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#openttd IRC Logs for 2007-11-28

---Logopened Wed Nov 28 00:00:05 2007
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---Logclosed Wed Nov 28 01:10:08 2007
---Logopened Wed Nov 28 01:10:09 2007
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01:10|-|Ekipa kanalu #openttd: Wszystkich: 61 |-| +op [3] |-| +voice [2] |-| normalnych [56]
01:11|-|Kanal #openttd zsynchronizowany w 91 sekundy
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05:50<Rubidium>:O people disrupting the sweet silence in here ;)
05:51<lordneon>lol you need an idlerpg bot in here if thats the case
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05:52<ln->Eddi|zuHause3: btw, my network connection went down last night, and i went to sleep...
05:52<Eddi|zuHause3>how dare you :p
05:53<ln->Eddi|zuHause3: but indeed the verb forms i was talking about were not modern-day english, but something older. maybe middle english.
05:54<lordneon>i was wondering if anyone knew how i can grab openttd server stats such as amount of clients connected etc etc
05:55<Eddi|zuHause3>lordneon: maybe you want to search for ottdlib?
05:55<Rubidium>using the exact same interface as OTTD clients get it
05:56<lordneon>hmmm ok thanks
05:56<SmatZ>hello all
05:56<Eddi|zuHause3>ln-: i read up a little on this, the terms "strong" and "weak" verbs were initially used by german studiers of language history, especially Jakob Grimm (from the fairy tales)
05:56<lordneon>im writing a control panel atm, still very basic but im on the server stats page
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06:04<Eddi|zuHause3>also, they were used to describe different schemes of vowel-shifting that took place in the germanic language(s) around 500 BC
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06:59<G>Beta1 gets my tick, it's kept me up till 1 am ;)
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07:06<Osai>hi all
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07:36<Eddi|zuHause3>G: then you missed our discussion about sleep patterns at 3AM
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07:45<SpComb>mm, sleep patterns
07:46<SpComb>I consider going to sleep at 1 am early
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08:48<@Belugas>hello and good morning for those who are stillin the morning part of the day. Good day for hte rest of ya
08:51<Gonozal_VIII>hi belugas
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09:11<Ashmodias>jemand da der Deutsch spricht?
09:12<Ashmodias>kannst du mir sagen wo ich eine Anleitung zu Openttd finde wie man das richtig spielt? :)
09:13<HerzogDeXtEr>noch nie openttd gespielt?
09:13<Ashmodias>ein Freund mag das, hab mir das jetzt gezogen und wollte das mal aus Spaß mit ihm spielen, nur schon im Vorraus mal gucken wie das geht
09:14<HerzogDeXtEr>achso naja ich würde die empfehlen auszuprobieren. und die seite ist allerding auf englisch
09:14<HerzogDeXtEr>da findest du so einiges
09:14<Ashmodias>dank dir :)
09:14<HerzogDeXtEr>schlußendlich nur von industrie zur nächsten industrie transportieren
09:14<Ashmodias>Englisch ist kein Problem für mich
09:14<HerzogDeXtEr>gut ^^
09:15<Ashmodias>Kapitalismus ftw !! ^^
09:15<HerzogDeXtEr>ja also am meisten spaß machen komplizierte streckennetze
09:15<HerzogDeXtEr>kann dir mal ein bsp zeigen wenn du willst ^^
09:15<Ashmodias>wo fänd' ich so eins?
09:16<HerzogDeXtEr>naja ich kann en server auf machen
09:16<Ashmodias>lass mich raten dann muss ich erstmal Hamachi installieren?
09:16<HerzogDeXtEr>nö :)
09:16<HerzogDeXtEr>welche version hast du?
09:16<HerzogDeXtEr>0.5.3 oder 0.6.0-beta1?
09:17<Ashmodias>hab die 0.6.0-beta1
09:17<@Belugas>next one who write anything than english is kicked
09:17<Ashmodias>-.- k
09:18<HerzogDeXtEr>yo np Belugas
09:18<HerzogDeXtEr>didnt know that rule ^^
09:18<Ashmodias>me neither
09:18<@Belugas>well... it is the same rule as the one used in the forums :)
09:19<HerzogDeXtEr>^^ oki now i know it
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09:25<Eddi|zuHause3>this would be a perfect time for a random star trek quote in a random language :p
09:26[~]Eddi|zuHause3 is looking over to ln-
09:30<ln->sorry, still at work, let's see after 1 hour :)
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10:43<CIA-1>OpenTTD: rubidium * r11537 /trunk/src/openttd.cpp: -Codechange: make it much harder to 'accidentally' add savegame conversion code after the window and cache initializations.
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10:49<De_Ghosty>what is the train carriage called?
10:51<Eddi|zuHause3>damn, why are IDE drives not hot-pluggable...
10:51<valhallasw>actually they are, but most OS'es don't support it
10:51<Eddi|zuHause3>uptime 4:48pm an 11 Tage 3:21, 4 Benutzer, Durchschnittslast: 3,33, 2,79, 2,99
10:52<Eddi|zuHause3>now i have to shut down
10:52<valhallasw>and of course the drive electronics have to accept it ;)
10:52<Eddi|zuHause3>i think i should not push it :p
10:53<Eddi|zuHause3>back in 10, if i can find a screwdriver...
10:54<valhallasw>woot futurama
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11:06<De_Ghosty>yea thx
11:06<De_Ghosty>ol hotswap ide?
11:06<De_Ghosty>i tried that once
11:06<De_Ghosty>there was like a big spark and the system rebooted anyways
11:07<De_Ghosty>shorted the powersupply
11:09<Rubidium>that's what can be called hot swap ;)
11:09<Rubidium>such a spark cannot been cold
11:15<Eddi|zuHause3>someone pray for me...
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11:15<Rubidium>... not coming back?
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11:22<De_Ghosty>hey is there something for c to call to free all allocated resourcE?
11:23<Eddi|zuHause>at least it boots again, that's worth a lot ;)
11:23<+glx>De_Ghost: yes, but you need to free all stuff you allocated "by hand"
11:23<Eddi|zuHause>testing has to wait, must go...
11:25<De_Ghosty>that sucks
11:26<Rubidium>De_Ghosty: there is one way to free all allocated resources (by the application) in C. It is `exit(0)`
11:28<Rubidium>yes, but I wonder whether it is what you want
11:28<+glx>well that's hoping the OS does what it should
11:28<Rubidium>glx: if it does not, then the OS is broken by design.
11:29<De_Ghosty>yea that's the thing i was looking for Rubidium
11:29<De_Ghosty>thanks alot
11:29<De_Ghosty>exit terminate the program right?
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11:58<oh>anyone know who's running the non-dihedral fairplay servers?
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11:59<Rubidium>yes, but whether that person is in here is unknown to me
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13:11<dihedral>wtf De_Ghosty ...
13:15<De_Ghosty>wtf wtf?
13:23<dihedral>odd clip you postes :-P
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13:53<De_Ghosty>it's funny
13:53<De_Ghosty>i though it was relaly funny
13:55<dihedral>just was a wtf to the vid not you :-)
13:55<De_Ghosty>and the music was a nice touch too
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14:12<SpComb> <-- I has myself a scrollable giant screenshot!
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14:22<dihedral>SpComb: now "just" parse sav files :-D
14:24<SpComb>no, I'll add a screenshot method to api.cpp that somehow draws a specified tile
14:24[~]SpComb has gone beyond working with OpenTTD has and has started modifying the source code itself
14:24<SmatZ>wow SpComb :)
14:24<SpComb>but indeed, that's what I was planning on doing next
14:25<SpComb>(the current thing at that url there is just a .png giant screenshot)
14:26<SmatZ>nice, but too small view :(
14:26<SmatZ>it would be nice to zoom it :)
14:27<SpComb>indeed, it needs a zoom and a minimap of some sort
14:33<hylje>and then an interface...
14:36<Eddi|zuHause>ottd the browser game
14:38<Prof_Frink>SpComb: Make an openttd googlemaps-alike
14:38<Prof_Frink>< SpComb> Prof_Frink: Do it yourself you lazy bugger
14:38<|Jeroen|>would be cool to play on a real map
14:38<SpComb>Prof_Frink: does that define itself as a ~real-time (updating) scrollable screenshot?
14:39<|Jeroen|>and then use the flight sim to inspect your routes
14:39<Prof_Frink>SpComb: I hadn't thought about realtime updating
14:39<hylje>|Jeroen|: thats when one has a fat client..
14:39<SpComb>what else? Half-trains on different tiles?
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14:40<SpComb>you need something weird to ensure that all the tiles that are visible are from the same game tick
14:40<Prof_Frink>SpComb: I said googlemaps-alike
14:40<Prof_Frink>So haing the same city in three different seasons would do
14:41<hylje>itd update one screenshot segment at a time
14:41<hylje>it doesnt need to be consistent
14:41<SpComb>but indeed, I need to figure out how to hack OpenTTD's viewport code to draw something png-ish to a buffer
14:43<SpComb>I guess OpenTTD will be the one to handle rendering the zoom, so I won't implement that first
14:43<Prof_Frink>SpComb: You could fudge zoom by scaling the images after creation
14:44<SpComb>well, that's what I need to do if I source the image from the filesystem, for for the scrollable OpenTTD thing OpenTTD can handle the zoom itself
14:46<Wolf01>sorry but i must do it: watch?v=i5pGlw4o3Ks :D (add it after
14:47[~]Prof_Frink hands Wolf01 an url-shrinking service like
14:47<Wolf01>no, it is always a youtube link, in this way is totally not a link :D
14:48<hylje>its an implied link
14:48<hylje>off you go
14:51<@Belugas>i'm getting old...
14:51<@Belugas>i had the "Kick Why" button ready to go, but...
14:51<@Belugas>i didn't press it :
14:52<@Belugas>lucky Wolf01 ;)
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14:56<SpComb>hmm, the screenshot code actually looks somewhat straightforward
14:58<SpComb>I just jiggle a viewport around and make screenshots of it
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15:05<Wolf01>next time i'll crypt it with rot13
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15:06<Wolf01>but is a spectacular video:D
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15:10<Szandor>Quick coding question: how do I get from Tile + DiagDir to the next tile in that direction?
15:12<SpComb>anyone here who's familiar with OpenTTD's viewport/screenshot code? The ScaleByZoom/left/virtual_left/x/coord stuff is slightly confusing
15:17<+glx>Szandor: search for TileAdd*
15:17<BigBB>Szandor, TileAddByDiagDir(tile, diafdir)
15:17<Szandor>Magic, thanks
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15:25<Jon2>is the last leg of a transfer chain supposed to run a massive loss?
15:25|-|Jon2 changed nick to Jonty
15:25<Jonty>(I'm using 0.6.0-b1)
15:25<Gonozal_VIII>it does that only if you transport in the wrong direction or the goods are waiting too long
15:26<Jonty>what do you mean by transport in the wrong direction?
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15:26<Gonozal_VIII>towards the industry/city it came from
15:27<Eddi|zuHause>usually it means the cargo piles up and waits too long at the intermediate station
15:28<Eddi|zuHause>especially if the initial estimation for the first step was too optimistic
15:28<Eddi|zuHause>e.g. you transport the first half by fast plane, and the second half by slow truck
15:29<Jonty>so I need to speed it up?
15:29<Jonty>I see
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15:29<Eddi|zuHause>it really depends on your setup
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15:31<Gonozal_VIII>total payment is calculated from distance and time, if the virtual payment (yellow) was higher then the total payment the last leg has negative profit.. but you still get the yellow sum (at the end)
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15:31<Jonty>so I at least shouldn't be too worried about it?
15:32<Gonozal_VIII>it's not a real loss, only less profit
15:32<SpComb>what's a virtual coordinate?
15:32<Gonozal_VIII>sp 217 :-)
15:33<SpComb>as in, struct ViewPort virtual_left, virtual_top
15:33<hylje>1. steal underpants
15:33<hylje>2. ???3. profit!!
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15:33<Eddi|zuHause>wasn't it "collect underpants"?
15:36<Jonty>ok, thanks
15:36<Eddi|zuHause>that's one of the few episodes that i actually saw...
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15:54<SpComb>screenshot.cpp #include fileio.h twice
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15:57<DaleStan>Rubidium: Surely action 5 types 14/94 and 15/95 load to an array containing a defined number of sprites? Shouldn't that number be documented somewhere?
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16:14<@Belugas>DaleStan, I might be wrong, but i think, looking at the code, that the sprites in questions are loaded directly in the spritecache, which is a reallocated array. So it is not really a defined array.
16:15<DaleStan>But isn't there a defined number of sprites? As in, if I tried to load 5000 sprites, they wouldn't all get used?
16:16<DaleStan>And if not all of them would get used, how many would?
16:16<@Belugas>been used is a different story here, indeed
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16:17<@Belugas>i was replying regardingf the load, not the usage
16:17[~]Belugas heads down in the code
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16:18<DaleStan>At least in Patch, action 5 has always allowed any number of sprites to be loaded; the interesting information is how many of those will be used.
16:19<@Belugas>granted, same here
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16:22<@Belugas>so, looks like there are as many flags as there are lang available on the server
16:22<@Belugas>i mean...
16:22<@Belugas>as there are possible lang
16:22<@Belugas>of course, a server can only have one lang set
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16:30<DaleStan>So, one flag per *.lng file? Any ideas which lang file gets which offset in the array?
16:32<Gonozal_VIII>random :D
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16:33<@Belugas>DaleStan: don't know yet, sorry, was buzy away, I will provide the answer as soon as i can, which means possible (my) tonight
16:33<toet>Error opening framebuffer device! <-
16:34<Gonozal_VIII>ESPERANTO <-- who plays the game in esperanto?
16:34<@Belugas>well... looks like my tonigh is going to be less buzy :D
16:34<@Belugas>thanks glx
16:34<@Belugas>Gonozal_VIII: at least the one who did the translation
16:34<DaleStan>Alphabetical? Nice. So when a new language gets added, it changes the flag-offset of all subsequent languages?
16:35<+glx>not really
16:35<Gonozal_VIII>that's not alphabetical?
16:35<DaleStan>Well, almost alphabetical. So maybe that's not an issue.
16:35<+glx>if you look closer you'll see the 4 first one, then the other were added in 1 bunch
16:35<toet>why doesnt openttd open the framebuffer thing on debian? x/
16:36<blathijs>the what?
16:36<blathijs>Gonozal_VIII: I'm planning on learning esperanto, so I will :-)
16:37<blathijs>toet: Could it be that you're not in X, or the $DISPLAY environment variable isn't set right?
16:38<blathijs>toet: It sounds like SDL tries to run on framebuffer instead of X, which it probably shouldn't do
16:38[~]blathijs is off to bed
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16:44<SpComb>hmm, I now have code that should theoretically let me get .png screenshots of arbitrary (x, y)+(w, h) screen coordinates
16:45<SpComb>however, it consists of code copy-pasted from four different files, and I'm guessing at how ViewPorts' coordinate systems work
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16:59<CIA-1>OpenTTD: skidd13 * r11538 /trunk/src/town_gui.cpp: -Codechange: Rewrite GetNthSetBit in a more uncontroversial way and add its documentation
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17:08<Rubidium>DaleStan: the maximum number of sprites in action 5 types 14/94, 15/95 will increase over time; could add what that number is now, but I fear that is going to be outdated within a few weeks.
17:08<DaleStan>Well then, update it in a few weeks. That's the way everything else on the wiki works.
17:10<Rubidium>so that would be something like "Up to 32 (20h)"
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17:17<@Belugas>going home. good nighht all
17:21<SpComb>I've managed to crash an openttd process by doing a HTTP request in my browser. Do I win something?
17:21<SpComb>although it was actually an assertion, not a segfault :(
17:27[~]SpComb wonders how to run openttd under gdb when he's spawning the process from Python
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17:35<ln->let's have a song in german, m'kay:
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17:39<Eddi|zuHause>i don't get what should be funny about that...
17:40<ln->who said anything about funny
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17:41<ln->it was supposed to leave you with the "wtf" feeling.
17:41<ln->he sings more or less like that.
17:42<Eddi|zuHause>in that case... mission accomplished :p
17:42<@Bjarni> <-- speaking of songs/music
17:42<@Bjarni>I know
17:42<@Bjarni>but it's still cool
17:43<@Bjarni>they were on TV here
17:43<@Bjarni>it's a group of CS students who decided to play music for some reason even though a whole lot of other people are way better than them
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17:45<SpComb>hmm... BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() returns zero
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17:46<ln->some more, in semi-bjarnian language:
17:47<@Bjarni>a song about being a rubber ball????
17:47<ln->not being a, but being like a
17:49<@Bjarni>same thing
17:49<@Bjarni>it's a description of the song writer's head
17:49<Gonozal_VIII> :-)
17:49<ln->that song is not written by him, btw.
17:50<@Bjarni>that makes two rubber balls
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17:52<@Bjarni>I hope it was tasty
17:52<SpComb>Logs: (old: )
17:55<SpComb>hmm, I guess I have to do something special to make a dedicated server run a blitter and be capable of making screenshots
17:56<ln->Bjarni: btw, he has also sung aloud newspapers at some point.
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18:00<Eddi|zuHause>now THAT is a funny video ;)
18:01<@Bjarni>first good Ramstein song :P
18:02<Gonozal_VIII>the real rammstein songs are good!
18:02<Eddi|zuHause>reminds me of this one: :p
18:03<SpComb>that's a good quality fake-rammstein :o
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18:03<Eddi|zuHause>yeah, they sync is really great :p
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18:04<@Bjarni>hehe.... Hitler is funny
18:04<SpComb>at some points it's a bit wrong, but at other times it's surprisingly good
18:04<@Bjarni>and don't you dare take that out of context :P
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18:04<SpComb>don't worry, I'll just stick it into my forums sig
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18:16<fjb>I was really bad today, killing the rain forrest:
18:17<fjb>Tropical wood brings a lot of money.
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18:18<ben_goodger>and additionally, yay for percentage indicators, drive-through lorry stops and newstations
18:18<fjb>Yes, and articulated trucks. :-)
18:19<fjb>It's a lot fun now.
18:19<ben_goodger>perhaps someone should factor the price of diesel into the running costs
18:19<Gonozal_VIII>articulated trucks?
18:19<fjb>Gonozal_VIII: Generic road vehicle set.
18:19<fjb>Running the diesel engines is not that cheap.
18:20<Gonozal_VIII>hmmm didn't test that yet... does it support the ecs vectors?
18:20<fjb>And I'm using two on most of the wood trains.
18:20<ben_goodger>in the UK it costs $8.70/gal this afternoon....
18:20<fjb>Gonozal_VIII: Don't know, at least it supports Pikka's industries.
18:20<Prof_Frink>£1.03/l would seem more likely
18:21<ben_goodger>I probably should download the source
18:21<+glx>so it should work with ECS
18:21<ben_goodger>Prof_Frink: nope, 107.9p/litre for diesel today (cornwall)
18:21<fjb>Download the source of diesel fuel? :-)
18:21<ben_goodger>no, of the current openttd
18:22<fjb>ben_goodger: Ok, you should really do that.
18:22<Gonozal_VIII>diesel is between 1,2 and 1,3 euro/l here
18:22<ben_goodger>but I hate to upset APT, it gets so annoyed when I do that sort of thing ^_^
18:22<Prof_Frink>Petrol is still under £1/l at the garage at the end of the road
18:22<fjb>Who is APT?
18:23<ben_goodger>advanced package tool
18:23<Prof_Frink>fjb: The package mangler probably
18:23<Prof_Frink>ben_goodger: Just don't install it
18:23<ben_goodger>it doesn't in fact mangle anything..
18:23<fjb>Oh, sounds like Linux. Make is your friend. :-)
18:23<Prof_Frink>Run from ~/src/openttd/trunk/bin or whatever
18:24<ben_goodger>pleh, very well
18:24[~]Prof_Frink wonders about setting up an openttd nightly PPA
18:24<fjb>OpenTTD is really easy to compile. You really don't need any packet stuff.
18:24<ben_goodger>yes, but it's so tedious
18:25<Gonozal_VIII>i had to install almost 3gb to compile it on win xp
18:26<ben_goodger>that's ludicrous
18:27<ben_goodger>Prof_Frink: where on earth are you?
18:30<Prof_Frink>4 garages sun-£1 within 5 miles
18:31<ben_goodger>ho hum
18:32<Eddi|zuHause>how much is 1 poind in euro?
18:33<Gonozal_VIII>last time i changed it was 1,5
18:33<Gonozal_VIII>but that's long ago^^
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18:33<LeviathNL>since when is ctrl-road removing road?
18:34<Prof_Frink>LeviathNL: A couple of days
18:34<fjb>It's now consistent with the autrail tool.
18:35<LeviathNL>so you van only make one-way roads by using the gui?
18:35<fjb>I feared my long trains would deadlock in the smaller stations, but that never happened:
18:41<fjb>I only know the gui. But I'm removing more roads then I declare roads one way.
18:41<SpComb> <-- hmm, said PNG is generated inside the OpenTTD process for each request, but sadly, there's not very much interesting stuff to look at on it
18:42[~]SpComb thinks that trying to generate a screenshot even though the current blitter is the null blitter probably won't work that well
18:42<@Bjarni>SpComb: next time you take a screenshot, please wait for daylight :P
18:42<fjb>Oh, is that the night time patch? :-)
18:43<toet>to start openttd in background on ssh its ./openttd -d?
18:43<Prof_Frink>is it -d or -D?
18:44<SpComb> <-- mmm, what code
18:45<toet>because im getting weird errors
18:45<SpComb>toet: it's trying to run it with video, -d is daemonize, -D is dedicated
18:46<SpComb>you need both, I guess
18:46<toet>dbg: Map generated, starting game
18:46<Prof_Frink>"Run openttd -D in a terminal. If you are connecting to the server via SSH and would like the game to run when you logout you should use GNU Screen"
18:46<toet>ah i read small d
18:47<toet>its running now :)
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18:48<LeviathNL>cool, the first time i see a ttrs3 hospital being blown up and rebuild
18:48<toet>you can login as admin from client?
18:48<@Bjarni>you think it's cool to blow up a hospital?
18:49<SmatZ>blow up a hospital, change it into cemetery
18:49<Prof_Frink>Bjarni: Yes when it gets rebuilt as shinynew
18:49<+glx>SpComb: -d is debug
18:50<SpComb>woo, now I managed to crash OpenTTD with a glibc detected *** double free or corruption via an HTTP request!
18:51<fjb>LeviathNL: It ist sometimes really interesting just to watch what happens while the game is running.
18:51<SpComb>hmm... disturbing, it only happens once I close the png handle, which means that the screenshot itself *might* be working!
18:53<SpComb> <-- you can see little lines now
18:53<SpComb>quite minimalistic graphics though
18:54<SmatZ>maybe if I really concencrate myself...
18:54<SmatZ>when I try reallt hard
18:54<SmatZ>I see very little lines...
18:54<SmatZ>no :(
18:54<fjb>Is it in wide screen format?
18:55<SpComb>there are little grey lines that extend across the left half of the .png
18:55<SpComb>if you change x to 500, then they extend across the entire screen
18:55<Gonozal_VIII>yay, that's almost a working screenshot then
18:56<SpComb>yeah, now I "just" have to figure out what's causing a double free/corruption, and why it isn't working
18:56<SmatZ>I really do not see anything
18:57<SpComb>your display must be configured badly then
18:57<Gonozal_VIII>hmm the map is rotated by 45°... are you sure, that the coordinates are not in that black triangle?
18:58<SpComb> <-- ooh, blue pixels
18:58<SpComb>Gonozal_VIII: yeah, I'm pretty sure it's broken in some more severe way
18:59<+glx>to see the lines I must put brightness at max
18:59<SpComb> <-- the 8bbp-simple blitter actually gives something that looks like it could be correct
18:59<SpComb>that looks like OpenTTD, but there's some bugs there (orly)
19:00<Gonozal_VIII>you have to open the shutters there
19:00<@Bjarni>SpComb: this might be a trick question but.... why do you not simply use the build in png screenshot function?
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19:01<SpComb>Bjarni: it doesn't let me take arbitrary x,y width-height screenshots with a given zoom level, and then stream them out in-memory
19:02<@Bjarni>wouldn't it be easier to fix that instead?
19:02<SpComb>that png is generated by OpenTTD and written directly to stdout (well, with some protocol metadata), and then written out over HTTP
19:03<SpComb>well, that's kind of what I've done, I've just copy-pasted the code from the normal png screenshot function and modified it to my needs
19:04<SpComb>the goal is to make a "real time" mouse-drag-aroundable tiled map of an OpenTTD game
19:04<SpComb>but I'm having some trouble with the OpenTTD viewport code, it's not very easy to understand
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19:06<SpComb>the viewport stuff has some weird virtual_left/virtual_top parameters that aren't really documented anywhere
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19:08<SpComb> <-- WOOOOOT!
19:08<SpComb>we has OpenTTD screenshots!
19:09<Eddi|zuHause>CAN HAS SCREENSHOT?
19:09<SpComb>except the coordinates are wrong in some way, so everything that's not 0,0 breaks
19:09<SpComb>and it just glibc'd itself
19:09<Eddi|zuHause>you mean on the exact instant that i clicked on it?
19:10<SpComb>dunno, someone crashed it
19:10<SpComb>there's some kind of memory corruption bug
19:12<SpComb>and then it ran out of sprite memory
19:13<+glx>nice screenshot
19:15<SpComb>now someone just needs to tell me how ViewPorts work in terms of the virtual_left/virtual_top stuff, and I could get this working
19:17<SpComb>ugh, who did a ubermassive screenshot D:
19:17<SpComb>20000x20000 is a bit excessive :<
19:17<LeviathNL>lol sorry :P
19:18<SpComb>hmm, openttd's only using a small amount of mem, and not very much CPU at all, the python process is using 33m of mem and lots of CPU
19:18<SpComb>my code isn't really optimized for streaming large data sets yet, the protocol is, though
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19:19<SpComb>OpenTTD streams the png data in (what ends out to be) 8192 byte chunks, which can all be seperately processed
19:19<SpComb>LeviathNL: happy with it?
19:19<SpComb>oh wait, it's sitll not over
19:19<SpComb>now it is, but it turns out that it can't handle concurrent requests either
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19:19<LeviathNL>I already closed the page, I just wanted to know how it reacted (or how you did :) )
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19:20<SpComb>it survived it, just got a bit slow towards the end
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19:26<SpComb> <-- hmm... the sign doesn't really work
19:28<SpComb>you should be able to join the server at, prove that the screenshots are realtime and all of that
19:37<SpComb>any non-zero value of x or y will crash it
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19:38<Gonozal_VIII>only x
19:38<Gonozal_VIII>non-zero y doesn't crash
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19:39<SpComb>right, but non-zero y doesn't do very much, either
19:39<Gonozal_VIII>it moves up
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19:41<Gonozal_VIII>there are some strange lines around the buoy names
19:41<SpComb>yeah, it doesn't render them right, but the priority is figuring out how the viewport coordinates work
19:41<Gonozal_VIII>changing y moves the viewport up
19:42<SpComb>I would have assumed that (0, 0) is the top left corner, and (INT_MAX, INT_MAX) the bottm-right
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19:46<SpComb>hmm, most of the viewport code is right from revision 1, but some of the stuff that I've been trying to figure out is from truelight, r9846
19:47<SpComb>where's TrueLight gone to recently?
19:50<SpComb>hmm... he resigned
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19:52<@Belugas>although retired is ore accurate
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19:57<SpComb>would any other devs know about the viewport code?
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20:00<SmatZ>SpComb: r9846 just introduced ScaleByZoom
20:00<SmatZ>any changes to actual code
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20:03<toet>why when i start openttd it overruns my openttd.cfg >.>
20:03<toet>not all x/
20:03<SpComb>when you close it it writes out openttd.cfg
20:04<toet>i wanna turn off the stupid news msges
20:04<SpComb>either turn them off in-game, or close openttd, modify the .cfg, and start it up again
20:09<+glx>or start with -x
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20:18<SmatZ>me here?
20:20<SmatZ>SpComb: still only black :-/
20:20<SpComb>SmatZ: I'm copy-pasting code from the full-map screenshot, there's just a lot of black in the upper left corner
20:20<SmatZ>ah, nice!
20:21<SpComb> <-- y does something sensible now
20:25<SpComb> <-- o/
20:25<SpComb>although the coordinates now break what with the zooming
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20:30<SpComb>so it works now, but the coordinates go a bit different once you zoom
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20:34<SpComb> <-- ta-daa
20:35<SpComb>it works :)
20:36<SmatZ>SpComb: is it live game?
20:36<bob27>that's cool.
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20:42<SpComb>it's not entirely bug-free though, too late at night for that
20:49<Sacro>SpComb: i see nothing D:
20:50<SpComb>currently it updates itself once a second
20:50<SpComb>but heavy on the server
20:50<Sacro>SpComb: doesn't work in firefox
20:50<SpComb>Sacro: I'm constatly rebooting it, just try again
20:51<Sacro>SpComb: lots instantly in IE7, not in FF2
20:51<SpComb>scroll down south-east to Padinghattan Ridge, tile (9, 8)
20:51<SpComb>FF2 is what I use
20:51<SpComb>(you can see the tile co-ordinates if you hover over them)
20:51<Sacro>javascript was blocked
20:52<Sacro>i enabled it and it workies
20:52<Sacro>how do i build a railway?
20:52<SpComb>the server's under a bit of stress :P
20:52<SpComb>Sacro: join the game at
20:52<Sacro>too much effort
20:52<Sacro>going to bed soon
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20:53<SmatZ>SpComb: nice, but it behaves a bit strange
20:54<SmatZ>when redrawing, first it draws something bad
20:54<SmatZ>and then it redraws to correct image
20:54<SpComb>I have no clue, it's a 03:54 AM alpha
20:54<SmatZ>it is :-)
20:54<SmatZ>good night :)
20:55<Sacro>SpComb: no it's not
20:55<Sacro>surely its 02:54 alpha
20:55<Sacro>being that it's only 01:54 zulu
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21:03<SpComb> <-- link to tile co-ords
21:12|-|SmatZ [] has quit [Ping timeout: 480 seconds]
21:13<SpComb>indeed, time to go to sleep
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---Logclosed Thu Nov 29 00:00:38 2007