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#openttd IRC Logs for 2008-06-23

---Logopened Mon Jun 23 00:00:37 2008
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02:25<planetmaker>morning #openttd :)
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04:23<Mchl>hello
04:23<ln>really?
04:25<mucht_work>sounds plausible to me
04:26<ben_goodger>I cannot foresee any logical counterargument
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04:30<globester>no bye bye?
04:31<@Rubidium>the real question is... what did he mean with hello
04:33<Eddi|zuHause2>maybe that he is an islamic fundamentalist in disguise
04:35<Mchl>infidels
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04:36<Eddi|zuHause2>silence
04:36<globester>is there any way of compiling yapp on vista yet?
04:36<Eddi|zuHause2>i kill you!
04:37<Eddi|zuHause2>globester: there always has been
04:37<globester>besides the horribly lengthy work of trying to get buildottd to work
04:37<ln>syntax and semantics of "<Mchl> hello" has been analyzed, now it's time for pragmatic analysis.
04:37<@peter1138>use a compiler? :o
04:37<Mchl>I did compile YAPP on Vista
04:38<Eddi|zuHause2>buildottd is not a compiler, it's just a one-click-wrapper for the mingw compiler, which you may as well install by yourself
04:38<CIA-3>OpenTTD: rubidium * r13611 /trunk/src/ (bridge.h tunnelbridge_cmd.cpp):
04:38<CIA-3>OpenTTD: -Fix [FS#2100]: if the first bridge can't be build for a given length, then none
04:38<CIA-3>OpenTTD: of the other bridges can. Effectively meaning that if someone replaces the first
04:38<CIA-3>OpenTTD: bridge with a bridge that can be only 3 tiles longs then only other bridges that
04:38<CIA-3>OpenTTD: can be 3 tiles long will be buildable, but only if they are 3 tiles long.
04:38<Mchl>http://wiki.openttd.org/index.php/Microsoft_Visual_C%2B%2B_2008_Express_Editions
04:38<Mchl>here's what I used
04:39<globester>k thanks, i'll have a look
04:41<@peter1138>built :o
04:42<@Rubidium>peter1138: should I start writing buildt?
04:42<@peter1138>that commit message doesn't make a lot of sense :o
04:42<@peter1138>no
04:43<Mchl>it's hell of a overkill (and a pain in the ..) to install over 1GB of software and libraries to compile OTTD... but it works :P
04:43<@Rubidium>Mchl: that's why MS advertises with "what do you want to do today"
04:43<Mchl>whole day
04:44<Mchl>:D
04:44<@Rubidium>instead of "what do you want to do now"
04:45<@Rubidium>peter1138: then how would you describe the issue that when the first bridgetype can limit the minimum and maximum length of all bridges?
04:49<CIA-3>OpenTTD: rubidium * r13612 /trunk/src/players.cpp: -Fix [FS#2104]: wrong comment of CmdSetAutoReplace. Patch by Yexo.
04:49<@peter1138>you just did it there
04:49<@peter1138>:)
04:49<@Rubidium>but... that isn't complete
04:49<@Rubidium>because it's ambiguous
04:50<@Rubidium>as it could also mean that if bridge 0 can only be 3 tiles long and bridge 1 can only be 2 tiles, bridge 1 can't be build
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04:51<@Rubidium>so it only limits if min is lower and/or max is higher, which makes it like five lines longer and imo even more vague
04:53<Eddi|zuHause2>i had to read that message three times before i even got a vague clue what it should mean
04:55<Mchl>theres alway flyspray to get more information
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05:09<TiberiusTeng>well .. are there anybody using Windows having GeForce 6100+ / Radeon 9550+ wanna try a not-so-fast OpenGL OTTD? :p
05:11<@peter1138>got a 7900GT
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05:12<TiberiusTeng>it's still slower than 32bpp-anim actually
05:12<@peter1138>heh
05:12<TiberiusTeng>but I managed to do all the functionality (well I believe ...)
05:12<Eddi|zuHause>i have a radeon 9700 but i'm on linux
05:13<TiberiusTeng>I'm using 7600GT so ... peter1138 you should be able to run it well
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05:13*TiberiusTeng packing
05:13<@peter1138>it was meant to be a GTO but it's not
05:14<@peter1138>but never mind :)
05:14*Mchl has GF8400M
05:15<TiberiusTeng>I think there's still some optimization in blitter stage
05:15<@peter1138>i got an 8800GT for home
05:15<TiberiusTeng>but won't be big if we don't change upper layers
05:16<TiberiusTeng>using gDEBugger stepping would find upper layers redrawing many things in 2D way
05:16<@peter1138>yeah
05:17<@peter1138>i wondered if drawing windows as textures would ever work
05:17<@peter1138>then it would be two triangles to draw, heh
05:18<@peter1138>and they'd only ever need to be marked dirty when content changes
05:18<@peter1138>major changes to the gui system though
05:18<TiberiusTeng>http://sbt.idv.tw/temp/win32-bin_r13603M-opengl.zip
05:18<@peter1138>-gui
05:19<TiberiusTeng>and it will nuke all current other blitters
05:19<TiberiusTeng>SetPixel/SetPixelIfEmpty is really trick to do fast in OpenGL ....
05:19<TiberiusTeng>hope it don't crash on your machine :pp
05:20<TiberiusTeng>I already using draw-to-texture when scrolling ...
05:21<@peter1138>yeah it is
05:23<TiberiusTeng>crashed?
05:24<Eddi|zuHause>"a trick" i assume
05:24<Eddi|zuHause>otherwise he'd said "it does"
05:25<TiberiusTeng>:p
05:25<@peter1138>seems to work
05:25<@peter1138>powerstation animation is broken
05:26<@peter1138>possibly related to the threading problem i had
05:26<@peter1138>specifically the sprite that is not showing is the one that is loaded during map generation, in another thread
05:26<TiberiusTeng>the smoke is missing?
05:26<TiberiusTeng>ahh
05:27<TiberiusTeng>so I should try to intercept all sprite-loading actions in map generation and run them in main thread ...
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05:32<yorick>SmatZ: about FS#2066, wasn't it the point to get those buttons away from the terraform gui?
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05:34<yorick>and could you point me to the whitespace problem, please?
05:34<TiberiusTeng>well, delay the actual encoding to first Draw() should solve the problem ... if map-generating thread won't Draw() ...
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05:37<Yexo>Nice patch yorick :)
05:37<yorick>thank you :)
05:37<Yexo>about the whitespace, for example in _scen_edit_land_gen_widgets, the line with SPR_IMG_ROCKS misses a space before 90
05:37<@peter1138>TiberiusTeng: it doesn't
05:37<@peter1138>TiberiusTeng: it loads the sprite only to get the dimensions
05:37<Yexo>same for STR_SE_NEW_WORLD and STR_022B_RESET_LANDSCAPE
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05:38<Yexo>+ 'Y' <- misses a comma at the end of line
05:38<TiberiusTeng>great. seems easy to solve then.
05:38<@peter1138>well, easier than if it did, heh
05:38<@peter1138>there is also a hack in the sprite loader for the old landscape generator
05:39<@peter1138>that does use some sprites, but they're never passed to encode
05:39<Yexo>+ DTW_RIVER, ///<Build river button (in scenario editor) <- the comment doesn't align with the comments before / after
05:39<Yexo>in BuildDocksClick_Canal, why add an empty line?
05:40<yorick>thank you
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05:40<Yexo>_build_docks_scen_toolb_widgets is messed up (commas should align)
05:40<TiberiusTeng>I plan to make Encode() store the loaded bits in Sprite*, then actually upload them as texture when first Draw() the sprite
05:41*TiberiusTeng wonder if my blitter will be blamed on coding style :p
05:41<TiberiusTeng>anyway the two-stage encoding is dirty
05:42<Yexo>TiberiusTeng: is it your first patch? then probebly it will at first :)
05:42<TiberiusTeng>opengl.cpp's already an 1800-lines monster
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05:43<Yexo>that shouldn't be a problem
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05:44<TiberiusTeng>just released by J.D.? :p
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05:52<BigBoss>!password
05:53<@peter1138>wrong
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06:07<Eddi|zuHause2>glx is not here to react on it ;)
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06:37<Mchl>TiberiusTeng: your build runs here
06:37<TiberiusTeng>great, thanks
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06:41<Mchl>some animations are missing though
06:43<Mchl>you probably know about it already :P
06:45<Mchl>also the currency symbol does not display properly
06:52<@SmatZ>yorick: it depends :) now don't move the buttons, there is a discussions about it
06:53<yorick>ok
06:54<TiberiusTeng>peter1138, the encoding thread problem fixed (but I haven't updated the binary yet)
06:55<TiberiusTeng>now wanna fit all palettes into one texture ...
06:55<@peter1138>heh
06:55<@peter1138>all?
06:55<@peter1138>might run out of space ;)
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06:59<TiberiusTeng>but it doesn't become faster though
06:59<TiberiusTeng>I think it's ok ... since there aren't many palettes
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07:09<TiberiusTeng>in my testing run there are always less than 20 palettes
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07:09<TiberiusTeng>not tested with huge numbers of NewGRFs, though
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07:10<TiberiusTeng>so a 256x1024 would more than enough, I think
07:10<TiberiusTeng>but I'm already in 'lazy mode' :p
07:17<TiberiusTeng>and the font drawing ... currently it looks strange when anti-aliasing is enabled
07:17<TiberiusTeng>I think it should do two color-remapped render pass rather than put the shadows on the same sprite
07:20<TiberiusTeng>looks easy, I can do a little patch tonight, gotta eat dinner first ;) (19:20 here)
07:29<@peter1138>well
07:29<@peter1138>shadows are done like that as that's how the original sprites were done
07:38<TiberiusTeng>ahh
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07:51<Denyerec>Greetings!
07:53<@SmatZ>hello
07:55<dih>hi
07:57<Kommer>hi
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08:34<CIA-6>OpenTTD: truebrain * r13613 /branches/noai/ (5 files in 2 dirs): [NoAI] -Add: added AIStation::GetNearestTown(), which returns the nearest town AT MOMENT OF STATION CREATION (Yexo)
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08:38<@peter1138>woah, shouting :p
08:39<Pikka>pardon?
08:39<yorick>"AT MOMENT OF STATION CREATION"
08:39<Pikka>what's that thread about power plants all about, eh?
08:39<dih>someone wanting them to close
08:40<dih>nothing else
08:40<yorick>is it like towns move? :S
08:40<Pikka>yes, but don't they? and if not, why not?
08:40<TiberiusTeng>Ignoring the shadow color (draw it transparent) then use the main color + shift position as shadow, then it should compatible with original font sprites too
08:41<yorick>I haven't ever seen the nearest town at a location change?
08:41<@peter1138>power plants?
08:42<Pikka>powder pants
08:42<Pikka>http://www.tt-forums.net/viewtopic.php?f=32&t=38135
08:42<Yexo>yorick: even when station walking, the value returned will not change
08:42<@peter1138>hm
08:43<@peter1138>answer: make a grf :p
08:43<yorick>"after like 70 years of playing, leaves me with 20 Powerplants, but only 1 Sawmill, 1 Factory, 2 Steelmills and 2 Refinerys"<-- isn't it a better solution to change the other industry behavior?
08:44<Pikka>but why is the behaviour different in the first place?
08:44<yorick>or something that freezes all of them, for example in a scenario with strategically placed industries where you don't want the player to move them?
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08:44<@peter1138>that's just the way it is
08:44<@peter1138>apparently that's how it is in ttd
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08:44<@peter1138>if not then someone misread, heh
08:44<yorick>how is it in ttdp?
08:44<TiberiusTeng>will 'normal' power plants closedown? :p
08:44<yorick>no
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08:45<pavel1269>hi3
08:45<yorick>hi4
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08:45<pavel1269>:)
08:45<pavel1269>jsut typo
08:45<pavel1269>*just
08:45<yorick>:P
08:45<@SmatZ>TiberiusTeng: as you are working with shadows... current 32bpp code isn't very good, when there is something "almost transparent", it is darker when it is transparent... for example, Power Plant http://www.tt-forums.net/viewtopic.php?f=36&t=14549&p=646149#p646145
08:46<TiberiusTeng>damn it's hot ...
08:46<Pikka>I've never noticed it as a "feature" of default powerplants in TTDP, but it's quite possible
08:46<TiberiusTeng>aha, speaking of transparent ;)
08:46<yorick>:o
08:46<yorick>those houses look like they're melting
08:46<CIA-6>OpenTTD: rubidium * r13614 /branches/noai/ (17 files in 5 dirs): [NoAI] -Add: AIGroup which allows an AI to manage its vehicle in the context of groups.
08:47<TiberiusTeng>I think transparency by OpenGL blending looks prettier than current 32bpp blitters (just my personal taste)
08:47<@peter1138>the end result can be the same
08:47<TiberiusTeng>maybe I can do a screenshot, one second.
08:48<@SmatZ>TiberiusTeng: if it works with palette animation, then it's perfect :)
08:48<TiberiusTeng>it does.
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08:48<TiberiusTeng>peter1138, I believe current blitters didn't calculate alpha in a 'formal' way
08:48<@SmatZ>there is a little problem when you have "animated water" behind "transparent building"
08:49<TiberiusTeng>oops, I didn't solve this problem too
08:49-!-Pikka is now known as Pikka|afk
08:49<@peter1138>SmatZ: but that's the case with the old 8bpp stuff anyway :)
08:50<@SmatZ>peter1138: well, it is :)
08:50<@SmatZ>I never tried it in 8bpp blitter and thought it works
08:50<@SmatZ>but it doesn't :-/
08:51<yorick>someone else suggests a "Tee Tee" for ingame :')
08:51<@Rubidium>"it looks like you're ignoring a thread, do you really want to ignore the thread?"
08:52<TiberiusTeng>http://sbt.idv.tw/temp/080623-powerplant.png
08:52<TiberiusTeng>http://sbt.idv.tw/temp/080623-powerplant2.png
08:52<yorick>TiberiusTeng: whoa, that looks nice
08:53<yorick>but does it also work any faster?
08:53<TiberiusTeng>unfortunately, NO. :p
08:54<yorick>and how NO?
08:54<@SmatZ>:-/
08:54<TiberiusTeng>about the same speed as 32bpp-anim on my computer (C2D @ 2400), your mileage may vary.
08:54<yorick>anim with animation enabled?
08:54<yorick>or without?
08:54<TiberiusTeng>32bpp-anim is animated :pp
08:54<yorick>unless you disable the animation using the menu
08:55<TiberiusTeng>http://sbt.idv.tw/temp/win32-bin_r13603M-opengl.zip
08:55<TiberiusTeng>try for yourself, hope I packed with correct language files
08:56<TiberiusTeng>(requires GeForce 6100+ / Radeon 9550+)
08:56<yorick>does it need any switches from command line?>
08:56<TiberiusTeng>no, if you use the packed openttd.cfg
08:56<TiberiusTeng>or execute it with '-v win32gl -b opengl'
08:57<yorick>my text is pink }|
08:58<EightBot>hello
08:58<+glx>TiberiusTeng: it seems you ottdres.rc(.in) is wrong
08:58<EightBot>i have a little problem with constructing roads
08:58<@SmatZ>TiberiusTeng: http://paste.openttd.org/20317 :-/
08:59<EightBot>i'd like to use one way roads and the manual say i create them by holding ctrl and clicking on the road
08:59<@SmatZ>run with wine...
08:59<EightBot>but nothing happens ^^
08:59<yorick>EightBot: try pressing the one-way button
08:59<TiberiusTeng>glx, could you describe it in detail ?
09:00<yorick>it's the 8th button from left
09:00<yorick>and it becomes enabled if you have a road tool selected
09:00<EightBot>yeah, never mind, i just found out ^^
09:00<EightBot>thanks anyways
09:00<+glx>TiberiusTeng: openttd.exe version is 0.7.0.13571 but it should be 0.7.0.13603
09:00<yorick>TiberiusTeng: it displays all text in pink here ;)
09:01<TiberiusTeng>glx, ouch ... the version script didn't run correctly
09:01<TiberiusTeng>yorick, what's the card you're using ?
09:01<@Rubidium>TiberiusTeng: using MSVC 9?
09:01<TiberiusTeng>Rubidium, yes
09:02<yorick>TiberiusTeng: I'll check
09:02<@Rubidium>http://bugs.openttd.org/task/2004 <- known issue, but unknown how to solve exactly as no devs have that version
09:03<TiberiusTeng>MSVC 9 = MSVC 2008, there's an Express version free downloadable from M$
09:03<TiberiusTeng>(I'm using it)
09:03<yorick>Veld Waarde
09:03<yorick>Video kaart NVIDIA GeForce2 MX/MX 400 (64 MB)
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09:05<+glx>TiberiusTeng: hmm using other blitters result in black screen
09:05<@Rubidium>TiberiusTeng: but that doesn't run under Wine
09:06<TiberiusTeng>yorick, MX400 doesn't have pixel shaders, so remapped color will broke ...
09:06<TiberiusTeng>glx, please use win32gl driver only with opengl blitter :pp
09:06<ln>Uw samenleving wordt aangepast om de onze te dienen.
09:07<+glx>TiberiusTeng: it shouldn't break others ;)
09:07<+glx>else you can't compare speed
09:07<+glx>or cpu usage
09:07<TiberiusTeng>glx, yes, so I leave win32 driver intact
09:08<TiberiusTeng>OpenGL initialization & interfacing are platform specific, so I think it's better to do them at driver
09:08<+glx>oh I failed to read driver's list
09:08<TiberiusTeng>then perhaps we can share the same opengl blitter across platforms
09:09<TiberiusTeng>by make e.g. an glX driver for unix-like platforms, a Quartz driver for MacOS X ...
09:09<TiberiusTeng>ahh, big mistake
09:10<+glx>can I have the diff (to try to compile with mingw)
09:10<TiberiusTeng>previous screenshots of the powerstation are made by 8bpp-optimized blitter
09:10<TiberiusTeng>http://sbt.idv.tw/temp/080623-powerplant3.png
09:10<TiberiusTeng>http://sbt.idv.tw/temp/080623-powerplant4.png
09:10<TiberiusTeng>these two are by OpenGL blitter
09:10<yorick>...
09:10<TiberiusTeng>glx, wait a minute, let me clean it up
09:11<TiberiusTeng>like peter1138 said, they should look really the same ... (?)
09:11<yorick>does it need any libs?
09:14<TiberiusTeng>no
09:14<TiberiusTeng>glx, http://sbt.idv.tw/temp/opengl-080623.diff
09:14<TiberiusTeng>there's a huge GLee.c (BSD license) in it
09:15<TiberiusTeng>hence the size ...
09:16<TiberiusTeng>please don't blame on indentations etc. since I haven't polished it for release yet ... >_<
09:16<TiberiusTeng>yorick, I think you really should stick with old blitters (e.g. 32bpp-anim) for now, and try this when you replaced the card
09:17<TiberiusTeng>since it's not really faster or anything
09:17<+glx>TiberiusTeng: please use generate.vbs to update *.vcproj
09:17<TiberiusTeng>ahh, the line ending ... perhaps the Save button killed it
09:18<@SmatZ>TiberiusTeng: wow it looks huge :)
09:18<TiberiusTeng>GLee.c 703KB
09:18<TiberiusTeng>blitter/opengl.cpp 48KB
09:19<+glx>hmm 2 rejects
09:20<TiberiusTeng>where?
09:20<+glx>BOM
09:20<TiberiusTeng>ahh, just remove them, it's a dirty hack for MSVC9 on a Japanese Windows XP .......
09:22<+glx>GLee.c doesn't compile
09:23<+glx>d:/developpement/ottd/trunk3/src/GLee.c:43:18: GLee.h: No such file or directory <-- nice missing file ;)
09:24<TiberiusTeng>ouch, sorry ...
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09:26<@peter1138>glee.c looks nasty :p
09:26<TiberiusTeng>http://sbt.idv.tw/temp/GLee.h
09:27<TiberiusTeng>http://elf-stone.com/glee.php
09:27<TiberiusTeng>it's a cross-platform extension loading library
09:27<TiberiusTeng>I believe the file's auto generated by GLeeGen
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09:28<TiberiusTeng>maybe it's not a good idea to put hem in the patch file ... although they're BSD licensed.
09:28<TiberiusTeng>perhaps I'll put a clean patch file and direct users to the site instead
09:29<+glx>maybe it could go in 3rdparty
09:29<@Belugas>hello
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09:36<yorick>I got the v->type==VEH_TRAIN assertion
09:36<yorick>lets see if I can reproduce it
09:36*Rubidium suspects autoreplace
09:37<yorick>so do I
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09:37<yorick>but you can also just say you suspect you-know-who
09:37<@peter1138>engine pool !
09:38<yorick>yes, I suspect the combination of you two
09:38<@peter1138>i blame yorick personally
09:39<yorick>but I haven't enabled multiple newgrf trainsets
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09:41<yorick>could it be wagon autoreplace?
09:41<@peter1138>i still blame yorick
09:41<@peter1138>that comes under Rubidium's first suggestion
09:42<yorick>or loc trailer autoreplace?
09:42<@peter1138>what?
09:43<yorick>oh...there are no articulated locs in my save
09:43<@peter1138>what's a loc?
09:44<yorick>engine
09:44<@peter1138>oh, loco
09:44<yorick>it doesn't even happen on clean trunk
09:44<@peter1138>oh
09:44<svip>Hm, are there anyone crazy enough to be making monorails for OpenTTD?
09:44<@peter1138>so it's not even in trunk?
09:44<svip>Like the trams.
09:45<svip>Just above.
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09:45<fjb>Hello
09:45<svip>You.
09:45<yorick>peter1138, no, but my counter for patches that suffer from the exact same assert is now on 2
09:46<@peter1138>well
09:46<@peter1138>if it's not in trunk
09:46<@peter1138>i don't care :D
09:46<svip>:O
09:46*TiberiusTeng thinks really should sit and play some OTTD rather than hacking code
09:46<svip>peter1138 only cares about things in trunk?!
09:47<yorick>lets see if it even happens if I don't go randomly replacing signals with PBS
09:47<+glx>yes, same for me
09:47<+glx>if trunk works it's ok
09:47<svip>No, glx, that's not what I am asking.
09:47<fjb>The narvs test truck look great. Too bad it is not refittable to anything.
09:47<svip>Do you only care about it if it is in trunk?
09:47<svip>Damn, lots of two letter beginning with i words.
09:48<+glx>to be in trunk, it must work
09:48<@Belugas>svip, taking care of trunk is good enough of a job
09:48<svip>Yes yes!
09:48<svip>But if he said yes, then I could kill his family and he wouldn't care.
09:48<svip>Because THEY are not in trunk.
09:48<yorick>iet is in YAPP!
09:49<@Belugas>hoo... a wise guy, we have here... Good logic, svip o_O
09:49<svip>O_o Yeah.
09:49<svip>Luckily for him he did not say yes.
09:50<yorick>I suffered from a bug some time ago
09:51<yorick>and it was uncovered by my patch
09:51<yorick>and then I converted it to the "zoom buttons in scenario editor don't get disabled" problem, and it got fixed the same day :)
09:51<yorick>thanks belugas, btw
09:52<fjb>Hm, is an articulatet road vehicle not able to overtake?
09:52<@Belugas>me?
09:52<@Belugas>ain't done a thing :S
09:52<CIA-6>OpenTTD: truebrain * r13615 /branches/noai/ (10 files in 2 dirs):
09:52<CIA-6>OpenTTD: [NoAI] -Fix: fixed most, if not all, problems around AIAbstractList. It is now safe to remove values while looping, among other things.
09:52<CIA-6>OpenTTD: [NoAI] -Add: allow foreach() usage for AIAbstractList
09:52<CIA-6>OpenTTD: [NoAI] -Add: allow [] usage for AIAbstractList (read-only)
09:52<CIA-6>OpenTTD: [NoAI] -Add: allow [] usage for AIList (read/write)
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09:53<yorick>Belugas, you fixed my bug
09:53<@Belugas>i did??
09:53<@Belugas>wow
09:53<@Belugas>nice
09:53<@Belugas>was not aware
09:53<@peter1138>svip: obviously i am talking about bug reports against openttd, you buffoon
09:53<yorick>about two weeks ago
09:53<yorick>but now to buy a laptop!
09:53<yorick>bye
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09:54<@peter1138>BLITHERING BUFFOON
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10:18<TiberiusTeng>hmm. even some huge game (PublicServer 96 final) uses 29 palettes total ...
10:18<TiberiusTeng>(animated palettes don't count :p)
10:20<TiberiusTeng>http://sbt.idv.tw/temp/080623-atlas.png
10:20<TiberiusTeng>perhaps I should turn some tall buildings 90 degrees ......
10:22<@peter1138>or use a different atlas for taller sprites
10:25<TiberiusTeng>hmm ... basically I wish to eliminate the need to switching between textures
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10:42<+glx>TiberiusTeng: I finally compiled it ;)
10:43<TiberiusTeng>oh! congratulations :D
10:43<+glx>needed to "fix" blitter and video headers and add some -l
10:44<TiberiusTeng>hmm
10:44<TiberiusTeng>http://sbt.idv.tw/temp/080623-oldfont.png
10:44<TiberiusTeng>http://sbt.idv.tw/temp/080623-newfont.png
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10:45<+glx>new seems better
10:45<TiberiusTeng>compatible with stock fonts, but slower due to drawing the text twice
10:45<TiberiusTeng>yeah, shadow's better
10:48<+glx>now recompiling to give you the warnings log ;)
10:49<TiberiusTeng>ahh, thanks :p
10:49<TiberiusTeng>maybe VC's too kind to me
10:49<+glx>http://glx.dnsalias.net:8080/openttd/opengl_warnings.txt
10:50<+glx>VC usually warns for different things
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10:52<@SmatZ>d:/developpement/ottd/trunk3/src/aircraft_cmd.cpp:427: warning: 'w' might be used uninitialized in this function
10:52<@SmatZ>glx, do you get this warning in clean trunk?
10:53<+glx>yes
10:53<+glx>only for releases
10:53<+glx>-O2 false warning
10:53<@SmatZ>aha ok :)
10:53<LA>good day glx and SmatZ
10:53<@SmatZ>hello Lord
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10:57<TiberiusTeng>glx, I couldn't connect to the host you put that file :~
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11:03<+glx>the host is my pc
11:05<+glx>TiberiusTeng: http://devs.openttd.org/~glx/opengl_warnings.txt
11:06<TiberiusTeng>this works, thanks
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11:29<Noldo_>would the dungeon collapse if CalculateCompanyValue could return negative company values?
11:29<yorick>would it be possible that company values are negative without the company being bankrupt?
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11:31<Noldo_>yes
11:33-!-Noldo_ is now known as Noldo
11:37<Noldo>PlayersCheckBankrupt checks steer the company towards bankrupcy when it runs out cash
11:38<yorick>lets make a slight modification on IsFrontEngine, because track sharing somehow assumes that it's safe to call that on non-trains
11:42<yorick>removing the assert worked, it doesn't assert anymore :P
11:42<Noldo>classic
11:42<Noldo>adding a check wouldn't have worked?
11:43<yorick>yes, but I first wanted to make sure that it'd work without that assert
11:43<Noldo>why?
11:43<yorick>because it asserted when reserving track
11:44<Noldo>combining shared and yapp?
11:44<yorick>yes
11:44<yorick>and not even enabling shared
11:44<Noldo>good luck
11:47<+glx><yorick> removing the assert worked, it doesn't assert anymore :P <-- best way to have weird crashes later
11:47<@SmatZ>hehe
11:50<yorick>if (v->type != VEH_TRAIN && !IsFrontEngine(v)) crash();
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11:55<yorick>that autoreplace code is really ugly and all over the place :o
11:55<@Belugas>no kidding :)
11:55<@Belugas>are you up to change it?
11:56<yorick>I didn't say that
11:56<@Belugas>Bjarni will sure need a hand :D
11:56<yorick>I just said that it could have been so much easier like autoreplacevehicleindepot(v) and such
11:57<yorick>then backing up data in a local var, finding new vehicles, checking the money for the autoreplace, and do the autoreplace or something
11:58<@Belugas>yorick, i'm not against to any improvment on that part of the code, at all...
11:58<@Belugas>was not a joke
11:58<@SmatZ>autoreplace needs fixing
11:59<Noldo>blah, shares and merger code of cource use the company value
11:59<Noldo>might be somewhat odd if the price for 1/4 of a company were negative
11:59<yorick>sure it does, I agree with that, if I see how many bugs it has caused/is causing
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11:59<@peter1138>!seen bjarni
11:59<@Belugas>not "if" :)
12:00<@peter1138>@seen bjarni
12:00<@DorpsGek>peter1138: bjarni was last seen in #openttd 2 days, 18 hours, 10 minutes, and 32 seconds ago: <Bjarni> say it with a Welsh accent and you will actually sound... ununderstandable :P
12:00<TiberiusTeng>is there any 'bot commands help' ? :p
12:00<Noldo>how many bots are there any way?
12:01<yorick>Belugas "when"
12:01<Noldo>hmm, spacehappy thumb
12:01<yorick>Tiberuisteng: try @list
12:02<yorick>but first I go checking out 42 cases in which it could be asserting
12:02<Noldo>is it happening frequently?
12:02<TiberiusTeng>@list
12:02<@DorpsGek>TiberiusTeng: Ctcp, Filter, Format, Math, Misc, OpenTTD, Scheduler, Seen, Topic, WT2, and XMLRPC
12:03<yorick>no
12:03<yorick>It happens if a train on my save goes straight on a pbs junction
12:03<yorick>consisting of 2 signals
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12:07<yorick>it could be like yapp is stupid enough to call VehicleEnter_Track on something that isn't a train
12:08<@peter1138>yapp wouldn't call that
12:08<yorick>true
12:08<yorick>but what then?
12:08<@peter1138>i reckon
12:08<@peter1138>your mum smells of elderberries
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12:09<Mchl><@DorpsGek> peter1138: bjarni was last seen in #openttd 2 days, 18 hours, 10 minutes, and 32 seconds ago... <-- I think this bot has missed some time on the channel
12:10<@peter1138>my lastlog does not contain bjarni
12:10<@peter1138>but that only goes back to sunday afternoon
12:11-!-mikl [~mikl@81-232-111-34-no16.business.telia.com] has quit [Quit: Leaving...]
12:11<Mchl>I talked to him yesterday evening
12:14<@Belugas>could it be that the bot only knows of the presence of someone wjen that someone actually writes something?
12:14<@Belugas>in that case, the bot is right
12:14<Mchl>in that case yes
12:14<yorick>Belugas: yes ;)
12:15<@Belugas>so if you spoke with Bjarni, it must have been private
12:15<@Belugas>therefor...
12:15<@peter1138>in that case it's stupid
12:15<yorick>peter1138: it saves a log of the last line someone said, and if someone says @seen ..., it looks up when that last line was
12:15<yorick>so the bot is stupid
12:15<@Belugas>ha.. well... you knwo who to blame for that peter1138 :D
12:15<yorick>but you can just rewrite it :)
12:16<@peter1138>not me
12:16<yorick>I think JJ saves quit messages too
12:16<yorick>make[1]: *** No rule to make target `/home/ottdsrc/trunk/src/thread_win32.cpp', needed by `thread_win32.d'. Stop. <-- make failure?
12:17<@Belugas>user failure?
12:17<yorick>oh, I deleted it
12:17<yorick>me failure
12:17<@Belugas>yup... confirmed
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12:17<yorick>[SRC] DEP misc_gui.cpp
12:17<yorick> 0 [main] sed 1748 open_stackdumpfile: Dumping stack trace to sed.exe.stackdump
12:18<@peter1138>that's your computer that is
12:18<yorick>DRAM failure?
12:20<+glx>just retry
12:21<@SmatZ>or install makedep
12:22<yorick>retry worked
12:23<CIA-6>OpenTTD: truebrain * r13616 /branches/noai/src/ai/api/ai_abstractlist.cpp: [NoAI] -Fix: on AIAbstractList->Clear(), make sure the sorter is invalidated too
12:31<fjb>Hm, why do the running costs have to halv the buying costs? Doesn't make sense...
12:33<@Belugas>?
12:33<fjb>Reminds me of inkjet printers.
12:33<@SmatZ>?
12:33<@Belugas>??
12:33<fjb>Just some thoughts about train sets.
12:33<@Belugas>???
12:34<fjb>I'm almost deciding against using trains. Road vehicles are cheaper to run.
12:36<@peter1138>but slower and less profit
12:37<@peter1138>swings and roundabouts
12:37<@peter1138>whatever that phrase is supposed to mean
12:39-!-Ammller [~Ammler@adsl-62-167-27-235.adslplus.ch] has joined #openttd
12:40<fjb>Maybe slower. But some trainsets have running costs which are extra high. So you get more profit using road vehicles.
12:41<@SmatZ>some roadsets have extra high running costs
12:41<@SmatZ>too
12:41<fjb>At least if you are not having flat terrain without water. It may be different there. But as soon as you can not build straight lines the road vehicles have an big advantage.
12:41<fjb>Oh, which does?
12:42<@SmatZ>I don't know, but sure there are some :)
12:43<+glx>LV4 IIRC
12:43-!-Osai is now known as Osai^Kendo
12:45<fjb>Hm, they are not high compared to some of the train sets. I'm using LV4 most of the time (wishing they would be not that long).
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12:46<Ammller>SV5 !
12:47-!-Osai^Kendo is now known as Osai^Kendo`off
12:47<fjb>Yeah! I vote for it.
12:48<Ammller>the upcomming heavy vehicels looks nice.
12:49<fjb>Yes. The narvtest.grf also looks nice. Real articulated semtrailers.
12:50<@Belugas>mmh... http://devs.openttd.org/~belugas/pathces/toolbar_enumifying_Buttonwidth.diff
12:50<@Belugas>would that break anyone's patch?
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12:51<+glx>Belugas: please don't type urls by hand ;)
12:51<@Belugas>mmh... http://devs.openttd.org/~belugas/patches/toolbar_enumifying_Buttonwidth.diff
12:52<@Belugas>gaaaa
12:52*Belugas takes note to try url first
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12:56<@Belugas>freaking hardcoded values...
12:56<Pikka><glx> Belugas: please don't type urls by hand ;) <- what is he supposed to type it with? :O
12:56<@Belugas>copy paste :)
12:56<+glx>copy/past from browser
12:56<@Belugas>which i suck at, either way :D
12:56<Pikka>presumably he has to type it at some point though ;)
12:57<fjb>Really? You still have to type it?
12:58<Pikka>unless the computer can magically extract the url from his brain!
12:58<fjb>Hm, voice recognition...
12:58<yorick>Belugas: that is the least code-style compliant thing I've ever seen
12:59<yorick>;)
13:00<@Belugas>ho yeah? never viewed jezz's patches, didn't you?
13:00<@Belugas>nor YOURS, far what it's worth :D
13:01<@Belugas>seriously, waht's missing??
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13:07<Artamir>hi
13:07<Artamir>someone can help me about YAPP please!?
13:08<Artamir>I don't know how to install the patch :S
13:09<SpComb>you don't "install" it, you apply it an then compile
13:09<Artamir>mmm
13:09<Artamir>can u help me please?
13:09<Artamir>I'm so confused
13:09<Artamir>my english is very poor
13:09<Artamir>I found this post
13:10<Artamir>http://www.tt-forums.net/viewtopic.php?f=33&t=36107&st=0&sk=t&sd=a
13:10<@Belugas>do you know how to compile (I guess not, just wondering)
13:10<Artamir>no, I dont
13:10<Artamir>D:
13:10<SpComb>isn't there a wiki article on how to compile patches?
13:10<Artamir>mmmh
13:10<@Belugas>indeed there is
13:10<Artamir>one moment, I'll search it
13:10<@Belugas>look for somethaing called BuildOTTD
13:10<+glx>isn't there a YAPP build in YAPP thread?
13:10<SpComb>that as well
13:11<SpComb>sch
13:11<SpComb>hmm, wrong
13:11<Artamir>:S
13:11<SpComb>http://www.tt-forums.net/viewtopic.php?p=699820#p699820
13:11<Artamir>thanks
13:11<Artamir>I see
13:12<Artamir>I have to install the exe?!
13:12<@Belugas>well... of course...
13:12<@Belugas>this will allow you to compile the patch
13:13<Artamir>aha
13:13<Artamir>do it
13:13<Artamir>did it
13:13<Artamir>:D!!!!!!!!!!!!!!!!!!!!!1
13:13<Artamir>thanks!!!
13:13<Artamir>I can finish my terrible track
13:13<Artamir>uff
13:14<Artamir>now, I only have to try
13:14<Artamir>hahaha
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13:15<Wolf01>hello
13:15<Artamir>hi
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13:26<yorick>Belugas: "Enums are not used to store single numbers. "
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13:28<yorick>wiki.openttd.org/index.php/Coding_style#Enumerations_.2F_static_consts
13:28<@Belugas>yorick, did i said it was only going to be holding that 22?
13:28<@Belugas>it is was the case i would have used th plural form :P
13:30<yorick># Enumeration names also use CamelCase.
13:30<yorick># Enumerators are all caps with "_" between the words.
13:30<yorick>oh, names :)
13:30<yorick>..."belong logically together (railtypes, string IDs, etc.). " <-- I don't think that properties would fit that category
13:31<yorick>but I wouldn't really bother if you could enumify the amount of buttons :)
13:32<yorick>also, the scenario toolbar isn't splitted
13:36<@Belugas>you don't say...
13:39<yorick>I don't say you have to make it splittable
13:40<yorick>dominik may do that
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13:49<@Belugas>i have plans to do it, but i won't do anything like that before the code has been cleaned up from all hardcoded values
13:50<@Belugas>both toolbars are close enough to have some kind of an inheritance happening
13:52<yorick>with tracksharing in place
13:53<yorick>we could enable the railtoolbar in scenario editor
13:55<@Belugas>prrrrrt!
13:56<@Belugas>there is not going to be a rail tool bar in scenario editor
13:56<frosch123>yorick: Why don't you just remove the scenario editor and add a scenario toolbar to main game?
13:58<Wolf01>If somebody might want to add a customisable "A" hotkey, what will be the best way to do it?
13:59<eekee>Wolf01: I'm thinking of trying to gather all the hotkeys into a file-configurable system
13:59<@Rubidium>Wolf01: make all hotkeys configurable
14:00<@Belugas>note : it will not be an easy task... A few considerations have to be taken care of before...
14:00<@Belugas>like function calls with same signature
14:01<@Belugas>but yes, it is a very good patch subject
14:01<Wolf01>I did it once, I might do it again
14:02<eekee>what if each binding was stored with context? i.e. sections in the config file for main, rail toolbar, landscape toolbar, etc etc?
14:02<planetmaker>good evening
14:02<eekee>evening
14:02<yorick>[19:56] <@Belugas> there is not going to be a rail tool bar in scenario editor <-- as this game is opensource, I can decide that myself :)
14:02<Wolf01>nah... look at the enemy territory key bindings section
14:03<Wolf01>I *can* do a thing like that
14:03<@Belugas>yorick, true, but do't beg for commiting
14:03<yorick>then why do we have roads & canals?
14:03<@Belugas>Wolf01, by all means, it is worth checking
14:04<@Belugas>yorick, it's not even worth answering...
14:04<yorick>I know that
14:04<eekee>Belugas: actually it might be. If someone was making a future scenario, rails might have been around for as long as canals have in the present
14:05<@Rubidium>as long as there isn't tracksharing of some sort those rails added in the SE are pointless
14:06<eekee>oh now that's true
14:06<yorick>I don't really know if the current ts patch is really the good way
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14:06<yorick>it more or less hooks into the other code, instead of nicely integrating
14:07<yorick>so I think it's nice as a patch, but not worth trunkanizing :)
14:08<yorick>if tracksharing ever gets into openttd, I think it needs to be done by a dev
14:09<eekee>it's a patch already?
14:09<Wolf01>do you need an interface for key bindings?
14:09<Wolf01>(I might copy the OSK)
14:10<yorick>eekee, yes
14:10<eekee>coo
14:11<yorick>p
14:11<yorick>http://www.tt-forums.net/viewtopic.php?f=33&t=37455
14:16<@Belugas>don't know Wolf01
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14:21<eekee>yorick: thanks
14:23<planetmaker>[20:06] <yorick> it more or less hooks into the other code, instead of nicely integrating <--- how else do you want to do it, if you have to modify path finding?
14:23<planetmaker>(I'm not saying it's all clean and stuff, hell, no)
14:24<TiberiusTeng>some like country-owned railways? :pp
14:24<planetmaker>:)
14:24<planetmaker>I think that was the approach in wwottdgd/1 :)
14:24<yorick>it was
14:24<TiberiusTeng>there are so-called 'third-sector' railway companies in Japan
14:25<planetmaker>what does that mean, TiberiusTeng ? "third sector"?
14:25<planetmaker>only rails? no trains for them?
14:25<TiberiusTeng>railway that owned by NPOs
14:26<Wolf01>ctrl+shift and click on the widget and a window popups to assign an hotkey to it, or directly a double list to chose from?
14:26<TiberiusTeng>first sector = national railway (JR)
14:26<TiberiusTeng>second sector = operated by private business group
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14:27<TiberiusTeng>many third-sector railway companys don't have extensive trains/tracks
14:27<TiberiusTeng>instead they 'lease' tracks/trains from first-sector (almost none) / second-sector (almost all) companies to operate
14:28<TiberiusTeng>they sometimes lease their tracks to first-sector/second-sector too :p
14:29<planetmaker>ah, ok. We have that here also, though not too much
14:30<TiberiusTeng>this can be implemented by IS patch, very interesting ...
14:31<planetmaker>:)
14:33<TiberiusTeng>I can build only a depot, then completely operate on other companies' track and stations
14:34<TiberiusTeng>(leasing rate will be a HUGE problem though)
14:34<planetmaker>hehe. Indeed, that can be a problem with mean competitors, too, in the patch :)
14:34<yorick>you don't even need your own depot
14:34<eekee>can you set your own leasing rates?
14:35<planetmaker>depending upon patch setting: yes
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14:35<eekee>ahh ^^
14:36<TiberiusTeng>wait, I can purchase things in other companies' depots? aha!
14:36<planetmaker>yes. For an extra fee, of course :)
14:36<TiberiusTeng>that's insane ...
14:37<planetmaker>x% of purchase price
14:37-!-Purno [~Purno@5357D37C.cable.casema.nl] has quit [Read error: Connection reset by peer]
14:37<planetmaker>you should join the game on #openttdcoop.dev and play around with it :)
14:37<TiberiusTeng>http://en.wikipedia.org/wiki/Shibayama_Railway
14:38<TiberiusTeng>they only built 'one station' extending from Keisei Electric Railway, and rent 'one' train to operate on it ..........
14:39<planetmaker>hehe
14:39<eekee>hehe, well if you can make a living like that, why not?
14:39<TiberiusTeng>(well KERC's train will sometimes stop at this station too)
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15:08<@peter1138>TiberiusTeng: shouldn't you need to check that only FS_NORMAL is drawn with a shadow?
15:09<TiberiusTeng>ahh, yes, it'll save some work ...
15:09<TiberiusTeng>uh, wait a second.
15:10<TiberiusTeng>ok, I see. will update the patch later ...
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16:01<fjb>Hello
16:04<@Bjarni>wanna try something funny
16:04<@Bjarni>try translating "skal kunne skrive og tale dansk" (must be able to write and speak Danish) from Danish to English using google translator
16:04<@Bjarni>http://translate.google.dk/translate_t?sl=da&tl=en
16:04-!-Osai^Kendo`off is now known as Osai
16:04<@Bjarni>and see for yourself :D
16:05<+glx>lol
16:05<@Bjarni>of all the possible interesting translations made by google translator I guess this one takes the price
16:06<@Bjarni>I have no idea how it can fail like that though
16:06<+glx>danish->french : doit être en mesure d'écrire et parler l'anglais
16:06-!-UFO64 [~UFO64@cpe-24-31-128-172.maine.res.rr.com] has joined #openttd
16:06<+glx>I guess it's danish->engish->french
16:07<@Bjarni>I suspect google to only have translators between English and the other languages so everything passes though English
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16:07<@Bjarni>I was informed of this by an exchange student today
16:07<eekee>haha
16:08<@Bjarni>he was looking for a job what wouldn't need any Danish skills and when google wrote this he got interested in the job
16:08<@Bjarni>right until he realised what it actually said
16:08<eekee>:))
16:09-!-Zahl [~Zahl@p549F1C81.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds]
16:09<@Bjarni>I have no idea how they can switch the languages though
16:11<@Bjarni>"Skal være i stand til at skrive og tale engelsk" <--- this is the string that I get if I translate back again
16:11<@Bjarni>"skal kunne skrive og tale dansk" <-- just compare it to the original one
16:13*glx suggested a better translation ;)
16:13<@Bjarni>you too? :)
16:13<+glx>I should do it for danish->french too ;)
16:14<+glx>done
16:16<@peter1138>hmm, dansk on its own says danish :o
16:16<@Bjarni>yeah
16:16<@Bjarni>usually it can figure out how to translate this word
16:16<@Bjarni>but this particular sentence makes it fuck up
16:18*TiberiusTeng stuck AGAIN on texture coordinates
16:18<@peter1138>it works the other way, heh
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16:47<TiberiusTeng>strange, in fragment shaders {xyzw} != {strq} ... the spec is really misleading O_o
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16:53-!-skidd13 [~skidd13@p548A5707.dip.t-dialin.net] has joined #openttd
16:53<skidd13>Hi
16:55<@Bjarni>hello skidd13
16:55<@Belugas>good evening mister skidd13
16:56<TiberiusTeng>hi
16:59<skidd13>anyone native english in here?
17:00<TiberiusTeng>I'm not :Q
17:01<@Belugas>neither am i
17:01<@Belugas>plus, i'm now GONE!
17:01<@Belugas>eveing all
17:01*Prof_Frink
17:01<TiberiusTeng>can GRF contain 32bpp graphics? is there some documentation?
17:01<TiberiusTeng>good night
17:01<skidd13>bye Belugas
17:02-!-planetmaker is now known as planetmaker|away
17:02-!-planetmaker|away is now known as planetmaker
17:02<TiberiusTeng>(ahh, my mistake again, -_-)
17:03<+glx>TiberiusTeng: they could, but they not
17:04<+glx>but 32bpp system works for newgrfs too
17:04<TiberiusTeng>I certainly mixed some tar files in ... just get puzzled with some toolbar icons
17:07<yorg>skidd13 - ya, i am
17:09<Wolf01>'night
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17:11<skidd13>yorg: what fits better for the "Dock construction" toolbar?
17:11<skidd13>"Aquatic construction", "Channel construction" or even something different. Since I'm not native english there might be slight different meanings
17:13<Prof_Frink>Waterways construction.
17:13<yorg>I would say Marine construction
17:14<Prof_Frink>Marine to me means seas, not canals
17:14<TiberiusTeng>fileio.cpp/h FioSeekToFile(), FioGetFilename() still using uint8 as slot, while FioOpenFile(), FioCloseFile() using int ...
17:17<yorg>ya... there's things in the toolbar for both seas and canals though
17:17<yorg>so maybe "aquatic construction" actually is the best way to go
17:18<skidd13>Ok. Thanks for help
17:19<yorg>you're welcome
17:19<skidd13>To Prof_Frink too ;)
17:22<@peter1138>Waterway
17:22<@peter1138>Aquatic is like ponds and plant life
17:22<skidd13>Ah peter you are there :D
17:24<skidd13>"Waterway construction" or "Waterways construction" ?
17:24-!-Gekz [~brendan@123-243-206-102.static.tpgi.com.au] has quit [Remote host closed the connection]
17:25<Prof_Frink>ways.
17:26<Eddi|zuHause2>argh.. google translator fails so badly in konqueror...
17:26<Eddi|zuHause2>nobody at google appears to use it
17:28<@peter1138>http://pics.livejournal.com/abigailb/pic/0002p02d/
17:29<skidd13>LOL
17:29<Eddi|zuHause2>"Wasserstraßenbau"
17:30<eekee>hehe
17:40<@Bjarni>peter1138: there is also an hospital in America called... (something I can't remember) and it's OMG for short
17:42<@peter1138>a hospital
17:42<@Bjarni>...
17:42<@Bjarni>I should really proofread what I write
17:42<Eddi|zuHause2>googleing for "OMG hospital" does not give any useful results
17:42<@Bjarni>hmm
17:43<@Bjarni>maybe it was LOL, but I think it was OMG
17:43<Prof_Frink>Aww, there's no OMG station.
17:43<Prof_Frink>There is, of course, Orly airport
17:45<+glx>"Orly-sud" or "Orly-ouest" ?
17:45<Prof_Frink>Yarly.
17:47<Eddi|zuHause2>is there a "Norlynot"?
17:47<@Bjarni>I can't find that hospital on google either
17:47<@Bjarni>OMG! Baby stolen from Florida Hospital <-- but I found this o_O
17:47<Eddi|zuHause2>yeah, i did also ;)
17:48<Eddi|zuHause2>and lots of "OMG <insert semi-famous name> is in hospital!"
17:50<TiberiusTeng>http://sbt.idv.tw/temp/080624-vtune.png
17:50<TiberiusTeng>ViewportSortParentSprites() is the ... king?
17:52<@peter1138>that ntdll.dll is a hog ;p
17:54<TiberiusTeng>I spent 190,000,000 microseconds to dismiss that openttdw.grf outdated dialog ... and NTDLL.DLL have 4 threads waiting on it, so ... it's not its fault actually. :p
17:55-!-thgergo [~Administr@dsl51B789B8.pool.t-online.hu] has quit [Quit: Leaving.]
17:55<@peter1138>and why is it outdated?
17:55<@SmatZ>190 second?s
17:56-!-dR3x4cK [~Miranda@p5499C62E.dip.t-dialin.net] has quit [Quit: dR3x4cK]
17:57<TiberiusTeng>I forgot to copy it to my testing folder
17:58<@Bjarni>http://www.cropcircleconnector.com/2008/barbury/barbury2008a.html <-- somebody has too much time on their hands o_O
17:59<skidd13>Bjarni: 3 hours and 4-6 man thats enough :D
17:59<@Bjarni>but you have to come up with the idea
18:00<skidd13>sure add a few hours of planing ;)
18:00<TiberiusTeng>SmatZ, I think I just forgot it in the background ... but I don't really know how it got that timing ...
18:01<TiberiusTeng>when profiling with VTune it downs to 0.3fps
18:06<Eddi|zuHause2>Bjarni: i find it troubling that there is no 23 in any of these calculations :p
18:07<@SmatZ>I wonder how UFOs know how many planets we have in our Solar system
18:07<@SmatZ>they think we have 9...
18:07<@SmatZ>but we have only 8
18:07<Eddi|zuHause2>they haven't heard the news yet :p
18:07<@SmatZ>it is outdated :-P
18:07<Prof_Frink>SmatZ: Now Stephen Fry will steal some of the aliens' points.
18:08<skidd13>:d
18:08<Prof_Frink>SmatZ: Also, aliens may use a different definition of "planet" to us.
18:09<Prof_Frink>Seeing as human astronomers can't agree, it's almost certain that aliens wouldn't.
18:09<Eddi|zuHause2>also, aliens must have 10 fingers (or a different reason to use a decadic representation of pi)
18:10<@SmatZ>:-)
18:10<Prof_Frink>They might have 3 arms with 3 hands each, and 1 1/9 finger on each hand.
18:10<@SmatZ>if they are advanced anough
18:10<@Bjarni>maybe aliens has 10 limbs
18:11<@SmatZ>they should at least learn our stupid alphabet
18:11<@SmatZ>instead of these circles
18:11<Prof_Frink>Or, it might be two blokes, a plank and a bit of string.
18:11<eekee>ya lol
18:12<@Bjarni>if I were to do something like this I would use binary... it's so universal that it's not linked to humans
18:12<eekee>there's no sign of "plank stomping" in this one, aparently, which implies some care and experience if nothing else
18:12<skidd13>SmatZ: Don't inspire me :D
18:12<@SmatZ>:)
18:12<skidd13>ABC cirles found in Germany :D
18:12<@Bjarni>I remember at one time in math we had to use "Gobo numbers". They were just like normal numbers except they were 7-base numbers (or was it 8?)
18:13-!-Osai is now known as Osai^zZz
18:13<@SmatZ>gobo :-)
18:13<Eddi|zuHause2>what's a gobo?
18:13<@Bjarni>some made up alien name
18:13<Eddi|zuHause2>and which race has 7 fingers?
18:14<Eddi|zuHause2>spread over >1 hands :)
18:14<Prof_Frink>Eddi|zuHause2: Bad butchers.
18:14<@Bjarni>:D
18:14<Eddi|zuHause2>seing as you need at least two hands to do any significant work
18:14<@SmatZ>NOTE: 17 x 4 ( 4 is number of turns of the Ratchet spiral) = 68
18:15<@SmatZ>hahaha
18:15<eekee>huh?
18:15<Eddi|zuHause2>no really, why is there no 23?
18:15<@SmatZ>7200 x 37th/40 = 6660
18:15<@SmatZ>that's really... impressive :)
18:16<@SmatZ>Updated Monday 23rd June 2008
18:16<@SmatZ>Eddi|zuHause2: ^^^ here is your 23
18:17<@SmatZ>and I am 66446th visitor ...
18:17<Eddi|zuHause2>"my" 23 :p
18:17<@SmatZ>23 * 2 = 46
18:17<@SmatZ>and 66446 has many 4s and 6s
18:17<Eddi|zuHause2>i am 66435
18:18<Prof_Frink>SmatZ: 66..6! You're the beast!
18:18<@SmatZ>indeed :)
18:18<Prof_Frink>And Fry steals my points too :(
18:20<@SmatZ>"If you take the sine of 666ş, you get -0.80901699, which is one-half of negative phi, or perhaps what one might call anti-phi." <--- long live to degrees :)
18:21<@SmatZ>*life
18:23<eekee>hehe ya, I was thinking these "aliens" must have either educated humans in the past or been educated by a common source if they exist
18:25<@SmatZ>:)
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18:28<Prof_Frink>I'd love to crop"circle" a checkerboard pattern into a field, with a "dot" inside some squares, chosen by RNG.
18:28<Prof_Frink>And see what the conspiracy theorists made of it
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18:31<eekee>Prof_Frink: yeah... although I think it wouldn't get as much attention as something relatively complex, but planned to be easily appreciated by weak mathematicians, like this one
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18:31<TiberiusTeng>damn I'm idiot
18:31<eekee>you are?
18:31<TiberiusTeng>wglSwapIntervalEXT(0);
18:31<TiberiusTeng>and it becomes 600fps
18:31<TiberiusTeng>with full animation ............................
18:32<skidd13>wooo
18:32<eekee>wow!
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18:44<TiberiusTeng>cpu usage down to 1% ...
18:44<TiberiusTeng>maybe it was busy-waiting on SwapBuffer
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18:51<fjb>Hm, do road vehicles have some trouble going a depot now if no depot is in the order list?
18:51<CIA-6>OpenTTD: skidd13 * r13617 /trunk/src/station_gui.cpp: -Codechange: calculate the diff in StationWaitingSorter directly
18:55<TiberiusTeng>http://sbt.idv.tw/temp/win32-bin_r13612M-opengl.zip
18:55<TiberiusTeng>if you see pink texts in main menu, your card doesn't support needed functions, go buy a GeForce 6100+ or Radeon 9550+.
18:59<Yexo>TiberiusTeng: all I see is a complete black screen
19:00<Yexo>although I hear the sounds from the introscreen
19:00<TiberiusTeng>what card are you using? did you use the supplied openttd.cfg ?
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19:01<Yexo>ATI FireGL V5200 with 256MB
19:01<Yexo>and I'm using the supplied openttd.cfg
19:01<TiberiusTeng>5200 < 9550 :p
19:02-!-Ridayah [~ridayah@12-208-15-67.client.mchsi.com] has joined #openttd
19:02<Yexo>ok :)
19:02<TiberiusTeng>I used fragment program (read: pixel shader) to do palette lookup/animation
19:02<TiberiusTeng>so older card can't run it correctly
19:03<TiberiusTeng>I'll fix it later so it display (crappy) title screen, without correct text colors, re-colored buildings, company colors etc ...
19:03<TiberiusTeng>on older cards without pixel shader
19:04<TiberiusTeng>to do these on CPU ... I'd rather use 32bpp-anim :p
19:04<Prof_Frink>opengl openttd? First to implement wobblywindows wins a pint.
19:04<eekee>lol
19:05<TiberiusTeng>http://sbt.idv.tw/temp/opengl-080624.diff
19:05<TiberiusTeng>for those who's interested, need GLee.c/h to compile. There's still a few things I wish to tweak before releasing in the forum ...
19:06<TiberiusTeng>gotta take a nap, 07:05 here, I stayed up for a whole night :~
19:08<skidd13>night folks
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19:08<eekee>night
19:08<eekee>I'm off soon too
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19:26<ccfreak2k>What version does it patch against?
19:28-!-Touqen_ [~stephen@c-98-216-253-146.hsd1.ma.comcast.net] has quit [Ping timeout: 480 seconds]
19:29<TiberiusTeng>r13612
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19:30<ccfreak2k>Uh oh.
19:30<ccfreak2k>The win32 version crashed outright on first launch.
19:30<ccfreak2k>Looks like it won't run.
19:31<ccfreak2k>Exception C000001C at 004D3B7B
19:31<ccfreak2k>Rather, C0000001D
19:37-!-Touqen [~stephen@c-98-216-253-146.hsd1.ma.comcast.net] has joined #openttd
19:47<ccfreak2k>Lazy...what's the address for svn?
19:49<@Belugas>lazy indeed
19:53<ccfreak2k>Now I just need to figure out how to "apply" a diff.
19:53<ccfreak2k>I guess I'll use kdiff or something.
19:54<ccfreak2k>Oh. It's for Windows anyway.
19:55<ccfreak2k>Maybe.
19:55<ccfreak2k>The code is delightfully nearly devoid of comments.
20:04<+glx>it's MSVC only
20:05<+glx>compilable with mingw but not directly
20:05<+glx>and it should be compilable on linux too
20:08<ccfreak2k>Grah.
20:08<ccfreak2k>I can't get Kompare to make the changes.
20:08<+glx>use patch
20:10<ccfreak2k>I dunno how to use it tho. :|
20:10<+glx>patch -p0 -i file
20:11<+glx>and you will need glee.h and glee.c from http://elf-stone.com/glee.php
20:16<ccfreak2k>Failed patching openttd_vs90.proj
20:16<ccfreak2k>I don't have VS9 so I guess it's just as well.
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20:26<+glx>TiberiusTeng: why did you remove directmusic support ?
20:27<TiberiusTeng>I don't have DirectX SDK :Q
20:28<+glx>good reason
20:28<ccfreak2k>opengl.hpp is expecting windows.h, so it looks like it won't compile on Linux.
20:28<ccfreak2k>At least not without Windows SDK.
20:29<TiberiusTeng>I'll clean it before release it, and those perhaps unwanted project file changes too.
20:30<ccfreak2k>I'm gonna boot back into Windows.
20:30<TiberiusTeng>actually you can remove that line, and it compiles ..
20:30<TiberiusTeng>it's certainly something I used to experiment in early stage.
20:30<+glx>you should use #include "../glee.h" and put glee.h in src
20:31<TiberiusTeng>anyway you can't use it outside Windows yet, unless you make a video driver that do proper initialization in your platform.
20:31<ccfreak2k>Did I mention the win32 binary crashes on launch?
20:31<TiberiusTeng>yes, but there's little useful information to trace it here ...
20:32<ccfreak2k>I don't have any useful trace tools installed.
20:32<TiberiusTeng>glx, I plan to treat GLee.c/h like libpng/zlib
20:32<+glx>WITH_GLEE ?
20:32<TiberiusTeng>nope, it must available
20:33<ccfreak2k>#define WITH_GLEE /* :D */
20:33<TiberiusTeng>but I'm reluctant to put that in OpenTTD's source directory ...
20:33<TiberiusTeng>license-wise I'm allowed to do that though
20:33<+glx>it should be possible to do like we did for squirrel
20:34-!-Eddi|zuHause3 [~johekr@p54B762ED.dip.t-dialin.net] has joined #openttd
20:34<+glx>putting the files in 3rdparty and add external in src
20:34<TiberiusTeng>I don't have these directory structure in trunk, what should I do?
20:35<ccfreak2k>VisualStudio reads diffs, right
20:35<TiberiusTeng>no
20:35<ccfreak2k>Well fuck.
20:35<TiberiusTeng>I'm using MSYS to hg/svn/patch/vim/whatever
20:36<ccfreak2k>Well my laptop runs Slackware, so I can just do it here.
20:39<+glx>for now I applied the diff in an hg checkout ;)
20:39<+glx>already 2 commits
20:39<+glx>the diff and glee.*
20:40<ccfreak2k>What about sticking the GLee files in the diff?
20:40-!-Eddi|zuHause2 [~johekr@p54B7690A.dip.t-dialin.net] has quit [Ping timeout: 480 seconds]
20:42<TiberiusTeng>yeah, I think I'll do that
20:43<TiberiusTeng>they're huge, but they're useful. manually linking to various OpenGL extensions on all platforms is not an easy task ...
20:48<@Belugas>mmh...
20:48<@Belugas>oh..
20:50<+glx>TiberiusTeng: http://glx.dnsalias.net:3979/rev/1433c2efe183
20:51<TiberiusTeng>I still can't connect to your host :~
20:51<ccfreak2k>Ok.
20:52<ccfreak2k>Now I just need to wait for VisualStudio to install.
20:52<+glx>and with http://82.245.156.124:3979/rev/1433c2efe183 ?
20:54<TiberiusTeng>glx, connection timed out, I think it's not DNS problem
20:54<+glx>it's not on my end
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20:57<ccfreak2k>changeset: now compiles with mingw
20:57<ccfreak2k>changeset 9584: 1433c2efe183
20:57<ccfreak2k>Etc etc.
20:57<ccfreak2k>Works for me.
20:58<TiberiusTeng>maybe my ISP did some strange blocking :p
20:58<+glx>or mine
20:59<TiberiusTeng>ahh, my notebook at school connects. great :)
21:00<TiberiusTeng>I'll do these modifications too, thanks
21:00<+glx>small changes but big effect ;)
21:01<+glx>(I have glee.c and glee.h in src)
21:10<ccfreak2k>Compiling.
21:14<ccfreak2k>Uhhh
21:14<ccfreak2k>png and zlib are external dependencies, right?
21:14<+glx>yes
21:15<+glx>what compiler?
21:15<ccfreak2k>VisualStudio 8.
21:15<+glx>follow the wiki page :)
21:19-!-elmex [~elmex@e180064054.adsl.alicedsl.de] has quit [Remote host closed the connection]
21:24<ccfreak2k>By "Platform SDK" it means "Windows SDK" right?
21:24<+glx>yes
21:24<ccfreak2k>Screenshots need updating then.
21:24<+glx>but it's included in 2008 express
21:25<+glx>not in VS8
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21:29<ccfreak2k>Oh god DirectX SDK is huge.
21:29<ccfreak2k>I forgot about that.
21:29<ccfreak2k>D:
21:30<+glx>you don't need directx for opengl patch
21:30<+glx>but you do for clean trunk
21:40<ccfreak2k>dmksctrl.h is part of the DirectX SDK right?
21:40<+glx>yes
21:40<ccfreak2k>dmusic.cpp needs that.
21:41<ccfreak2k>Also, it can't seem to find GLee.h.
21:41-!-curson [~curzon@79-68-109-214.dynamic.dsl.as9105.com] has quit [Quit: If everything seems to be going well, you have obviously overlooked something.]
21:41<+glx>of course you are using vs80.sln and opengl patch didn't change these files
21:42<+glx>edit openttd properties and remove DIRECT_MUSIC from preprocessor definitions
21:42<ccfreak2k>Actuall it DID patch the vs80.proj.
21:43<+glx>it added files, but he disabled dmusic in vs90 only
21:43<+glx>for glee.h you need the changes I made for mingw
21:45<ccfreak2k>Too bad I can't connect to your box it seems.
21:45<+glx>retry
21:45<+glx>I just updated hg
21:45<ccfreak2k>There we go.
21:45<+glx>btw this hg server is usually not started ;)
21:46<+glx>I need to find a way to integrate it in my IIS
21:50<ccfreak2k>So far so good.
21:54<ccfreak2k>dxguid.lib is also in DirectX SDK, right?
21:54<+glx>yes
21:55<ccfreak2k>Yeah the linker wants that.
22:01<+glx>just remove it
22:07<ccfreak2k>You mean -ldxguid right?
22:08<+glx>yes in linker properties for openttd
22:08<+glx>(like it's done for vs90)
22:09<ccfreak2k>Oh, I missed that part.
22:12<ccfreak2k>Wait.
22:12<ccfreak2k>RandomizedBaseAddress and FixedBaseAddress are both set to 1.
22:23<ccfreak2k>Buld succeded.
22:23<ccfreak2k>succeeded, that is.
22:29<+glx>night
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22:36<ccfreak2k>Ok.
22:37<ccfreak2k>I built it and ran it.
22:37<ccfreak2k>Now I get a black screen.
22:37<ccfreak2k>Lemme fix that.
22:38<ccfreak2k>Yeah, black screen.
22:42-!-Lakie [~Lakie@91.84.251.149] has quit [Quit: Good Night All.]
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22:59<ccfreak2k>Man.
22:59<ccfreak2k>Someone beep me when TiberiusTeng gets back.
23:05<ccfreak2k>I think I found the problem.
23:05<ccfreak2k>glGenProgramsARB() expects a pointer as the second argument.
23:16<@Belugas>a pointer to what?
23:21<ccfreak2k>According to the book, an array to recieve the program names.
23:21<ccfreak2k>Although I don't think that's the problem actually.
23:21<ccfreak2k>It's hard to pin down since I can't find the function being called where the error is happening.
23:27<ccfreak2k>Actually I guess it's in a standard opengl library somewhere.
23:35<ccfreak2k>I can't trace where it's defined in VS because glee.h defines it as one of its own functions...which calls the function in question.
23:35<ccfreak2k>Like a circle!
---Logclosed Tue Jun 24 00:00:11 2008