39<De_Ghosty>how i malloc 2d arrays?
13:41<Gonozal_VIII>big 1d array and calculate 2. dimension :-)
13:42<De_Ghosty>i found it
13:43<De_Ghosty>Belugas is awsome
13:46<@Belugas>i am?
13:46<@Bjarni>we kind of knew that ;)
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13:46<@Belugas>say that again :) it feels good :D
13:47<@Bjarni>we kind of knew that ;)
13:47<@Bjarni>I knew it would make you happy :)
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13:55<De_Ghosty>i don't get it
13:55<De_Ghosty>how i creat a **matrix with malloc?
13:56<De_Ghosty>or 2 d array
13:56<SmatZ>De_Ghosty: malloc(m * n * sizeof(unit))
13:56<+glx>malloc(xsize) then malloc(ysize) for each one
13:56<De_Ghosty>but i can't use matrix[i][j] with that
13:57<@Bjarni>you can if you are wise
13:57<De_Ghosty>i am no
13:57<SmatZ>De_Ghosty: well... you could override the operator []
13:57<De_Ghosty>share some wisdom please
13:57<SmatZ>or as said glx
13:57<SmatZ>you could use [] []
13:57<SmatZ>if you do it that way
13:58<De_Ghosty>so **matrix = malloc(xsize) malloc(ysize)
13:58<De_Ghosty>example please?
13:58<Gonozal_VIII>that would be lots of mallocs
13:59<@Bjarni>I just wonder... wouldn't it be possible to malloc the array and then make a pointer which knows the [][] and make the pointer point to the newly allocated memory. That should do it
13:59<SmatZ>uint **matrix = malloc(xsize * sizeof(uint));
13:59<@Bjarni>the question is how to make the pointer
13:59<SmatZ>for (uint i = 0 ; i< xsize ; i++) matrix[i] = malloc(ysize*sizeof(uint));
13:59<+glx>uint **matrix = malloc(xsize * sizeof(uint*)); I think
13:59<SmatZ>i think
13:59<SmatZ>glx is right
14:00<exe>first malloc should be xsize * pointer size
14:00<@Bjarni>int *a[2][2] = &malloc; <-- I wonder if a simple line like that would work
14:00<@Bjarni>well, you would have to use malloc into a normal pointer and then use that pointer, but the basic idea...
14:00<SmatZ>you are storing address of a function into some array?
14:01<@Bjarni>I think the idea in my psedo code went missing :(
14:01<@Bjarni>the idea is to make a pointer to the 2D array then store the pointer to the allocated memory in that pointer
14:02<Gonozal_VIII>pointer to a pointer of a pointer pointer pointer :S
14:03<@Bjarni>sounds like multiple road stops
14:03<@Bjarni>it uses ****
14:03<@Bjarni>it could likely be simplified by call by reference
14:03<@Bjarni>but it's from the C era
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14:05<+glx>I can't find **** in source
14:05<@Bjarni>maybe somebody simplified it
14:06<De_Ghosty>is uint for C?
14:06<@Bjarni>or maybe it was only ***
14:07<Rubidium>*** is (usually) a Bjarniism ;)
14:07<@Bjarni>Celestar wrote this
14:07<+glx>vehicle list use *** and that's the only place in code
14:08<@Bjarni>maybe somebody cleaned up the vehicle stop code
14:08<hylje>you do it
14:08<hylje>so we have a bjarnism
14:08<De_Ghosty>int ** create2dDynamicMatrix(int row,int col){
14:08<De_Ghosty> int *arry = malloc(col * sizeof(int*));
14:08<De_Ghosty> int **matrix =malloc(row*sizeof(arry));
14:08<De_Ghosty> return (matrix);
14:08<De_Ghosty>would that work?
14:09<Rubidium>De_Ghosty: it would work, but it won't give the expected result
14:10<Rubidium>T** arr = malloc(col * sizeof(T*); for (uint i = 0; i < col; i++) arr[i] = malloc(row * sizeof(T)); return arr;
14:10<De_Ghosty>this is c btw
14:10<Rubidium>*but* you have to be precise with freeing it too
14:10<De_Ghosty>ahhh that is painful lol
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14:11<Rubidium>so you at least need to remember the value of 'col' too if you intend to properly free it's memory
14:11|-|mode/#openttd [-b *!*Sacro@*.karoo.KCOM.COM] by Bjarni
14:12<@Bjarni>maybe he will come back and NOT copy paste sick stuff in other languages again
14:12<@Bjarni>and then again... it's Sacro
14:13<Sacro>you mean i was still banned?
14:13<Sacro>someone could have told me...
14:13<@Bjarni>now I wonder why you were here while being banned
14:13<Sacro>nobody told me i was banned :\
14:13<@Bjarni>you logged in using your real name, not Sacro
14:14<@Bjarni>we should have banned the ISP
14:14<Rubidium>Sacro: nobody told you were banned? My logs says the contrary
14:14<Sacro>Rubidium: i got kicked and banned
14:14<Sacro>but then my bnc died, when it restarted it joined fine
14:14<Rubidium>no, you got banned and kicked
14:14<Sacro>A + B = B + a
14:14<hylje>A = a ?
14:14<@Bjarni>A != a
14:15<@Bjarni>and what are A and B?
14:15<Sacro>where A = a
14:15<hylje>arbitrary named values
14:15<Rubidium>with banned then kicked the kicked person knows (s)he is banned, with kicked then banned the kicked person does not
14:15<Sacro>it tells me i cannot join #openttd (you are banned)
14:15<@Bjarni>if A and B are matrices...
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14:31<De_Ghosty>can i
14:32<De_Ghosty>for (int i = 0; i < (int*)sizeof(matrix); i++)
14:32<De_Ghosty>free( sizeof(matrix[i]))
14:33<De_Ghosty>free( matrix);
14:33<De_Ghosty>what does sizeof (matrix) get me?
14:33<SmatZ> i < (int*)sizeof(matrix)
14:33<Rubidium>yes, but it least a lot of allocated memory
14:33<SmatZ>is strange line
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14:33<De_Ghosty>errr how i get number of rows?
14:33<Rubidium>De_Ghosty: sizeof('pointer')
14:33<Rubidium>De_Ghosty: you don't
14:33<De_Ghosty>ok thx
14:34<Rubidium>that's why I said you have to keep track of it yourself
14:34<Gonozal_VIII>you made the matrix, you know the size
14:34<SmatZ>De_Ghosty: generally you have to remember it somewhere
14:34<SmatZ>yes, you are the God of that matrix
14:35<Gonozal_VIII>you are the chosen one!
14:35<SmatZ>yes :)
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14:41<De_Ghosty>void freeAllocatedIntPtr(int num_row, int num_col,int**x){
14:41<De_Ghosty> int i=0;
14:41<De_Ghosty> int j = 0;
14:41<De_Ghosty> for (i=0;i<num_row;i++){
14:41<De_Ghosty> for (j=0;j<num_col;j++);
14:41<De_Ghosty> free (x[i][j]);
14:41<De_Ghosty> free (x[i];
14:41<De_Ghosty> free (x)
14:41<De_Ghosty> }
14:41<De_Ghosty>is the j counter redundent?
14:41<SmatZ>De_Ghosty: there is, you know
14:41<SmatZ>is it a 3D array?
14:42<De_Ghosty>no 2 d
14:42<Gonozal_VIII>why 3d?
14:42<De_Ghosty>no idea
14:42<De_Ghosty>i though it was extra
14:42<De_Ghosty>just checking
14:43<Rubidium>freeing ints isn't the safest thing to do
14:43<dihedral_>Enemy Territory game at (/connect server name: #Openttdcoop.ET all required files at
14:43<SmatZ>De_Ghosty: your code ~ would free a 3D array
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14:44<dihedral_>feel free to join
14:45<dihedral_>what was that De_Ghosty ?
14:46<Gonozal_VIII>what was what?
14:46<De_Ghosty>what happen if i cast int** into int*
14:46<De_Ghosty>what is et?
14:47<De_Ghosty>can i cast int** into int*?
14:47<Gonozal_VIII>i don't know what ** and * means so no idea
14:47<Rubidium>De_Ghosty: you can cast anything into everything in C
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14:48<Rubidium>whether it works as expected is something completely different
14:49<dihedral_>Gonozal_VIII: De_Ghosty just showed up on for one second and was gone again
14:51<De_Ghosty>so if i cast int ** into int*
14:51<De_Ghosty>i can reference it like a 1 dimension rigt?
14:51<De_Ghosty>or does it break down?
14:51<De_Ghosty>i'll do it the safe way
14:54<SmatZ>you can, but then it will be array of int, not array of int* ... int* and int can have different sizes
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14:57<De_Ghosty>so it wouldn't break?
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14:59<Noldo_>what is it taht you need to do?
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15:11<Wolf01>LeviathNL, i see you edit the post about the who.. shores, i was thinking if that word might had another mean, but i found nothing ;)
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15:27<LeviathNL>Ammler, did you see this:
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15:30<Rubidium>anyone in here know how to start TTDP in for example Russian?
15:31<LeviathNL> maybe this'll help
15:32<DaleStan>set LANG=ru first, I believe. Note that this only controls TTDPatch (ttdpatch[w].exe), not Patched TTD (TTDLOAD[W].OVL).
15:34<+glx>I tried that, I get russian in ttdp console, but I fail change language in ttdp
15:35<DaleStan>Like I said. That's for ttdpatchw.exe, not TTDLOADW.OVL. For the latter, you need an appropriate translation grf file.
15:36<Rubidium>but shouldn't some NewGRF like ECS Machinery use Russian in that case?
15:37<Ammler>[21:27] <LeviathNL> Ammler, did you see this: <-- you know, you need to change the value over Scenario Editor or starting a new game
15:37<DaleStan>Maybe it should, but it is as designed that it does not.
15:37<LeviathNL>Ammler, that is a new game
15:41<Ammler>ok, added your screen to the wiki
15:41<Ammler>I will check it
15:42[~]dihedral greets DaleStan
15:44<De_Ghosty>null pointer is NULL right?
15:45<Rubidium>usually yes
15:47<De_Ghosty>yes it
15:48<De_Ghosty>just tried it :d
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15:48<Gonozal_VIII>null is german for zero :-)
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15:49<Rubidium>shouldn't the first letter be capitalized?
15:49<Gonozal_VIII>that's irc... i don't capitalize anything here
15:50<Rubidium>well null != Null in C
15:51<Rubidium>gonozal_viii: really?
15:51<Gonozal_VIII>but yes, it should be N
15:51<Gonozal_VIII>i don't have to type my nick often
15:53<Gonozal_VIII>else it would probably be something like gonozal8 or gono
15:53<Gonozal_VIII><-- lazy
15:53<Gonozal_VIII>or atlan :-)
15:54<De_Ghosty>time to go
15:54<De_Ghosty>later guys
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16:12<@Belugas>[15:39] <DaleStan> Maybe it should, but it is as designed that it does not. <--- what do you mean? That George made some errors in ECS?
16:12<@Belugas>or better yet, what should he had done in order to make it right?
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16:13<@Belugas>or even better, do you think he knows?
16:13<DaleStan>No. That the setting of LANG was never intended to have an effect on TTD's in-game language.
16:13<DaleStan>LANG only affects the messages emitted by ttdpatch[w].exe, not TTDLOAD[W].OVL.
16:17<@Belugas>so, in order to get ECS in TTDP to have russian strings, there is a required grf that needs to be included
16:17<@Belugas>if i understand it correctly
16:18<Eddi|zuHause>Gonozal_VIII: why type any nick if you can use tab-completition?
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16:19<Rubidium>because gonozal_viii only talks in lowercase
16:20<Prof_Frink>Pfft. Gonozal_VIII is not asiego.
16:23<Gonozal_VIII>not what?
16:24<Gonozal_VIII>that's something spanish?
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16:26<Prof_Frink>sorry, s/ie/ei/
16:26<LeviathNL>Ammler, you might wanna check out the action 10 labels in Basecosts.grf, you didn't define a label so the first byte of the first character is the label. some action7 might jump to a Action 10 instead of the number of sprites you declared
16:27<SmatZ>I don't know
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16:31<DaleStan>Belugas: Yes. Any GRF that sets var 9F to the correct value.
16:35<LeviathNL>Ammler, if a parameter is set to 255 should it ignore all the modifiers behind it?
16:35|-|cybermage [] has joined #openttd
16:35<cybermage>gday all :)
16:35<cybermage>I may have stupid question :)
16:36<+glx>just ask
16:36<cybermage>Do you know about any scripts which will build OpenTTD server statistics?
16:36<Gonozal_VIII>there are no stupid questions, only stupid answers
16:36<+glx>like ottdlib?
16:36<Eddi|zuHause>that is a common misconception...
16:36<Gonozal_VIII>i know but i always wanted to say that :-)
16:37<cybermage>what is ottdlib ?
16:37<Eddi|zuHause>a lib that interfaces with ottd
16:38<cybermage>any link?
16:38<@Bjarni><cybermage> I may have stupid question :) <-- the most common stupid question in here is "may I ask a question?"... specially since it's a question so answering no will make an issue with rule violation :P
16:38<cybermage>google did not provide any answer
16:39<cybermage>You see, I did not ask if I can ask :)
16:39<cybermage>I just commented out, that I will have stupid question:)
16:40<+glx>cybermage: it is openttdlib indeed :)
16:40<cybermage>that may be the problem, thanks
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16:45<cybermage>hmm, interesting :)
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16:46<Prof_Frink>Bjarni: Hence why blitzed/#linux has "Don't ask if you can ask, just ask! (Then be patient)" in the topic
16:48<@Bjarni>we cleaned up our topic because it contained too much info so people didn't read it, but this is something we would like to use
16:48<cybermage>Have you ever worked at IT support?
16:48<@Bjarni>"my computer can't start"... I plugged it in and it booted just fine
16:48<@Bjarni>stuff like that
16:49<@Bjarni>kind of like kindergarten :s
16:49<Eddi|zuHause>Prof_Frink: in my experience, that does not help
16:49<cybermage>I think you should never tell something like "There are no stupid questions"
16:50<cybermage>There are :)
16:50<Prof_Frink>"Hello IT, have you tried turning it off and on again? Are you sure it's plugged in?"
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16:50<Rubidium>sounds like "The IT Crowd"
16:52[~]Prof_Frink hands Rubidium the prize
16:52<Ammler>[22:35] <LeviathNL> Ammler, if a parameter is set to 255 should it ignore all the modifiers behind it? <-- no, it does
16:52<cybermage>Most of it is based on a true story
16:52<@Bjarni>the best thing is that he was aware that it was unplugged, but somehow he had the idea that the battery would last forever
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16:53<Ammler>only ignore that one and will set defaults to not set
16:55<cybermage>anyone who has experience with openttdlib?
16:55<cybermage>I have problem with
16:55<cybermage>PHP Fatal error: Call to undefined function bcadd() in /home/openttd/openttdlib/OpenTTDLib-0.3/includes/OpenTTDLibPacket.php on line 266
16:55<SpComb>the bcmath module
16:56<Rubidium>Prof_Frink: you only missed the distinct sound of the recorder starting ;)
16:56<cybermage>php is compiled with '--enable-bcmath=shared'
16:56<Rubidium>s/recorder/'tape player'/
16:56<dihedral>windows or linux?
16:56<cybermage>(linux ;) )
16:57<dihedral>and search the page for 'bc'
16:57<dihedral>did you compile it as such yourself?
16:57<cybermage>no, that's CentOS default build
16:57<dihedral>give me a second
16:58<cybermage>I am just running example
16:59<dihedral>where can i see available rpm's to centos5?
17:00<cybermage>what should I look for?
17:00<dihedral>php5 and bcmath :-)
17:00<dihedral>sometimes they are seperated over multiple packages
17:01<SpComb>with shared you still need the .so
17:01<cybermage>that's the problem, thanks m8
17:02<dihedral>ya welcome
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17:11<cybermage>that lib is cool!
17:11<cybermage>I think I am going to create stats :)
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17:11<cybermage>thanks m8
17:12<cybermage>Guys, how is it with patches?
17:13<cybermage>I found no info anywhere
17:13<cybermage>If I am running server
17:13<cybermage>I think I have to install patches there
17:13<cybermage>but what about clients?
17:13<cybermage>do they need to install patches too ?
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17:14<dihedral>if you run a server, you do not _have_ to patch the source
17:15<dihedral>if you do patch the source, it depends what you patch
17:15<dihedral>if it's related to the game directly (i.e. calculations) then all clients will need a patched binary too
17:15<cybermage>I am a little bit slow in the evening
17:16<cybermage>If I want to have some new buildings and wehicles on a server
17:16<cybermage>what should I basically do with the server ?
17:16<Gonozal_VIII>you need only some newgrfs then, no patches
17:17<dihedral>get newgrf's :-)
17:17<cybermage>ok :)
17:17<cybermage>and what about clients?
17:17<cybermage>where will they download these?
17:17<Gonozal_VIII>they also need them
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17:17<cybermage>How do they know that they will need some patch ?
17:18<Gonozal_VIII>they see it in the server selection screen
17:19<dihedral>it's a grf
17:19<dihedral>the game will tell them that either they have a missmatch or it's ok
17:19<cybermage>thanks m8
17:20<cybermage>One of my servers seems to be very bussy ;)
17:20<cybermage>planning to implement new one
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17:22<Gonozal_VIII>you could try a nightly server, there are not many of them
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17:23<cybermage>if you want ..
17:23<cybermage>actually I don't care so much
17:23<cybermage>OpenTTD does not consume much traffic
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17:23<Gonozal_VIII>not if i want... you don't have to do what i say^^
17:23<cybermage>and even not so many system resources ;)
17:24<cybermage>There is no difference for me if I run stable one or nightly build one
17:24<Rubidium>the biggest problem with servers is that virtually none of them are properly monitored
17:26<cybermage>what does that mean?
17:26<Rubidium>that people start a server, that some 'bad' people join the server and bully everyone from that server
17:26<Gonozal_VIII>there are some people that like to ruin the game for others
17:27<Rubidium>and that there is noone who stops them
17:27<cybermage>I will ban them
17:27<cybermage>without mercy
17:27<Gonozal_VIII>only if you see them
17:28<cybermage>but I need some support for log
17:28<cybermage>I need to log -> Nick, IP ....
17:28<cybermage>then I will get it :)
17:28<Gonozal_VIII>it's not difficult to get a different ip
17:28<Rubidium>IPs and Nicks are generally useless for banning :(
17:29<cybermage>IP's are very usefull
17:29<Rubidium>cybermage: really?
17:29<cybermage>Block range of his provider ;)
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17:29<cybermage>Iptables is a very good invention ;)
17:29<Rubidium>done... no people ruining your game
17:30<cybermage>hehe :)
17:30<cybermage>iptables -I INPUT --source x.y.z.a/b -j DROP ;)
17:30<Rubidium>start by adding ;)
17:30<cybermage>that is already blocked I think
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17:31<Rubidium>it is *the* most effective way of making no harmful people join
17:31<cybermage>no it is not
17:32<Rubidium>it is
17:32<Gonozal_VIII>is that the advertise server?
17:32<Rubidium>as that is the IP of the masterserver
17:32<cybermage>my current banlist:
17:32<Sacro>'ning all
17:32<Rubidium>and dropping input from the masterserver means you'll never be on the masterserver
17:32<cybermage>I am advertising my server
17:32<Rubidium>and thus nobody will see your server in the serverlist
17:32<cybermage>no issues with bad guys as I know ;)
17:34<cybermage>Once I find out how to log nick and IP's
17:34<cybermage>I will have everything :)
17:34<Gonozal_VIII>i only play with some friends, so no avertise and a pw
17:34<cybermage>I advertize my server :)
17:34<cybermage>I have no issue with it :)
17:34<cybermage>anyway :)
17:35<cybermage>what to increase to see who is joining ?
17:35<cybermage>what variable ?
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17:37<cybermage>I am using mostly linux console
17:37<cybermage>I need to increase net verbosity
17:37<cybermage>to see what's the source address of player, which is currently connecting
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17:40<cybermage>ha found
17:40<cybermage>debug_level net=1 :)
17:40<cybermage>thanks guys :)
17:40<cybermage>'night all
17:40<cybermage>have fun
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18:13<Rubidium>DaleStan: would it be a problem (for TTDP) when I use the 7th bit of the Action 5 type to tell whether there is an extra byte with offset from where to start replacing sprites (I would like to support changing a subset of sprites for some types). The bit will only have meaning for some types that I want to add for making replacing OpenTTD's sprites easier.
18:14<Rubidium>so for the current types the bit must not be set
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18:22<dihedral>is it possible to kinda 'ban' a certain user in tt-forums from certain threads?
18:23<dihedral>this maartena guy is p****** me off
18:23<Rubidium>with a decent browser and some decent script you can I think
18:25<Rubidium>you'll always have people who want other people to do the thinking work...
18:25<dihedral>if i could i'd slap him left and right and send him to mars
18:25<Rubidium>like people buying a computer, going home with the box and calling the support desk asking "what do I do now?"
18:26<Gonozal_VIII>5 posts in a row :-)
18:26<Rubidium>be happy your lib is only a niche product and you only have one such user
18:27<dihedral>i responded at one ocation with
18:27<dihedral>compare it to: you phoning microsoft because thunderbird is unable to contact the mail server due to a router misconfiguration!
18:27<dihedral>still amuses me :-D
18:28<Rubidium>dihedral: the person did not even open the box!
18:28<dihedral>no - and is still complaining
18:28<Rubidium>it's like calling microsoft so they can help you downloading thunderbird
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18:29<dihedral>he posted an error message, that clearly states what is wrong, and is described in the docs
18:29<dihedral>and even sent me a mail about it saying it was buggy
18:29<dihedral>all because he seems unable to understand 'cannot read from ...'
18:29<dihedral>and set the premissions correctly
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18:32<Rubidium>and begin your (donot)readme with often occuring errors before even mentioning reporting bugs
18:33<Gonozal_VIII>hehe, you rtfm'd him :-)
18:33<Rubidium>btw: there is an inconsistency between the about in the readme and the about in the user guid about the origin
18:34<Rubidium>but still... mention common bugs in the (donot)readme and not in some userguide
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18:34<dihedral>if there were common bugs
18:35<Rubidium>bugs/issues... all one big pile of bogus
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18:36<dihedral>unless you define 'bugs' as "users, who seemingly believe they are totally capable of doing anything, (un)pleasantly surprise you with the fact that they actually have no idea whatsoever of what is going on around them. in some situations they may also prove to be incapable of reading manuals and/or error messages"
18:36<dihedral>hey - i like that ;-D
18:37<dihedral>Gonozal_VIII: yes - i did rtfm him - and now i am actually curious to see his reaction towards that :-P
18:37<dihedral>much nicer than saying 'you p me off'
18:37<Rubidium>dihedral: it is a fact that people do not read a userguide for reasons why something doesn't work.
18:38<dihedral>i _always_ read what i find...
18:38<Rubidium>dihedral: have you read
18:38<dihedral>seen it on more than one ocation
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18:39<Rubidium>but have you completely read it?
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18:39<Rubidium>that's my point. Nobody will have completely read it.
18:39<dihedral>i had no need to so far :-)
18:39<dihedral>and yes - i read parts
18:40<dihedral>but must say - grep and less seem more intuitive
18:40<SmatZ>hundreds of thousands of lines to read...
18:41<dihedral>Rubidium: is that not the way you read manuals - you pick the stuff that suits your current situation
18:41<dihedral>you only read one man page if you need help on iptables
18:41<dihedral>and not all man pages :-D
18:42<Rubidium>one manpage about iptables?
18:42<Rubidium>that doesn't cover everything
18:47<dihedral>just was en example
18:47<dihedral>who is athanasios?
18:51<dihedral>just some new kid :-D
18:51<dihedral>who thought my post was 'offensive'
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18:55<dihedral>i'll see what a forum admin has to say to it
18:55<exe>anyone knows pathfinding? could this be possible?
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18:58<dihedral>time for bed
18:58<dihedral>good night
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19:13<CIA-1>OpenTTD: glx * r11431 /trunk/src/ (newgrf_engine.cpp train_cmd.cpp vehicle.h): -Codechange: [NewGRF] Add support for changing rail vehicle user-defined bit mask (prop 25) via callback 36
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19:43<SmatZ>back :)
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20:51<slafs_>I remember having heard of a project to make a php interface to dedicated openttd servers. I want to find it again and use it, anyone know what the project is called or where to find more information?
20:53<slafs_>Ah, now I found OpenTTDLib on tt-forums :)
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21:15<DaleStan><Rubidium> would it be a problem (for TTDP) when I use the 7th bit of the Action 5 type to tell whether there is an extra byte with offset from where to start replacing sprites <-- I'm not sure I understand the question. But I'll make some stabs: (1) Some action 5 blocks may have sprite offsets that do not fit in a byte. (2) Patch stores only the first sprite and the count for Action 5 blocks, so the blocks must be contiguous. T
21:15<DaleStan>hat said, (3) Patch will do something well defined when encountering such a sprite: Error out.
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21:15<DaleStan>Does that answer the question?
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---Logclosed Thu Nov 15 00:00:08 2007