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#openttd IRC Logs for 2008-08-02

---Logopened Sat Aug 02 00:00:58 2008
---Daychanged Sat Aug 02 2008
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02:09<Celestar> \o
02:14*Celestar yawns and goes back to coding destinations
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02:17<Beccara>hey guys, have a question, been tring to figure out how to make a huge map from the deadicated server console, cant find the right command or item in the cfg
02:20<Celestar>Beccara: map_x, map_y
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02:28<Celestar>meh I hate our include-mess at times
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02:30<@peter1138>It's way better than it was.
02:31<Celestar>it is :D
02:31<Celestar>peter1138: I have some idea on how to stop the if (this == NULL) mess
02:32<Celestar>/home/vici/openttd-cargodest/src/ai/default/../../vehicle_base.h:288: error: ‘CargoList’ does not name a type <= wth?!
02:33<Celestar>including routing.h in cargopacket.h breaks EVERYTHING
02:36<Celestar>we've got way too much code in header files :P
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02:38<@peter1138>That is the way of templates.
02:38<@peter1138>And static inlines for performance...
02:42<Celestar>the templates are ok
02:42<Celestar>the static inlines ...
02:42<Celestar>dunno how much perfermance we really get
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02:49<Celestar>hm ..
02:49<Celestar>I like this :D
02:50<Celestar>our purists won't :P
02:50<hylje>horrible hack time?
02:54<Celestar>peter1138: my idea is to add a Routing Class to ANY cargo type
02:55<Celestar>peter1138: just different classes. One does routing, one doesn't
02:55<hylje>in a data structure way?
02:55<Celestar>peter1138: result: much much much much less special casing
02:56<Celestar>just like Routing[v->type]->UseVehicle(...) and everything happens automagically
02:56<Celestar>one class checks transfers and stuff, the other class handles full routing
02:56<@peter1138>Hmm, when I last checked, that handled non-destinations too.
02:56<@peter1138>So the only bit that needed special casing was cargo generation.
02:57<Celestar>peter1138: nope, because if v->cargo_type doesn't have destinations, Routing[v->cargo_type] will be NULL
02:57<Celestar>and we have "this" of NULL
02:57<Celestar>which is about the most ugly thing you can get.
02:57<Celestar>just gimme 10 minutes and I'll show it to you :D
02:58<Celestar>(not yet the removal of the special cases of course)
02:58<@peter1138>Well yeah...
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03:00<Celestar>peter1138: I'll upload a diff first
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03:07<Celestar>sometimes, C++ is AWESOME
03:09<hylje>every language has its gold moments
03:09<Celestar>this is one of them :)
03:11*Celestar is just using polymorphic classes and multiple inheritance
03:14<Alberth>you're composing functionality by means of multiple inheritance?
03:14<Alberth>I tried that too, but failed on the common base class :(
03:14<hylje>the diamond of death
03:14<Celestar>it works just now
03:15<Celestar>hylje: yeah :)
03:15<Celestar>hylje: but I'm not using a diamond-of-death
03:15<Celestar>hylje: I'm using two independent streams
03:15<Celestar>Error: String 0x9CE8 is invalid. Probably because an old version of the .lng file.
03:15<Celestar>ER :P
03:15<hylje>one thing i like about python is that object inheritance is /based/ on diamonds of death
03:16<Alberth>yeh, in Python it works :)
03:19<Celestar>peter1138: got a sec? cuz I needa go for an hour or so?
03:21<Celestar>peter1138: nvm I'm committing it
03:21<Celestar>peter1138: you can have a look in 10 minutes or so :)
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03:36<Alberth>good morning
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04:09<@peter1138>Er, is it supposed to crash?
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04:19<Prof_Frink>peter1138: Yes.
04:21<@peter1138>Oh, okay.
04:21<Prof_Frink>In fact, it doesn't crash enough.
04:22<Prof_Frink>peter1138! NewCrashes!
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04:40<@Bjarni>hello freaky people
04:42<Wolf01>A Bjarni, again!
04:43<@Bjarni>I have come to alter your life
04:43<Prof_Frink>peaky freople!
04:44<Alberth>quiz: how many intro-gui windows does one need to start OpenTTD?
04:45<Wolf01>openttd.exe -g
04:45<@Bjarni>that depends on the end user's abilities to read documentation
04:46<Alberth>you get 1 window :) , normal startup gets you 3 windows
04:47<@Bjarni>maybe I should add it also depends on the OS
04:48<Alberth>you get different intro-gui windows depending on the OS??
04:48<Alberth>I always thought the window system used inside OpenTTD was independent of the OS
04:48<@Bjarni>now I don't get you
04:49<@Bjarni>you will get no windows for dedicated servers and just one for the "regular" game
04:49<@Bjarni>so I thought you meant how many windows the game will open in your X11 or whatever
04:49<Alberth>start OpenTTD, wait for the display to come up, the little rectangle in the middle is the intro-gui window
04:50<@Bjarni>now I get what you mean
04:50<@Bjarni>and I side with Wolf01
04:50<Alberth>during normal start-up the underlying SelectGameWindow object gets constructed 3 times, with -g once, just checked
04:50<@Bjarni>but it's not like it's an issue I care much for
04:52<Alberth>no, but it was a surprise to find out
04:53<@Bjarni>how many steps are on the stairs in Empire state building if you go from the street to the top?
04:53<@Bjarni>you will be surprised by the result
04:53<@Bjarni>but I still don't care :P
04:54<Alberth>1, the door step to reach the elevator :P
04:57<Prof_Frink>Bjarni: Forty Two!
04:59*peter1138 ponders doing the minimap
04:59<@peter1138>Oh yes, I wanted an icon.
05:00<Wolf01>what's the last digit of the multiplication of all the prime numbers?
05:01<Alberth>they are still busy multiplying
05:01<Wolf01>it's easy
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05:04<Prof_Frink>Wolf01: It contains (2*5), so 0.
05:04<Prof_Frink>Assuming you're working in base-10
05:04<Wolf01>ooooh finally :D
05:06<@peter1138>So what's the second to last digit? :D
05:07<Wolf01>maybe another 0, who knows
05:08<Wolf01>maybe you get infinite zeros
05:09<Wolf01>maybe the number overflows the int realm and you'll get a negative number
05:11<Alberth>it would be interesting to get a mathematician to explain an overflow of an infinite set :)
05:12<Wolf01>maybe infinite is not what we believe, maybe it is 0+1i
05:16<@peter1138>Maybe Wolf01 has been smoking
05:16<Wolf01>I'm a little confused this morning
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05:17<Wolf01>too much heat I think
05:19<@peter1138>"Given the fact that only a fraction of players are still using original train vehicles"
05:19<@peter1138>He's delusional again :D
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05:39<Wolf01>972tonnes of grain O_O
05:40<Wolf01>the magic of "don't stare at the industry all the time hoping for an increment of production"
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05:48<ArmEagle|CZ>Wolf01 hah
05:48<ArmEagle|CZ>I don't really like farms though. The different resources..
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05:58<Celestar>peter1138: I'm going into the testing now ..
05:58<Celestar>peter1138: I've noticed some advantage of my new idea (=
05:59<Celestar>peter1138: we can put things like maximum station capacity or maximum acceptance just in there, and need not to worry about the rest of the code mostly.
05:59<Celestar>peter1138: some can also write a totally new routing system and "just" define it as a new class
05:59<Celestar>instead of having to put things all overthe code
06:00<Celestar>peter1138: then again, i have to first get rid of the crashes and things and tick some items off the TODO
06:06<@peter1138>Er, pull...
06:06<Celestar>Alberth: you mean the intro window gets allocated three times?!
06:06<Celestar>er you pull too (=
06:07<Celestar>peter1138: nice crash with the using a variable before setting it by me :P
06:07<Celestar>vi TODO
06:07<Celestar>er ..
06:07<@peter1138>Yeah :p
06:08<Celestar>erm ... Item 7 ...
06:08<Celestar>do we enable some kinda sort to do we let that be?
06:08<Alberth>Celestar: yes
06:09<Celestar>Alberth: do they get destroyed again or do the reside around till end-of-game?
06:10<@peter1138>Celestar, on loading a game the game's settings for routes are not honoured.
06:10<@peter1138>(Because it's initialized before it's loaded)
06:11<Celestar>peter1138: er .. BAAD
06:11<Celestar>peter1138: will you tackle this? I'm just trying to work on a heterogeneous share lists
06:12<Celestar>we need to compute the Routing EVERY time a consist changes in any way :S
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06:12<@peter1138>No we don't.
06:13<@peter1138>Just compare the shared cargo mask before and after the change.
06:13<Alberth>Celestar: They get destroyed, it seems, I get 3 times a sequence constructor, destructor call
06:13<@peter1138>If it's different, remove or add what is needed.
06:13<Poopsmith>any way for server to change another user's password? one of the users on my dedi server has forgotten their company pw
06:14<@Rubidium>let me guess: each loading/creation of a game causes the destructio and creation of the window
06:14*Alberth don't forget that text != image
06:14<Celestar>peter1138: that's what I'm doing now :)
06:17<Celestar>peter1138: pull again. you mean something like this?
06:18<CIA-5>OpenTTD: peter1138 * r13921 /trunk/src/smallmap_gui.cpp: -Codechange (r11473): Use the correct enum...
06:20<Celestar>peter1138: cool
06:20<Celestar>now I need to do it for vehicle removal
06:20<Alberth>Rubidium: Once from GenerateWorld (mode=GW_EMPTY, size_x=64, size_y=64), from LoadIntroGame (), and from AfterLoadGame ()
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06:22<@Rubidium>GenerateWorld is called multiple times during startup
06:22<@peter1138>Celestar, and also when vehicles are bought/sold/refitted...
06:22<@peter1138>Celestar, sounds fun ;)
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06:24<Celestar>peter1138: this yes. exactly.
06:24<Celestar>peter1138: so you fix that init problem :D
06:25<Alberth>Rubidium: all the details: (with 1 break point at the constructor)
06:30<Celestar>oh man, this is da suckage
06:34<Eddi|zuHause3>Alberth: the game first creates an empty title screen game, then loads the game from opntitle.dat, and then starts your game
06:34<Eddi|zuHause3>3 times calls to GenerateWorld or AfterLoadGame, alright?
06:35<Celestar>we sholdn't have 3 windows anyway
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06:39<Alberth>Well, it is not really a problem, I just got 3 times as much debugging output than I expected.
06:40<@peter1138>Celestar, it's not three windows, it is three consecutive progress bars.
06:41<@peter1138>Oh, SelectGameWindow? Hmm :p
06:43*peter1138 goes back to, er, playtesting destinations...
06:47<Celestar>meh routing.h gets included in more and more and more files
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06:56<@Rubidium>Alberth: those stacktraces miss a lot of functions
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06:58<@Rubidium>and two of those calls are unavoidable
06:59<Alberth>It is copy/paste from the console output, maybe these funcs are inlined by the compiler?? (it is in my hacked version, but I am hacking window.cpp and widget.cpp, so it should not affect these traces)
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07:01<@Rubidium>Alberth: it's likely highly optimized
07:01<@Rubidium>but still two of the calls are technically absolutely necessary
07:01<@Rubidium>and the third one I'm not completely sure about
07:01<Alberth>It is mainly a bit weird that it happens, apparently the GUI and other code is so much integrated that the windows are created even when not needed.
07:03<@Rubidium>does it sound "strange" that each time a game is created/loaded the window gets destroyed and rebuild?
07:06<Celestar>note to self: quit and kill is not the same thing in gdb :P
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07:15<Alberth>A bit, yes. I'd consider a GUI to stay out of the way of map operations. In particular with the SelectGameWindow (I could imagine a progress bar or so). However, I have no problem taking your word that it is needed. Some day I will understand why, and no doubt reach the same conclusion. For now, let's do a hierarchical airport picker window!
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07:19<Celestar>peter1138: pull
07:20<Celestar>peter1138: train consist modification complete :D
07:20<Celestar>peter1138: btw: methinks that the stuff that happens in UpdateStationWaiting should be moved into the Routing classes
07:21<Celestar>and the UpdateStationWaiting just does a Routing[type]->GetDestination();
07:22<Celestar>and doesn't need to worry about anything else
07:22<Celestar>(maybe even use ANY_STATION)
07:22<Wolf01>if I want to increase the stockpile size of Pikka's industries I need to place both industries side by side or just in the acceptance area of the station?
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07:23<Eddi|zuHause3>industries are independent from each other, so just into the catchment area
07:25<Wolf01>ok, I can't build it anywhere
07:26<Wolf01>newindustries have too much restrictions
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07:26<Celestar>that's a grf's problem isn't it?
07:26<Wolf01>too close to another industry, too far from a city...
07:26<CIA-5>OpenTTD: frosch * r13922 /trunk/src/ (misc_gui.cpp viewport.cpp window_gui.h): -Codechange: Move measurement-tooltip related stuff out of the general tooltip window.
07:30<@peter1138>Celestar: Yes, I thought so too.
07:31<@Rubidium>Alberth: the main reason for the window system being reset is making sure all windows are killed and keeping it simple, i.e. do not check whether the window would be needed in the next "state" of the game
07:31<Celestar>peter1138: missing reference for your "thinking so" :P
07:32<@peter1138>12:19 Celestar> peter1138: btw: methinks that the stuff that happens in UpdateStationWaiting should be moved into the Routing classes
07:33<Celestar>ah :D
07:33<Celestar>ok I'm doing so
07:33<Forked>the last part of the topic still stands true
07:33<Forked>mmmm yapptastic
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07:34<Forked>my usage of it still probably sucks, but ! mmm yapp
07:36<Alberth>Rubidium: One of my 'problems' is that I like to do it optimal. Sometimes I take that too far, and get into trouble with the increased complexity. One thing that OpenTTD is teaching me is that 'simple' is good too even if it is non-optimal.
07:36<@peter1138>Hmm, hg is not cloning trunk? :o
07:37<Alberth>I am trying 'hg pull' in a trunk I cloned yesterday. That also doesn't work, it seems
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07:52<Celestar>peter1138: what do we do when the users loads a newgrf in-game that changes available cargo types? We can use the sledgehammer and just rebuild the whole routing system
07:52<@peter1138>Do that, I think.
07:53<Celestar>peter1138: you know orders of magnitude more about newgrf than I do. where is such a newgrf loaded in-game?
07:57<Ammler>Celestar: check r13836, peter1138 included there reset economy on grf loading...
08:00<Celestar>Ammler: will bear that in mind
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08:09<Celestar>hmm peter1138
08:10<Alberth>Celestar: You shouldn't eat him
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08:18<Celestar>what was working on station capacities?
08:19<Celestar>peter1138: done another minor update
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08:20*peter1138 returns
08:22*peter1138 pulls and builds.
08:23<@peter1138>Hmm, need to do the route map legend and cargo type filtering.
08:24<@peter1138>Bah, vehicles won't over take other vehicles that are stopping in a drive-through bay.
08:26<@peter1138>On the other hand, if TTRS' non-drive-through truck bays didn't look so shit I'd probably use them.
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08:41<prakti>wrong channel ;-)
08:41<@SmatZ>you are a lucky one :-P
08:42<Eddi|zuHause3>no glx :(
08:42<Ammler>bot down?
08:42<Eddi|zuHause3>yes, the glx bot is down...
08:42<Ammler>was it a "unauthorised" one?
08:43<@SmatZ>no, glx is not here
08:43<@SmatZ>need more glx
08:44<CIA-5>OpenTTD: frosch * r13923 /trunk/src/ (depot_gui.cpp lang/english.txt): -Feature: Show [total-]cargo info in depot when [ctrl-]right-clicking on vehicle.
08:45<Eddi|zuHause3>who requested such a feature?
08:45<Eddi|zuHause3>it sounds nice ;)
08:45<frosch123>depends, vvb reminded me that I always wanted such a feature :p
08:46<Eddi|zuHause3>yeah, occasionally i thought there was something missing, but i could never put that into a real sentence ;)
08:47<frosch123>yup, I always wanted to know how many vehicles with witch capacity I was dragging, and if I had already refittet them :p
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08:56<Alberth>peter1138: Widget resize demo after language switch (and some hacking in the Dutch language so it really makes a difference). At the right-bottom the minimap window stays at the same position.
08:58<Wolf01|AWAY>looks right to me.. you shouldn't move other windows
08:58<Wolf01|AWAY>(yeah, I'm not away, I'm waiting to be away :P)
09:01<Ammler>TTRS seems a requirement for ECS
09:01<Eddi|zuHause3>Alberth: moving windows is very unnecessary... you don't switch between languages usually
09:01<Ammler>(ECS tourists)
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09:01<Eddi|zuHause3>indeed, no tourists without TTRS
09:02<Eddi|zuHause3>but since i dislike both TTRS and ECS, there's no problem there ;)
09:03<Alberth>Well no shifting the windows at least works. We can always improve on that.
09:06<Ammler>Eddi|zuHause3: why is that, I see no need for it, but also no reason to not like it
09:06<@peter1138>TTRS is a bit ugly in places. And ECS... well...
09:06<Eddi|zuHause3>houses that are green?
09:06<Ammler>it seems really easy playable, if you do not use all vectors together
09:07<Eddi|zuHause3>ECS chokes my system...
09:07<Eddi|zuHause3>i like PBI
09:07<Eddi|zuHause3>fits in really nicely with the original graphics
09:08<Ammler>indeed, PBI is almost perfect.
09:08<@peter1138>Most of it is the original graphics ;)
09:09<Ammler>George added so much switches, which I don't need, but one I would like to have
09:09<Ammler>ability to build same industry together...
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09:21<Eddi|zuHause3>ECS is just way over the top...
09:21<Celestar>Eddi|zuHause3: do you have any docs of ECS? I keep hearing it and have nfi what it is
09:22<Eddi|zuHause3> i presume
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09:25<Celestar>I don't think TTRS is too ugly
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09:31<Eddi|zuHause3>it could do with some less ... extravagant ... colours
09:31<Eddi|zuHause3>i feel like playing in candyland
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09:35<@peter1138>That's where mixing sets helps
09:36<@peter1138>I have NACS and TTRS enabled, so there's more of a browny-bricky look overall.
09:36<Celestar>Eddi|zuHause3: well, that's true
09:37<Celestar>Eddi|zuHause3: just reduce saturation of your monitor, then it looks fine :P
09:37<@peter1138>North American City Set.
09:38<Celestar>and what the hell is this?
09:39<Celestar>I mean how did I manage that
09:39<Celestar>buff = GetStringWithArgs(buff, STR_ANY_DESTINATION, NULL, last); ... WHY is the town name called here :S
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09:40<@peter1138>You're using GetStringWithArgs?
09:42<@peter1138>improved loading is fucked :(
09:43<Celestar>no GetString is use GetStringsWithArgs
09:43<Celestar>peter1138: you mean we fucked improved loading it is broken by design?
09:43<@peter1138>We fucked it, heh...
09:44<@peter1138>Cos it reserves cargo, even if it can't be loaded onto the vehicle
09:46<Celestar>er ..
09:46<Celestar>so we have to teach it to use Routing basically, right?
09:46<Celestar>(on reserving)
09:46<@peter1138>Hmm, should be possible to solve.
09:46<Celestar>anything is possible.
09:46<Celestar>except me understanding the string system
09:47<@peter1138>Apparently so :)
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09:48<Ammler>(loading indicators behaves a little strange, not sure, if it is cargodest...
09:49<Celestar>peter1138: if you use the console, you should pull, I've fixed a lockup
09:49<Celestar>heh we need icons for the minimap
09:51<Celestar>peter1138: I've got a problem. If I try to obtain the distances and sizes for all stations upon cargopacket generation, it's going to be slow as shit, because I run a FOR_ALL_STATIONs loop every time I generate a cargopacket
09:51<Celestar>peter1138: I could of course cache the stuff somewhere ...
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09:53<Celestar>I should have stored the distances in the hopcache right away and not have them thrown away
09:53<Celestar>I'm computing them anyway
09:54*Celestar screams
09:56<Celestar>peter1138: more to pull :S
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10:17<Ammler>if I update the hg repo, it does always compile the whole binary, why is that?
10:18<@peter1138>How are you updating it?
10:18<Ammler>hg up
10:18<Ammler>hg pull first
10:18<@peter1138>Maybe it's because we keep changing headers or language files...
10:19<Ammler>ok, so it is not because of the hg :-)
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10:20<Celestar>peter1138: more to pull
10:21<Celestar>Ammler: yeah, many language file changes recently
10:21<Celestar>peter1138: what about giving the user console-control of activating and deactiving specific cargotypes in the routing? ;)
10:22<@peter1138>Then you'd need to save that in the savegame
10:22<Celestar>hm :S
10:22<Celestar>yeah, kinda forgot about that (=
10:22<Celestar>BAH refitting apparently takes 4 places where I need to change shit
10:24<Celestar>one for each vehicle :S
10:24<frosch123>...type :p
10:25*Celestar wonders which item to work upon next
10:27<Celestar>meh what about refit orders
10:28<Celestar>we'd have to jump from one Routing[] to another
10:35*orudge doesn't remember seeing you in a while
10:36<Celestar>orudge: :D
10:36<Celestar>orudge: you should have noticed that I'm back coding full speed (=
10:37<Celestar>how farest thou anyway?
10:39<@orudge>I'm well enough, keeping busy
10:39<@orudge>and yourself?
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10:53<Celestar>good good
10:53<Celestar>peter1138: Refit orders don't really work, do they?
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10:56<Ammler>Celestar: you can't replace waggons
10:56<Ammler>so you can only refit to something the waggon is able
10:57<Ammler>depense on the trainset :-)
10:58<Celestar>Well. either the order doesn't work, or I'm doing something wrong, or the displayed "refittable to" things are wrong
10:59<Ammler>which set are you using?
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11:08<Celestar>peter1138: pull
11:08<Celestar>ok I have NO idea about autoreplace :S
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11:13<Celestar>WHERE is the vehicle autoreplace triggered?
11:13<frosch123>grep for 'MaybeReplaceVehicle'
11:14<frosch123>but I suggest you to move to another point of your TODO list, as autoreplace is broken anyway
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11:15<Celestar>I think I'll stop it for the day
11:15<Celestar>it's enough
11:15<Celestar>and I want to leave peter1138 some challenges 8)
11:16<+glx>In file included from d:/developpement/ottd/hg/paxdest/src/vehicle.cpp:54:
11:16<+glx>d:/developpement/ottd/hg/paxdest/src/routing.h:214: warning: `class Routing_t' has virtual functions but non-virtual destructor
11:16<Celestar>interesting I don't get this warning
11:17<+glx>gcc 3.4.5
11:20<Celestar>heh 4.2 here
11:21<Celestar>er ..
11:21<Celestar>Routing_t doesn't have virtual functions :P
11:21*glx opens the file
11:21<@peter1138>The base does.
11:22<Celestar>Routing_t inherits from a base that does have virtuals
11:22<+glx>hmm you never ran generate
11:22<Celestar>but Routing_t overrides ALL members of the base?
11:23*peter1138 updates and compiles... Have already been stung by refitting once.
11:23<@peter1138>Celestar, I think UpdateStationWaiting() is not allowed to not generate the cargo.
11:25<Celestar> <= LOL @21.2
11:25<Celestar>peter1138: you think so?
11:25<@peter1138>It is possible to handle it in its callers but then things like industry production values become pretty meaningless.
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11:25<Celestar>peter1138: hm .. good point
11:25<@peter1138>So I think we always need to find a destination, somehow.
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11:26<@peter1138>Maybe if it 'Timed out' or there is no route we can just give it any destination.
11:27<@peter1138>In effect that means leaving GetDestination returning INVALID_STATION, and remove the ANY_DESTINATION stuff.
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11:29<Celestar>peter1138: do it ;)
11:29<@peter1138>Have done... tesing ;)
11:30<Eddi|zuHause3>wait... my car cannot behave as a submarine?
11:30<Celestar>we shouldn't make Routing an array, maybe we should revert to std::vector
11:31<Celestar>Eddi|zuHause3: er nope
11:34<@peter1138>Why not an array?
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11:42<Celestar>peter1138: arrays are evil :
11:42<Celestar>one doesn't use them in OOP mostly
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11:45<Eddi|zuHause3>"This member function might set width() to x and/or it might set height() to y, or it might do nothing" <- this reads exactly like the newgrf specs :p
11:48<Celestar>Eddi|zuHause3: that's why you are NOT supposed to do it
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11:58<Celestar>the FAQ is awesome
12:02<@peter1138>I don't think switching from array to vector really makes much difference in evilness... That it is a global variable is surely more evil...
12:02<Celestar>how else would we do it?
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12:03<Celestar>I'm off , bye :)
12:04<Celestar>cu tomrrow or maybe tonight
12:04<Celestar>peter1138: keep it up :D
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12:19<Alberth>I've just put my widgets patch in the dev forum, seems like a good closing of the day
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13:37<@peter1138>Hmm, why did nobody mention that transfers don't work?
13:38<Wolf01>because never worked well :P
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14:08<Ammler>peter1138: trunk or cargodest?
14:08<Ammler>I thought, it is obsolete in cargodest now?
14:09<Ammler>I used unload to "force" transfer...
14:11<Brianetta>D bin/data/generictrams_v0.4.grf
14:11<Brianetta>No generic trams?
14:12<Ammler>did you switch to trunk?
14:12<Brianetta>I switched to 0.6.2's tag
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14:13<Ammler>it is not in trunk, so they might just forgot it to add it there...
14:14*Brianetta poked they
14:14*Brianetta pokes they
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14:17<Ammler>Brianetta: btw, there is also a UK Trams grf
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14:18<Brianetta>I'll talk to Ameecher about his stuff
14:18<Brianetta>but right now, this screen's needed
14:18<Brianetta>for DVD pklaying
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14:42*peter1138 never finished coding UK Trams :o
14:44<@peter1138>Ammler, quite, forcing it with unload should not be necessary. By transfer I mean automatic transfer, not forced transfer.
14:45<Ammler>peter1138: it is somehow strange
14:45<Ammler>it worked and it didn't
14:46<@peter1138>Automatic transfer works if the transfer station accepts the cargo type. This is obviously wrong...
14:47<@peter1138>However, I found a solution.
14:47<@peter1138>Morrison's organic ale is 99p a bottle...
14:48<Ammler>that is the solution?
14:48<@peter1138>Well the bottles chilling slightly in my fridge are :p
14:48<@peter1138>Of course, not cold, because that's not British.
14:49<Ammler>I needed about a week to learn english beer to be good, but then you miss it here :-)
14:50-!-welshdragon [] has joined #openttd
14:50<Ammler>no bitter or how is that called?
14:51<Ammler>the beer between lager and guiness
14:51<@peter1138>Anything labeled 'Real Ale' is good, in my experience.
14:52<Ammler>duno, is there no english lager?
14:52<@peter1138>Anything in a can is avoided...
14:53<Ammler>well, we drink mostly from bottles
14:54<Ammler>something we had our pain, was the missing scum in your beers :-)
14:55<Ammler>that is a sign of bad beer here...
15:08<Ammler>how do you handle cargo, if the station doesn't accept it anymore?
15:08<Ammler>(that happens quite often with newindustries..)
15:09<Ammler>I have a "excess" transport for the coal from glass works to the powerstation in my ECS game...
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15:17<Eddi|zuHause3>i send another train from the industry in question to a spare industry that i do not care for
15:18<Eddi|zuHause3>which is why i requested that "go to depot and stop there" order recently
15:20<Ammler>Eddi|zuHause3: and how does it leave the depot again?
15:21<Eddi|zuHause3>by me clicking on the start button?
15:22<Eddi|zuHause3>i have a PBI steel mill, and the delivery between ore and coal is quite balanced
15:22<Ammler>so you send it to the depot because the industry disabpeared?
15:22<Eddi|zuHause3>but it is slightly more coal, so once in a while that one overflows
15:23<Eddi|zuHause3>so each time i get the message "does not accept coal anymore", i can tick the train to start
15:23<Eddi|zuHause3>which is quite rare, so having the train waiting for months is not worth it
15:24<Ammler>why not just let it wait at the station?
15:24<Ammler>it does only load the excess coal
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15:28<Ammler>the problem with ECS is then, if you begin to deliver a power station, and then not for months, it will go
15:29<Ammler>so I used RVs, which transport only a few amount per time
15:29<Eddi|zuHause3>no, i have a regular train to the power station as well
15:31<Eddi|zuHause3>and letting the train wait at the station has two disadvantages: 1) there is no "load > 0% cargo" option, and 2) it generates running costs
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15:47<@peter1138>eGRVTS' artic trucks are... nice...
15:47<@peter1138>Way better than George's LV4 effort.
15:47<@peter1138>Though that's a bit unfair.
15:50<CIA-5>OpenTTD: glx * r13924 /trunk/projects/determineversion.vbs: -Fix (r11531): determineversion.vbs could fail to find the right version with hg
15:52<@peter1138>Hmm, I could do with a nicer looking one-way road graphic.
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15:54<KurtKraut>Have anyone notice a intense CPU usage in the latest SVN version ?
15:55<Eddi|zuHause3>you could be slightly less specific by leaving out further words
15:57<KurtKraut>Eddi|zuHause3, are you talking to me ? Sorry, I don't understand what you said.
15:57<+glx>peter1138: RoutingBase_t needs virtual ~RoutingBase_t() = 0;
15:57<+glx>hmm no it doesn't link then
15:59<@Rubidium>glx: just virtual ~RoutingBase
16:00<@Rubidium>glx: just virtual ~RoutingBase_t() {} would suffice
16:01<+glx>yes it's enough
16:02<Brianetta>Any truth to that?
16:02<@peter1138>There might be if Tekky knew what he was talking about.
16:03<@peter1138>Which he doesn't in this case, heh...
16:04<Brianetta>Didin't think it seemed right.
16:06<@Rubidium>hmm, what remains to be done for YAPP?
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16:08<Brianetta>Rubidium: You need to shove it in the trunk (:
16:08<Brianetta>Actually, the last version I had didn't apply to trunk
16:09<Brianetta>One of the conditionals had had an "== NULL" added to it
16:09<@Rubidium>oh, he already fixed that
16:09<Brianetta>cool (:
16:10<@Rubidium>in his secret repository
16:10<Brianetta>He has a branch?
16:10<@peter1138>Has he fixed the minor code style problems?
16:10<Eddi|zuHause3>peter1138 has a highlight on "secret repository" i think :p
16:10<@Rubidium>the ones I asked to change yes
16:10<@Rubidium>don't know about any others though
16:11<@peter1138>Celestar needs teaching in the ways of code style ;)
16:11<Brianetta>Basically, Michi approached this whole thing exactly right, didn't he?
16:12<@peter1138>Well, he didn't complain when he was told what needed fixing ;)
16:12<Brianetta>That's always a good approach
16:12<@peter1138>Fortunately tron happened to be here when he first showed it and helped with initial coding style.
16:12<Brianetta>but the patch's first release got good feedback immediately
16:12<@Rubidium>yup and the non-pushing behaviour of michi_cc helps a lot too ;)
16:13<Brianetta>Just his rabid fans
16:13<Eddi|zuHause3>leaves only the pushing fans to handle :p
16:13<@peter1138>Problem is some of the devs are the rabid fans...
16:13<Brianetta>That's a bonus, if you're a fan
16:13<Brianetta>...and I am
16:14<@peter1138>Well, I put my vote (not that it was asked for) for inclusion, asap ;)
16:14<Brianetta>I'd vote that way too
16:15<Eddi|zuHause3>but you are not asked either ;)
16:15<@orudge>as SROTU, you get my vote too, despite the fact all I've done with YAPP is attempt to play it for a couple of hours one time :p
16:15<Brianetta>I've been playing it; it appears to be very robust, and doesn't screw around with How Things Were if you don't really care about it
16:16<@peter1138>And it supports two-way stations.
16:16<Ammler>wait_oneway_signal and wait_twoway_signal should also be able to disable returns else you might have problems if you set the pbs wait to "forever" (255)
16:16<@peter1138>Which neither the old PBS nor pre-signals handled properly
16:16<@peter1138>Hmm, Nobby's Nuts... Wasabi and Soy...
16:17<@peter1138>Taste quite nice.
16:18<@peter1138>Of course, 0.6.x will be totally obsolete...
16:18-!-LilDood [] has quit [Ping timeout: 480 seconds]
16:19<@orudge>well, it could be the 0.7.0 "killer feature"
16:19<@Rubidium>no... we don't want to kill TTDP :)
16:19<@orudge>it's somewhat managing that itself :P
16:19<Prof_Frink>peter1138! NewOhJustCommitItAndGetItOverWith!
16:20<Prof_Frink>Make the commit five minutes before nightlytime
16:20<@peter1138>I'd rather make it now ;p
16:20<@orudge>or five minutes after, just to annoy people
16:20<Prof_Frink>No, before
16:20<Prof_Frink>So no-one can revert it before the nightly
16:20*peter1138 doesn't remember his secret repository URL...
16:21<Ammler>YAPP & cargo dest with one commit :-)
16:21<@peter1138>Ammler, no chance, cargo dest is way too buggy.
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16:21<@peter1138>At least it is MP safe...
16:23<Brianetta>shared infrastructure
16:23<@peter1138>Ahh... I've not played with the current one. The original one from r-10000 was fun though.
16:24<Celestar>peter1138: what teaching do I need? :P
16:24<@peter1138>Eh, nothing much :)
16:25<@peter1138>Our transfer/unload handling is out of whack.
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16:26<Celestar>peter1138: that's why we should put it into the Routing[]
16:27<Celestar>peter1138: because it was incomprehensible even before destinations
16:27<Vikthor>peter1138: I believe the SI is mostly still the same one from r10000
16:27<Vikthor>(22:23:19) Brianetta: shared infrastructure
16:27<@peter1138>Vikthor: r-10000.
16:27<@peter1138>i.e. ancient.
16:28<@peter1138>Celestar, I don't mind where it is, as long as it works properly.
16:29<Vikthor>oh yes, apart from the fact it got updated for recent revisions, unfortunately not that much changed
16:30<@peter1138>Well... I doubt it's mostly the same one as the originral one.
16:30<Celestar>peter1138: btw: handling of refit orders works nicely already
16:31<Celestar>peter1138: I'm still pondering my head off on how to add intermediate stops
16:31<@peter1138>Invent 'ghost' orders. Or something.
16:31<Eddi|zuHause3>let's resurrect the subsidiaries patch! ;)
16:31<@peter1138>Eddi|zuHause3, that's the one.
16:32<Eddi|zuHause3>it died together with the miniin, i believe
16:32<Ammler>Vikthor: minor things like handling of foreign trains and wp as "blocker"...
16:33<Celestar>peter1138: I wonder this: when adding the order, we call the pathfinder manually and see whether it hits any stations?
16:33<Vikthor>Ammler: Which is a bit hackish IMHO
16:33<@peter1138>Celestar: Possible...
16:33<Ammler>well, else it isn't useable at all
16:33<Celestar>peter1138: we would just have to re-run it from here to there
16:34<Ammler>that should be of course implemented from a pro patcher like you :-)
16:34<Celestar>peter1138: or just tell the user to assign the stops manually ...
16:34<Vikthor>I am not a pro patcher, I am just a noob who was imensely intrerested in tracksharing
16:34<Prof_Frink>peter1138! NewWhateverItIsYou'reOnAbout!
16:35<Eddi|zuHause3>i have a few cases where i really need non-nonstop orders, but i would buy a paxdest without that
16:35<Celestar>peter1138: meh, I forgot to handle selling of wagons
16:35<Celestar>Eddi|zuHause3: yeah, you possibly will need to
16:36<Eddi|zuHause3>the few cases are mainly about selecting platforms/tramstops where it is important to know the exit direction, so it won't get stuck
16:36<Eddi|zuHause3>waypoints are an option there, but especially in cities, space is rare
16:37<Celestar>peter1138: bad news, you'll mostly have to work alone on this tomorrow =(
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16:38*Celestar still tries to understand virtual inheritance
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16:41<dragonhorseboy>hey smatz
16:42<dragonhorseboy>you know much about diesel motors?
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16:43<@SmatZ>dragonhorseboy: hello, not at all :)
16:47<dragonhorseboy>hm thanks anyway ;)
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16:47<dragonhorseboy>have a bugging question about turbos.. go figure
16:48<Celestar>CU peops
16:48<Noldo>dragonhorseboy: one that wikipedia won't answer?
16:49<dragonhorseboy>noldo zero results ^_^
16:49<Noldo>so what is the question?
16:50<dragonhorseboy>basically I'm wondering if its actually possible for a turbocharger to fail and keep feeding oil turning into a runaway motor till either the oil supply dries out or something literally blows out?
16:50<Celestar>what does a turbocharger have to do with oil?
16:51<Noldo>my thoughts exactly
16:52<Celestar>a turbocharger basically is a small gas turbine, with the engine being the burner ...
16:52<dragonhorseboy>celestar...I was looking at a movie from someone... poor engine running with thick black exhaust for a while till it finally went dead and they got another switcher to push this turbocharger-damaged one out of the way
16:53<dragonhorseboy>and there was a big black smoke puddle where the first unit used to stand
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16:54<dragonhorseboy>not sure where this movie is even located but the switchers look like around europe or nearby to me
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17:03<Eddi|zuHause3>yes, we need those ;)
17:04<@peter1138>dragonhorseboy has this weird US-centric language... it's all wrong :o
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17:04<Eddi|zuHause3>"maybe somewhere around europe" is a quite specific for a location ;)
17:05<dragonhorseboy>eddi...its not :p
17:05<dragonhorseboy>try name which city ;)
17:05<Eddi|zuHause3>i have not seen the video...
17:06<@peter1138>Who's committing YAPP then?
17:07<Noldo>I have feeling this question has something in common with "Who's turn is it?
17:10<@SmatZ>let's roll a dice
17:10<Eddi|zuHause3>doesn't work :(
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17:20<dragonhorseboy>hm well another question .. think turbines have much use today or they're pretty much dead fuelprice-wise?
17:23<@SmatZ>how much is petrol in Canada?
17:25<dragonhorseboy>hard to tell..they're in a random up&down swing these weeks :/
17:25<@SmatZ>if it costs roughly the same as in USA, then you don't have anything to be sad of ;-)
17:25<@peter1138>Down? That would never happen here...
17:27<@SmatZ>petrol costs ~2,25 CAD/USD in Europe
17:27<@SmatZ>1 litre that is
17:27<Eddi|zuHause3>the newspaper had a headline that said something about fuel prices could drop by like 10 to 20 cent... i have no idea what they meant, though...
17:28<@peter1138>A tank?
17:28<Eddi|zuHause3>yeah, something like that :p
17:29*peter1138 pays about 60p/l for LPG.
17:29<dragonhorseboy>so any thought on if turbine power for rail is dead or not likely yet? ;)
17:29<@SmatZ>that's wise, except you may have problems with parking sometimes (if you are forbidden to park in "clsed space" in UK too)
17:30<@SmatZ>with LPG...
17:30<Prof_Frink>You can't go through t'Tunnel with LPG
17:30<@orudge>[22:25:50] <peter1138> Down? That would never happen here... <-- and yet, it has
17:30<@orudge>last time I filled up, cost me 117.9p/litre
17:30<@orudge>well, last-but-one time
17:30<@SmatZ>Prof_Frink: any tunnel?
17:30<@orudge>last time, the other day, twas 109.9p/litre
17:31<@peter1138>Channel Tunnel.
17:31<@orudge>both of those at "cheap" petrol statinos
17:31<Prof_Frink>SmatZ: t'Channel'un
17:31<@orudge>as opposed to being in the middle of the country
17:31<@peter1138>Well, I have to say, my car's never exploded.
17:31<@SmatZ>sorry I don't know your abbrevations of "the Channel tunnel"
17:32<Prof_Frink>peter1138: Are you Meet-ing
17:33<@orudge>and if not, why not?
17:33<@orudge>also, peter1138
17:33<@orudge>are you Sigur Róssing?
17:34<@SmatZ>hehe peter's hidden identity :-P
17:36<@peter1138>I guess caravans are not allowed in the Channel Tunnel too?
17:36<@peter1138>Er, doubt it for either meet or Sigur Rós.
17:37<Prof_Frink>[22:33:12] <@orudge> and if not, why not?
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17:38<dragonhorseboy> Sprintliner's in the tunnel? :/
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17:39<@peter1138>What's that?
17:40*Prof_Frink sends a Super Sprinter through the tunnel
17:41<@peter1138>Would it make it?
17:45<Prof_Frink>No, because I sent it down the wrong track, and there's a Eurostar coming the other way
17:46<Vikthor>Train crash! 250 people died in a fireball!
17:47<LilDood>oh noes
17:47<Prof_Frink>Vikthor: It's in a tunnel
17:47<Prof_Frink>You can't crash in a tunnel.
17:48<Vikthor>Prof_Frink: Then there why Sprinter shouldn't make it, right?
17:48<Vikthor>* there is no reason why
17:49<Prof_Frink>Vikthor: Do I look like someone who thought this through?
17:50-!-mikl [] has quit [Quit: mikl]
17:50<Vikthor>Now that you mention it ...
17:52<dragonhorseboy>sprintliner = freightliner/dodge's flexible van :p
17:52<Prof_Frink>Dodge this.
17:53*orudge builds a tunnel to the centre of the moon
17:53<Prof_Frink>Don't be silly
17:53<Eddi|zuHause3>oooohh... can i join in on this task?
17:53<Prof_Frink>You can't dig a tunnel to the centre of the moon
17:53<@orudge>YES I CAN.
17:53<@orudge>It will be a special tunnel, and it will go to the centre of the moon!
17:53<Prof_Frink>Umm, OK orudge
17:54<Prof_Frink>Why don't we go to the seaside instead?
17:54<Eddi|zuHause3>you are total idiots :p
17:54<Eddi|zuHause3>but when you are back from the moon, can you bring some meat?
17:54<@orudge>OK Prof_Frink.
17:54<@orudge>from the moon meat mine on the moon?
17:54<@orudge>well, I'm not so sure about that.
17:55<@orudge>oh, look, here comes the centipede
17:55<Prof_Frink>We like the moon.
17:55<Prof_Frink>But not as much as a spoon
17:55<@orudge>My friend is centipedey, he's got many legs.
17:55<Prof_Frink>'cause that's more use for eating soup
17:55<@orudge>his body is segmented and he's got mandibles on his head
17:55<Prof_Frink>WOE UNTO THEE.
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17:57<CIA-5>OpenTTD: truebrain * r13925 /branches/noai/src/ai/api/ai_controller.cpp: [NoAI] -Change: increase the MAX_DEPTH of AISave to 25, because Yexo wants to save things more than 5 deep, and doesn't want to circumvent it (how is that for, what the crowd wants? :))
17:58*Prof_Frink plays the orange game with orudge
17:58<Eddi|zuHause3>since when does anyone here listen to what anyone wants?
17:58<@orudge>I hate the orange game :(
17:58<Eddi|zuHause3>i love the orange game!
17:58<Prof_Frink>The orange game is my favourite game!
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18:47<CIA-5>OpenTTD: rubidium * r13926 /trunk/ (7 files in 2 dirs): -Add [YAPP]: Add map accessors for path reservations. (michi_cc)
18:47<CIA-5>OpenTTD: rubidium * r13927 /trunk/src/ (8 files in 2 dirs): -Add [YAPP]: Draw reserved tracks darker, toggeld by a patch setting. (michi_cc)
18:48<CIA-5>OpenTTD: rubidium * r13928 /trunk/ (5 files in 3 dirs): -Add [YAPP]: Function for getting the path reservation state of any tile. (michi_cc)
18:48<CIA-5>OpenTTD: rubidium * r13929 /trunk/src/ (pbs.cpp pbs.h rail_map.h): -Codechange [YAPP]: Reserving and unreserving of single tracks is now possible. (michi_cc)
18:48<CIA-5>OpenTTD: rubidium * r13930 /trunk/src/rail_cmd.cpp: -Codechange [YAPP]: Clear track reservation when removing a rail track. (michi_cc)
18:48<CIA-5>OpenTTD: rubidium * r13931 /trunk/src/ (road_cmd.cpp waypoint.cpp): -Codechange [YAPP]: Retain the reservation state when building/removing waypoints or level crossings. (michi_cc)
18:48<CIA-5>OpenTTD: rubidium * r13932 /trunk/ (9 files in 4 dirs): -Add [YAPP]: PBS signals added to the map array. The signals are drawn using the old Patch-like PBS sprites. (michi_cc)
18:49<CIA-5>OpenTTD: rubidium * r13933 /trunk/src/ (rail_cmd.cpp rail_map.h signal.cpp): -Codechange [YAPP]: Handle through and PBS signals correctly in the signal code. (michi_cc)
18:49<CIA-5>OpenTTD: rubidium * r13934 /trunk/src/ (npf.cpp pathfind.cpp yapf/yapf_costrail.hpp): -Codechange [YAPP]: Handle through signals in the pathfinders. (michi_cc)
18:49<CIA-5>OpenTTD: rubidium * r13935 /trunk/src/ (6 files in 2 dirs): -Codechange [YAPP]: PBS signals can now be built with the normal signal tools. (michi_cc)
18:50<CIA-5>OpenTTD: rubidium * r13936 /trunk/src/ (rail_cmd.cpp rail_gui.cpp): -Codechange [YAPP]: Enable the auto-signal tool to build PBS signals and honor the default signal type. (michi_cc)
18:50<CIA-5>OpenTTD: rubidium * r13937 /trunk/src/ (rail_cmd.cpp rail_map.h): -Codechange [YAPP]: Don't cycle through two-sided PBS signals during build. (michi_cc)
18:50<CIA-5>OpenTTD: rubidium * r13938 /trunk/src/ (lang/english.txt rail_gui.cpp table/sprites.h): -Codechange [YAPP]: Add the new signals to the build signal GUI. (michi_cc)
18:50<CIA-5>OpenTTD: rubidium * r13939 /trunk/src/yapf/ (follow_track.hpp yapf_costrail.hpp yapf_destrail.hpp): -Add [YAPP]: Extend YAPF with the possibility to override the railtype info of the vehicle. (michi_cc)
18:51<CIA-5>OpenTTD: rubidium * r13940 /trunk/src/ (6 files in 2 dirs): -Add [YAPP]: YAPF is now able to reserve the found path. (michi_cc)
18:51<CIA-5>OpenTTD: rubidium * r13941 /trunk/src/ (4 files in 2 dirs): -Codechange [YAPP]: Added YAPP-related penalties to YAPF. (michi_cc)
18:51<Eddi|zuHause3>woah... spam!
18:51<CIA-5>OpenTTD: rubidium * r13942 /trunk/src/ (settings.cpp settings_type.h yapf/yapf_costrail.hpp): -Codechange [YAPP]: Add a penalty for double slips to YAPF. (michi_cc)
18:51<TrueBrain>@kick Eddi|zuHause3 no spam
18:51-!-Eddi|zuHause3 was kicked from #openttd by DorpsGek [no spam]
18:51<CIA-5>OpenTTD: rubidium * r13943 /trunk/src/ (settings.cpp settings_type.h yapf/yapf_costrail.hpp): -Codechange [YAPP]: Reserved station tiles can now be penalized more in YAPF. This should help with spread out stations. (michi_cc)
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18:52<CIA-5>OpenTTD: rubidium * r13944 /trunk/src/yapf/ (6 files): -Add [YAPP]: Add YAPF provider to find a safe tile and reserve a path. (michi_cc)
18:52<+glx>TrueBrain: I though you didn't want to be here
18:52<CIA-5>OpenTTD: rubidium * r13945 /trunk/src/yapf/follow_track.hpp: -Codechange [YAPP]: Extend CFollowTrackT to not require a Vehicle when following rail. (michi_cc)
18:52<TrueBrain>glx: I don't :)
18:52<CIA-5>OpenTTD: rubidium * r13946 /trunk/src/ (npf.cpp npf.h): -Add [YAPP]: Implement track reserving for NPF as well. (michi_cc)
18:52<TrueBrain>but who wants to miss this? Now: sstttt
18:52<CIA-5>OpenTTD: rubidium * r13947 /trunk/src/ (npf.cpp npf.h settings.cpp settings_type.h): -Codechange [YAPP]: Added YAPP-related penalties to NPF. (michi_cc)
18:53<CIA-5>OpenTTD: rubidium * r13948 /trunk/src/ (npf.cpp npf.h): -Add [YAPP]: Extend NPF with a function to find a safe tile and reserve a path. (michi_cc)
18:53<CIA-5>OpenTTD: rubidium * r13949 /trunk/src/ (order_cmd.cpp order_func.h): -Codechange [YAPP]: Declare the functions for processing conditional orders as non-static. (michi_cc)
18:53<CIA-5>OpenTTD: rubidium * r13950 /trunk/src/ (5 files in 2 dirs): -Add [YAPP]: Trains can now also be in a 'stuck' state when waiting on a path reservation. (michi_cc)
18:53<CIA-5>OpenTTD: rubidium * r13951 /trunk/src/train_cmd.cpp: -Codechange [YAPP]: A train leaving a tile should unreserve the track it came from if it was reserved. (michi_cc)
18:54<CIA-5>OpenTTD: rubidium * r13952 /trunk/src/ (5 files): -Add [YAPP]: Trains now reserve paths trough PBS signals. Bump savegame version. (michi_cc)
18:54<CIA-5>OpenTTD: rubidium * r13953 /trunk/src/ (train_cmd.cpp water_cmd.cpp): -Add [YAPP]: Free track reservations of crashed trains. (michi_cc)
18:54<CIA-5>OpenTTD: rubidium * r13954 /trunk/src/train_cmd.cpp: -Codechange [YAPP]: On reserving a path that ends at the destination, the path could end at a non-safe tile. In this case, extend the reservation based on the next vehicle orders. (michi_cc)
18:54<@SmatZ>holy michi
18:54<CIA-5>OpenTTD: rubidium * r13955 /trunk/src/ (lang/english.txt train.h train_cmd.cpp): -Codechange [YAPP]: Try to extend the path of a stuck train so it is able to continue. (michi_cc)
18:55<CIA-5>OpenTTD: rubidium * r13956 /trunk/src/ (pbs.cpp pbs.h): -Add [YAPP]: Function for getting the train holding a reserved path. (michi_cc)
18:55<TrueBrain>SVN Maillist is already flagged as 'spamhost' :)
18:55<CIA-5>OpenTTD: rubidium * r13957 /trunk/src/ (4 files): -Codechange [YAPP]: Free the old path reservation on removing some tracks and reroute trains afterwards. (michi_cc)
18:55<CIA-5>OpenTTD: rubidium * r13958 /trunk/src/train_cmd.cpp: -Add [YAPP]: Implement look-ahead for trains so they extend their reservation before reaching the end. (michi_cc)
18:55<Eddi|zuHause3>see... i told you so!
18:55<@SmatZ>Aurgust 3rd 2008 : the day YAPP came
18:55<CIA-5>OpenTTD: rubidium * r13959 /trunk/src/train_cmd.cpp: -Codechange [YAPP]: Try to extend a train reservation as far as possible and only call into the pathfinder on track choices. (michi_cc)
18:56<TrueBrain>should have waited 5 days ... ;)
18:56<CIA-5>OpenTTD: rubidium * r13960 /trunk/src/ (signal.cpp signal_func.h train_cmd.cpp): -Codechange [YAPP]: Reserve a path when exiting a depot into a PBS block. (michi_cc)
18:56<CIA-5>OpenTTD: rubidium * r13961 /trunk/src/train_cmd.cpp: -Add [YAPP]: Handle train reversing. (michi_cc)
18:56<CIA-5>OpenTTD: rubidium * r13962 /trunk/src/train_cmd.cpp: -Codechange [YAPP]: Do not reverse in front of red signals when inside a PBS block and reversing of stuck trains is disabled. (michi_cc)
18:56<CIA-5>OpenTTD: rubidium * r13963 /trunk/src/train_cmd.cpp: -Codechange [YAPP]: Reserve a track when entering a PBS block through a conventional signal. (michi_cc)
18:56<Eddi|zuHause3>at 8:08 maybe?
18:57<CIA-5>OpenTTD: rubidium * r13964 /trunk/src/train_cmd.cpp: -Codechange [YAPP]: Check if a train needs servicing when reserving the next path segment. (michi_cc)
18:57<TrueBrain>exactly :)
18:57<TrueBrain>"550 spam message discarded. If you think that the system is mistaken, please report details to abuse@" <- ghehe :)
18:57<CIA-5>OpenTTD: rubidium * r13965 /trunk/src/ (newgrf_station.cpp pbs.cpp): -Add [YAPP]: Implement newgrf var 0x44 for stations (PBS reservation state). (michi_cc)
18:57<CIA-5>OpenTTD: rubidium * r13966 /trunk/src/ (pbs.cpp train_cmd.cpp): -Codechange [YAPP]: Bar level crossings upon path reservation. (michi_cc)
18:57<Prof_Frink>(and w00t)
18:57<@orudge>nice norks on that commit
18:58<CIA-5>OpenTTD: rubidium * r13967 /trunk/src/settings.cpp: -Codechange [YAPP]: Tweak pathfinder penalties a bit. (michi_cc)
18:58<Prof_Frink>Mmm, commitnorks
18:58<Vikthor>Is that all ? :p
18:59<Eddi|zuHause3>gimme more!!!
18:59<TrueBrain>well, we can sent the same commits all over again? :p
18:59<Eddi|zuHause3>alright, i hereby declare this strike over
19:00<TrueBrain>Random stats (the commits were forced delayed with 10 seconds between): server load: 10. CPU load: 12%. IO load: 4%. Memory usage: 150 MiB on average. Not bad :)
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19:01<Prof_Frink>TrueBrain: has this been announced to the forums, or is it being left as a surprise for nightly users?
19:01<@orudge>Prof_Frink needs to check the thread ;)
19:01<TrueBrain>Prof_Frink: don't ask me!
19:02<Vikthor>Prof_Frink: i can only tell that it is now announced on Tycoonez forums
19:03*Prof_Frink svns up
19:03*TrueBrain concratz michi_cc :)
19:03<+michi_cc>I've left a message at the YAPP thread, anybody who knows a bit about how things are run here will know what it means
19:03<Prof_Frink>TrueBrain: openttd devblog?
19:04<TrueBrain>Prof_Frink: who where?
19:04<TrueBrain>why you ask me?
19:04<TrueBrain>I just run the services :)
19:04<Prof_Frink>Beecause you're there.
19:04<TrueBrain>I am where? :)
19:06<Vikthor>michi_cc: Thank you and anybody else who contributed for a great feature!
19:06<TrueBrain>Prof_Frink: some bird just told me something would happen, and I wondered if the server could handle it :) Nothing more to it, then my presence here :)
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19:07<+michi_cc>And a big thanks to Rubidium who actually commited this pile of stuff
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19:09<TrueBrain>lol, this commit-spree took 120k process-creations on the server :p How nice :)
19:10<Vikthor>rubidium made it to top-ten most active authors on today
19:10<TrueBrain>not number one?
19:11<TrueBrain>and OpenTTD as project?
19:11<Eddi|zuHause3>when does "today" start there?
19:11<TrueBrain>when I say so
19:11<TrueBrain>you mind?
19:11<Eddi|zuHause3>you care?
19:12<TrueBrain>do I ever? :)
19:12<TrueBrain>I missed these conversations Eddi|zuHause3 :)
19:12<Eddi|zuHause3>you really want an answer to that? :p
19:12<TrueBrain>can I take a number?
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19:13<@orudge>only if you ask its permission first
19:13<@orudge>you wouldn't take a dog without asking its permission.
19:13*orudge shall watch some TV then go to bed
19:14<@orudge>good night :)
19:14<TrueBrain>night orudge
19:15<+michi_cc>I wonder if it's a good sign that YAPP has exactly 42 commits...
19:15<@SmatZ>exactly? :-)
19:15<@SmatZ>is it feasible to do a savegame conversion from TTDP savegames? (or old OTTD with PBS)
19:16<@SmatZ>or is it really different system of PBS...
19:17<+michi_cc>it might be possible, but pbs exit-signals need to get something else as YAPP has no exit signals. and pbs pre-signals also need to be converted
19:17<TrueBrain>42 .. lol :)
19:17<Vikthor>Is YAPP answer to the ultimate question of signalling, OpenTTD and Everything?
19:18<@SmatZ>now I got it ... 42 ... :)
19:18<TrueBrain>as long as his end quote isn't: I am sorry for the inconvinance, it is fine by me :)
19:20<+michi_cc>I had two more debug commits on my git repo, but I decided to prune them out. But I didn't count the commits or anything beforehand, so 42 commits is quite a coincidence
19:20<Eddi|zuHause3>there are no coincidences...
19:21<Vikthor>Good night, gentlemen
19:21<TrueBrain>night all :)
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19:22<hylje>not a coincidence
19:25<ccfreak2k>Dur hur 42.
19:26<Eddi|zuHause3>did it ever occur to you that the phrase "there are no coincidences" has 23 letters?
19:26<@SmatZ>oh noes
19:27<ccfreak2k>Did it ever occur to you that "dur hur" has six?
19:27<Eddi|zuHause3>no, the phrase "dur hur" has never occured to me...
19:31<CIA-5>OpenTTD: glx * r13968 /trunk/src/depot_gui.cpp: -Fix (r13923): 'cast from pointer to integer of different size' warning
19:34<@SmatZ>YAPP got savegame version 100 :)
19:35-!-Osai is now known as Osai^zZz
20:00<CIA-5>OpenTTD: glx * r13969 /branches/noai/ (128 files in 12 dirs): [NoAI] -Sync: with trunk r13876:13968.
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20:32<Brianetta>Standard is playable.
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22:18<CIA-5>OpenTTD: belugas * r13970 /trunk/src/ (network/network_gui.cpp toolbar_gui.cpp widgets/dropdown.cpp):
22:18<CIA-5>OpenTTD: -Codechange: Replace numbers with Colours enum on network, toolbar and dropdown guis.
22:18<CIA-5>OpenTTD: Mostly forgotten ones.
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---Logclosed Sun Aug 03 00:00:42 2008