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#openttd IRC Logs for 2008-12-31

---Logopened Wed Dec 31 00:00:40 2008
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01:22<@Rubidium>darks: fcitx works with Linux and SDL and should work with allegro if allegro is build with XIM support (which my allegro hasn't)
01:24<darks>Rubidium: yes, the config of fcitx a bit hard for a guy who doesn't know chinese. but now i've found it's not the unicode problem
01:25<darks>Rubidium: i found openttd cannot type CJK because it cannot support CJK characters choice
01:27<darks>Rubidium: i will have some screenshot for you to show how to type cjk, and it may hlep you to understand.OK?
01:27<@Rubidium>darks: I can enter Chinese characters just fine
01:28<darks>Rubidium: can you show me a screenshot?
01:40<@Rubidium>the first part of the company name should make sense in chinese, the other might very well not
01:41<@Rubidium>typed ni hao and ha ra ju ku (which is somewhere in Japan, but that doesn't really matter as it's about input)
01:47<darks>Rubidium: ok...i know it should be the bug only for OS
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01:48<@Rubidium>does fcitx work for other applications on OSX?
01:49<JdGordon>hey, is there a problem/bug with the loading system? I have a oil drill supposedly making 333K barrels or whatever per month, and the station has about 6 ong oil trains on full load but they just sit waiting for oil and I cant get the transported percent up over about 60%?
01:50<@Rubidium>transport percentage has to do with the station rating
01:50<@Rubidium>and 333k liters is not much for 6 trains
01:51<darks>Rubidium: fcitx working needs that it's the default XIM. OSX has a similar IM, using the Apple API to rebuilt, called fcit
01:51<darks>Rubidium: wait several min, i'm uploading my screenshot
01:51<JdGordon>Rubidium: the station ratings is "very good" for both goods being serviced there
01:52<@Rubidium>which is somewhere near 60%
01:52<JdGordon>71% and 69% currently
01:53<JdGordon>how do i get the rating up to get more transported?
01:55<@Rubidium>darks: can't find anything called fcit for mac
01:58<darks>Rubidium: fitx...i just made mistakes
01:59<darks>Rubidium: it's general typing Chinese. OK...
02:00<darks>Rubidium: sorry,the link is uncorrent... the corrent link is below:
02:04<@Rubidium>hmm... you did use OSX 10.4.something, right?
02:04<darks>Rubidium: yes
02:06<darks>Rubidium: the problem is i can type the other keyboard unicode language in it. but cjk, no the dialog box for me to choose the characters...
02:10<darks>Rubidium: if possible, i hope to fix it just like the patch for textmate or other way.
02:17<@Rubidium>darks: I won't be of much help to you; I don't have OSX and I can't find any clues to how to support fitx or any of the other input methods in OSX
02:18<@Rubidium>so either practically "just" trying or theoretically looking at APIs that might be usefull failed :(
02:18<petern>bjarni could help, surely?
02:18<darks>petern: bjarni ?
02:19<petern>ignore me, just a little joke
02:19<darks>Rubidium: i know this. but can you tell me which src is about the typing box?
02:20<@Rubidium>Bjarni's the OSX guy and the guy that hasn't fixed any OSX related bug for many many months
02:21<darks>Rubidium: maybe i'll try to find some codes to build a dialog box just like the textmat you saw. the patch of textmate is developped by a Japanese.
02:21<darks>Rubidium: ......
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02:22<darks>Rubidium: exactly I found the same problem in win98
02:22<@Rubidium>darks: misc_gui.cpp is about the text box and the OSX backend is kinda in video/cocoa/
02:22<petern>hmm, is it me or does switching realistic acceleration off not work properly?
02:23<@Rubidium>darks: win98 doesn't have unicode
02:23<@Rubidium>at least OpenTTD for win98 hasn't unicode
02:23<petern>huh? it does internally...
02:23<@Rubidium>unicode input then...
02:24<darks>Rubidium: thx...i will try to read the src in the spring vocation...
02:24<@Rubidium>and it's possible to have unicode input in win9x, but that requires compiling with a MSVC which can't compile parts of the rest of OpenTTD
02:24<darks>Rubidium: oh, i see
02:25<@Rubidium>but you're free to fix MSVC ;)
02:26<petern>ah, it's me
02:26*darks Chengdu City,Sichuan,China is too cold now...
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02:52<petern>what temp is it?
02:52<petern>it's pretty cold here
02:56<darks>petern: where are you now?
02:58<darks>petern: just above zero in Chengdu but wet and always heater here...
03:00*edeca yawns
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03:19<petern>in the uk
03:20<petern>my thermometer says it's -5 deg C
03:20<petern>it's hardly calibrated though :)
03:20<darks>petern: you are in holiday now...but you have heater
03:21<edeca>It was -1 in the car on my way to work (also UK)
03:21<petern>yeah, the heating it on
03:21<petern>-1 is more realistic :)
03:21<darks>it is about 5 in chengdu, no heating.....
03:22<petern>the canal is frozen over, but then it's a canal
03:23<edeca>petern: As long as you're not living *on* the canal :)
03:23<petern>well there are some boats moared there
03:27<edeca>If the savegame type is OTTZ and the savegame isn't built with ZLIB, does the game refuse to open the file?
03:27<edeca>Er, 2nd savegame should just be "game"
03:27<petern>it should do
03:27<edeca>Ah, that's cool
03:28<edeca>Just wondering how to add compression support to templates, either compress if ZLIB is available or uncompressed if it's not. Is that sensible?
03:31<edeca>And give an error if trying to load compressed templates without ZLIB support
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03:52<petern>> gronk.
03:52<petern>08:22 < pp124C4U> everbody's gorn?
03:52<petern>if (d > max & !Train.Cars[i].Derailed & !Train.Cars[i - 1].Derailed)
03:52<petern>spot the problem!
03:56<petern>all over this code :(
04:00<Alberth>changing that is less dangerous than being outside, where people play with explosives
04:06<petern>a quick search and replace
04:06<petern>then fix the few occurances where it should be single...
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04:27<Wolf01>bah... I tried tikiwiki... too complicate, I'll revert to mediawiki
04:28<edeca>I like mediawiki
04:29<Wolf01>they have a complete different syntax
04:34<petern>4500 lines and 365KB of patch :/
04:35<Wolf01>wow :O
04:36<petern>for openbve, not openttd, i'm afraid
04:36<edeca>What's openbve?
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04:44<petern>a train driving simulator
04:44<edeca>Aah. I can't load the website right now
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04:46<edeca>yorick: Ah, at last we meet again
04:48<edeca>yorick: Get my PM?
04:48<edeca>yorick: Cool. You going to sync your changes with it?
04:49<yorick>but my rotation is currently broken :/
04:49<edeca>yorick: I started on compression earlier, but can't compile because my repository is in a mess
04:49<yorick>what does it say?
04:49<edeca>In fact, it just segfaults for me at the minute
04:49<edeca>On FindWindowById at startup
04:49<edeca>The same patch worked fine on cygwin, hrm
04:49<yorick>that'd be the gui
04:50<edeca>Yeah, but I've not changed anything (I used my patch) since I compiled on cygwin :)
04:50<edeca>So I guess I've got to fix that first, unless you have?
04:51<yorick>nothing broken here
04:51*yorick recompiles
04:51<edeca>Can you sync yourchanges then
04:51<edeca>That way I'll be up to date with you
04:54<yorick>ok, it compiles and works
04:54<edeca>Excellent. Can you push your changes then so I have a working version too :)
04:55<yorick>I'm working on that
04:55<edeca>Working on it? ;)
04:56<yorick>there :)
04:58<edeca>I've synced mine too now, let's see if it compiles
04:59<edeca>I've added versioning & started on compression
05:00<edeca>It uses 2 headers now, TPLN and TPLZ. It will error if a version without zlib tries to open a compressed one
05:00<edeca>Make sense?
05:01<edeca>Versioning is a uint16 (same as the game) currently at 1
05:01<edeca>It will error with the same message as the game if you try and load a newer version that you have support for
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06:09<Wolf01>[10:44:05] <petern> a train driving simulator <- traitor :(
06:10<Wolf01>what are you doing yorick? what kind of rotation?
06:11<yorick>copy paste rotation
06:11<Wolf01>hello dih
06:11<yorick>I'm trying to free bits so that it can store multiple signal types per tile and pbs
06:18<+dihedral>copy & paste is a waste of time & effort - you'll never learn how to improve if you just build once (or use a template from someone else) and just paste it wherever you want it
06:18<+dihedral>+ your network will always look the same!
06:18<+dihedral>what a bore
06:19<Alberth>dihedral: it might be useful to move an entire complex 1 tile
06:20<+dihedral>as for which reason would you do that?
06:20<yorick> as for repeating layouts
06:20<+dihedral>you have a wee hill / lake in the way and dont know how to work with that and don't want to terraform?
06:20<+dihedral>yorick, i thought i was on your ignore list!
06:20<+dihedral>what a shame
06:23<+dihedral>oh - he's reading the logs again :-P
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06:30<+dihedral>Alberth, well - tbh i can imagine people using it....
06:31<+dihedral>i just don't see it as 'useful' as people think it is :-P
06:32<+dihedral>i.e. if i just paste stuff (which people will do) they will be unable to build stuff on their own (which i have seen too)
06:32<Alberth>I sometimes want to expand a station and then need 1 tile more space than I have atm.
06:32-!-valhalla1w is now known as valhallasw
06:32<Alberth>Your criticism is correct though, such a feature is overrated.
06:32<yorick>that's the main reason for using copy-paste for me too
06:33<Alberth>so construct a copy/paste for at most 3 tiles displacement :)
06:33<Wolf01>the only reason for me is to copy & paste the load balancher along the main tracks, I always mistake something building it by hand 20 times :D
06:34<yorick>and things like presignal bypass are basically 2 times the same
06:36<edeca>Building long mainlines with overtaking is very boring
06:36<petern>hmm, still not right
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06:36<edeca>Especially if you just want the same thing across a whole 2048 map
06:36<petern>removed the speed limit and this pendolino got up to 452mph eventually
06:36<edeca>That's what I want C&P for
06:36<petern>took a few years mind you
06:36<Alberth>and a very long straight track :)
06:36<petern>fairly, yeah
06:37<petern>it's a circle
06:37<petern>454 mph, a = 0.0003 m/s^2
06:38<petern>airdrag must be wrong
06:38<petern>it's finished accelerating at 455 mph
06:39<petern>hmm, now, stopping...
06:40<petern>that was about 400 tiles to stop
06:40<+dihedral>do you guys ever think of the network server?
06:40<+dihedral>a client that is pasting can basically DOS the game!
06:40<+dihedral>i just paste with a very high speed and not other client gets to do a single DoCommand!
06:41<petern>ok, unladed eurostar
06:42<petern>er, unladen
06:43<petern>751 mph, haha
06:43<+dihedral>rocket science in OpenTTD :-D
06:48-!-Yeggzzz is now known as Yeggstry
06:48<Prof_Frink>What about a 4-head chimera?
06:56<petern>who cares?
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06:57<Skyruner2>hi@ all
07:06<petern>1100mph :o
07:07<Skyruner2>im trying to compile for the first time... is it normal that there are warnings?
07:08<Skyruner2>hmm seems to run.. but only without musik
07:09<yorick>what warnings?
07:10<Skyruner2>in newgrf.cpp: ChangeInfoResult is set to a boolean value
07:10<Skyruner2>and '>' konflickt between signed and unsigned in network_gui.cpp
07:11<petern>that one's normal
07:11<petern>or rather, it's not just you
07:11<Skyruner2>ok :)
07:12<Skyruner2>the first one in newgrf.cpp specifies that this assigment could have performance effects
07:13<Skyruner2>thats newgrf.cpp line 2440
07:13<OwenS>Skyruner2, you using MSVC++?
07:13<Skyruner2>2008 Professional
07:14<Skyruner2>yes, its a legal copy :)
07:14<OwenS>MSVC tends to complain about stuff that GCC doesn't
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07:14<OwenS>The conflict one is probably more important though
07:15<Skyruner2>its something to do with the key press down arrow and scrolling through the server list
07:16<OwenS>I'll never understand why MSVC complains about implicit int -> bool casts though
07:16<Skyruner2>first time im actually taking a look at the code... - id love to programm a bit but ill have to get acquainted with the code first
07:17<Skyruner2>well it only complains because of possible performance effects
07:17<OwenS>Thing is, the way it implements it, there aren't any!
07:18<+dihedral>hence the word "possible"
07:19<OwenS>How about the way the C++ standard implements it?
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07:20<OwenS>Which is basically a bool is true it it's not equal to zero
07:21<Skyruner2>where can i finde the code "a vehicle arrives at a station" ?
07:21<yorick>try Vehicle.cpp
07:23<edeca>Look for whatever calls Vehicle::BeginLoading ;)
07:23<Skyruner2>i made the mistake of clicking "show class diagram" - now its creating the diagram.. ... ... ... ...
07:27<edeca>Well the actual code is in <type>_cmd.cpp
07:27<edeca>e.g. ship_cmd.cpp
07:27<edeca>And called <Type>EnterStation
07:27<edeca>e.g. ShipEnterStation
07:28<edeca>So there, I found it forf you
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07:31<edeca>Where shall I send the bill?
07:36<Skyruner2>oh how much is it?
07:36<Skyruner2>ive already sold my soul
07:37<edeca>I don't do souls, hard cash only
07:41<Prof_Frink>Why hard cash? The floppy stuff's much lighter and is worth more.
07:41<@Rubidium>what is hard cash?
07:41<Skyruner2>coins.. mostly pennies
07:42<@Rubidium>you mean those pieces of metal/paper that can be exchanged for debts?
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07:42<Skyruner2>well the are just debt reciets themselves..
07:43<@Rubidium>so you're basically giving him an "I owe you"
07:44<@Rubidium>of someone you most likely do not know
07:44<Skyruner2>its the only thing he would accept
07:45<Prof_Frink>No, it's a "The Bank of England owes you"
07:45<Skyruner2>well im in germany.. so the european central bank owes you
07:45<Skyruner2>go ask them
07:46<@Rubidium>and it's like the bank will give you your money when nobody repays his/her loans?
07:46<Skyruner2>im sure the have a gold coin to give you :P
07:46<Skyruner2>they wont give you money.. just iou's
07:47<@Rubidium>every euro/pound/dollar that is on your bank account has been lend out to like 10 other entities
07:48<Skyruner2>ok ill take you as one of them.. lets find 8 more people and go to the bank - "you gave us the same Euro - we want a real one"
07:49<Skyruner2>i dont think that will work :P
07:49<@Rubidium>eh presto... the reason why banks go bankrupt
07:50<@Darkvater>I still don't have time to work at my hobbies
07:50<@Darkvater>you cruel world
07:50*dihedral waves hello to Darkvater
07:50<@Rubidium>Darkvater: no worries... tomorrow you've got an extra second
07:50*Darkvater waves back
07:50*Darkvater will now contemplate on how to spend this generous additional second
07:51<@Rubidium>that's stupid... as you've already spend it contemplating
07:51<+dihedral>so you are gonna waste 10 minutes on how to treasure one second?
07:51<@Rubidium>poor soul ;)
07:51<@Darkvater>that's impossible, I don't have it yet
07:51<@Darkvater>I'm spending my other seconds
07:51<@Darkvater>which are obviously a given and not as precious as one receiving additionally
07:52<@Darkvater>silence please :)
07:52<@Darkvater>my work-seconds come for free :D
07:52<+dihedral>they dont - you age with every single one
07:52<Eddi|zuHause>i kill you.
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07:52<+dihedral>well done Eddi|zuHause - you scared it away
07:53<@Darkvater>Eddi|zuHause: I don't think that's a wise decision. Seconds are personal, non-refundable and not transferable
07:53<@Darkvater>and now look, I've wasted 5 minutes of my life :(
07:55<+dihedral>no you have not
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07:56<@Darkvater>which will only return to me in 1000 years :(
07:56<@Darkvater>I curse you Rubidium
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08:09*petern sighs
08:10<petern>area = 120 m^2 ... seems a bit high for a train...
08:10<petern>so it must consider some other scaling factor too, which is not documented.
08:11<Skyruner2>depends on the train
08:11<Eddi|zuHause>shouldn't the area be rather fixed by the loading gauge?
08:12<petern>Skyruner2, yes, but the cross-section area of the whole train should not vary that much
08:13<petern>bit simplified, but a carriage is a carriage...
08:13<yorick> is there any recent windows binary of grfcodec?
08:13<yorick>one that's not at least 2 years old :p
08:14<Eddi|zuHause>the only thing that can really vary by train design is the drag coefficient
08:14<Eddi|zuHause>the area should be almost the same for any train
08:14<petern>sort of
08:15<Eddi|zuHause>well, certainly, the tube has a different area than a german double decker wagon...
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08:28<petern>i found a figure on the internet
08:28<petern>for locomotives, 120
08:29<petern>120 ... sq ft...
08:29<petern>SI for area is not sq ft...
08:29<Skyruner2>that would only be 11m²
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08:31<Eddi|zuHause>that's the size of an average bedroom
08:33*petern ponders future newgrf properties
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08:40*Swallow ponders prop 20
08:41<petern>^ stupid units :/
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08:44<Swallow>btw air drag is not just 1/2 * cw * A * Rho * v^2, but also air friction with the side of the engine/wagons
08:44<Skyruner2>damn simplified physics
08:44<petern>that is mentioned later i think
08:47<Eddi|zuHause>really... those units make you crazy...
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08:54<Eddi|zuHause>air drag should be the major limit for high speed trains, tractive effort on grades for freight trains
08:55<petern>yeah, but
08:55<yorick>air drag should be less when in tubular bridges/tunnels
08:55<petern>yorick: more
08:55<Eddi|zuHause>more, because the air pressure rises
08:56<petern>using that revised 120 -> 11 figure doesn't help drag :/
08:56<Skyruner2>When adding the profit of a cargoPacket to the year profit of the train why is the profit sifted by 8?
08:57<Skyruner2>economy.cpp line 1518
08:57<Skyruner2>front_v->profit_this_year += profit << 8;
08:57<Eddi|zuHause>Skyruner2: because the last 8 bits are fractional value?
08:57<Eddi|zuHause>they are shifted back somewhere else
08:59<Eddi|zuHause>"T is weight in kips" <- what kind of unit is that?
09:00<petern>in what?
09:04<roboboy>It is equivalent to one half of a U.S. ton
09:06<Eddi|zuHause>really, they should stop teaching this crap
09:06<petern>a kip is 1000 lb fource
09:07<petern>a kip is half a us ton
09:07<petern>lb force != lb :o
09:07<petern>same as fl oz != oz
09:07<roboboy>so 2 kips = 1 us ton
09:08<Eddi|zuHause>only on certain places on earth's surface
09:08<Eddi|zuHause>because one is a unit of weight (force), and the other of mass
09:09*Prof_Frink adds "fuckkip" to the dictionary.
09:10<Alberth>is a us ton equal to a metric ton? (1000 kg)
09:10<Prof_Frink>Don't be silly.
09:10<Alberth>(hmm, no of course not how could it be)
09:10<Prof_Frink>No two ton(ne)s are the same.
09:10<petern>Eddi|zuHause: the problem with grades in ttd is obvious
09:11<petern>only a tiny portion of the train is actually on the grade
09:11<petern>which is not quite like real life
09:11<Eddi|zuHause>there's the short ton and the long ton, but i don't know which one is used in the US
09:11<Eddi|zuHause>petern: well, i'd just take the highest grade the train is on
09:12<petern>Eddi|zuHause, yeah, with your model that is not implemented ;)
09:12<petern>a 7 tile train with 4 tiles at 3% doesn't struggle much at all
09:13<petern>maybe i should test with something other than a 10,000hp super freight engine from the future :p
09:14<petern>EMD type 5
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09:32<roboboy>gnight and happy new year
09:37-!-roboboy [] has quit [Quit: ajax IRC Client]
09:38<Eddi|zuHause>is it new year yet?
09:38<+glx>for him yes
09:38<Eddi|zuHause>i know my sense of time is off... but that far?
09:39<+glx>australia is +12 (or something like that)
09:39<Eddi|zuHause>if it's new year for him, he must be at least +10 timezone or something
09:39<@Rubidium>glx: he's in +9:30
09:41<petern>stupid hst is going 209mph :(
09:41<@Rubidium>petern: no, cause they'll have 09:29:60 (local time)
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09:50<Eddi|zuHause>the +1 second is done in all timezones synchronously
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10:05<yorick>autorail needs sprites :p
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10:10<Eddi|zuHause>draw them.
10:11<yorick>I'm no good at sprite drawing
10:14<@Belugas>can you at least pinpoint which sprites are missing?
10:16<Eddi|zuHause>Belugas: the overlay sprites for road building, similar to the autorail sprites (that show a preview of the road/rail bit that is about to be built)
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10:29<@Belugas>won't be that hard to draw then... straigh lines and such...
10:29<@Belugas>come on yorick, ya can da it
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10:31<Eddi|zuHause>"ya can da at" :p
10:32<Eddi|zuHause># Drü Chünüsün müt düm Küntrübüß
10:32<Eddi|zuHause># süßün üf dür Strüßü ünd ürzühltün süch wüs
10:33<Eddi|zuHause># dü küm dü Pülüzü, nü wüs üs dünn düs?
10:33<Eddi|zuHause># Drü Chünüsün müt düm Küntrübüß
10:33*Prof_Frink collects all the loose punctuation Eddi|zuHause carelessly left on his letters
10:34<Eddi|zuHause>well, at least they don't fall down!
10:34<Eddi|zuHause>(PS: German "ü" is spoken like French "u")
10:34<Prof_Frink>And how do the french say "u"?
10:35<+glx>we say "u"
10:35<Eddi|zuHause>like in "rien ne va plus"
10:36<Eddi|zuHause>we don't have snow here
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10:36<Eddi|zuHause>although everything is white, too
10:36<yorick>you will
10:36<yorick>it just started snowing
10:37<Eddi|zuHause>there was one year
10:37<Eddi|zuHause>where my friend drove me home
10:37<Eddi|zuHause>and it just started snowing
10:38<Eddi|zuHause>halfway through, we had to turn around, because the road was completely blocked
10:41<Eddi|zuHause>hm... there are too many different meanings of "Reif", can't find the proper translation... i'd go for "rime" or "frost"
10:41<Eddi|zuHause>as in the white frozen water that covers the plants
10:47<Sacro>rime isn't a real word
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11:00<Prof_Frink>Ancient Mariner.
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11:04<@Belugas>Iron Maiden!
11:11*Prof_Frink wanders along to Powerslave
11:11<@Belugas>good call :D
11:14<Eddi|zuHause>Sacro: but it's what the dictionary says
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11:22<Prof_Frink>Eddi|zuHause: Sacro is an uncultured Northerner. He doesn't know words.
11:22<Prof_Frink>Rime is, indeed, a form of frost
11:27<Eddi|zuHause>the problem is that, in german, "Reif" can also mean "Ring"
11:28<Prof_Frink>A frosty ring. Nasty.
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11:40<petern>better than a burning ring?
11:41<Eddi|zuHause>+3 defense and +3 mana regeneration?
11:42<Prof_Frink>...not exactly.
11:43<Eddi|zuHause>+1 vitality; add (3) to remove a burden?
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11:47*petern spots a problem with te/max_te
11:51<Eddi|zuHause>you just gonna tease us, or are you actually telling what the problem is? :p
11:55<petern>it's done for the whole train
11:59<Eddi|zuHause>well, it should be done for each vehicle
12:00<petern>effectively now high power with low maxte + low power with high maxte == high power with high maxte
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12:15<CIA-1>OpenTTD: glx * r14778 /trunk/src/ -Change: completely hide 'Submit report' button on crash dialog (MSVC)
12:15<CIA-1>OpenTTD: glx * r14777 /trunk/projects/ (determineversion.vbs version_vs80.vcproj version_vs90.vcproj): -Fix: be sure to update ottdres.rc and rev.cpp when their .in changes (MSVC)
12:15<+glx>that's a lag
12:44<OwenS>glx: Why hide the button? You can somehow sign up with MS' (for free as I understand it) to collect those reports
12:45<+glx>OwenS: it's our window
12:52<CIA-1>OpenTTD: rubidium * r14779 /trunk/src/train_cmd.cpp: -Fix (r14747) [FS#2485]: selling an articulated vehicle removed only the first part and not the rest.
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13:32<George>Happy new year!
13:33<mincepie>indeed so!
13:34<mincepie>the arbitrarily-chosen date at which we increment the "year" section of our date system is approaching. let us therefore DDoS the world's SMS and GSM networks
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13:40*Prof_Frink prepares to DoS his liver
13:40<mincepie>I've heard worse excuses to drink
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13:42<Prof_Frink>We should have new year around september/october time.
13:43<mincepie>it makes more sense to have it either at an equinox or a solstice
13:43<mincepie>I propose the vernal equinox
13:43<mincepie>the winter solstice is kind of occupied by christmas...
13:44<Prof_Frink>vernal equinox has the other christian chocolate fest
13:45<mincepie>oh, yes, that's true
13:45<mincepie>damn christians, they've got every option covered
13:45<Prof_Frink>So, autumnal.
13:45<mincepie>erm, ok... summer solstice?
13:46<Prof_Frink>Yeah, that could work
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14:00<petern>okay, i've figured out how to make the acceleration "realistic"
14:00<mincepie>oh god
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14:01<petern>such that 0.5 m/s^2 results in a speed increase of 0.5 m/s over a real world second
14:01<mincepie>how can you make it realistic when the game operates on five different scales?
14:01<Prof_Frink>petern: a=0 throughout autumn and winter due to leaves and ice on the tracks?
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14:01<mincepie>Prof_Frink: only within the UK renewal set
14:02<petern>cb36 to the rescue!
14:02<petern>so yeah
14:03<mincepie>or perhaps we should force the player to deploy class 37s for salt-spreading
14:04<petern>question is, what rate of acceleration should be used
14:04<petern>hurr hurr
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14:07<petern>that's another thing, max te is done with 10 instead of 9.81, heh
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14:08<petern>the forces are still wrong though :p
14:08<petern>this class 91 with no speed limiter goes... fast
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14:20<@Belugas>nice joke...
14:21<@Belugas>"Come up to a coktail in half an hour"
14:21<@Belugas>i can';t take any alcohol... i'm on anti-biotics :(
14:21<@Belugas>plus allthe pain killers i've swallowed
14:23<petern>you'll enjoy the new year with clarity
14:23<petern>if you're like me
14:23<petern>you'll enjoy it asleep
14:24<@Belugas>the latter, i'd say :)
14:24<mincepie>petern: 9.81 does not apply worldwide
14:28<@Belugas>i might try to give it a go at re-resurecting newobjects...
14:28<@Belugas>i still ned to fix the local_id for houses
14:28<@Belugas>it's a byte while it should be an uint16
14:29<@Belugas>then i'll fall asleep on the keyboard, my wife will get upset becasue i'm not with her for THE countdown, etc etc...
14:45<@Belugas>OR i should try to finish my Myst IV game...
14:48<petern>mincepie, i doubt that 700m variation affects it much
14:49<mincepie>I doubt the difference between 10 and 9.81 m·s⁻² will affect it much either
14:49<mincepie>since it's not possible to define m in this case...
14:59<petern>indeed not
14:59<petern>it's enough to make a visible difference in the gui though
15:01<petern>people complained when 1.6 was used instead of 1.609 for mph to km/h conversions...
15:02<mincepie>well, that would make an actual difference
15:03<mincepie>choosing a value for g is pretty much a matter of what looks good
15:03<@Belugas>silly people craving for realism... as if their lives were soooo boring they had to look for realisty fix in their games o_O
15:03<mincepie>Belugas: very few of us can afford an elaborate model railway system, and fewer still can afford to buy an actual railway system
15:05*Belugas fails to see the point in arguing over 1.6 and 1.609 with what mincepie jsut put out as a potential excuse
15:06<petern>the intercity 225 was not called the intercity 224 ;)
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15:07<mincepie>there was a 225?
15:07<mincepie>oh, a 91
15:08*mincepie does not exist in electrific-land
15:08<Wolf01>I'm going to watch a movie, happy to everybody :)
15:08<mincepie>happy goodyear?
15:08<Wolf01>ok, you understood
15:09<mincepie>I got the point
15:09<mincepie>you could have made a much better joke without recourse to tinyurl, I think
15:09<Wolf01>I'll be back next year ;)
15:11<petern>Eddi|zuHause, ee type 1, 1000hp/184kN pulling 514 tons up a 7 tile slope dropped to 9mph
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15:16<petern>oh dear
15:16<petern>the 500hp 0-6-0 can't make it
15:17<petern>it would be going backwards if that was supported
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15:25<OsteHovel^EEE>Hi all :D
15:25<OsteHovel^EEE>Im using linux... just for saying that first...
15:26<OsteHovel^EEE>Is there posible to compile openttd for Windows CE on Linux?
15:27<@Rubidium>it wasn't possible some (half?) year ago
15:27<@Rubidium>neither is windows CE supported
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15:31<@Rubidium>but not being able to compile a windows CE on linux might very well be something with the toolchain
15:32<OsteHovel^EEE>if its not support then i will not try anymore anyway... im gonna stick just with the 0.6 build that exist for Windows CE(mobile) on the internet...
15:33<mincepie>hm, the intercity 225 was built during the same period as me
15:33<mincepie>and introduced in the same year
15:33<mincepie>I think I am rather better designed
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15:47<petern>pah, children
15:47<mincepie>I'm older than my body
15:48<mincepie>(that's a meaningless statement, but meh)
15:49<mincepie>oh, and additionally: pah, old people
15:49<yorick>pah, old people
15:50<mincepie>pah, yorick
15:50<yorick>why that>
15:50<petern>why not?
15:50<mincepie>nothing, it just amuses me that you've become the channel punching bag
15:52<mincepie>oh, and incidentally, I am not a child
15:52<yorick>just out of curiosity, when was it built?
15:53<petern>'88 to '91
15:53<mincepie>88-91, and introduced in 90
15:53<yorick>oh, it's older than me
15:53<mincepie>we guessed
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16:22<@Belugas>mmh... iguess it's time for me to fly away from that darn office...
16:22*Belugas is gone
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17:38<@Belugas>Yeah yeah yeah... as I step in my house, phone rings... office call blaaaaaa!
18:00<HerzogDeXtEr1>Happy New Year
18:02<mincepie>happy new year, UTC+1
18:11<thingwath>most of this channel is UTC+1, isn't it?
18:12<mincepie>I suppose so
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18:14<thingwath>hm, there might be some people from UK
18:22<mincepie>I am
18:38<OsteHovel^EEE>Happy new year everyone!
18:38*OsteHovel^EEE is UTC+1(or CET)
18:38*OsteHovel^EEE is from NORWAY!!
18:39*Wolf01 is from North-Africa!
18:39<Wolf01>ehm... banana's republic
18:39<yorick>happy new year from holland :)
18:40<mincepie>happy new year from, ah, cornwall ¬.¬
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19:10<thingwath>happy new year to our UTC friends :-) (even though I don't really believe it is going to be happy)
19:10<benjamingoodger>my computer helpfully crashed due to the leap second
19:18<+tokai>impact of time
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21:56<murr4y>yeah, what he said
22:05<@Belugas>From the bottom of my heart, happy new year to ya all. I still have 2 hours to go, but i'll just go crashing in my bed instead
22:05<@Belugas>so ENJOY AND BE GOOD!
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22:12<nicfer>happy new year from me, too
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23:10<Eddi|zuHause>happy you know what...
23:10<goodger>thank you, Eddi|zuHause
23:12<Eddi|zuHause>hm. it's still another hour in new york
23:14<goodger>I thought you were german?
23:15<Eddi|zuHause>does that mean i am too selfish to care for people half around the world?ßß
23:16<goodger>traditional wisdom suggests "yes"
23:17-!-Yeggstry is now known as Yeggzzz
23:17<goodger>however, I don't think so
23:17<goodger>nonetheless, I don't think you need to
23:30<murr4y>evolution suggests compassion for other humans being a generally good idea
23:30<murr4y>however that applies more to people you are likely to meet again, like family and friends, more than strangers half-way around the world
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23:31<goodger>I don't think anyone will beat the london fireworks this year :P
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---Logclosed Thu Jan 01 00:00:42 2009