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#openttd IRC Logs for 2008-11-13

---Logopened Thu Nov 13 00:00:48 2008
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05:00*davis hi
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05:22<planetmaker>question: if I want to use the OpenGFX instead of the proprietary files. Can they be in a subfolder of ./openttd/data or must they be directly in that?
05:23<mrfrenzy>try it?
05:24<planetmaker>well... but I cannot right now :)
05:24<planetmaker>and there might be people who know :)
05:34<DASPRiD>subfolder works
05:35<DASPRiD>even sub subfolder
05:37<Ammler>DASPRiD: OpenGFX is a base grf
05:37<Ammler>not like other NewGRFs
05:39<DASPRiD>Ammler, well, i have it in a subfolder as well?
05:40<DASPRiD>dasprid@dasprid-desktop:~/openttdcoop/data$ find -name "OpenGFX*"
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05:50<Ammler>DASPRiD: that is the newgrf version
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05:57<DASPRiD>Ammler, ah :x
06:03<@Rubidium>planetmaker: why wouldn't it be working?
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06:24<planetmaker>Rubidium: I have no idea and my guess is it will. :) I'll test it tonight :)
06:24<planetmaker>The question arose because we might want to include it into our grf pack - and that usually has it's own subdirectory.
06:25<planetmaker>that way it subsequently might be possible to answer the question "what files do I need" with "get that grf pack" instead of "get your original CD".
06:26<planetmaker>and it'd be 100% legal.
06:30<Ammler>planetmaker: it does work
06:30<planetmaker>nice to hear :)
06:30<Ammler>now, we can discuss it further :P
06:35<Ammler>Rubidium: great fix with
06:36<FauxFaux>I wonder how hard it'd be to play with just the minimap (hardcore mode).
06:36<Ammler>but why does it need a file at all?
06:51<china>you know what i hate?
06:51<china>being low on cash and building railway trough crops.
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07:14<china>im having major issues with this map
07:14<china>oh, yes.
07:15<Doorslammer>Bah, sodding bloody soddery
07:15<china>"bah! humbug!"
07:15<Doorslammer>One day I'll have TRS2004 run something until it jolly well enjoys it
07:15<china>what's trs2004?
07:15<Doorslammer>Bloody thing
07:16<Doorslammer>Trainz Rail Simulator 2004
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07:27<welshdragon>my content dispatcher plus can't find it's installation
07:27<welshdragon>Doorslammer, #trainz !
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07:29<Doorslammer>Oops, will do
07:30<Sacro>So... who here does tram development, we have a bug!
07:30<Doorslammer>LOL, do we?
07:31<Sacro>Aye, on standard server
07:31<Sacro>tram going in circles
07:31<Sacro>all other trams navigate same tile just fine
07:32<Doorslammer>Nice one
07:32<Doorslammer>Maybe hes lost? ;)
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07:37<Brianetta>It's the Teleporting Tram Bug
07:37<china>back on my feet now
07:37*china loves coal
07:38<Brianetta>It's caused when a tram is turned around on a tile boundary, and is supposed to have been fixed for 0.6.3
07:38<Brianetta>Apparently it isn't quite as fixed as hoped
07:39<welshdragon>i exposed it ;)
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07:54<china>i guess this channel is more suited for you programers behind the game, i guess.
07:54*china is only init for the money
07:54*Brianetta isn't a programmer
07:56*Doorslammer declares himself a nonentity also
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08:57<DASPRiD>How to determine the palette which is used by a GRF? according to grfcodec, it's just defined by the beginning of the filename?
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09:41<@Rubidium>DASPRiD: there's no reliable (for a computer) way to determine the palette
09:42<DASPRiD>Rubidium, so how does openttd know it?
09:42<+glx>it doesn't
09:42<DASPRiD>so which palette does openttd use then? :x
09:42<+glx>it just knows the palette to use based on original files names
09:42<@Rubidium>we know the md5 of the dos/windows original graphics and assume the rest has the same palette
09:43<DASPRiD>i c
09:43<+glx>ha right, names+md5 :)
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09:43<DASPRiD>there should really be a standard in newgrf defining the palette ;)
09:44<+glx>there's a "standard', windows palette grf have a 'w' in the name
09:44<+glx>but we don't rely on it :)
09:47<+glx>so you want each grf to be 768 bytes bigger?
09:47<DASPRiD>it should just define the palette name
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09:54<Eddi|zuHause>some grfs do not even have graphics that need specifying a palette
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09:59<Eddi|zuHause>it should theoretically be possible to create dual dos/win grfs, that have both graphics in them, and chose the right ones based on context
09:59<Eddi|zuHause>but no grf author does that
10:00<+glx>btw in nightlies you can switch palette in newgrf config
10:01<Eddi|zuHause>has anyone considered, for NFO version 8, to introduce a flag in the defining action 8 that the grf specifies dos/win/don't care?
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10:22<DASPRiD>glx, Eddi|zuHause: long offset = BE_SWAP16(ibuffer[4+y]) + 8; <-- what does this line do?
10:22<Priski>How do I can get a sertain nightly build (not the latest), is it even possible without compiling from source?
10:23<Eddi|zuHause>DASPRiD: big endian conversion?
10:23<DASPRiD>aha! :x
10:24<DASPRiD>so uhm, what exacly? :)
10:24<Eddi|zuHause>Priski: there should be an archive somewhere
10:25<Priski>ah thanks, I remembered that it should be somewhere but couldn't find a link anywhere
10:25<Eddi|zuHause>DASPRiD: conversion between little endian and big endian means swapping the high and low byte
10:25<DASPRiD>and iBuffer[4+y] is?
10:25<DASPRiD>(i'm no c-coder, sorry :))
10:25<Eddi|zuHause>an array access?
10:26<DASPRiD>ah so it get's the 4+y byte of iBuffer?
10:26<Eddi|zuHause>two bytes probably
10:27<Eddi|zuHause>as the 16 indicates 16 bit
10:27<DASPRiD>oh okay, and the + 8 at the end then?
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10:28<Eddi|zuHause>it's an offset correction... it really depends on context what that +8 means
10:28<DASPRiD>U16 *ibuffer = (U16*) buffer;
10:28<DASPRiD>does that help?
10:28<Eddi|zuHause>could be related to the 4 in the array
10:28<Eddi|zuHause>4*2 = 8
10:28<Eddi|zuHause>4th index, 2 bytes each, makes 8 bytes
10:29<DASPRiD>i guess i get it :)
10:29<DASPRiD>after look again now at the definition it's clear
10:29<DASPRiD>thank you very much
10:30<Eddi|zuHause>but it could be totally unrelated also
10:30<DASPRiD>no it looks correct :)
10:32<Eddi|zuHause>i'm still not sure what you are actually trying to do ;)
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10:34<DASPRiD>Eddi|zuHause, a small library for reading grf files in a php application ;)
10:34<DASPRiD>without depending on external programs like grfcodec
10:35<DASPRiD>so nothing fancy ;)
10:44<@Belugas>DASPRiD, something like grf2html?
10:45<@Belugas>granted, not in php, in DElphi, but still...
10:45<DASPRiD>Belugas, not for such a purpose, but yeah something like that
10:45<DASPRiD>wonderful, tile decoding works :)
10:45<DASPRiD>and the entire grf decoding process only takes like < a second :)
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11:06<benjamingoodger>still campaigning against channel noise, then, ln?
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11:09<ln>not very actively
11:10<ln>that was only my second hello today.
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11:26<DASPRiD>how nice :x
11:27<benjamingoodger>gets the job done without being rude
11:27<benjamingoodger>...for a script
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11:39<DASPRiD>Eddi|zuHause, are you still there? :x
11:39<DASPRiD>damn ;P
11:40<DASPRiD>hm wait
11:40<DASPRiD>probably, nevermind
11:40<DASPRiD>i should read the correct documentations *G*
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11:49<china>mrfrenzy: you suck!
11:51<@Rubidium>Eddi|zuHause: you should tell your GRF suggestion to frosch123
11:52<Eddi|zuHause>has anyone considered, for NFO version 8, to introduce a flag in the defining action 8 that the grf specifies dos/win/don't care?
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11:52<frosch123>does that need a version bump?
11:53<frosch123>or do you want to enforce specifying the palette?
11:53<Eddi|zuHause>not necessarily, but it could just be fit in there, if it's going to be bumped anyway :)
11:53<china>dihedral: (im playing him)
11:54<china>dihedral: (and he's leading)
11:54<Eddi|zuHause>i don't want to enforce anything, it was just a thought
11:54<benjamingoodger>hey china
11:55<@Rubidium>frosch123: it's useful for OpenTTD to know what palette the developer made the set with (so we don't have to guess the palette)
11:55<frosch123>Eddi|zuHause: I meant, you do not need a version bump, when you want to add something.
11:55<dihedral>china, then you two should getyourselves a channel for your game
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11:56<china>dihedral: does my one-liner offend you?
11:56<dihedral>i was just thingking of future chatter ;-)
11:56<frosch123>so, we want to make specifiying a palette (win/dos/don't care) mandatory for version 8?
11:56<china>dihedral: i was just kicking his but in another medium. :)
11:57<dihedral>who cares?
11:57<Eddi|zuHause>well, grfcodec could automatically fill this flag from the -p option
11:57<@Rubidium>dihedral: just /ignore people that annoy you; they're not worth to get an answer anyways ;)
11:57<dihedral>yeah - i should do more often
11:57<dihedral>but then i always forget to add the ignore to the other clients i use :-P
11:58<@Rubidium>then use only one client
11:58<Eddi|zuHause>and it struck me that the action 8 would be an appropriate place
11:58<china>dihedral: well, he and me, for the important part.
11:59<Ammler>Rubidium: We tested your "fix", works really nice, would it be complicated to allow no file instead of needing a empty file?
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12:07<DASPRiD>hey, just a short question: <-- there is the .nfo specification for actions, but where do i find the binary specification (how it is saved in the .grf) ?
12:07<frosch123>the sprite starts with FF
12:07<frosch123>the follows the raw data
12:07<frosch123>somewhere around the FF is the length as a word
12:08<DASPRiD>word, so 2 bytes?
12:08<DASPRiD>little or big endian?
12:08<frosch123>take a look at grf2html, it does not use those magic signed/unsigned/shifting stuff to decode it
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12:08<DASPRiD>he okay, probably a good idea
12:09<Eddi|zuHause>i'd say with grfs it's generally a safe bet that everything is little endian
12:09<DASPRiD>Eddi|zuHause, that's true, it is ;)
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12:13<DASPRiD>frosch123, damn, the sourcecode of grf2html is even less readable to me than grfcodec ;)
12:13<DASPRiD>well i just try a bit around, maybe it works ;)
12:13<Eddi|zuHause>it's pascal, how unreadable can it be?
12:13<frosch123>it is pascal, it uses english words to describe things instead of & | ~ !
12:14<DASPRiD>i knew turbo pascal... like 15 years ago ;)
12:14<frosch123>however you have to look into grfbase.pas IIRC
12:14<Eddi|zuHause>well, pascal is significantly older than that :)
12:15<frosch123>turbo vision 2 is about that age :p
12:15<Eddi|zuHause>and reading a language you don't know is usually very easy, unless it's php :p
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12:26<DASPRiD>frosch123, may i ask another question? :)
12:26<DASPRiD>is the first sprite, defining the total number of sprites, required in every grf?
12:26<frosch123>in every newgrf
12:27<frosch123>i.e. the trg* start with a real sprite
12:27<frosch123>btw. the number is not necessarily correct :p
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12:28<DASPRiD>frosch123, oh so i should better ignore it?
12:28<DASPRiD>instead of throwing errors :)
12:29<frosch123>yes, "ignoring" would be a good idea :)
12:29<DASPRiD>kay :)
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12:46<@Belugas>hooo.. the Precipice!
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13:00<Antdovu>guten morgen
13:02*Belugas guess it means good morning, so...
13:02<@Belugas>hello Antdovu
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13:27<@Belugas>hello Wolf01
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13:28<Wolf01>hello Belugas :)
13:32<Priski>Damn, adding scenario sure takes lots of edits on wiki :/
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13:37<Antdovu>is there an easy way of creating a new type of window in ottd?
13:39<frosch123>@seen Vikthor
13:39<@DorpsGek>frosch123: Vikthor was last seen in #openttd 20 hours, 38 minutes, and 40 seconds ago: <Vikthor> night
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13:47<@Belugas>Antdovu: it's not that hard. it's just a bit tedious
13:49<@Belugas>roughly: need to create the widgets array (boring part) ad the window's class, who is responsible for handling creation, painting and events
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13:54<Killer11>hello everyone
13:56<Prof_Frink>Oh, wow
13:57<Prof_Frink>The ability to bridge over more stuff has certainly affected the AI's love of the bridge
13:58<Killer11>dang i need to test that
13:58<Prof_Frink>It's built a track, doubled back on itself and bridged directly over itself
13:58<Killer11>got any retarded screenshots?
13:58<Prof_Frink>then doubled back again
13:58<Killer11>that's KINDA awesome
14:00<Killer11>i have almost rebuilt my lithuanian set
14:00<Killer11>one engine left to reinclude
14:00<Killer11>God i LOVE my D1 DMU
14:00<Killer11>was certainly one of my better works
14:01<Killer11>and it was my 2nd ever train graphic
14:01<Antdovu>that doesn't stop it from building 5 lines between 2 points and using sharp corners everywhere so all the trains get stuck
14:02<DASPRiD>Eddi|zuHause, frosch123: thanks for your help, I've got the php grf decoder up and running :)
14:03<Antdovu>does noai support multiple ai-s in the same company?
14:05<Antdovu>it could be a great way to add garbage collection
14:06<Prof_Frink>Oh, so close...
14:06<Prof_Frink>"Prenway Station #1336"
14:09<Yexo><Antdovu> does noai support multiple ai-s in the same company? <- no, only one AI per company, and no human players in the same company as an AI
14:10<Eddi|zuHause>Prof_Frink: better luck next time :p
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14:11<Antdovu>I guess that means no FrenchMaidAI
14:12<Aali>multiple AI's in the same company would be a great way to add insanity
14:13<Antdovu>if they don't cooperate then obviously
14:13<Aali>not only do AI's have to keep track of everything happening in the ottd world, they have to keep each other in check too
14:13<Antdovu>it is the same with humans
14:13<Antdovu>but openttdcoop isn't too bad, is it?
14:13<Aali>last i checked, openttdcoop wasn't a bunch of AI's
14:14<Antdovu>that is the point ;)
14:14<Eddi|zuHause>you can try to import multiple AIs into a controller AI
14:14<Aali>i dont see your point
14:14<Eddi|zuHause>or simply program one AI with a split personaltiy
14:15<Antdovu>two human players in a single company might have problems as well
14:15<Prof_Frink>manicdepressiveai: Builds loads of tracks really fast... then dynamites the lot.
14:15<Aali>two human players in a company can understand each other
14:16<Antdovu>Aali: just join a popular game and don't use a password
14:16<Aali>and what does that prove?
14:17<Aali>that there are idiots on this earth?
14:17<Eddi|zuHause>i don't see a point in putting two AIs together that are not specifically prepared for it
14:17<Aali>i knew that already, thank you very much
14:17<@Belugas>idiots on this earth? I'd be lloking over forums for those...
14:18<Antdovu>Eddi|zuHause: my idea was that the "garbage collector" AI would be kind of like garbage collection in Java
14:18<Aali>so just implement a garbage collector in your AI
14:19<Antdovu>yeah, that's like C/C++
14:19<Antdovu>I am not really fighting for or against either of them
14:19<Antdovu>it is just a mind game
14:19<Aali>you're not really going anywhere with any of this, i can see that
14:20<Eddi|zuHause>if you try to mimic programming languages, how do you determine apart abandoned tracks from unfinished tracks?
14:20<Eddi|zuHause>as opposed to objects that have no references anymore
14:20<Eddi|zuHause>Antdovu: what if the track takes 5 years to finish?
14:21<Killer11>ur scroooood!
14:21<Aali>now that would be funny
14:21<Killer11>no really
14:21<Killer11>bad end
14:21<Antdovu>you could have a concept of a side track
14:21<Aali>you run out of money, and the "garbage collector" destroys everything you've built
14:21<Eddi|zuHause>you're making less and less sense with every statement you make...
14:21<Killer11>ok seriously i need to get that last train coded
14:22<Antdovu>Eddi|zuHause: me?
14:23<Eddi|zuHause>no, your alter ego, that is talking garbage (collection)
14:23<Antdovu>I am talking about AI, not AS :P
14:24<Antdovu>there is no shortage of artificial stupidity :P
14:25<Aali>who said anything about artificial stupidity?
14:25<Aali>this is real stupidity
14:26<Antdovu>if done incorrectly then yes, it might destroy non-completed track, it might not understand what is being used etc.
14:26<Antdovu>but there is no fundamental reason for it to actually do anything like that
14:26<Aali>which is why this is a bad idea, if coupled to the "real" AI, it wouldn't have to guess
14:27<Antdovu>it depends on the level you want to achieve
14:28<Antdovu>one approach would require garbage collection from all AIs, the other would not
14:29<Antdovu>obviously both ways have their pros and cons.
14:30<Aali>if you really want to do this, a high-level resource manager library (with garbage collection) would probably be more useful
14:30<Aali>that way its not AI-dependant and not as clueless
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14:48<Killer11>ok Set is reimplemented
14:48<Killer11>would there be anyone willing to test?
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14:52<Patrick>sup guys
14:52<Patrick>long time no see
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14:53<Patrick>I have a conundrum for you concerning transfer orders
14:53<Patrick>I have the order - transfer and wait for full load
14:54<Patrick>and my trains just reload the stuff they dropped off if there isn't someone else waitloading on that cargo
14:55<Aali>and why wouldn't they? you told them to full load
14:57<Patrick>becuase I don't see how I can actually transfer any cargo then
14:57<Patrick>or the purpose of that order
14:57-!-|Jeroen| [] has quit [Quit: oO]
14:57<Patrick>I want to relay passengers in both directions through an exchange
14:58<Aali>indeed, that combination of order flags is fairly useless
14:58<Antdovu>pretty sure that that is impossible
14:58<Aali>you want cargodest, then
14:58<Yexo>that's only possible if you split the transfer station in two
14:58<Patrick>my pax have an "en-route" flag on it
14:58<Patrick>this is actually an accident
14:58<Patrick>I built my goods dropoff shuttles from engines that could hold pax
14:58<Patrick>and now they're all full of people going round and round and round in a big circle
14:59<Patrick>my pickup doesn't accept pax, so ...
15:00<Aali>with cargodest you dont have to worry about transfers, the cargo will route itself through your network
15:00<Patrick>is it done?
15:00<Patrick>last I heard this was speculative
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15:01<@Belugas>[14:50] <Patrick> long time no see <-- heheh
15:01<Nite_Owl>Hello all
15:01<Yexo>it's not yet in trunk, but it is (almost) done
15:01<Aali>Patrick: well, cargodest isn't "done", but its certainly functional
15:01<ln>is it *the* Patrick`?
15:01<Patrick>oh, not this knob jockey again
15:01<Patrick>how are you ln
15:02<ln>i'm fine thank you
15:02<Patrick>pleased to hear it
15:02<ln>and you, sir?
15:02<Patrick>I've been better
15:02<Antdovu>anyone know any XML editors/viewers for windows that don't die on a file just a few MB large?
15:04<Patrick>Aali: well, the flags aren't totally useless, I just need a waitload train and it Just Works
15:04<Aali>still, fairly useless :)
15:05<Patrick>not quite
15:05<Patrick>now I can have trains that carry two types of cargo and deliver one at the same station they route the other one to
15:05<Patrick>without any extra orders or linework
15:05<Vikthor>frosch123: Your patch seems to be working, thank you very much.
15:05<Patrick>man, so many new faces
15:05<Patrick>and some very old ones as well
15:06<Aali>Patrick: with cargodest all you need is regular goto orders ;)
15:07<Patrick>I prefer it that my cattle can't read maps
15:07<Patrick>next they'll operate automatic weapons and it'll be a tom lehrer song
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15:11<frosch123>Vikthor: thanks for testing :)
15:13<Vikthor>though I tested it only for RVs
15:14<Patrick>who wrote timetabling and shared order management
15:14<Patrick>you've been busy
15:14<planetmaker>exist at least for a year.
15:14<planetmaker>in trunk
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15:20<Antdovu>Vikthor, frosch123: what does the patch do?
15:20<Vikthor>Allows for refiting to zero capacity
15:21<Patrick>so, um
15:21<Patrick>big planes crash and die horribly at commuter airports?
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15:26<Nite_Owl>with alarming frequency - it is considered a small airport
15:26<CIA-5>OpenTTD: frosch * r14578 /trunk/src/ (roadveh_cmd.cpp train_cmd.cpp): -Fix (r2389, r10811)[FS#Vikthor]: Allow capacity callbacks (15, 36) to return zero capacity.
15:27<Vikthor>hey, I do not feel like being a FS bug number :p
15:27<Vikthor>but thank you for the fix
15:28<frosch123> <- true, sorry :)
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15:49<Killer11>anyone wants to try a new set?
15:50<Killer11>6 trains and 1 truck
15:50<Killer11>not big but could be fun
15:52<ln>how many pink ponies?
15:52-!-sulai [] has quit [Ping timeout: 480 seconds]
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15:53<benjamingoodger>OMG PONIES!!
15:55<@Belugas>OMG!!! A Commit :D
15:55<Killer11>no ponies
15:56<Killer11>you obviously don't know how horrible can mailmen be
15:57<Killer11>and ponies are overused
15:57<Antdovu>yeah, unicorns FTW!
15:58<benjamingoodger>er, quite
15:58<Antdovu>I don't want to know why you like goats, everyone likes unicorns
15:59<Killer11>becouse goats are constantly high
15:59<Killer11>they usualy eat anythign you give them
15:59<Killer11>not caring what it is
15:59<Killer11>or how dangerous it is to eat it
15:59<benjamingoodger>my system of RFID-tagged vacuum tubes is far superior to the british postal system; unfortunately, it will never be implemented, because the british postal system is an effective state monopoly
15:59<benjamingoodger>also, I cba to chuck the hundreds of millions of pounds at it that it would require to get set up
16:00<Killer11>oh that is nothing my friend
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16:00<AgentLeMan> hello everybody :o) can someone help me with an error i get while compiling? the error is "C:\Program Files\Microsoft SDKs\Windows\v6.0A\include\winnt.h(7818) : error C4430: missing type specifier - int assumed." even though i redirected msvc8 to the downloaded SDK.
16:00<Killer11>lets not forget american mail system run my GREASY REDNECK Mailmen
16:00<Vikthor>(21:58:40) Antdovu: I don't want to know why you like goats, everyone likes unicorns -- hmmm unicorns ...
16:02<AgentLeMan>or was that not enough info?
16:03<+glx>AgentLeMan: I use v6.1
16:04<Antdovu>I use v6.0A without problems
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16:04<+glx>but I had no problem with v6.0A (except it doesn't support vista icons)
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16:05<Antdovu>except that building a release takes about 3 * forever
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16:05<+glx>that's MSVC :)
16:05<Antdovu>what do you mean it doesn't support vista icons?
16:06<+glx>rc.exe doesn't understand the format used for big icons in vista
16:06<AgentLeMan>glx, hm, i set up the system with turtoisesvn and all the downlaoded things as described in uhm... "readme_windows_msvc.txt" of the source of 0.6.3 . ( using win xp here ) and i thought, as i told MSVC that is hall use the downloaded libraries.. now it still searches in the other folder :o( im lost
16:07<AgentLeMan>is hall = it shall
16:07<Antdovu>glx: so I am just missing big icons?
16:07<AgentLeMan>sadly buildopenttd wont work for me either
16:08<+glx>there are no big icons for openttd for now
16:08<+glx>but maybe one day we'll use it (and most MSVC 2005 users will have compile failure)
16:08<Antdovu>I still have the orange square + $ sign icon...
16:08<AgentLeMan>oh, wait, i think i found the error °growls°
16:09<AgentLeMan>the readme says "NOTE: make sure that the directory for the DirectX SDK is the first one in the
16:09<AgentLeMan>list, above all others, otherwise compilation will most likely fail!!"
16:09<AgentLeMan>but... i na forumpost i read, it has actually to be at the end of the list
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16:11<+glx>Antdovu: vista needs a 256*256 icon
16:11<+glx>hmm wait 256*256 is very big
16:12<benjamingoodger>ha, imagine if any OS needed a 512x512 one...that'd be stupid...
16:12<benjamingoodger>oh, wait.
16:12<AgentLeMan>glx, what do you use to compile it?
16:15<+glx>2005 express and 2008 express
16:15<AgentLeMan>hm, same as i ( 2008 express )
16:15<+glx>SDK v6.1 is installed with 2008 express
16:16<AgentLeMan>okay, it works now, just getting various other errors
16:16<AgentLeMan>so it really has to be at the lower end of the list, not the top, as "first one" implies
16:16<+glx>you don't need to install platform sdk yourself for 2008 express
16:16<+glx>but you need DX SDK
16:17<AgentLeMan>hm, i did already, as said, like written in the compile.readme
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16:18<+glx>$(WindowsSdkDir)\include <-- this one is the sdk
16:18<+glx>compile.readme is old
16:18<+glx>and maybe outdated
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16:18<AgentLeMan>oh :o(
16:18<+glx>wiki is more accurate I think
16:18<AgentLeMan>"Compiling OpenTTD using Microsoft Visual C++
16:18<AgentLeMan>January 2, 2007"
16:18<AgentLeMan>yikes, your right
16:19<+glx>btw it's valid for 2005 express I think :)
16:19<AgentLeMan>well, i dont get the sdk errors anymore. thats solved
16:19<AgentLeMan>but as it seems, i now need and older DX SDK, as the newer one doesnt support direcvt music (?)
16:20<+glx>I use april 07
16:20<AgentLeMan>i found a forujmpost with a link to the wiki
16:21<Antdovu>the music isn't any good anyway...
16:21<benjamingoodger>you take that back!
16:21<Antdovu>do you have the sound effects if compiled without music?
16:22<+glx>Antdovu: yes
16:22<+glx>and you also have music without dmusic
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16:23<Antdovu>so why would you need the old directx music stuff?
16:23<+glx>because win32 music doesn't work for some people while dmusic works
16:24<AgentLeMan>glx, i assume, i have to deinstall the new SDK? or can i just extract it to somewhere and move the files over as an added SDK and then reference it ( somehow?)
16:24<AgentLeMan>oh hell... another 450 MB
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16:25<+glx>the wiki says you can extract the required files from the older DX SDK
16:26<+glx>but as I don't do any DX programming I just have the old SDK :)
16:26<AgentLeMan>°blushes° sorry.
16:28*Belugas leaves in a hurry and waves good night to those who care
16:28<Vikthor>night, Belugas
16:28<AgentLeMan>good night, Belugas
16:28<AgentLeMan>°does care°
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16:29<Antdovu>that's what she said
16:29<AgentLeMan>well, emoted ;o)
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16:51<ln>so.. err.. in CUDA, besides the actual __global__ function that does things on GPU, one is supposed to have a host function. but since the host function is in the .cu, is it like compiled to object code by nvcc, or what?
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17:06<AgentLeMan>glx, your right °yawns° it takes aaaages
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17:21<dihedral>\o/ found a bug in orders :-P
17:21<dihedral>2 vehicles with no orders, let them share the (empty) orders
17:22<dihedral>delete the second vehicle
17:22<dihedral>create a new vehicle
17:22<dihedral>orders are still shared
17:23<Ammler>that is a feature :P
17:23<Ammler>if you delete a vehicle and create one, it does use the just deleted orders.
17:24<Ammler>iirc, that was in TTO already.
17:24<AgentLeMan>must be the same driver then, who just not wants to learn a new route, as hes old
17:25<Antdovu>did you know that pink, sparkling unicorns drive vehicles in ottd?
17:25<Ammler>dunno, how long the "TTL" is.
17:26<Antdovu>unicorns never die
17:26<Antdovu>except when run over by a train
17:27<benjamingoodger>that explains why the drivers never need to rest
17:29<benjamingoodger>may god have mercy on our souls
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17:31<AgentLeMan>the drivers have the easiest job in ottd.... imagone how those masses must suffer, who, if you change your companycolor, run around like crazy in the land and repaint railfences, cars, trains and all that. WHILE they move those trains....
17:32-!-Spoons [] has quit [Ping timeout: 480 seconds]
17:32<Antdovu>what about repainting the flying planes? ;)
17:32-!-TinoM [] has quit [Quit: Verlassend]
17:32<Antdovu>that should be fun :)
17:33<Prof_Frink>Antdovu: Paintball anti-aircraft guns.
17:34<Antdovu>anyone have any good unicorn pictures?
17:34<AgentLeMan>dang, where the hell is my trunk?
17:34<Antdovu>wallpaper size
17:35<AgentLeMan>Antdovu.. actually, i have a photo of YOU
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17:36<Antdovu>how did you manage to take that photo?
17:36<AgentLeMan>its 1280x1225 pixels, should be enough as wallpaper
17:37-!-Mark [] has quit [Read error: Connection reset by peer]
17:37<AgentLeMan>im resourceful ;o)
17:37<Antdovu>great, then I can casually use it in a lab
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17:38<AgentLeMan>wooooooohooooo, a clean build! °dances around happyly°
17:39<AgentLeMan>now ican look for the stuff im intersted to change
17:39<Antdovu>yeah, and you can make it crash more often :)
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17:39<Antdovu>I'm an expert at that
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17:42<AgentLeMan>hmmm, Antdovu, you just injected anidea into me... crash more often?...
17:43<AgentLeMan>make cars crash trains too!
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17:45<AgentLeMan>°waves° thanks for help and a good day/night to you all :o)
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19:25<Nite_Owl>Time to feed - later all
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---Logclosed Fri Nov 14 00:00:50 2008