--- | Log | opened Thu Jun 26 00:00:39 2008 |
00:04 | -!- | wolfy [~Wolfenste@dhcp-077-250-023-072.chello.nl] has quit [Ping timeout: 480 seconds] |
00:17 | <TiberiusTeng> | ccfreak2k, try gDEBugger Breakpoints -> Break on OpenGL error when you're available :) |
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01:13 | <ccfreak2k> | Did anyone ring for me while I was gone? |
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01:24 | <TiberiusTeng> | ccfreak2k, try gDEBugger Breakpoints -> Break on OpenGL error when you're available :) |
01:24 | <ccfreak2k> | I tried that. |
01:24 | <ccfreak2k> | It doesn't work correctly. |
01:24 | <ccfreak2k> | If I turn it on, glPopAttrib() errors on every frame. |
01:24 | <ccfreak2k> | So it breaks right after I resume. |
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01:34 | <TiberiusTeng> | hmm ... |
01:34 | <TiberiusTeng> | it didn't show any errors on my computer |
01:34 | <TiberiusTeng> | perhaps glPopAttrib did cause some error on your computer |
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01:35 | <TiberiusTeng> | did it show error type ? |
01:36 | <TiberiusTeng> | but strange, I only use it when drawing debugging boundary boxes |
01:37 | <ccfreak2k> | glPopAttrib |
01:37 | <ccfreak2k> | GL_INVALID_OPERATION |
01:38 | <ccfreak2k> | Actually I can't tell if it only happens when debugging. |
01:38 | <ccfreak2k> | I just know that it does happen while debugging preventing me from being able to break on anything ELSE. |
01:39 | <ccfreak2k> | Blah, this program is a piece of shit. |
01:40 | <ccfreak2k> | It's breaking on glPopAttrib even though I told it to break on glTexCopy2D. |
01:40 | <ccfreak2k> | >:| |
01:41 | <ccfreak2k> | Rather, glTexCopy2D. |
01:41 | <ccfreak2k> | glTexImage2D |
01:42 | -!- | EER [~some@s5592681b.adsl.wanadoo.nl] has quit [Remote host closed the connection] |
01:42 | <ccfreak2k> | Ah here we go. |
01:42 | <ccfreak2k> | I had to change the uh |
01:42 | <ccfreak2k> | break mode I guess. |
01:43 | <ccfreak2k> | Error on glDrawBuffersATI |
01:44 | <ccfreak2k> | GL_INVALID_OPERATION |
01:44 | <ccfreak2k> | Unsuprisingly, it's an operation on a non-existant auxillary color buffer. |
01:48 | <ccfreak2k> | Yep. |
01:49 | <ccfreak2k> | glDrawBuffersATI and glReadBuffer take turns returning GL_INVALID_OPERATION. |
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01:50 | <ccfreak2k> | Call stack is openttd.exe > MainLoop > PreFlip > FlushDeferredDraws > DrawSpriteBuffer for glDrawBuffersATI. |
01:51 | <ccfreak2k> | openttd.exe > MainLoop > PreFlip for glReadBuffer. |
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02:13 | <ccfreak2k> | Everything else is either a-ok or is experiencing logic errors. :) |
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02:26 | <TiberiusTeng> | hmm ... okay. so that's how it does ... |
02:26 | <TiberiusTeng> | I'll see if a FBO replacing AUX0 can cure this problem |
02:26 | <TiberiusTeng> | it's just TOO HOT here to concentrate on the code :( |
02:27 | <TiberiusTeng> | 34C/93F |
02:29 | <ccfreak2k> | What do you intend to do with FBO? |
02:30 | <ccfreak2k> | Just store the "pieces" of the screen while scrolling? |
02:30 | <ccfreak2k> | Or something. |
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02:39 | <TiberiusTeng> | yes, use it like using AUX0 |
02:40 | <TiberiusTeng> | well, not used for scrolling ... it'll be used to store colorindexes so we can do palette animation |
02:40 | <ccfreak2k> | Maybe someone on freenode ##opengl might be able to help out. |
02:43 | <TiberiusTeng> | good point ... |
02:44 | <ccfreak2k> | OFTC might have their own #opengl. Who knows. |
02:44 | <ccfreak2k> | -ChanServ- Channel information for #opengl |
02:44 | <ccfreak2k> | -ChanServ- Time Registered: Sat 19 Apr 2003 10:48:35 +0000 (5y 2m 9d 19:56:03 ago) |
02:44 | <ccfreak2k> | -ChanServ- Description: "OpenGL - The Industry's Foundation for High Performance Graphics" |
02:44 | <ccfreak2k> | Apparently so. |
02:45 | <TiberiusTeng> | ah! the glDrawBuffers didn't work on your ATI card, so the scrolling breaks! |
02:45 | <ccfreak2k> | Now it's all coming together. :) |
02:45 | <TiberiusTeng> | but why the cursor is not leaving trails ... |
02:46 | <TiberiusTeng> | oh, by the way, what time is it there at your timezone, ccfreak2k ? |
02:46 | <ccfreak2k> | /ctcp ccfreak2k TIME might tell you. |
02:47 | <ccfreak2k> | I'm about 14:30 behind you. |
02:47 | <TiberiusTeng> | actually I did eariler ... but got no reply :p |
02:47 | <ccfreak2k> | >ccfreak2k< CTCP TIME |
02:47 | <ccfreak2k> | * Received a CTCP TIME from ccfreak2k |
02:47 | <ccfreak2k> | -ccfreak2k- TIME Wed Jun 25 23:46:45 |
02:47 | <TiberiusTeng> | so it's midnight over there? |
02:47 | <TiberiusTeng> | ahh. |
02:47 | <ccfreak2k> | Pretty close. |
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02:50 | <TiberiusTeng> | perhaps I can finish a new version next hour or so ... maybe 'tomorrow' for you :) |
02:56 | <ccfreak2k> | How much earlier did you ctcp TIME me? |
02:56 | <ccfreak2k> | I was offline until about 22:00 here. |
02:56 | <TiberiusTeng> | hmm? but from here I never seen you offline :Q |
02:57 | <ccfreak2k> | Exactly. :) |
02:57 | <ccfreak2k> | I run a bnc on loliserv.org. |
02:59 | <TiberiusTeng> | ahh. I see :p |
02:59 | <ccfreak2k> | I started because freenode lacks SSL support, so I decided to use an SSH tunnel. |
03:00 | <ccfreak2k> | Plus, if I'm getting heavy packet loss, I won't continually join/quit. |
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03:24 | <planetmaker> | g'day all |
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04:27 | <TiberiusTeng> | ccfreak2k, still awake? |
04:27 | <TiberiusTeng> | or anyone using win32 + ATI 9550+ here? :p |
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05:24 | <Madassasin> | @seen LA |
05:24 | <@DorpsGek> | Madassasin: LA was last seen in #openttd 18 hours, 27 minutes, and 19 seconds ago: <LA> / * Yorick faints / |
05:24 | <yorick> | LA is gone for this week |
05:24 | <yorick> | he's helping relatives building up their house |
05:25 | <Madassasin> | then how did he post on the forums 1 hour ago? :P |
05:25 | <yorick> | I don't care about that |
05:25 | <Gekz> | @seen jew |
05:25 | <@DorpsGek> | Gekz: I have not seen jew. |
05:25 | <Gekz> | :/ |
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05:34 | <TiberiusTeng> | ahh ... anyone using win32 + ATI 9550+ here? |
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05:35 | <fjb> | No. |
05:39 | <Madassasin> | I have a nvidia... |
05:57 | <Madassasin> | what is newgrf-static for? |
05:57 | <blathijs> | TiberiusTeng is drafting testers :-) |
05:58 | <Madassasin> | where was that patch that added a better newgrf hui? |
05:58 | <yorick> | it currently needs an update |
05:58 | <Madassasin> | found it |
05:58 | <Madassasin> | sorta |
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06:27 | <TiberiusTeng> | hmm?! I thought that newgrf gui patch's working |
06:28 | <TiberiusTeng> | ouch, neither I nor planetmaker replied that topic ... |
06:28 | <TiberiusTeng> | I should check if it still works ... |
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06:39 | <Madassasin> | there was a setting to hide trees instead of makig them transparent but I can't find it |
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06:47 | <@peter1138> | heh |
06:47 | <@Belugas> | "there was" is not proper wording. "There is" would be better |
06:48 | <@Belugas> | ho...he's gone |
06:48 | <@Belugas> | baaa.... hint hint hint -> I NEED COFFEE! |
06:55 | <TiberiusTeng> | ahh, almost done (?), now I just need some ATI testers ... |
07:00 | -!- | LA[lord] [~chatzilla@ip202.cab18.mus.starman.ee] has joined #openttd |
07:00 | <LA[lord]> | lo folks |
07:01 | <LA[lord]> | can anyone point me out what is wrong in this... |
07:01 | <LA[lord]> | 147 sprites/tropic2.pcx 33 434 09 12 32 -14 -6 |
07:01 | <LA[lord]> | //!!Warning (159): Metadata invalid. compression must be one of 01, 03, 09, or 0B. |
07:02 | <@Rubidium> | tabs instead of spaces? alt-255 instead of spaces? |
07:02 | <@Rubidium> | unicode spaces instead of ascii spaces? |
07:03 | <LA[lord]> | erm I don't think so |
07:03 | <LA[lord]> | because in whole rest file o such errors |
07:03 | <LA[lord]> | and I've got about 150 realsprites defined there |
07:04 | <@Rubidium> | isn't it that the warning is for the next line? |
07:04 | <LA[lord]> | o fscuk |
07:04 | * | LA[lord] is idiot |
07:04 | <LA[lord]> | sry for bothering :P |
07:05 | <@peter1138> | no comment :) |
07:05 | <Gekz> | http://en.wikipedia.org/wiki/Tito |
07:05 | <Gekz> | He's an idiot. |
07:05 | <LA[lord]> | and I found the wrong thing in next sprite vey easily |
07:06 | <LA[lord]> | thanks Rubidium |
07:06 | <LA[lord]> | if /me is idiot, he should not be in this channel :o |
07:07 | <@peter1138> | neither should 90 other people |
07:08 | * | LA[lord] has left #openttd (kicked: no idiots) |
07:08 | <LA[lord]> | :P |
07:08 | <yorick> | I don't trust purple messages |
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07:16 | <LA[lord]> | aaaaaaa |
07:16 | <LA[lord]> | I have another problem :/ |
07:17 | <LA[lord]> | which justy got solved :) |
07:18 | <@peter1138> | justy! |
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08:01 | <LA[lord]> | and justy I posted the grf on forums |
08:01 | <LA[lord]> | http://www.tt-forums.net/viewtopic.php?p=704012#p704012 |
08:04 | <Noldo> | grf-talk is so captivating |
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09:22 | <Madassasin> | how do I make trees invisible? |
09:23 | <yorick> | what version? |
09:23 | <Madassasin> | r13638 |
09:23 | <yorick> | ctrl-x |
09:23 | <Madassasin> | thanks |
09:23 | <yorick> | press trees button |
09:23 | <yorick> | and then the button under the trees |
09:25 | <Madassasin> | that makes them transparent...I want them invisible, there was a way but I forgot that...also, transparency doesn't work for some reaso :| |
09:26 | <@Belugas> | o_O |
09:26 | <yorick> | try the button under the trees |
09:26 | <@Belugas> | you mean... you cannot make it to work would be more precise |
09:26 | <yorick> | that blue one |
09:26 | <@Belugas> | green |
09:26 | <@Belugas> | not blue |
09:27 | <yorick> | same |
09:27 | <SmatZ> | hehe |
09:27 | <yorick> | but then it's green |
09:27 | <@Belugas> | COLOR BLIND! |
09:27 | <yorick> | colorblind memory, perhaps |
09:27 | <Madassasin> | bleh :P, I forgot to press X xD |
09:28 | <Madassasin> | ok, thanks |
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09:28 | -!- | mode/#openttd [+v glx] by ChanServ |
09:28 | <Madassasin> | now, a bug report is that TG always seems to stick a bunch of industries of the same type near each other and put the processing one at the other side of the map :| |
09:29 | <yorick> | try disabling multiple industries near eachother |
09:29 | <Madassasin> | it is |
09:30 | <yorick> | (of the same type) |
09:30 | <yorick> | using any grfs? |
09:30 | <Madassasin> | yep, PBI |
09:30 | <Madassasin> | I allow multiple of same type per town, not next to each other...but they ARE pretty next to each other, at most 7 tiles |
09:30 | <+glx> | it's the same |
09:31 | <yorick> | possibly that location is the only one where these industries can be built |
09:31 | <yorick> | and yes, disable multiple of same type per town |
09:31 | <+glx> | normally only one type is allowed in each town |
09:31 | <Madassasin> | ok, then still why are they next to eahc other? can't they be a little father away? |
09:31 | <@Belugas> | p.s.: the range of a town is quite further than the visible houses... |
09:31 | <@Rubidium> | ofcourse PBI and such override most of OpenTTD's checks |
09:32 | <Madassasin> | darn |
09:32 | <yorick> | go complaining to pikka |
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09:32 | <Madassasin> | ah well, I will |
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09:33 | <Madassasin> | another problem, whem zoomed ou on 512 x 256, the game is sorta laggy, paused with no vehicles |
09:33 | <yorick> | why isn't the "Ban" string localized? |
09:33 | <Madassasin> | running vista |
09:33 | <yorick> | Madassasin,that's the drawing that takes time |
09:33 | <Madassasin> | it's very slow :| |
09:33 | <yorick> | sure it is |
09:33 | <yorick> | map is evry big |
09:33 | <Madassasin> | it was faster on my old pc :| |
09:33 | <yorick> | 0.6 has a new zoom-out level ;) |
09:33 | <Madassasin> | if that is big, then 4024 or sth ?! |
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09:34 | <yorick> | a greater zoomout level got introduced some time ago ;) |
09:35 | <Madassasin> | Yea, no idea why it's so slow though :| Hmm, is ottd hardware accelerated? |
09:35 | <@peter1138> | no |
09:35 | <Madassasin> | there's the problem |
09:35 | <@peter1138> | the new zoom out level means it has to draw 4 times as much |
09:35 | <@peter1138> | yes mr expect |
09:36 | <@peter1138> | expert |
09:36 | <Madassasin> | didn't SDL pick up on DirectX then GDI? |
09:36 | <yorick> | Madassasin: someone made an opengl patch |
09:36 | <+glx> | win32 doesn't use sdl |
09:36 | <Madassasin> | great...why? |
09:36 | <yorick> | but it's slower than GDI |
09:36 | <+glx> | because it doesn't need to |
09:36 | -!- | Doorslammer is now known as MDS|away |
09:36 | <Madassasin> | I know about that OpenGL patch |
09:36 | <@peter1138> | we should make sdl the default, and drop win32 :p |
09:37 | <@peter1138> | less code to maintain |
09:37 | <Madassasin> | Yea well using DX over GDI is much better...and AFAIK SDL prefers it to GDI |
09:37 | <@peter1138> | and sdl should be perfectly happy on osx, no matter what bjarni says |
09:37 | <Madassasin> | And OGL gets translated to DirectX, so what's the deal? |
09:37 | <@peter1138> | pardon? |
09:37 | <yorick> | you can't really compile dx on mingw |
09:37 | <yorick> | I think |
09:38 | <Madassasin> | I use VC++ :) |
09:38 | <yorick> | your fault |
09:38 | <yorick> | I don't like installing more than 1gb of libs to build a 3mb file |
09:38 | <Madassasin> | 1 GB?! |
09:38 | <Madassasin> | DX SDK occupies less than 100 megs |
09:38 | <@peter1138> | there is no DX driver |
09:38 | <Madassasin> | ok, not the download :P |
09:39 | <@peter1138> | so you don't need dx libs |
09:39 | <@peter1138> | (only for music, but who cares about music) |
09:39 | <Gekz> | music sucks |
09:39 | <Madassasin> | so you mean I dl'd it just to keep it nice?! |
09:39 | <@Belugas> | for music, i uase winamp :P |
09:43 | <@peter1138> | no you use a guitar |
09:44 | <@Belugas> | lol |
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09:47 | <blathijs> | Hmm, when did I disappear from the "contact" page on the site? |
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09:48 | <@Belugas> | you did? |
09:48 | <@Belugas> | mmh... |
09:49 | <@Belugas> | it must be related to your inactivity, i think |
09:50 | <yorick> | remove KUDr too ;) |
09:50 | <yorick> | @seen KUDr |
09:50 | <@DorpsGek> | yorick: KUDr was last seen in #openttd 35 weeks, 0 days, 23 hours, 25 minutes, and 47 seconds ago: <KUDr> good |
09:50 | <@Belugas> | yeah, that is what i was thinking |
09:50 | <@Belugas> | Yu want to be added, blathijs? |
09:51 | <@Belugas> | do you still have your openttd email? |
09:55 | <blathijs> | Dunno, I never use it :-) |
09:55 | <blathijs> | Let's test |
09:56 | <SmatZ> | @seen ludde |
09:56 | <@DorpsGek> | SmatZ: ludde was last seen in #openttd 24 weeks, 1 day, 17 hours, 33 minutes, and 14 seconds ago: <ludde> :) |
09:57 | <SmatZ> | even ludde was here more recently :) |
09:57 | <yorick> | our openttd god! |
09:57 | <SmatZ> | :-) |
09:57 | <yorick> | our utorrent god! |
09:57 | <SmatZ> | hehe |
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10:04 | <yorick> | he ababdoned us :( |
10:06 | <TiberiusTeng> | the bottleneck's at sprite sorter ... |
10:08 | <Dominik> | our scummvm god! |
10:08 | <TiberiusTeng> | and, opengl blitter's in fact faster in some circumstances ... |
10:09 | <TiberiusTeng> | something like openttdcoop final savegame, zoomed 8x out :p |
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10:09 | <@Belugas> | [10:04] <TiberiusTeng> the bottleneck's at sprite sorter ... <--- was not that an already known and spoken out loud fact?? |
10:09 | <@Belugas> | at least, there is someone else who knows about it... |
10:09 | <yorick> | go fixing our sprite sorter |
10:09 | <TiberiusTeng> | well I think it depends :P |
10:10 | <yorick> | and thou shallt be rewarded |
10:10 | <TiberiusTeng> | on a 8x zoomed-out openttdcoop final save (I tested with public server #96) |
10:11 | <TiberiusTeng> | VC release build |
10:11 | <yorick> | you've said that |
10:11 | -!- | Osai`off is now known as Osai |
10:12 | <TiberiusTeng> | 32bpp-anim (1fps) > 32bpp-optimized (3~4 fps) > opengl (20~25fps) > 8bpp (can't measure, about 30fps I'd say) |
10:12 | <TiberiusTeng> | so the sprite sorter isn't the bottleneck when using 32bpp-anim/32bpp-optimized & zoomed all the way out ... |
10:13 | <TiberiusTeng> | but I wonder, if a participant has slow framerates, will he affect other players ? |
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10:15 | <yorick> | no |
10:15 | <yorick> | unless the participant is the server |
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10:18 | <TiberiusTeng> | sounds great |
10:18 | <ccfreak2k> | Now I'm awake. |
10:19 | <TiberiusTeng> | good morning! |
10:19 | <TiberiusTeng> | a fresh new version for you to test ... |
10:20 | <TiberiusTeng> | I'd really like to see it work on ATI cards ... I've updated the binary in the thread |
10:21 | <TiberiusTeng> | wait a sec, I'm making the diff (against trunk) |
10:23 | -!- | MDS|away is now known as MDS|BRSet |
10:24 | <yorick> | ccfreak2k: BEEP! |
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10:27 | <TiberiusTeng> | http://sbt.idv.tw/temp/opengl-080626.diff |
10:27 | <@Belugas> | be back |
10:28 | -!- | Belugas [~belugas@216.191.111.226] has quit [Quit: On snow, everyone can follow your traces] |
10:28 | <Madassasin> | I've found a bug - my train have been loading for years yet they're 100% full! |
10:28 | <ccfreak2k> | TiberiusTeng, what does it patch agains? |
10:28 | <TiberiusTeng> | trunk |
10:28 | <TiberiusTeng> | or you need raw opengl.cpp/hpp ? |
10:28 | <ccfreak2k> | Well yeah trunk. |
10:28 | <ccfreak2k> | I mean what revision. |
10:28 | <TiberiusTeng> | r13638 |
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10:32 | <+glx> | Madassasin: time table? |
10:32 | <Madassasin> | ? |
10:33 | <Madassasin> | oh, well, I saved and quit, then whilw quiting ottd crahed...filling a bug report |
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10:35 | -!- | MDS|BRSet is now known as Doorslammer|BRSet |
10:35 | <yorick> | what's the difference between SetWindowDirty and InvalidateWindow? |
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10:38 | <TiberiusTeng> | the way of choosing window I guess |
10:39 | <+glx> | one uses Window* the other uses WindowClass IIRC |
10:40 | <Madassasin> | http://bugs.openttd.org/task/2111 |
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10:42 | <Madassasin> | I need to mention that FF was running at an alarming rate (a year in a few seconds) :P |
10:43 | <+glx> | Madassasin: I can't do anywthing with crash.log and crash.dmp as I don't have the corresponding openttd.pdb |
10:43 | <Madassasin> | darn, shall I compile again? |
10:43 | <Madassasin> | with pdb? |
10:44 | <+glx> | I don't know if psb will be the same |
10:44 | <@Rubidium> | glx: don't bother |
10:44 | <@Rubidium> | it's FS#2038 |
10:45 | <+glx> | ok |
10:45 | <Madassasin> | Ahh idn't notice that |
10:46 | <+glx> | Madassasin: anyway you should have the right pdb if you didn't recompile since you build the your current openttd.exe |
10:46 | <yorick> | pdb? |
10:46 | <Madassasin> | well I usually delete objs folder so it's gone |
10:47 | <+glx> | yorick: debug info for MSVC builds |
10:47 | <yorick> | oh |
10:48 | <+glx> | http://devs.openttd.org/~glx/pdb/ <-- all the pdb for releases I made |
10:50 | <ccfreak2k> | TiberiusTeng, |
10:50 | <yorick> | why is the client window redrawn, but my own window not? |
10:50 | <ccfreak2k> | turning on all of my "nice" options no longer causes the text to look like shit/ |
10:50 | <TiberiusTeng> | oh yes? |
10:50 | <TiberiusTeng> | how about panning ? is it working ? |
10:51 | <ccfreak2k> | Scrolling is fixed. |
10:51 | <ccfreak2k> | Water animates. |
10:51 | <TiberiusTeng> | aha. |
10:51 | <TiberiusTeng> | great. |
10:51 | <TiberiusTeng> | job done! |
10:51 | <ccfreak2k> | It's kind of slow though. |
10:51 | <ccfreak2k> | When panning at high resolutions. |
10:51 | <ccfreak2k> | Wait. |
10:52 | <ccfreak2k> | Something's wrong./ |
10:54 | <dih> | yorick: define client window and your own window |
10:55 | <yorick> | did that |
10:56 | <yorick> | but if I use 2 lines to redraw both my window and the client window, only the client window is redrawn |
10:56 | <dih> | you are server? |
10:56 | -!- | Osai is now known as Osai^away |
10:56 | <dih> | or you are another client |
10:56 | <yorick> | I am server |
10:56 | <ccfreak2k> | TiberiusTeng: http://ccfreak2k.loliserv.org/images/openttdglmissingflattiles.png |
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10:57 | <TiberiusTeng> | ugh |
10:57 | -!- | tokai [~tokai@p54B83EEE.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] |
10:57 | -!- | Osai^away is now known as Osai^away`off |
10:58 | <TiberiusTeng> | Mchl also posted in the forum mentioning about line cropping weirdness |
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10:59 | <TiberiusTeng> | stills some bugfixing to do ... but the foundation's done :D |
11:02 | <yorick> | does SetWidgetLoweredState also need any redrawing after it? |
11:02 | <Eddi|zuHause3> | the picture looks fun ;) |
11:02 | -!- | Brianetta [~brian@77-103-231-158.cable.ubr05.benw.blueyonder.co.uk] has quit [Quit: Tschüß] |
11:04 | <TiberiusTeng> | ccfreak2k, does reloading the game / returning to title screen fix this problem ? :p |
11:05 | <dih> | sign up --> http://wiki.openttd.org/index.php/WWOTTDGD2 |
11:05 | <TiberiusTeng> | because I've met this problem too, but a bit random, so I haven't nailed it yet. |
11:05 | <yorick> | ooh, spam! |
11:05 | <ccfreak2k> | TiberiusTeng, no. |
11:06 | <ccfreak2k> | No matter how many times I start a new game on any terrain, the flat tiles for the non-desert and non-snow tiles are missing. |
11:07 | <ccfreak2k> | They AREN'T missing on the title screen, though. |
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11:11 | <ccfreak2k> | Also TiberiusTeng, changing the window resolution using one of the pre-baked resolutions in the options screen still causes the screen to become black. |
11:14 | <TiberiusTeng> | yep ... I should completely disable that menu ... |
11:15 | <Madassasin> | LOL -> http://lug.oregonstate.edu/events/firefox/crop-circle |
11:16 | <TiberiusTeng> | maximizing the window sometimes will cause freeze on my pc |
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11:16 | <TiberiusTeng> | and I just fixed a panning-transparency-smearing bug here :p |
11:16 | <TiberiusTeng> | ccfreak2k, you said it's slow, can you describe it more clearly? |
11:17 | <ccfreak2k> | The framerate is just low while scrolling. |
11:17 | <TiberiusTeng> | how about FF pressed? |
11:17 | <ccfreak2k> | Makes no difference to framerate. |
11:18 | <TiberiusTeng> | I don't feel much difference while scrolling |
11:18 | <ccfreak2k> | Fraps says ~140 FPS while idle at farthest zoom, and 4FPS when scrolling. |
11:18 | <TiberiusTeng> | ouch |
11:18 | <TiberiusTeng> | how about disabling fraps ? |
11:19 | <TiberiusTeng> | is the number on your picture drawn by fraps ? |
11:19 | <ccfreak2k> | Actually, the framerate is drawn using ATI Tray Tools. |
11:19 | <ccfreak2k> | It just happens to have the same font.. |
11:20 | <@Belugas> | ok blathijs. as time allows it, you'llbe added. Under which labeling? |
11:21 | <TiberiusTeng> | how about disabling it ? |
11:21 | <ccfreak2k> | Still low. |
11:23 | <blathijs> | Belugas: Not sure you should bother, I haven't been really committing anything lately :-) |
11:23 | <blathijs> | If I really want to be there, I can add myself :-) |
11:24 | <@Belugas> | hehe |
11:24 | <@Belugas> | ok :) |
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11:34 | <TiberiusTeng> | hmm ... |
11:34 | <TiberiusTeng> | perhaps you can try isloating that issue? I don't have hardware to experiment :Q |
11:34 | <TiberiusTeng> | uh wait |
11:35 | <TiberiusTeng> | you're running debug build ? |
11:35 | <ccfreak2k> | I was, yes. |
11:36 | <TiberiusTeng> | hmm ... this doesn't seem to be a problem, my debug build won't stall |
11:38 | <ccfreak2k> | The "build solution" icon sort of looks like a birthday cake. |
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11:39 | <TiberiusTeng> | ah, texture interpolation |
11:39 | <TiberiusTeng> | did you enabled that or something like AA ? |
11:39 | <TiberiusTeng> | or automatic mip-map generation |
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11:40 | <ccfreak2k> | Does "dither alpha" count? |
11:43 | <yorick> | "mip-map", it keeps sounding funny :) |
11:46 | <CIA-6> | OpenTTD: smatz * r13639 /trunk/src/ (7 files in 3 dirs): |
11:46 | <CIA-6> | OpenTTD: -Codechange: rewrite 32bpp-anim and 32bpp-optimized drawing and encoding so it uses similiar scheme as 8bpp-optimized |
11:46 | <CIA-6> | OpenTTD: All zoom levels are stored and a kind of RLE is used. Together with further changes and reducing number of variables, drawing is ~50% faster in average. |
11:46 | <ccfreak2k> | I built a release version of openttd, and scrolling still causes the framerate to drop to sub-20 levels. |
11:47 | <yorick> | _O__SmatZ__O_ |
11:47 | <SmatZ> | TiberiusTeng: can you benchmark now? :) |
11:47 | <TiberiusTeng> | SmatZ, what? how? :p |
11:47 | <SmatZ> | yorick: it is still only drawing, not sprite sorting and so... |
11:47 | <TiberiusTeng> | I'm now trying to figure out why ATI cards are slow-scrolling |
11:47 | <yorick> | it's something |
11:47 | <TiberiusTeng> | oh, checkout && compile |
11:47 | <ccfreak2k> | AND the missing tiles. |
11:48 | <TiberiusTeng> | wait a few minutes ... |
11:48 | <TiberiusTeng> | ccfreak2k, about the missing tiles, can you check it by gDEBugger ? |
11:48 | <ccfreak2k> | I don't know what I'm looking for, though. |
11:48 | <TiberiusTeng> | because missing just one sprite in a texture atlas is just puzzling ... |
11:48 | <TiberiusTeng> | losing the same sprite every time ? |
11:49 | <ccfreak2k> | Less puzzling. |
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11:49 | <TiberiusTeng> | the changeset hasn't went into hg yet ... a few more minutes ... |
11:50 | <@peter1138> | hasn't went? |
11:50 | <TiberiusTeng> | my english is poor :p |
11:50 | <yorick> | peter1138: you should correct our developer whale on THAT particular mistake more often :) |
11:51 | <ccfreak2k> | Hmm. |
11:51 | <Eddi|zuHause3> | hm, i wonder if the new ATI driver actually has improvements for my old card |
11:51 | <ccfreak2k> | glPopAttrib throws GL_INVALID_OPERATION when changing to a pre-baked window resolution. |
11:52 | -!- | Hendikins [~wolfoxout@202.81.69.133] has joined #openttd |
11:53 | <@Belugas> | [11:48] <yorick> peter1138: you should correct our developer whale on THAT particular mistake more often :) <--- somehow, i feel pointed... |
11:54 | <eekee> | multiple rail grfs make for a crazy new rail vehicles list ^^ |
11:54 | <TiberiusTeng> | I never call glPopAttrib when changing resolutions :( |
11:55 | <TiberiusTeng> | gDEBugger shows backtrace, where did the glPopAttrib() call originates ? |
11:55 | <yorick> | Belugas: somehow... |
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11:57 | <ccfreak2k> | InitializeOpenGL > PostDriverInit > CreateTexturePalette > DrawSpriteBuffer > DrawPointBuffer > SetGLDraw |
11:58 | <ccfreak2k> | This happens in context 2... |
11:58 | <TiberiusTeng> | what's context 1 doing ? |
11:58 | -!- | Madassasin [KraMer@79.117.159.77] has quit [Quit: Good bye!] |
11:59 | <ccfreak2k> | Uhh, I dunno. |
11:59 | <TiberiusTeng> | just googled that glTexImage2D() is an EXPENSIVE function on ATI boards ... maybe I can fix it in 10 minutes. |
11:59 | <ccfreak2k> | There's 59 opengl calls in the history. |
11:59 | <TiberiusTeng> | but let me try the shiny new 32bpp blitters first :) |
11:59 | <ccfreak2k> | But it happens right there. |
11:59 | <yorick> | I'm writing the rcon gui, and now came across a problem: http://img183.imageshack.us/my.php?image=unnamed1stjan1950re8.png <-- in order for me to have this gui client-side, I need to transfer the mute status of every client to every client. Now dih doesn't think that this is a good aproach. Can anyone think of another way? |
12:00 | <SmatZ> | :-) |
12:00 | <ccfreak2k> | Blitter_GL::SetGLDraw - opengl.cpp, line 411. |
12:00 | <TiberiusTeng> | SmatZ, 32bpp-optimized still doing 0.5fps on my PC ... |
12:01 | <TiberiusTeng> | did you tried that savegame before ? |
12:02 | <SmatZ> | TiberiusTeng: :-x what savegame? |
12:02 | <yorick> | TiberiusTeng: did you try looking at that line combined with the previous correction? :-P |
12:02 | <TiberiusTeng> | ahh sorry |
12:02 | <yorick> | :) |
12:03 | <@Belugas> | yorick, why do you need to show the mute status on clients? |
12:03 | <yorick> | because it is a rcon gui |
12:03 | <TiberiusTeng> | http://www.openttdcoop.org/wiki/PublicServer:Archive_-_Games_91_-_100 |
12:03 | <@Belugas> | that is not an answer |
12:03 | <TiberiusTeng> | Public Server Game 96 |
12:03 | <@Belugas> | it's a fact |
12:03 | <TiberiusTeng> | there's a link to needed GRFs |
12:03 | <ccfreak2k> | It's openttd coop. |
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12:03 | <ccfreak2k> | You know, like a chicken coop. |
12:03 | <yorick> | in fact, it's an answer ;) |
12:04 | <@Belugas> | well... sorry, but not in my book |
12:04 | <@Belugas> | care to expand? |
12:04 | <TiberiusTeng> | past tense will become my nightmares |
12:04 | <yorick> | for the client to know if he's in fact disabling or enabling the mute |
12:05 | <TiberiusTeng> | try zoom all the way out ... |
12:05 | <SmatZ> | TiberiusTeng: how do you measure FPS? do you redraw whole screen each tick? |
12:05 | <TiberiusTeng> | I used Fraps to measure fps |
12:06 | <@Belugas> | yorick, let's imagine for one second that i do not have the fainted idea what a rcon is, nor what the mute fonction is suposed to do |
12:06 | <@Belugas> | and that for answering your question, one wold need to know the whole situation |
12:06 | <TiberiusTeng> | and I swap buffer in videodriver MainLoop() |
12:06 | <ccfreak2k> | "Detected error: The debugged process asked for an extension function pointer (glGenProgramsARB) from one render context, but called this function pointer in another render context (context #2)" |
12:07 | <TiberiusTeng> | shit, threading problem |
12:07 | <SpComb> | threads \o/ |
12:07 | <ccfreak2k> | This happens after changing to a pre-baked resolution in windowed mode. |
12:07 | <Eddi|zuHause3> | Belugas: rcon is the remote control for a dedicated server |
12:08 | <ccfreak2k> | Does this for that, glBindProgramsARB and glProgramStringARB. |
12:08 | <yorick> | ok. With mute, you can disable a client from saying things, configurable to All-chat, Client-chat, Team-chat and any combination of that. You can enable it by doing "mute clientid type" in console. |
12:08 | <Eddi|zuHause3> | Belugas: so the rcon gui should display/access what the server should do |
12:08 | <TiberiusTeng> | SmatZ, I believe Fraps is timing the difference between first OpenGL draw call and buffer swapping call |
12:08 | <ccfreak2k> | Then glPopAttrib gets GL_INVALID_OPERATION sometime later. |
12:08 | <TiberiusTeng> | ccfreak2k, I think I'll nuke that menu NOW ... |
12:08 | <yorick> | And in order for you to know what the server's gonna do, you need the current state, as it toggles the function. |
12:09 | <@Belugas> | now that is way better, thanks guys |
12:10 | <ccfreak2k> | I'm not sure why a pre-baked resolution should be any different from resizing the window. |
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12:10 | <@Belugas> | so, the idea is that the mute status that is currently set on the server would be available to all users inorder for the remote one to toggle it. right? |
12:11 | <yorick> | yes |
12:11 | <planetmaker> | I guess. Unless there's a better solution. |
12:11 | <planetmaker> | hello btw :) |
12:11 | <yorick> | hello :) |
12:11 | <TiberiusTeng> | I think it's recreating the window (destroy-create) but perhaps in a different thread ... |
12:11 | <@Belugas> | i wonder, is there some kind of an authentification scheme that allows one user to control the server? or is it for all to play with? I doubt. So, why not make the remove visible only for those with proper access? |
12:11 | <TiberiusTeng> | let me fix ATI scrolling first ... |
12:12 | <yorick> | Belugas: it is for all with the rcon password |
12:12 | <@Belugas> | ok. so, what is dih against it? |
12:12 | <@Belugas> | as an admin, he must have a good argument |
12:13 | <yorick> | [16:59] <@dih> yorick: i still dont think mute should be transmitted to clients |
12:13 | <yorick> | [17:00] <@dih> other clients dont need that info |
12:13 | <@Belugas> | clients authorized? |
12:13 | <@Belugas> | or are you sending it to all clients? |
12:13 | <yorick> | you aren't actually authorized |
12:13 | <@Belugas> | then he's right |
12:13 | <yorick> | so the only way I can think of is sending it to all |
12:14 | <@Belugas> | then you are wrong |
12:14 | <@Belugas> | a hacked client can fool with it |
12:14 | <yorick> | and how? |
12:14 | <planetmaker> | Belugas: in order to modify things, you need the server password |
12:14 | <yorick> | the only thing they'd know is that they're actually muted |
12:14 | <@Belugas> | that's you to find out :) |
12:15 | <SpComb> | yorick: why does a client need to know if they or some other client is muted? |
12:15 | <planetmaker> | yorick: Do I understand correctly, that you send client-side generated console commands which incorporate the rcon pw? |
12:15 | <yorick> | yes |
12:15 | <Ammler> | yorick: that sounds more like a ignore function. |
12:15 | <yorick> | a server-side ignore function |
12:15 | <@Belugas> | that users can toggle... |
12:16 | <planetmaker> | Only those which know the server password |
12:16 | <yorick> | only the users with the rcon password can change it |
12:16 | <Ammler> | mute does a client automatically, if he doesn't chat :-) |
12:16 | <yorick> | someone +q Ammler, please |
12:16 | <yorick> | then he'd know what mute means :) |
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12:17 | <planetmaker> | ... +m Ammler? No... |
12:17 | <yorick> | no, +q Ammler |
12:17 | <yorick> | +m is moderated |
12:17 | <planetmaker> | neither :) |
12:17 | <planetmaker> | yeah... noticed a split second too late... |
12:18 | <@Belugas> | yorick, you have to find a way to send the info to those who can receive it. otherwise, it's a risk |
12:18 | <yorick> | everyone can receive it |
12:18 | <@Belugas> | do i need to repeat myself? |
12:19 | <yorick> | I can't see how it is a risk? |
12:19 | <yorick> | just people that know from other people that they're muted |
12:19 | <yorick> | what they can see with the chat anyway |
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12:19 | <@Belugas> | you'd be surprised to waht people can do, having enough info |
12:20 | <yorick> | if someone gets muted, a *** 'playername' is muted for 'all' chat message gets displayed |
12:20 | <yorick> | so people can just see it |
12:21 | <yorick> | and, yes, I ASKED you for a way to send the info to those who can receive it, not for a confirmation :) |
12:22 | <@Belugas> | wrong |
12:22 | <@Belugas> | [11:57] <yorick> I'm writing the rcon gui, and now came across a problem: http://img183.imageshack.us/my.php?image=unnamed1stjan1950re8.png <-- in order for me to have this gui client-side, I need to transfer the mute status of every client to every client. Now dih doesn't think that this is a good aproach. Can anyone think of another way? |
12:22 | <@Belugas> | i gave you antoher way |
12:22 | <@Belugas> | send it to those who can receive it |
12:23 | <@Belugas> | i don't know how, i'm debugging my own app |
12:23 | <yorick> | ok, then I ask you, can you think of a way to send the info to those who can receive it? |
12:23 | <@Belugas> | do you have alist of available connected clients? |
12:23 | <yorick> | how do you mean? |
12:25 | <@Belugas> | how many meanings can be given out of my question? |
12:25 | <@Belugas> | a list, an array, whatever... |
12:25 | <yorick> | 2 |
12:25 | <yorick> | a list of all players that show up on wwottdgd |
12:26 | <yorick> | or a list of all possible openttd versions that can connect to wwottdgd |
12:26 | <planetmaker> | 3 |
12:26 | <planetmaker> | a list of clients which know the rcon password |
12:26 | <Yexo> | yorick: he probebly means FOR_ALL_CLIENTS is availbable to walk through all connected clients |
12:26 | <yorick> | we'll let him explain it |
12:28 | <@Belugas> | Yexo wins a cookie for not been blind |
12:28 | * | Belugas sends a cookie to Yexo |
12:28 | * | Yexo eats a cookie :) |
12:28 | * | yorick intercepts cookie, divides it in 2, and sends half of cookie to Yexo |
12:29 | * | yorick feeds planetmaker a cookie |
12:29 | <yorick> | no, half-a-cookie :) |
12:29 | * | planetmaker wonders about the origins of that cookie :) |
12:29 | * | Belugas kicks yorick on the back of his head, so he now spits out the unrewarded cookie |
12:30 | * | planetmaker eats half a cookie despite :) |
12:30 | <yorick> | lol |
12:30 | <planetmaker> | ... and produces some cake, distributing it to Belugas, Yexo and Yorick |
12:30 | * | Yexo thinks now it is Belugas who cannot read, since yorick didn't eat any cookie :) |
12:30 | <@Belugas> | mmh... |
12:30 | <@Belugas> | right... |
12:30 | <yorick> | yes I did |
12:31 | <@Belugas> | plouf ! |
12:31 | <yorick> | I gave another half-a-cookie to planetmaker |
12:31 | <Yexo> | anyway, how does the rcon password stuff work, it the password send with every command or just once? |
12:31 | <yorick> | every command |
12:32 | <planetmaker> | AFAIK the rcon gui is a client-side only thing |
12:32 | <planetmaker> | is that correct? |
12:32 | <yorick> | yes |
12:32 | <yorick> | at least, it adds some GUI functionality to the server |
12:32 | <TiberiusTeng> | if a client crashes, will it bring down the game ? |
12:32 | <TiberiusTeng> | (not desync) |
12:33 | <yorick> | no |
12:33 | <yorick> | it will disconnect |
12:35 | * | Belugas sends yorick checking over what NetworkClientInfo could do for him |
12:36 | <yorick> | I know what it could do for me |
12:36 | <@Belugas> | really? |
12:36 | <yorick> | just I want a client-side only patch |
12:37 | <yorick> | however, then I wouldn't be able to have that mute gui |
12:37 | <TiberiusTeng> | ccfreak2k, around ? |
12:37 | <ccfreak2k> | Yes. |
12:37 | <Eddi|zuHause3> | yorick: then you have to ask the server repeatedly about the mute state (if such a command exists) |
12:37 | <yorick> | I made a whole authorizing system for 0.6 somewhere :) |
12:37 | <yorick> | yes, it does |
12:37 | <yorick> | but I don't like that either |
12:37 | <yorick> | generates traffic |
12:37 | <Eddi|zuHause3> | well, that is really the only option |
12:38 | <Eddi|zuHause3> | you will not get the server to notify of any changes |
12:38 | <Eddi|zuHause3> | with a clientside patch |
12:38 | <yorick> | or I should be able to send a request to recieve mute updates from then on |
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12:38 | <TiberiusTeng> | http://sbt.idv.tw/temp/opengl-scrolling-fix.diff |
12:38 | <TiberiusTeng> | against current opengl code |
12:39 | <Eddi|zuHause3> | yorick: or generally send each client a notification "XXX has been muted" |
12:39 | <TiberiusTeng> | try if this cures the scrolling issue ... |
12:39 | <Eddi|zuHause3> | IRC does this, too |
12:39 | <yorick> | Eddi|zuHause3,that's the idea tho |
12:39 | <Eddi|zuHause3> | so, what is your problem? |
12:39 | <yorick> | I don't know |
12:39 | <yorick> | but both dih and belugas do |
12:40 | <Eddi|zuHause3> | then go find that out :p |
12:40 | <TiberiusTeng> | http://www.gamedev.net/community/forums/topic.asp?topic_id=313898 |
12:40 | <yorick> | Belugas says that people can do things with the info |
12:40 | <TiberiusTeng> | seems a X800 series problem ... hmm. |
12:40 | <TiberiusTeng> | but I never used the Z-buffer :Q |
12:41 | <TiberiusTeng> | anyway it increased the scrolling speed on my computer too ... :p |
12:41 | <Eddi|zuHause3> | remind me to never get involved in opengl magic |
12:42 | <ccfreak2k> | Scrolling is still slow on the farthest zoom level, but it is or close to full speed on the closest and second closest zoom. |
12:42 | <yorick> | Belugas: if clients get a chat notification of the move anyway, what is the problem exactly? |
12:42 | <TiberiusTeng> | ccfreak2k, same here. another problem solved. :P |
12:42 | <ccfreak2k> | Guess it's solved then. |
12:43 | <TiberiusTeng> | (with the cost of another window-sized permanent texture ...) |
12:43 | <TiberiusTeng> | anyway, pack & release! |
12:43 | <ccfreak2k> | Hold it. |
12:43 | <ccfreak2k> | We still gotta contend with the missing tiles. |
12:44 | <@Belugas> | i don't know yorick |
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12:44 | <yorick> | ... |
12:44 | <@Belugas> | network is not my stuff, really |
12:44 | <TiberiusTeng> | uh. |
12:45 | <@Belugas> | but i know that you should not send stuff to everyone when it is only for a few restructed people |
12:45 | <@Belugas> | that is the basis of security |
12:45 | <Eddi|zuHause3> | like i said, IRC does this, too |
12:45 | <Eddi|zuHause3> | it notifies every user of mode changes |
12:45 | <Eddi|zuHause3> | not just the ops |
12:46 | <TiberiusTeng> | ccfreak2k, it keeps black when zoomed out ? |
12:46 | <@Belugas> | otherwise, you keep on thinking it does not matter, and add more stuff alike and one day, you'll have people sending spams over the network |
12:46 | <ccfreak2k> | TiberiusTeng, yep. |
12:46 | <@Belugas> | example... |
12:46 | <ccfreak2k> | Just that one specific type of flat tile is just...missing. |
12:47 | <Eddi|zuHause3> | Belugas: channel modes (+c, +m); user modes (+o, +b) etc. |
12:47 | <@Belugas> | anyway... i don't care... it's not for trunk, afer all... |
12:47 | <@Belugas> | granted Eddi|zuHause3 |
12:47 | <Eddi|zuHause3> | hm, +b is not really a user mode |
12:47 | <CIA-6> | OpenTTD: smatz * r13640 /trunk/src/blitter/ (32bpp_anim.cpp 32bpp_base.hpp 32bpp_optimized.cpp): -Codechange: make colours behind not fully solid objects less darker for BM_TRANSPARENT (for 32bpp blitters) |
12:49 | <TiberiusTeng> | the same tile's missing every time ? @_@ |
12:49 | <TiberiusTeng> | but it didn't happen before I think ? |
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12:50 | <ccfreak2k> | Nope. Previous versions had those tiles. |
12:51 | <ccfreak2k> | AFAICT it happened with whatever you changed last night to fix scrolling. |
12:51 | <TiberiusTeng> | hmm ... |
12:53 | <ccfreak2k> | Hmm indeed. |
12:53 | <ccfreak2k> | I has idea. |
12:55 | <TiberiusTeng> | ? |
12:56 | <planetmaker> | btw, yorick, is the rcon gui patch available somewhere? :) |
12:56 | <yorick> | not yet |
12:56 | <planetmaker> | I'm strongly interested in it :) |
12:58 | <yorick> | first making some minor ajustments |
12:58 | <planetmaker> | hehe. Perfectionist speaking... |
12:58 | <@Belugas> | buwhahaha!!! |
12:58 | <planetmaker> | :) |
12:59 | <ccfreak2k> | TiberiusTeng, I was gonna try to compare the two atlases, but I can't. |
12:59 | <ccfreak2k> | Not directly, anyway. |
12:59 | <TiberiusTeng> | I think you can save it as a file |
12:59 | <TiberiusTeng> | and compare them with GIMP, Photoshop etc |
12:59 | <ccfreak2k> | I did. |
12:59 | <ccfreak2k> | But the tiles aren't in the same order. |
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13:00 | <TiberiusTeng> | uh. |
13:00 | <TiberiusTeng> | the old one keeps tall buildings straight ? |
13:00 | <ccfreak2k> | Well, I'm comparing the main menu atlas with a new game atlas. |
13:02 | <ccfreak2k> | Can you start a new mountain game and dump the atlas for me? |
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13:03 | -!- | mode/#openttd [+v glx|away] by ChanServ |
13:03 | <TiberiusTeng> | wait ... |
13:03 | -!- | glx is now known as Guest2033 |
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13:04 | <TiberiusTeng> | sub-arctic ? sub-tropical ? |
13:04 | <ccfreak2k> | Sub-arctic. |
13:04 | <ccfreak2k> | The snowy one. |
13:04 | <ccfreak2k> | Reminds me of Colorado. |
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13:04 | <TiberiusTeng> | damn, I see those black sprites too |
13:04 | <TiberiusTeng> | so I can debug it here ... |
13:05 | <TiberiusTeng> | but I think it's from some NewGRF ... |
13:06 | <ccfreak2k> | I don't have any loaded. |
13:06 | -!- | thgerg1 [~Administr@dsl51B789B8.pool.t-online.hu] has joined #openttd |
13:06 | <yorick> | halftiles? |
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13:07 | <TiberiusTeng> | if I change NewGRF settings, just change it (no specific), then it becomes normal ... |
13:07 | <TiberiusTeng> | there must be something wrong with my sprite management ... |
13:07 | <yorick> | changing newgrf settings redraws the screen |
13:09 | <ccfreak2k> | Huh. |
13:09 | <ccfreak2k> | Start a new game, open newgrf window, hit apply... |
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13:09 | <ccfreak2k> | yorick: http://ccfreak2k.loliserv.org/images/openttdglmissingflattiles.png |
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13:13 | <CIA-6> | OpenTTD: belugas * r13641 /trunk/src/toolbar_gui.cpp: -Fix: Misleading enum name. |
13:16 | -!- | grumbel [~grumbel@i577B9489.versanet.de] has joined #openttd |
13:16 | <ccfreak2k> | TiberiusTeng, one of the if blocks in PostDriverInit() has a redundant conditional. |
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13:21 | <Ammler> | [19:09] <ccfreak2k> yorick: http://ccfreak2k.loliserv.org/images/openttdglmissingflattiles.png <-- remindes me of SmatZ's 3d ottd |
13:21 | <TiberiusTeng> | ccfreak2k, ok got it |
13:21 | <planetmaker> | hehe ^^ :) |
13:22 | <Eddi|zuHause3> | Ammler: there was an improved version that had dirty (brown) tiles |
13:22 | -!- | thgergo [~Administr@dsl51B789B8.pool.t-online.hu] has joined #openttd |
13:23 | <Ammler> | Eddi|zuHause3: :-) |
13:24 | -!- | Touqen [~stephen@c-98-216-253-146.hsd1.ma.comcast.net] has joined #openttd |
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13:31 | <ccfreak2k> | Hmm. |
13:32 | <Sanity> | Hmm. |
13:33 | -!- | Brianetta [~brian@77-103-231-158.cable.ubr05.benw.blueyonder.co.uk] has joined #openttd |
13:33 | <Eddi|zuHause3> | Hmm? |
13:33 | <ccfreak2k> | Hey TiberiusTeng. |
13:35 | <Sacro> | @seen Bjarni |
13:35 | <@DorpsGek> | Sacro: Bjarni was last seen in #openttd 18 hours, 14 minutes, and 11 seconds ago: <Bjarni> goodnight |
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13:38 | <ccfreak2k> | Nevermind. |
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13:44 | <CIA-6> | OpenTTD: belugas * r13642 /trunk/src/toolbar_gui.cpp: -Documentation: Add the enum values to the widget arrays, in concordance with code style |
13:47 | -!- | TiberiusTeng [~Tiberius@sbt.idv.tw] has quit [Read error: No route to host] |
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13:47 | <TiberiusTeng> | sorry, my computer just went mad ... |
13:53 | <fjb> | peter1138: Could you please add George's nshp_ecs.grf to your overrides.grf? |
13:53 | <yorick> | yes, I'd like that |
13:53 | <yorick> | but I think George should do that |
13:54 | <@peter1138> | indeed, get him to add it |
13:54 | <@peter1138> | overrides.grf is obsolete |
13:55 | <fjb> | Oh, I didn't know that. |
13:58 | <TiberiusTeng> | peter1138, I shouldn't free() the area allocated by spritecache's allocator(), right ? |
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14:05 | <Ammler> | fjb: what is nshp_ecs.grf ? |
14:05 | <+glx> | something related to ships? |
14:05 | <yorick> | most likely the ECS converter for newships |
14:05 | <fjb> | Ammler: It teaches Michael's NewShips about ECS cargos. |
14:06 | <Ammler> | oh, where do I get that? |
14:07 | <fjb> | At the usual place. George posted it on tt-forums. |
14:07 | -!- | [alt]buster [~Combuster@82-171-220-59.ip.telfort.nl] has joined #openttd |
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14:09 | <Ammler> | :oops: I missed that... |
14:09 | -!- | Progman [~progman@p57A1DBB4.dip.t-dialin.net] has quit [Remote host closed the connection] |
14:11 | <Ammler> | hmm, http://www.tt-forums.net/search.php?keywords=nshp_ecs.grf <-- nothing found. |
14:11 | <Ammler> | I always thought, newships works with ECS anyway... |
14:13 | <yorick> | no |
14:13 | <yorick> | they don't understand fish |
14:13 | <yorick> | or petrol |
14:13 | -!- | Osai is now known as Osai`off |
14:14 | <Ammler> | ok, found: http://www.tt-forums.net/viewtopic.php?p=687695#p687695 |
14:17 | -!- | Bjarni [~Bjarni@0x50a41648.virnxx14.adsl-dhcp.tele.dk] has joined #openttd |
14:17 | -!- | mode/#openttd [+o Bjarni] by ChanServ |
14:17 | <yorick> | Bjarni! |
14:19 | <@Bjarni> | let me guess. Your coding introduced yet another autoreplace "bug" that you want me to fix |
14:19 | <yorick> | no |
14:19 | <yorick> | I was just greeting you |
14:19 | <@Bjarni> | o_O |
14:20 | <yorick> | and my "bug" turned out to be happening in a normal trunk case too |
14:20 | <yorick> | so it is now an official "bug" :) |
14:20 | <@Bjarni> | you should greet me properly then :) |
14:20 | <yorick> | hello Bjarni! |
14:20 | <@Bjarni> | ... |
14:21 | <@Bjarni> | this feels like a contradiction to what happened a few days ago |
14:21 | <yorick> | Hello, sir Bjarni of the kindom of Bjarnotopia. |
14:21 | <yorick> | kingdom* |
14:22 | <@Bjarni> | one guy at uni realised that I'm an OpenTTD developer and said "wow, a famous guy!" |
14:22 | -!- | Ridayah [~ridayah@12-208-15-67.client.mchsi.com] has quit [Remote host closed the connection] |
14:22 | <yorick> | :D |
14:22 | <yorick> | you're known by over a 100 people |
14:23 | <Hendikins> | Heh |
14:25 | * | Hendikins idly notes that the CityRail station information on Google Maps... well, sucks |
14:26 | <Hendikins> | I did a better job over a year ago :P |
14:28 | <@Bjarni> | <yorick> you're known by over a 100 people <-- way more than that |
14:28 | <@Bjarni> | it's just that not everybody knows me for the same stuff |
14:29 | <yorick> | I said over |
14:29 | <@Bjarni> | yeah |
14:29 | <Touqen> | It's more like OVER 9000! |
14:29 | <yorick> | shut up |
14:30 | <yorick> | :) |
14:30 | <Hendikins> | I've occasionally been recognised as a Whirlpool moderator. |
14:30 | <SpComb> | do OpenTTD users ever actually run into the names of devs? |
14:30 | <Hendikins> | Or for my Mozilla stuff. |
14:30 | <yorick> | SpComb: well I did |
14:30 | * | SpComb doesn't even know what Bjarni's real name is |
14:30 | <yorick> | no, that's true |
14:30 | <@Belugas> | you already know half of his name ^_^ |
14:31 | <yorick> | http://en.wikipedia.org/wiki/Bjarni_Herj%C3%B3lfsson |
14:31 | <@Bjarni> | well I run into OpenTTD players |
14:31 | <@Belugas> | or his first name at least... |
14:31 | <@Bjarni> | presumably they encounter a developer |
14:31 | <yorick> | Bjarni Corfitzen :) |
14:31 | <SmatZ> | LOL @ yorick |
14:31 | * | SpComb adds in a reference to OpenTTD to that article |
14:32 | <SmatZ> | "Bjarni is believed to be the first European to view the mainland of North America" :) |
14:32 | <yorick> | :-D |
14:32 | <SpComb> | indeed, good to know |
14:33 | <@Bjarni> | right now would be a bad time to claim not to have left Europe... so I better not |
14:33 | <yorick> | "But in that summer of 985 or 986, Bjarni was blown off course by a storm with no map or compass" |
14:33 | <@Bjarni> | stupid storm |
14:33 | <@Bjarni> | imagine to head for the ocean without a compass or a map |
14:35 | <SmatZ> | :-) |
14:35 | <SmatZ> | it had to be horrible |
14:35 | <yorick> | "The land looked hospitable, but Bjarni was eager to reach Iceland to see his parents and did not land and explore the new lands." |
14:35 | <eekee> | I hear the Vikings actually deliberately didn't use maps |
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14:36 | <@Bjarni> | gee... I get highlighted all the time |
14:36 | <@Bjarni> | I guess I'm popular |
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14:37 | <yorick> | no, that's actually the discoverer of america |
14:38 | <TiberiusTeng> | hmm, seems a race condition ... |
14:38 | <@Bjarni> | yeah |
14:38 | <@Bjarni> | my race discovered America |
14:39 | <yorick> | no, actually someone called "Bjarni" |
14:39 | <@Bjarni> | can you prove that we aren't related? |
14:39 | <yorick> | no |
14:40 | <yorick> | can you prove that you arE? |
14:41 | <SpComb> | that Bjarni was a kind of weird personality |
14:41 | <SpComb> | although that wikipedia article on Bjarni is also written in a rather weird style |
14:41 | <@Bjarni> | are you trying to insult me? |
14:42 | <SpComb> | no, but the way the article is written seems to indicate such |
14:42 | * | Bjarni decides to go pick up the Grœnlendinga saga |
14:42 | <@Bjarni> | damn |
14:42 | <@Bjarni> | then I have to walk all the way to the bookcase |
14:42 | <yorick> | utf8 failure? |
14:44 | <Ammler> | yorick: fish is no problem for NewShips |
14:44 | <Ammler> | but petrol might be |
14:45 | <@Bjarni> | hmm |
14:45 | <@Bjarni> | 14 pages |
14:45 | <@Bjarni> | I guess I solved my issue about what to do tonight :) |
14:46 | <@Belugas> | debugging?? |
14:46 | <@Belugas> | ;) |
14:46 | <@Bjarni> | no |
14:46 | <@Belugas> | YES! |
14:46 | <TiberiusTeng> | map generator loads a sprite and call Encode() |
14:46 | <@Bjarni> | yorick started talking about an Icelandic saga |
14:46 | <@Bjarni> | about a guy named Bjarni |
14:46 | <@Bjarni> | discovering America |
14:46 | <yorick> | SpComb started the Bjarni name |
14:47 | <TiberiusTeng> | but main thread will sometimes try to draw that sprite before it's been Encode()d |
14:47 | <@Bjarni> | now I want to read that saga |
14:47 | <@Belugas> | blarf |
14:47 | <yorick> | lets revert that vehicle backups |
14:47 | <yorick> | until they cause less bugs than they fix |
14:47 | <@Bjarni> | and unlike you uncivilised savages I actually have books like that ready in case of events like this :) |
14:48 | <Hendikins> | Hrm, must have a new signaller at Sydenham box. They don't normally call us at all about alterations to train running, let alone at 4:40am... |
14:48 | <yorick> | we have internet |
14:48 | <SpComb> | TiberiusTeng: you're trying to multithread the blitter/gfx code? |
14:48 | <yorick> | now that would be interesting |
14:48 | <@Bjarni> | yorick: are you reading about events 1000 years ago... online? |
14:48 | <TiberiusTeng> | no ... |
14:49 | <@Bjarni> | who do you think blogged back then? |
14:49 | <SpComb> | yorick: you mean a horror |
14:49 | <@Bjarni> | and paid for the server to be up all that time |
14:49 | <TiberiusTeng> | I'm just trying to cope with map generating thread |
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14:50 | <yorick> | Bjarni: no, I download the books |
14:51 | <@Bjarni> | Belugas: for the record... I'm working on the cargo crash in autoreplace |
14:52 | <@Bjarni> | I just don't know when it will be done yet |
14:52 | <yorick> | better work on the free money bug :) |
14:52 | * | Belugas pets Bjarni :) |
14:52 | * | yorick pets Bjarni! |
14:52 | <TiberiusTeng> | SpComb, OpenGL context is thread specific, so I can't do Encode() in map generating thread |
14:53 | <@Belugas> | yorick, maybe you can try to fix it? I'm sure you can |
14:53 | <@Belugas> | go on boy, don't be shy! |
14:53 | <@Belugas> | yorick! yorick! yorick! |
14:53 | <TiberiusTeng> | so I ran into some synchronization problems now ... |
14:53 | <yorick> | Belugas: I know an easy way to fix it |
14:53 | <yorick> | called "check for money so it doesn't fail" |
14:53 | <@Belugas> | not an hackish! |
14:53 | <yorick> | but it could fail in over 3000 ways |
14:54 | <Phantasm> | Belugas: How is the patch? ;P |
14:54 | <yorick> | and I don't have much knowledge about the backups that cause it |
14:54 | <planetmaker> | g'evening |
14:55 | <yorick> | lo pm |
14:55 | <@Belugas> | Phantasm, i tried and tried and tried several approaches |
14:55 | <@Belugas> | none are satisfactory |
14:55 | <@Belugas> | i HATE that "bug" |
14:55 | <Phantasm> | Hehe. |
14:56 | <yorick> | what bug? |
14:56 | <@Belugas> | Rubidium mentionned he might have another approach, but as of now, he did not shown me anything |
14:56 | <Phantasm> | Yup. |
14:57 | <yorick> | belugas: he did not shown? |
14:57 | <@Belugas> | yorick, it's about industries not been able to "regenerate" fast enough comparing to the closure rates when using large maps |
14:57 | <yorick> | oh, that bug |
14:57 | <@Belugas> | he has not showed it? |
14:57 | <yorick> | that's annoying |
14:57 | <@Belugas> | dunnot |
14:57 | <@Belugas> | yes it is |
14:57 | <yorick> | he hasn't shown |
14:57 | <yorick> | and he didn't show :) |
14:57 | <yorick> | french :P |
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14:58 | <Ammler> | TiberiusTeng: one small addition to the NewGRF GUI, you should be able to remove a GRF with double click as you are able to add it |
14:58 | <@Belugas> | welll... i'm sorry, but i think that as a non native english speaker, i;m doing quite well thank you :P |
14:58 | <yorick> | true :) |
14:59 | <@Belugas> | problem with the code I have is that the random production-change and industry creation messages are bringing way too many news events |
15:00 | <@Belugas> | and not showing them is not really a good idea either |
15:00 | <@Belugas> | so... let say a good solution has yet to be found |
15:02 | <Phantasm> | Belugas: Hmmn.. How about user customable filtering of them? |
15:02 | <Phantasm> | Say, own, competitor, production level, ... |
15:03 | <Phantasm> | Or in the area of towns you have something. |
15:03 | <@Belugas> | only the last filer you mentionned is a good one |
15:03 | <@Belugas> | ho...that one too, but it's a bit irrelevant |
15:04 | <Phantasm> | So one could for example set himself to only see production changes and new industries that he has station connecting to or production is over 200. |
15:04 | <@Belugas> | type wold be a good one. cargo produced/accepted (maybe both) |
15:04 | <yorick> | Phantasm, the station connecting one is already there |
15:04 | <@Belugas> | ho god... that would be like a rule system... |
15:04 | <@Belugas> | yorick, not necessary |
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15:05 | <yorick> | Belugas: we have the industry production changes from the ones you service, no? |
15:05 | <@Belugas> | we do? |
15:06 | <eekee> | we do |
15:06 | <yorick> | we do |
15:07 | <Phantasm> | We have industry production changes from everything currently? |
15:07 | <@Belugas> | mmh... we do... how nice |
15:07 | <Phantasm> | The problem there are too many of em. ;P |
15:07 | <@Belugas> | was not aware, or didn't remember |
15:07 | <@Belugas> | indeed Phantasm |
15:07 | <TiberiusTeng> | oh no, I'm idiot |
15:08 | <@Belugas> | you know waht? I think i'm going to retire as a dev for a few weeks |
15:08 | <@Belugas> | and i'm gonna play instead |
15:08 | <planetmaker> | he :) |
15:09 | <eekee> | :)\ |
15:09 | <eekee> | -\ |
15:09 | <Phantasm> | Belugas: I think it should be so that user could add any number of rules that show every matching one.. Say one rule is to show everything connected to own stations, another rule could be to show anything over 200 production, third rule could be to show any new ones in towns you have something in. That could be well customised to whatever and could have lots of options. |
15:09 | <TiberiusTeng> | ahh ... why the sprite's on the "PALETTE" texture ... >_< |
15:10 | <Phantasm> | Belugas: Even as much as different production limits to show depending on where it is located to etc. |
15:11 | <TiberiusTeng> | ccfreak2k, still here? |
15:11 | <ccfreak2k> | Yes. |
15:12 | <TiberiusTeng> | in DoEncode() |
15:12 | <@Belugas> | the idea is interesting, Phantasm |
15:12 | <TiberiusTeng> | add this->SetGLActiveTex(0); after this->SetGLTex2D(true); |
15:12 | <ccfreak2k> | Ok well hold on. |
15:12 | <TiberiusTeng> | I think it'll cure the black sprite problem |
15:12 | <ccfreak2k> | I need to see if I fixed my garrysmod server. |
15:13 | <TiberiusTeng> | if it goes well, I'll pack it, put it on forum and go sleep |
15:13 | <TiberiusTeng> | 03:00 already ... |
15:14 | <@Belugas> | yup... the afternoon is well advanced :) |
15:15 | <+glx> | only 12hours offset between you ;) |
15:16 | <TiberiusTeng> | I mean 03:00, not 15:00 :p |
15:16 | <+glx> | but for Belugas, it's 15:00 |
15:17 | <@Belugas> | heheh :D |
15:17 | <ccfreak2k> | Testing. |
15:18 | <ccfreak2k> | Yep, looks fixed to me. |
15:19 | <ccfreak2k> | Is the text always supposed to look "nice"? |
15:21 | <TiberiusTeng> | you can delete the font settings in .cfg |
15:21 | <TiberiusTeng> | and it'll revert to original GRF font |
15:22 | <ccfreak2k> | So it is intentional behavior. |
15:23 | <ccfreak2k> | In that case, I don't think there's any more bugs, other than the inherent uselessness of it. :) |
15:23 | <TiberiusTeng> | hahaha |
15:23 | <TiberiusTeng> | thanks for your help in these weeks ... |
15:24 | <ccfreak2k> | Week. |
15:25 | <@Bjarni> | <yorick> better work on the free money bug :) <-- my plan will modify the place where the bug is and it's not unlikely that it will go away on it's own if I just do as I planned |
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15:51 | * | Belugas is on Sigur Rós - Álafoss |
15:51 | <@Belugas> | how quiet.. |
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15:58 | <dragonhorseboy> | hey |
15:59 | <@Belugas> | hello boy |
16:01 | <dragonhorseboy> | how're you? |
16:04 | <@Belugas> | fine fine thanks |
16:04 | <@Belugas> | hoping the same on your side of the screen :) |
16:05 | <dragonhorseboy> | doing okay actually ^-^ |
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16:15 | <dragonhorseboy> | you doing anything belugas? |
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16:16 | <@Belugas> | still working at work |
16:16 | <@Belugas> | alas.. |
16:16 | <dragonhorseboy> | ic |
16:18 | <dragonhorseboy> | :p |
16:19 | <@Belugas> | ho .. and having fun with the toolbars too... |
16:19 | <@Belugas> | jsut... code wise :) |
16:19 | <@Belugas> | not feature wise |
16:20 | * | Belugas is not a big feature guy |
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16:21 | <dragonhorseboy> | :p |
16:38 | <@Bjarni> | Belugas: looks like you don't need to be. You managed to get married anyway ;) |
16:39 | <@Belugas> | ho ho ho... very funny :) |
16:39 | * | Sacro chortles |
16:41 | <dragonhorseboy> | hey sacro |
16:47 | <Sacro> | hi dragonhorseboy |
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16:49 | <dragonhorseboy> | how're you sacro? |
16:49 | <dragonhorseboy> | (and sorry about yesterday...but hm well I'm free now if you still want to) |
16:50 | <Sacro> | meh, fine, tired though |
16:51 | <@Belugas> | speaking of tired... |
16:51 | <dragonhorseboy> | ah hm well either westbury (so you can do as much or as little as you want) or just save it for another day? |
16:51 | * | Belugas goes home |
16:53 | <Sacro> | i don't mind |
16:54 | <dragonhorseboy> | sacro ok its on |
16:55 | <@Bjarni> | hmm |
16:55 | <@Bjarni> | yorick left |
16:55 | <@Bjarni> | well there are other people in this channel |
16:55 | <@Bjarni> | I have an announcement: I'm done reading the saga about Bjarni Herjólfsson |
16:56 | <@Bjarni> | and figured out why he didn't set foot on America even though he came close to the shore |
16:56 | <@Bjarni> | now the question is if anybody who cared are still present |
16:56 | <Sacro> | in america? |
16:56 | <Sacro> | i doubt it |
16:56 | <@Bjarni> | Sacro: Nobody asked you :P |
16:57 | <Sacro> | Bjarni: nobody answered you |
16:57 | <Prof_Frink> | Sacro: Nobody loves you. |
16:57 | <planetmaker> | Bjarni: do you recommend reading that saga? |
16:57 | <Sacro> | Prof_Frink: i know :( |
16:57 | <@Bjarni> | it seems likely to end up in America if you head for the southern point of Greenland and encounters both a storm and fog |
16:58 | <Sacro> | that's how asterix found england |
16:58 | <Sacro> | or was it how he knew he'd arrived.. . |
16:58 | <Prof_Frink> | Sacro: Nobody loves me. |
16:58 | <@Bjarni> | planetmaker: I recommend that everybody should read all the sagas and understand them so yes :) |
16:58 | <planetmaker> | uh... a livetime of reading ahead of me :) |
16:58 | <@Bjarni> | it's not that tricky |
16:59 | <Sacro> | it is when you listen to Bjarni |
16:59 | <Sacro> | he talkes rubbish |
17:00 | <planetmaker> | probably it goes along the lines "style only looks like arrogance from below" |
17:00 | <@Bjarni> | remember that the sagas are written as rimes because "skalde" travelled around and had to remember all of it before it was written |
17:00 | <@Bjarni> | this gives a natural max length of each saga |
17:00 | <planetmaker> | "educated talk sounds like babble for the unknowing" |
17:01 | <@Bjarni> | http://en.wikipedia.org/wiki/Skald <-- in case you don't know what a skald is ;) |
17:01 | <planetmaker> | Well... The Ilias isn't that short either :) |
17:01 | <@Bjarni> | interesting... skald is actually an English word |
17:01 | <@Bjarni> | they stole a word from us >_< |
17:01 | <@Bjarni> | yet another one that is |
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17:01 | <Prof_Frink> | Bjarni: YOu should know. |
17:02 | <@Bjarni> | ? |
17:02 | <Prof_Frink> | If you copy from one source, it's stealing/plagiarism |
17:02 | <Prof_Frink> | If you copy from many sources, as in English, it's research. |
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17:03 | <planetmaker> | Bjarni: I think that word exist in more languages :) |
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17:03 | <@Bjarni> | basically English received a lot of words from Scandinavia when people moved from Denmark and Norway to England |
17:03 | <@Bjarni> | in places like York |
17:03 | <Prof_Frink> | Yorksher! |
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17:04 | <planetmaker> | anyway, tiredness dictates to say goodbye. So cu another day :) |
17:04 | <@Bjarni> | basically town names ending on "-by" is of Viking origin. The word "by" is still in use and means town |
17:05 | <@Bjarni> | town is another word English got at that time |
17:05 | <planetmaker> | I'll put it on my to-read list though :) |
17:05 | <@Bjarni> | planetmaker: is it that tiresome to make planets? |
17:05 | <planetmaker> | yes, it is... it's a damn dusty business. |
17:09 | <planetmaker> | Bjarni: http://physicsworld.com/cws/article/news/2779 |
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17:13 | <@Bjarni> | whoa |
17:13 | <@Bjarni> | more interesting reading :D |
17:13 | <@Bjarni> | on an interesting subject I already know something about |
17:14 | <planetmaker> | :) |
17:14 | <@Bjarni> | we do that at our uni too |
17:15 | <@Bjarni> | but we do not intend to get the dust to gather... it just happens :P |
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17:16 | <planetmaker> | hehe. Yes, it does. :) Fortunately |
17:17 | <@Bjarni> | it resulted in a somewhat funny phonecall |
17:17 | <planetmaker> | which universiy are you at? |
17:17 | <@Bjarni> | somebody called a mobile phone and the guy answered and said he didn't really want to have a long conversation in the position he was in |
17:18 | <@Bjarni> | "I'm lying under a table in the basement fixing cable connections and it looks like nobody cleaned this room for years" |
17:18 | <planetmaker> | uh... :S |
17:18 | <planetmaker> | Moving some furniture today in our library, we found such spots, too... |
17:18 | <@Bjarni> | heh |
17:19 | <@Bjarni> | you know the basement is what you expect of say old bunkers... concrete constructions under ground with no natural light and it's usually dim lit as well |
17:19 | <@Bjarni> | and once in a while water leaks in |
17:20 | <planetmaker> | he. yeah. |
17:20 | <planetmaker> | or really flows in, if the water pipe breaks :P |
17:20 | <@Bjarni> | the water is not from pipes |
17:20 | <planetmaker> | :) |
17:20 | <@Bjarni> | I think it's condensed water or rain water |
17:21 | <dih> | hey ho |
17:21 | <@Bjarni> | most likely the first |
17:21 | <planetmaker> | depends upon the state of the building :) |
17:21 | <@Bjarni> | however they dug up a lot not long ago because of an incident with rain water |
17:21 | <@Bjarni> | the heating pipes are down there as well |
17:22 | <@Bjarni> | and they are like half a meter in diameter |
17:22 | <@Bjarni> | powerlines too |
17:22 | <planetmaker> | yep :). The old heating pipes didn't look nice when they were replaced... |
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17:23 | <+glx> | there's always powerlines near water pipes |
17:24 | <@Bjarni> | the basement was built in the 1960s... and rumours has it that they did add stuff down there that should be used in case of a nuclear war |
17:24 | <@Bjarni> | but... I don't know if it's true |
17:25 | <planetmaker> | at least you know that your building has decent foundations. |
17:25 | <@Bjarni> | and I know for sure that if nobody looked at it for the past 40 years I guess it's not only outdated but also not in mint condition anymore |
17:25 | <planetmaker> | :) for sure. |
17:26 | <planetmaker> | Our basement could be the setting for a movie as creepy as Blair Witch Project or so... |
17:26 | <planetmaker> | Liki it :) |
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17:26 | <+glx> | there's a forest in your basement? |
17:26 | <@Bjarni> | I remember when we produced some electric circuits on our own. We (like 6 people) were alone in the basement and somehow it became a bit spooky when the clock passed 22:00 and everybody else had left |
17:27 | <planetmaker> | glx: maybe in some places where there's no light anymore :) |
17:27 | <@Bjarni> | the underground railroad line passing the botanic garden in Glasgow is now a forest |
17:28 | <@Bjarni> | I saw some pictures taken by a guy who found a crack in the barriers meant to keep people out of the now rather dangerous tunnel system |
17:28 | <planetmaker> | hehe :) |
17:29 | <planetmaker> | anyway, good night to you all now. I'm so sleepyyyyyyyyyyyyy |
17:30 | <@Bjarni> | http://urbandesertion.squarespace.com/picture/greenery.jpg?pictureId=459951 <-- found it |
17:31 | <@Bjarni> | google is good at finding URLs that you forgot ;) |
17:31 | <+glx> | nice station |
17:31 | <@Bjarni> | I wouldn't be surprised if they left the tracks there and there still are some rusty iron bars underneath all those plants |
17:32 | <@Bjarni> | I don't get the idea of graffiti on a station that's sealed off though |
17:32 | <@Bjarni> | it's not like people will see it |
17:32 | <+glx> | it's like putting them in tunnels |
17:32 | <+glx> | (with no lights) |
17:32 | <@Bjarni> | :) |
17:33 | <+glx> | though there's light when a train pass |
17:33 | <@Bjarni> | it's not like this station will see that many trains anymore |
17:33 | <+glx> | indeed |
17:33 | <@Bjarni> | it's interesting to see how many plants can live with virtually no light |
17:33 | <@Bjarni> | all the light is from ventilation ducts |
17:34 | <@Bjarni> | and I have no idea of how many they left unblocked from the surface side |
17:35 | <@Bjarni> | I will say that this railline is pretty impressive by itself. It linked the southern station with the northern one by a tunnel under the city and under the river |
17:35 | <@Bjarni> | and it's from the steam era |
17:35 | <@Bjarni> | I bet those guys really had ventilation issues XD |
17:37 | <+glx> | steam and tunnels |
17:37 | <+glx> | well steam is not the problem |
17:38 | <@Bjarni> | the coal smoke could be |
17:38 | <@Bjarni> | http://www.student.dtu.dk/~s991088/signal.JPEG <-- like here |
17:39 | <@Bjarni> | they had to custom build the locomotives to allow the driver to see anything |
17:39 | <@Bjarni> | and yes it's a steam train and yes I took the picture myself |
17:39 | <@Bjarni> | and no it's not a custom built one for tunnels so it was running on low power |
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17:41 | <@peter1138> | what? |
17:42 | <@Bjarni> | ? |
17:42 | <Sacro> | 2 greens? |
17:42 | <Sacro> | you can go twice as fast! |
17:42 | <@Bjarni> | yeah |
17:42 | <@Bjarni> | how did you know? |
17:43 | <Sacro> | i'm a genius |
17:43 | <@Bjarni> | that remains to be seen |
17:43 | <Sacro> | pss |
17:43 | <Sacro> | *pssh |
17:43 | <@Bjarni> | one green: permission to pass the signal |
17:43 | <Sacro> | two greens |
17:43 | <Prof_Frink> | supergreen: Floor it, mofo |
17:43 | <Sacro> | permission to pass the next signal |
17:43 | <@Bjarni> | an additional green: no change in the permission here but it informs that at least one green light is lit on the next signal |
17:44 | <Sacro> | yes i know |
17:44 | <Sacro> | home + distant combined |
17:44 | <Sacro> | same as LUL |
17:44 | <Prof_Frink> | LULZ |
17:44 | <Sacro> | green green, green yellow, or red |
17:44 | <@Bjarni> | which basically means that you do not have to slow down and prepare to stop at the next signal if it's near and behind a curve |
17:45 | <@Bjarni> | green+red? |
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17:45 | <Sacro> | that's impossible |
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17:45 | <Prof_Frink> | And dangerous. |
17:47 | <@Bjarni> | that's a stop sign |
17:47 | <@Bjarni> | there is this very basic rule: if the signal shows something unexpected then you stop at the signal and call the station manager |
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17:49 | <Nite> | Hi! |
17:49 | <@Bjarni> | it would however be really interesting to see on a Danish signal (and possibly other signals as well) because they lack control of the red light bulb. The red light works on a relay activating if there is a current through the green bulb and the red is lit in case of no current |
17:49 | <@Bjarni> | it's as simple as that |
17:49 | <@Bjarni> | hello Nite |
17:49 | * | Bjarni almost wrote "hello Night" |
17:50 | <@Bjarni> | this would be fitting for our current time frame though |
17:50 | <Nite> | onece again i was concerned with planecrashes+ |
17:50 | <Nite> | is there anything that makes tem mre likely/unlikely ? |
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17:51 | <Nite> | them more |
17:51 | <Nite> | or ist it just pure luck? |
17:52 | <ln> | at least don't use small airports. |
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18:11 | <@Bjarni> | when you make a summery you are summerising... but how do you spell the last word?... I can't figure it out (or my dictionary lacks the word) |
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18:13 | <Prof_Frink> | Bjarni: Summery: Like summer. Summary: A brief outline of the item. |
18:13 | <@Bjarni> | ok I got that word wrong as well >_< |
18:14 | <@Bjarni> | I mean I read a text and then I tell the content |
18:14 | <+glx> | summary |
18:14 | <Prof_Frink> | Bjarni: Well, you made the same mistake on t'other one |
18:15 | <@Bjarni> | now I got it right |
18:15 | <@Bjarni> | thanks |
18:15 | <Nite> | the spring is over and now its summerrising. ;P |
18:15 | <@Bjarni> | shut up :P |
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19:07 | <Nite> | is there any reason for the "transfer" order without "leave empty" ?? |
19:08 | <Nite> | vehicles unload and load - there is almost no use for this |
19:13 | <SmatZ> | yes |
19:13 | <Nite> | you mean "yes there is no use" |
19:13 | <Nite> | ? |
19:13 | <SmatZ> | no |
19:14 | <Nite> | and whats your point? |
19:15 | <SmatZ> | pax transfer |
19:15 | <Nite> | ... i was trying to bus pax to an airport leave them there and take other pax that arrive there, but i guess thats no option so far. |
19:15 | <Nite> | .- yes its about pax transfer. |
19:17 | <Nite> | well .. there is also no use for cargo transfer withpout the "leave empty" order |
19:19 | <@Belugas> | Nite, i would say that for YOU, there is none. |
19:20 | <@Belugas> | but if it's there, then, to as least the dev who did them, there is. |
19:20 | <Nite> | well id like 2 say "i see none" |
19:20 | <Nite> | exept of one very rare |
19:20 | <Nite> | that there is always another vehicle waiting at the transferstation ... |
19:22 | <SmatZ> | what hasn't been really solved yet |
19:22 | <Nite> | i found plenty of uses for it "with" the unload attached |
19:22 | <SmatZ> | is that a vehicle will transfer & load the same pax / cargo it unloaded |
19:22 | <SmatZ> | or part of it |
19:23 | <Nite> | thats true smatz and was what i was reffering to. |
19:24 | <Nite> | you can work around that with 2 seperate "departure and arrival" stations |
19:24 | <Nite> | but its not an option with planes becauce they have to take of to go to another station. |
19:25 | <SmatZ> | solving this is hard |
19:25 | <SmatZ> | because even if you checked the last vehicle the cargo was in |
19:25 | <SmatZ> | then another aircraft could pickup that cargo |
19:25 | <SmatZ> | and not buses designed for that |
19:26 | <Nite> | guess you had to rebuild the whole airport part of the game. |
19:26 | <SmatZ> | coding wouldn't be that hard |
19:26 | <SmatZ> | but the idea is |
19:26 | <eekee> | what if you checked the previous station the cargo went to? |
19:26 | <Nite> | or have airpoprts witch already have seperate "arrival" and "departure" |
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19:27 | <SmatZ> | eekee: that would be possible, but then another aicraft could still pickup that |
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19:27 | <SmatZ> | Nite: yeah, you can have stations logicaly divided to several segments |
19:27 | <Nite> | you already can build arrival and departure easyly with train/ship/rv |
19:28 | <SmatZ> | where vehicles from one segment can't pickup cargo transferred from the same logical segment |
19:28 | <eekee> | SmatZ: well, at least it wouldn't be an aircraft heading back to the passengers' originating airport |
19:28 | <SmatZ> | eekee: true true :) |
19:28 | <SmatZ> | there is problem with trains |
19:28 | <SmatZ> | say you have route with n stations |
19:29 | <SmatZ> | and one terminal where you transfer + load |
19:29 | <SmatZ> | then you would have to check all stations in orders |
19:29 | <SmatZ> | hmmm maybe not really an issue |
19:29 | <SmatZ> | :) |
19:29 | <Nite> | i think the "cant pickup from destination" is almost obsolete with seperated stations. |
19:29 | <eekee> | probably not :) |
19:30 | <SmatZ> | ahh there it is |
19:30 | <SmatZ> | mmm |
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19:30 | <SmatZ> | maybe not that problematic |
19:30 | <Nite> | no its not an "issue" still the train has to go into one part of the station go out (depot or track) and in again on the other part of the sttion |
19:30 | <SmatZ> | but if you use RVs to transfer pax to rail station |
19:30 | <SmatZ> | then you take them by train... |
19:31 | <SmatZ> | you would have to remember last station they visited, not the original |
19:31 | <SmatZ> | but it is probably already implemented for cargo credits |
19:31 | <SmatZ> | maybe not |
19:31 | <SmatZ> | probably not |
19:32 | <SmatZ> | I hope users would understad such behaviour :) |
19:32 | <Nite> | i got it - you would have to check the last station in order but then again the next and maybee all others |
19:32 | <Nite> | and hey THIS is complicated |
19:32 | <SmatZ> | so store list of stations the cargopacket visited? |
19:33 | <ccfreak2k> | Why are there silicon bridges for roads? |
19:33 | <ccfreak2k> | It's not like there's any 380MPH lorries |
19:33 | <ccfreak2k> | . |
19:34 | <Nite> | someone could write a newgrf with that jetbus or smthng |
19:34 | <SmatZ> | hehe |
19:34 | <ccfreak2k> | The Darwin Express. |
19:34 | <Nite> | i have the idea of a station having seperat arrival and departure storage! |
19:34 | <ccfreak2k> | It picks up passengers, then plows into a wall at the destination at 600MPH. |
19:36 | <Nite> | so you can "transfer" pax/cargo to that departure storage and the next vehicle than only takes from departure again but leaves its cargo at "arrival" where the first vehicle takes it from |
19:36 | <Nite> | got it? |
19:37 | <Nite> | with that method you would not nead checking of where cargo came from at all! |
19:37 | <Nite> | need |
19:39 | <Nite> | or not only "arrival" departure" but just many slots, cargodepots, warehouses, or how you would call them |
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19:44 | <eekee> | that does sound simpler, especially if it is only arival & departure |
19:44 | <eekee> | I'm not sure it would work so well though |
19:45 | <Nite> | it would |
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19:45 | <Nite> | well arrival and departure (the words) only make sense sometimes |
19:46 | <Nite> | it only would be transparent if you could name your slots like station names like: |
19:47 | <Nite> | "maize from A" or "pax from groompytown" |
19:48 | <Nite> | now for example you could make an order for any vehicle to load from "maize from a" |
19:49 | <Nite> | so the vehicle would only load what it should without the need to check its other orders at all. |
19:49 | <Nite> | am i going way to far into "undooable" with this idea ? |
19:50 | <eekee> | I quite like it, but the UI might seem complicated |
19:51 | <Nite> | not at all! |
19:51 | <Nite> | you yust would have two or more signs over a station than yust one (!) |
19:51 | <eekee> | ohh o.o |
19:51 | <Nite> | nice? |
19:51 | <eekee> | hmmm |
19:52 | <eekee> | maybe, I can't really picture it working. |
19:52 | <Nite> | not perfectly because you actually click station tiles and not signs to make an order |
19:53 | <Nite> | imagine you would make an order by klicking its sign |
19:53 | <Nite> | now you have a station (1 or more lane no mather) |
19:54 | <Nite> | with as much signs as you like representing a different station (slot) using the same station |
19:54 | <Nite> | "wood" "pax from A" pax from "b" and so on ... |
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19:55 | <eekee> | yeah, but you would be changing that one thing and you would have hundreds of people asking "how the #$%^&* do you make an order now?????" |
19:55 | <Nite> | true |
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19:57 | <Nite> | ... hmmm yeah how the +*/& to solve that ;) |
19:57 | <eekee> | yeah :) |
19:59 | <Nite> | i really dislike another gui window for every new invention |
19:59 | <Nite> | in 1.0 you would have 100 different windows |
19:59 | <Nite> | i already dislike timetables :-x |
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20:04 | <Nite> | idea - teh different "slots" i was about could exist via a building that you attach to a station (a goods depot or pax hall) |
20:04 | <Nite> | you then cpould click that building to use this section of the station |
20:05 | <Nite> | (NO new gui wondow!) |
20:06 | <Nite> | i even didnt understan why autoreplace needed an extra window |
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20:08 | <eekee> | yeah I had replace issues earlier. I see now how powerful the replace system is, but it's a bit of a pain having to go via the one main vehicles list instead of, say, a station's train list. |
20:08 | <eekee> | also it's got a bug: the waggon removal option is global, so if you run 2 replacements at the same time, you can't have one with waggon removal and one without |
20:09 | <Nite> | well this dont looks like bug to me |
20:11 | <Nite> | i almost never use the groups, sorting or autogrouping by shared orders would have done it for me |
20:11 | <Nite> | (i know you can add all trains sharing to a group a train is alredy in) |
20:12 | <Nite> | ottd is at a stage hardly to learn it from scratch if not grown with it. |
20:13 | <eekee> | yeah :/ |
20:13 | <eekee> | you have to muck about finding one train of the ones you wantin the big list. Pointless |
20:14 | <SmatZ> | well, I agree |
20:14 | <SmatZ> | autogrouping, and preferably with naming groups by destinations, would be useful |
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20:15 | <Nite> | well its not to hard to find a train (they have names/numbers if u noticed ;-P) |
20:16 | <Nite> | but its still lot of click drag click - not really bad and not really good for me. |
20:16 | <eekee> | oh it is. Not everyone can simply look at a list and pick out the entry they want |
20:18 | <Nite> | ok autogroup by shared would be just fine |
20:19 | <Nite> | guess i have to play a round of TTO then i would quickly stop to complain ;-) |
20:20 | <SmatZ> | at least |
20:20 | <SmatZ> | there is a function to add all shared vehicles to the same group |
20:20 | <SmatZ> | so you create grou |
20:20 | <SmatZ> | p |
20:20 | <SmatZ> | add 1 vehicle to int |
20:20 | <SmatZ> | it |
20:20 | <SmatZ> | and then add all shared vehicles |
20:20 | <eekee> | SmatZ: WE KNOW |
20:21 | <SmatZ> | eekee: calm down |
20:21 | <Nite> | true (i mentioned that above) |
20:21 | <SmatZ> | ok sorry :-P |
20:21 | <eekee> | SmatZ: just because all those steps are easy for you doesn't mean they are easy for everyone. ;) |
20:21 | <Nite> | what we think about is to show trains grouped by shared orders (routes) withou tdoing anything. |
20:22 | <Nite> | well erm - klicking a one button of course. |
20:22 | <SmatZ> | eekee: I don't say they are easy, but it is easier than manually moving 50 vehicles from one group to another :) |
20:23 | <SmatZ> | I have done a simple patch for that... but sure there is one at tt-forums, that is far advanced |
20:23 | <SmatZ> | isn't it? |
20:23 | <Nite> | well there is "All trains" "Ungrouped trains" and there simply has to be a "grouped by shared orders" button in future |
20:24 | <eekee> | why can't you just access vehicle replace from a station or shared order list? |
20:24 | <Nite> | sure ok there are patches in ottd like sand on the beach you are right ... |
20:24 | <ccfreak2k> | In the SVN builds, does "Go non-stop to <station> (full load any cargo)" mean that it will speed through any stations it goes through? |
20:25 | <Nite> | no |
20:25 | <ccfreak2k> | This new orders GUI is confusing. |
20:26 | <Nite> | if "ttdpatch compatible" is ON trains are in nonstop automatically ... |
20:26 | <Nite> | sry but the orders gui looks like tto |
20:26 | <Nite> | you mean timetables? |
20:26 | <ccfreak2k> | I mean orders GUI. |
20:27 | <Nite> | yeah mean timetables?? |
20:27 | <SmatZ> | eekee: you would have to remember replace rules for each station / depot / shared orders group |
20:27 | <Nite> | yeah the orders gui looks like tto |
20:27 | <ccfreak2k> | TTO is? |
20:27 | <Nite> | tt original |
20:27 | <ccfreak2k> | O. |
20:27 | <ccfreak2k> | I've uh |
20:27 | <ccfreak2k> | never actually played the original. |
20:27 | <ccfreak2k> | Or Deluxe. |
20:28 | <Pikka> | no delete key in original D: |
20:28 | <SmatZ> | [02:25:37] <ccfreak2k> In the SVN builds, does "Go non-stop to <station> (full load any cargo)" mean that it will speed through any stations it goes through? <== yes I would say |
20:28 | <SmatZ> | it won't stop at intermediate stations |
20:28 | <Pikka> | you have to close every window one at a time clicking on the x's :P |
20:28 | <SmatZ> | hehe @ Pikka :) |
20:28 | <ccfreak2k> | SmatZ, aha. |
20:28 | <SmatZ> | difference between TTD and TTO? the DEL key! ;-) |
20:29 | <SmatZ> | ccfreak2k: "Go via" won't stop at destination |
20:29 | <ccfreak2k> | I thought the difference is 11. |
20:29 | <SmatZ> | yeah 11 |
20:29 | <ccfreak2k> | Because O - D = 11. :) |
20:29 | <SmatZ> | 8-) |
20:29 | <SmatZ> | you are nerd, nice |
20:29 | <Nite> | ahhh ttd means (transport tycoon deletekey) |
20:30 | <SmatZ> | :) |
20:31 | <Nite> | i never played the "original deluxe" just the "original original" |
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20:37 | <ccfreak2k> | Famous Original Ray's. |
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20:49 | <Nite> | ray`s erm? |
21:00 | <Nite> | was there wait for full load in tto? |
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21:20 | <@Belugas> | i don't know about TTO. But it os present in TTD. I would assume it was there too |
21:20 | <+glx> | in TTD it's a real full load |
21:21 | <Nite> | ok and in tto i ossume it was one cargo full |
21:21 | <+glx> | dunno |
21:22 | <+glx> | I guess if it has full load it's a real one too |
21:23 | <Nite> | im waiting for the 1/2 and quarter load in ottd trunk ;) as well as selecting real or unreal full load as an order |
21:23 | <SmatZ> | I think Full Load was the same in TTD and TTO, that is Full Load All |
21:24 | <Nite> | i guess it was full load one |
21:24 | <Nite> | just a guess ... |
21:24 | <SmatZ> | why? |
21:24 | <Nite> | some massage from the subconcious |
21:25 | <Nite> | X) |
21:26 | <Nite> | (conscious *cough*) |
21:26 | <CIA-4> | OpenTTD: belugas * r13643 /trunk/src/toolbar_gui.cpp: -Codechange: Enumify some loosely related values been used in the toolbar resizing processes |
21:29 | <Nite> | *ottd addicted today* |
21:30 | <@Belugas> | hehe |
21:30 | <@Belugas> | not jsut today... |
21:30 | <@Belugas> | for the last 2 years! |
21:30 | <@Belugas> | now... time for my fingers to have fun... |
21:30 | * | Belugas goes back to guitar playing |
21:31 | <SmatZ> | :) |
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21:59 | <@Belugas> | done :D |
21:59 | <SmatZ> | :-) |
21:59 | <@Belugas> | Mogai - Dial.Revenge base track is recorded, as well as a little solo :D |
21:59 | <@Belugas> | youhou! |
21:59 | <@Belugas> | now... some bridges to work on |
22:00 | <ccfreak2k> | Q: Why is my train waiting at a signal, even if he has the all clear? |
22:00 | <ccfreak2k> | A: The game is paused. :| |
22:00 | <@Belugas> | :D |
22:00 | <@Belugas> | at least you now know the answer ;) |
22:01 | <SmatZ> | :-D |
22:01 | <@Belugas> | iirc, there even was a bug report becasue of that... |
22:01 | <@Belugas> | arhg... our interface is too hard to learn.. |
22:01 | <@Belugas> | buhwaaahahah! |
22:16 | <ccfreak2k> | Hmm. |
22:16 | <ccfreak2k> | The hilighting for YAPP on maglev rails isn't all that clear. |
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22:27 | <CIA-4> | OpenTTD: belugas * r13644 /trunk/src/toolbar_gui.cpp: |
22:27 | <CIA-4> | OpenTTD: -Fix(r13643): compare an apple with an apple. MSVC seems to not care, but some other compilers do. |
22:27 | <CIA-4> | OpenTTD: Thanks to glx :) |
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22:38 | <ccfreak2k> | It's too bad there's no mechanism to allow other companies to use your railroads. |
22:39 | <TiberiusTeng> | infrastructure sharing patch |
22:39 | <ccfreak2k> | There's a patch for everything, isn't there? |
22:42 | <Nite> | merging companys would be cool |
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23:32 | <Nite> | anyone knowing of a really good airline managing sim? |
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--- | Log | closed Fri Jun 27 00:00:00 2008 |