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#openttd IRC Logs for 2009-01-28

---Logopened Wed Jan 28 00:00:32 2009
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01:23<Pikka>hallo skiddles
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02:36<doc>is there a bug with pathfinding in the nightlies?
02:36<Tefad>is there ever not a bug in pathfinding
02:37<doc>I have a station off to one side on a route, for some trains to go to, but all trains seem to use the tracks that go towards it despite there being a shorter, straighter, path
02:37<doc>it used not do that
02:38<doc>ok, changing to npf fixed it
02:38<Aali>it's not really a "bug" just because the pathfinder isn't 200% perfect 200% of the time
02:38<doc>Aali: this was wrong 100% of the time
02:39<Aali>well, if it doesn't do the same thing in the same situation every time, that's a bug
02:39<Aali>but it can't handle all situations perfectly
02:39<doc>it does do the same thing, the same wrong thing :)
02:40<doc>think of a a track like this [station]=<|
02:40<doc>the path it should have been following was straight up the |
02:40<doc>instead it was using the <
02:41<dihedral>doc: then check your rails!!
02:41<dihedral>remove the connection to the < and see where the train has issues to pass
02:42<dihedral>perhaps you are using standard instead of electric at some point
02:42<dihedral>are missing a track, or have a wrong signal
02:43<dihedral>and perhaps you can upload a screenshot somewhere?
02:43<doc>dihedral: hehe, nope, works perfectly when I remove a section of track
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02:49<dihedral>you should disable 90 degree turns for trains and such!
02:51<doc>dihedral: I thought I had. Where's that in the settings again? but isn't that beside the point?
02:52<dihedral>no, you want the train to go straight ahead, and that will make the train go straight ahead :-P
02:52<Timitry>Somewhere under advanced settings ---> Vehicles ----> trains
02:53<dihedral>also: where is that train heading to? it's not the station to the right of the main line is it?
02:54<doc>dihedral: no, it's meant to be going straight ahead when it turns left
02:54<doc>dihedral: i.e. staying on one of the two tracks that are parallel
02:54<doc>.. and in the same direction
02:55<Aali>doc: but is the destination actually reachable from that track?
02:55<Aali>without reversing somewhere
02:55<dihedral>what happens if you have a track that goes to the mainline track to the right?
02:55<doc>Aali: yes, if I remove a chunk of the track (the one it's following under yapf) it follows the correct path
02:56<doc>dihedral: sorry, you lost me
02:56<Aali>doc: not good enough (because then there is no other path)
02:56<doc>Aali: hmm?
02:57<doc>under npf it works perfectly fine. Goes straight on the track. Under Yapf it goes to the left like the screenshot
02:57<doc>no modifications to the track
02:58<Aali>npf doesn't need to find a path all the way to its destination
02:58<Aali>yapf does
02:59<doc>ok, but it's still correct while yapf isn't
02:59<Aali>if it can't, the train can do whatever it wants
02:59<Aali>including stupid detours
02:59<dihedral>doc: your 90 degree turns is the issue
02:59<doc>dihedral: I can't switch that off in my settings
02:59<doc>there's no option
03:00<dihedral>you just have not found the setting
03:00<doc>atleast not that I can see
03:00<Aali>thats the main difference between npf and yapf, npf tries to get the train as close to the target as possible, yapf finds the exact route
03:00<dihedral>and yes you can switch it off
03:00<doc>ok, but why is it still finding the lesser optimal route in yapf?
03:00<doc>(every time, not just randomly)
03:00<doc>I can send you the savegame if you like
03:00<dihedral>open the console
03:01<dihedral>patch pf.forbid_90_deg true
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03:01<doc>ok, testing
03:02<Aali>doc: I already told you, if it can't find a route, it will just go around randomly until it can
03:02<Aali>(pseudo-randomly, of course)
03:02<doc>Aali: but it can find a route
03:02<Aali>how do you know that?
03:02<doc>because it's a straight line..
03:02<doc>dihedral: ok, that made a difference.
03:03<Aali>the final destination is at the end of that line?
03:03<doc>Aali: yes
03:03<doc>it's going back onto the correct track, but it should never have taken that detour in the first place
03:03<Timitry>And it can reach that destination without turning around in a station or a depot?
03:03<Aali>and there are no bad signals, no non-electric tracks?
03:03<doc>Timitry: yep
03:03<doc>Aali: nope
03:03<doc>Aali: when I remove a small (non-signal) section of the detour track it works perfectly
03:05<Aali>assuming you have made a savegame already, try rebuilding the line all the way from the junction (where it makes the wrong turn) to the destination
03:06<dihedral>perhaps yapf has an odd penalty setting for 90 degree turns :-P
03:06<Aali>that would have been discovered earlier :P
03:06<doc>well, other sections of the map require 90 degree turns so I have to switch it back on or stuff breaks :/
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03:07<doc>Aali: why rebuild it? it's working fine under a different pathfinder
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03:08<Aali>because if you do, we will know if it's a caching error in yapf or not
03:09<doc>Aali: if I take out a chunk of track instead will it try to rebuild it?
03:09<doc>(the cache)
03:09<doc>I don't want to rebuild it all, pain in the ass
03:09<Aali>err, it's a straight line
03:10<doc>not at the station, it branches
03:11<Aali>and now you tell me this?
03:11<Aali>ah well, I'm bored, please go ahead and side-step the issue by using npf
03:12<doc>what do you mean "now you tell me this?". If it was so relevant why didn't you ask. The destination isn't even close to where the problem is occurring.
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03:13<dihedral>Aali: do you still have the password saving patch?
03:15<Aali>doc: well I told you a couple of time that yapf needs to find the exact route from start to finish or trains will go into SUPERDUMB-mode but whatever
03:15<Aali>dihedral: I do, this is like the third time you ask :P
03:15<dihedral>yes - it's like the third time i think of it (plus i want to change the topic) :-D
03:16<doc>Aali: and how am I supposed to know that that means you need to know about branching off at the destination? :/
03:16<dihedral>doc: afaik openttdcoop has junctions the size of your map, and they run a couple thousand trains on that, and never had that issue :-P
03:17<doc>dihedral: fine, I'm making it up.
03:17*doc shrugs
03:19<Aali>dihedral: so do you want it or what? :P I haven't changed anything since last time, but I did accidentally test it since it's part of my patchpack and my server went into perpetual desync
03:19<Aali>and it worked, even though it didn't really matter since all players involved had rcon and move capability
03:20<dihedral>yes, i would love to see the patch
03:20<dihedral>perhaps i can update it to current trunk and fix whatever the issue was :-P
03:20<dihedral>would be quite nice if servers finally managed to secure companies after loading a savegame
03:20<dihedral>(with the correct hashes)
03:21<Aali>oh the issue I had was totally unrelated to that patch
03:21<Aali>and the old version still applies to current trunk as far as I know
03:21<Aali>but I'll upload the one from my patch repo for you
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03:23<dihedral>sweet :-)
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03:25<Aali>there had been one small change since the saveload files were moved
03:25<Aali>but that's it
03:26<Aali>oh and the 'w' shouldn't be there, it's an artifact of the upload system
03:29<dihedral>cute :-)
03:30<Aali>it's not my upload system, it's not even my server :P
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04:04<planetmaker>good morning
04:14<dihedral>morning pm
04:15<@petern>"I have contacted the US Post Office and am seeking
04:15<@petern>prosecution of everyone involved, which includes you."
04:15<@petern>maybe my knowledge of US legal proceedings is a little lacking
04:15<@petern>US Post Office?
04:17<Roest>just wait till they come after you
04:17<TinoDidriksen>There's no such thing, anyways. It's the US Postal Service.
04:18<@petern>Also the word is "anyway."
04:32<edeca>Involved in what? You rob another delivery truck? :)
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04:49<Roest>hmm KDE4.2 for windows, now why would anyone want to do that
04:49<edeca>Roest: amaroK on windows?
04:50<edeca>Roest: Better than any other player I've used
04:50<Roest>what does it do that winamp can't?
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04:52<dihedral>why would someone use windows in the first place?
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04:52<@Rubidium>same reason someone wants OSX?
04:52<dihedral>osx is good!
04:52<dihedral>+ it's a unix system
04:53<@Rubidium>too bad it throws away all unix goodiness
04:53<@Rubidium>like backward compatible APIs
04:53<dihedral>yes, ok
04:56<@Rubidium>or backward compatible video card drivers for that matter
05:01<edeca>Rubidium: But it's so pretty1
05:06<@Rubidium>a nuclear explosion is pretty too
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05:07<@petern>raa, new monitor
05:07<@petern>22" 1680x1050 :D
05:07<thingwath>I have just installed KDE 4.2 (on fedora, though) and it looks great.
05:08<Forked>petern: I have a couple of those at work. Good stuff :)
05:08<thingwath>Hm, I could use new monitor too :)
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05:09<thingwath>If only that stupid intel driver could support screens larger than 2048x2048 properly...
05:10<@petern>it's got a dodgy patch in a corner :(
05:10<@petern>oh well
05:10<@petern>only where status bars go :p
05:11<Eddi|zuHause>@calc (107-27)*5/9
05:11<@DorpsGek>Eddi|zuHause: 44.4444444444
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05:32<Eddi|zuHause>what actually happened to the per-vehicle-group-liveries?
05:34<@petern>i forgot about it :)
05:34<goodger>it was rather nice
05:35<goodger>it was useful for imitating FGW's insane livery schema
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05:56<@petern>it was?
05:56<@petern>but it was never coded :p
05:56<@petern>not finished, anyway
06:03<Eddi|zuHause>since we now have a tree view, how difficult would it be to use that for nested vehicle groups?
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07:51<Mortomes>Is there a newgrf with ECS compatible ships?
07:52<|Japa|>I believe so
07:52<|Japa|>I'll check
07:52<@petern>i think there's an ECS adapter for newships
07:53<|Japa|>newshipa has an ECS adaptor
07:54<Mortomes>Hmmm, the link to it in GRFCrawler seems to be dead
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07:55<Eddi|zuHause>there's a forum thread somewhere
07:57<Mortomes>Turns out I already had it in the openttdcoop grfpack :P
08:04<dihedral>yes, it would be in there :-P
08:07<@Belugas>fun hey, grab all grfs yo can find, withouth knowing what they are up to ;)
08:07<@Belugas>did I already said that, somewhere?
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08:08<|Japa|>anybody here plays with cargodest?
08:10<edeca>Nah, you're the only player ;)
08:11<Roest>i still use paxdest, this new stuff is the devil
08:12<dihedral>Belugas, deja vu
08:12<@petern>Belugas :D
08:12<@petern>it's the devil, eh?
08:24<Mortomes>I play with cargodest, loving it
08:29<Retro>on current version or you stopped at 14691 ?
08:31<Mortomes>I uh.. have no idea
08:31<Retro>great :)
08:31<Mortomes>It says OpenTTD h3b244a8f at the top :P
08:31<Retro>som I think you just have binary , you are not self compiler :)
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08:36<CIA-1>OpenTTD: Yexo * r15288 /trunk/src/genworld_gui.cpp: -Fix (r15212): Don't set the newgame setting for water borders to a random value if it's 'random' when the newgame gui is opened.
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08:38<|Japa|>it's hard to get all the pax transported
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08:39<|Japa|>apparently they got so pissed at one point, the loaded about 600 tonnes of m,ail into a carriage that could only hold 30
08:39<|Japa|>just to get it out of hte station
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08:40<Mortomes>Yeah, it is really hard to transport all passengers once you've got a bunch of cities connected.
08:40<Mortomes>Something needs to be tweaked there
08:40<|Japa|>went from 0% to 255% several times
08:41<|Japa|>the pax I was transporting weren't giving enough income for me to afford a new train to transport the rest on
08:46<|Japa|>it's a shame I can't controll when they use the indian loading sceme
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08:51<dihedral>dbg: [net] recv failed with error 110
08:51<dihedral>dbg: [net] recv failed with error 110
08:51<dihedral>dbg: [ms] Vehicle 13 (index 952) arrived at wrong stop
08:51<dihedral>dbg: [net] send failed with error 104
08:51<dihedral>got a few of these ....
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08:51<+glx>network problems
08:52<dihedral>so nothing i have to worry about
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08:53<dihedral>do you know how i can find out why i am getting the nasty out of memory issues?
08:53<@Rubidium>104 = connection reset by peer, 110 = connection timed out
08:53<dihedral>perfect, thank you Rubidium
08:53<@Rubidium>dihedral: are you running AIs?
08:53<@Rubidium>then I've got absolutely no idea
08:53<dihedral>was not a single one loaded this time
08:56<@Rubidium>then I've got no idea
08:56<@Rubidium>if you want to know you should compile a debugbuild (level 3) and run that in valgrind --leak-check=full
08:56<Roest>the situation improved though, we went from absolutely no idea to no idea
08:56<@Rubidium>and tell us where it leaks
08:58<ccfreak2k>Keep a sponge handy to clean up the leaked bits.
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09:01<edeca>ccfreak2k: I find it best to cook with them. Makes a nice marinade.
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09:07<nicfer>I've seen on discovery channel various interesant futuristic methods of transport and some of them would be cool to see in ottd
09:08<Eddi|zuHause>well, make a newgrf
09:09<edeca>Heck, I hope the discovery channel isn't the source for other openttd features :\
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09:09<Roest>i saw on star trek some features i'd like to see in ottd
09:09<nicfer>One of them is a car that can drive both on road and in a special rail
09:10<Eddi|zuHause>cars running on rails is not exactly a new idea...
09:11<nicfer>They acouple one each other to reduce the effects of wind
09:13<Eddi|zuHause>and by coupling you lose exactly every advantage of cars...
09:14<Eddi|zuHause>might as well just stuff them on a car transporter
09:14<edeca>I saw an advert on TV where a guy wakes up and rides a waterchute to work through the city.. that would be pretty cool.
09:14<@petern>i want everything from futurama
09:15<@petern>in ottd
09:15<@petern>out of the box!
09:15<Eddi|zuHause>travelling in pipes. funny ;)
09:15<Eddi|zuHause>or did you mean suicide boxes? :p
09:15<@petern>all of it!
09:16<Eddi|zuHause>or giant lady-bug-cows?
09:16<nicfer>Are considerated futuristic things realistic?
09:19<edeca>nicfer: You can make a newgrf for anything you like.
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10:39<planetmaker> <-- hehe. If they make their point there'll be no holidays for pupils anymore :D
10:46<SmatZ>also, productivity of most people is very low during weekends
10:46<Roest>actually for me it's also low during weekdays
10:47<|Japa|>my productivity is low during days of the week that end in y
10:48<|Japa|>does OTTD have any cheats?
10:48<edeca>|Japa|: Yes
10:48<@Belugas>planetmaker, what did the commit that broke zuu's patch brough to trunk?
10:50<planetmaker>hey Belugas :)
10:50<planetmaker>Well... I read it such that there was "only" a missing update of a window fixed...
10:50<dihedral>*** [GER] Timmaexx has started a new company (#11) <- the beauty of it :-P
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10:52<planetmaker>... but then my guess is that I understand it somewhat wrongly...
10:52<planetmaker>hm... let me guess: I "fixed" it such that it's now done twice?
10:55<planetmaker>[16:47] <|Japa|> my productivity is low during days of the week that end in y <-- move to Germany then (or probably many other contries will suffice ;) ). Every day ends with a g exept Saturday in some regions.
10:56<planetmaker>mäh. And I forgot about Wednesday which is completely different, but w/o y none the less.
10:56<SmatZ>"Sonnabend, der" interesting, never heard that
10:56<Eddi|zuHause>well, it's the evening before the "Sonntag"
10:57<Eddi|zuHause>similar to how the "Feierabend" used to be the evening before a "Feiertag" [Holiday]
10:58<planetmaker>SmatZ: it's my impression it was used more often some years ago.
10:58<Eddi|zuHause>"Feierabend" later expanded to be every evening, when you stop working
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10:59<@Belugas>planetmaker, i may have been wrong then
10:59<@Belugas>what was the said revision?
11:00<planetmaker> <-- r15273
11:05<planetmaker>Belugas: can I conclude from your questions that part of it are going into trunk in the somewhat near future? :)
11:05<@Belugas>my fault, totally my fault
11:06<planetmaker>no worries :)
11:06<@petern>don't assume, or conclude, anything :p
11:06<@Belugas>i was referring to r15283
11:06<planetmaker>right. Let's speculate :)
11:06<@Belugas>misc_gui.cpp had a little change that you did not reflected onyour fix, coming from that commit
11:07<planetmaker>Yeah, saw that. But the patch doesn't touch that part and isn't harmed by that commit of yours.
11:07<planetmaker>it just gives some offsets.
11:08<@Belugas>it does :) there is a IsWidgetFocused(10) where 10 chan be something else ;)
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11:11<Swallow>In ShutdownGame (openttd.cpp line +/-350) all memory pools are cleared, but the OrderList pool is not
11:11<Swallow>Does this have a reason or is it a memory leak?
11:11<Aali>OrderLists can and will be reused AFAIK
11:11<SmatZ>Swallow: no
11:12<SmatZ>more pools are not cleared at exit
11:12<SmatZ>for some reason
11:13<SmatZ>Swallow: one rather old patch to free something...
11:13<@petern>no need to :p
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11:13<Eddi|zuHause>it should at least be documented why it is not freed
11:14<SmatZ>petern: it's cleaner...
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11:15<Swallow>ok, thanks for info
11:16<@petern>at long as it's cleaned up between games that's good enough
11:16<@petern>the OS will tidy it up on exit much faster than we can free it
11:17<@petern>never done it myself
11:18<edeca>Only benefit of always free()ing on exit is that it makes it easier to use valgrind
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11:53<|Japa|>yay! mad a XOR gate!
11:54<|Japa|>now I just have to make moar
11:54<Aali>a MOAR gate?
11:56<dihedral>more :-P
11:56<Roest>whats a more gate?
11:56<dihedral>more xor gates :-P
11:56<Aali>whatever it is, I want one
11:56<planetmaker> <-- |Japa| you know that article(s)?
11:57<planetmaker>I want more ore or e...
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11:57<dihedral># gib mir mein erz zurueck...
11:57<planetmaker>nooo! It's my preciousssss ;)
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12:01<el_en># Du hast Sternenteile mit zurückgebracht!
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12:06<planetmaker>hehe :)
12:07<planetmaker>But only those with a high metal content. So... I rather settle for (inner) parts of planets :P
12:07<el_en>what's the english term for those Sternenteile in the game?
12:08<planetmaker>uh? What's a "Sternenteil" even in German?
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12:32<|Japa|>[22:26] <planetmaker> <-- |Japa| you know that article(s)?
12:32<|Japa|>that's what made me make a full adder gate
12:32<planetmaker>I see :)
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12:43<|Japa|>now I managed a full adder
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12:51<ccfreak2k>Cool beans.
12:52<dihedral>on toast?
12:59<ccfreak2k>Reading him talking about making small logic gates makes me think "die shrink!"
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13:36<frosch123:#openttd>moin :)
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13:48<CIA-1:#openttd>OpenTTD: translators * r15289 /trunk/src/lang/ (7 files): (log message trimmed)
13:48<CIA-1:#openttd>OpenTTD: -Update: WebTranslator2 update to 2009-01-28 18:48:19
13:48<CIA-1:#openttd>OpenTTD: german - 3 fixed by planetmaker (3)
13:48<CIA-1:#openttd>OpenTTD: indonesian - 22 fixed by fanioz (22)
13:48<CIA-1:#openttd>OpenTTD: korean - 3 changed by darkttd (1), dlunch (2)
13:48<CIA-1:#openttd>OpenTTD: polish - 6 fixed by xaxa (6)
13:48<CIA-1:#openttd>OpenTTD: portuguese - 140 fixed, 4 changed by nars (144)
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13:59<planetmaker:#openttd> <-- Rubidium, reading this bug report, I think the guys have a point.
14:00<@Rubidium:#openttd>so because you make a 64x64 station all tiles within a 82x82 square should yield subsidies?
14:00<planetmaker:#openttd>It's at least a bit confusing to have different things depending upon different "influence areas" of a station: within limits of a sign there, within the square(?) of the catchment area for delivery and nearest industry supplied....
14:00<planetmaker:#openttd>Rubidium: indeed, I think so.
14:00<planetmaker:#openttd>It's stupid.
14:01<planetmaker:#openttd>But no one is forced to play that way.
14:01<@Rubidium:#openttd>they will
14:01<planetmaker:#openttd>I know. Their problem.
14:02<@Rubidium:#openttd>and subsidies are pretty simple: station flag within 9 tiles of destination flag you get it, otherwise not
14:02<dihedral:#openttd>same as it is now
14:02<dihedral:#openttd>their problem :-)
14:02<planetmaker:#openttd>My argument is not to stop some fun-stoppers playing as they like, it's rather for the consistency of the rules OpenTTD works on.
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14:03<planetmaker:#openttd>What is the catchment area about, if there are two catchment areas? One station sign, one rectangle and then then another which supplies to the nearest industries to the station sign, if it comes to delivery?
14:03<planetmaker:#openttd>Three different concepts for acceptance, delivery and subsidy acceptance.
14:06<frosch123:#openttd>there is a fourth for acquireing cargo from industries
14:07<planetmaker:#openttd>he... :S
14:07<planetmaker:#openttd>In my eyes it would add to understandability of the rules to use in all places on function like IsInStationsReach(tile,station)
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14:17<planetmaker:#openttd>frosch123: what's the difference between "supplying" and "accepting" catchment areas?
14:17<planetmaker:#openttd>or "aquiring from industries" and "accepting"?
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14:18<frosch123:#openttd>he, I hope you don't expect a correct answer from me? but IIRC the supplying is more like a catchment area around the industry, where a station tile must be inside
14:19<frosch123:#openttd>i.e. accepting and supplying would only match when both the industry and the station are rectangular, and all industry tiles accept the cargo
14:19<planetmaker:#openttd>he... the latter seldom is true :)
14:19<Wolf01:#openttd>or reversing the sentence: the station catchement area should cover the industry tile which supplies the goods
14:20<planetmaker:#openttd>yeah. It doesn't help you, if you only provide service to the junk yard of a food plan. You need to service the front door :P
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14:24<Wolf01:#openttd>I should compliment with Yexo, the AdmiralAI is really challenging ;)
14:24<Wolf01:#openttd>or *compliment to
14:24<Wolf01:#openttd>I don't know the right one :P
14:25<dihedral:#openttd>just compliment Yexo ;-)
14:27<planetmaker:#openttd>hm... having logged in to translators, I cannot get past the 2nd page (German language) when pressing the next button (using 'edit strings')
14:28<Wolf01:#openttd>does anyone has any Pinnacle system? I need help to configure my remote to use the computer (and maybe play OTTD :D)
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14:57<CIA-1:#openttd>OpenTTD: belugas * r15290 /trunk/ (6 files in 3 dirs): -Codechange: Isolate size and section of the UnMovable HQ object, in order to keep the Unmovable type free of any irrelevant data
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16:33<el_en:#openttd>¿Dónde está el señor Bjarni?
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16:36<dihedral:#openttd>el_en, Bjarni is not around currently
16:36<dihedral:#openttd>@seen Bjarni
16:36<@DorpsGek:#openttd>dihedral: Bjarni was last seen in #openttd 2 weeks, 5 days, 2 hours, 7 minutes, and 50 seconds ago: <Bjarni> hi Wolf01
16:37<fjb:#openttd>Maybe he kickbanned himself...
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16:52*Wolf01:#openttd dies
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17:43<Nite_Owl:#openttd>Hello all
17:43<SmatZ:#openttd>hello Nite Owl
17:44<Nite_Owl:#openttd>Hello SmatZ
17:45<thingwath:#openttd>(5884 more hellos for a complete graph)
17:46<@petern:#openttd>do it
17:48<SmatZ:#openttd>thingwath: I think you are wrong
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17:48<thingwath:#openttd>it's possible
17:48<SmatZ:#openttd>both "A says hello to B" and "B says hello to A" cases occur
17:48<thingwath:#openttd>oh. you're right
17:48<SmatZ:#openttd>@calc 110 * 109
17:48<@DorpsGek:#openttd>SmatZ: 11990
17:48<SmatZ:#openttd>-2 (me and Nite_Owl)
17:48<@petern:#openttd>a directed graph, eh?
17:49<SmatZ:#openttd>yeah :)
17:50<Nite_Owl:#openttd>-3 you and me twice if you count the generalized "Hello all"
17:50<SmatZ:#openttd>but there isn't anoone called "all" ...
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17:51<Nite_Owl:#openttd>true - but I did not capitalize it today like I did yesterday
17:52<thingwath:#openttd>so I still have to study -- for an graph algorithms exam, this friday...
17:53<Nite_Owl:#openttd><Yoda_Owl> long behind me are the days of study
17:53<SmatZ:#openttd>thingwath: if you prove P != NP (or P == NP) by friday, you don't have to care about that exam ;)
17:53<thingwath:#openttd>I already did.
17:54<thingwath:#openttd>But for another P and NP...
17:54<thingwath:#openttd>They are equal.
17:55<SmatZ:#openttd>which P and NP ?
17:56<Prof_Frink:#openttd>SmatZ: That's easy. You just have to prove that N=1.
17:57<thingwath:#openttd> :o)
17:57<thingwath:#openttd>see, they are both green, so they are equal.
17:58<Prof_Frink:#openttd>Not all green things are equal.
17:58<thingwath:#openttd>in our IS, they are. :-)
17:58<Prof_Frink:#openttd>Grass, for example, is not equal to kryptonite.
17:59<Eddi|zuHause:#openttd># Grün, ja grün sind alle meine Kleider
17:59<Eddi|zuHause:#openttd># Grün, ja grün ist alles, was ich hab
17:59<Eddi|zuHause:#openttd># darum lieb ich alles was so grün ist
17:59*Prof_Frink:#openttd hands Eddi|zuHause a nugget of purest green
18:00<Eddi|zuHause:#openttd># weil mein Schatz... so viel Jägermeister säuft... :p
18:01<Eddi|zuHause:#openttd>it's a well known children's song:
18:01<Eddi|zuHause:#openttd>basically you associate a colour with a job
18:01<thingwath:#openttd>if it's not "zelená", then it's allright.
18:03<Eddi|zuHause:#openttd>that is usually not commonly known amongst children :p
18:03<goodger:#openttd>petern: blackadder 2
18:03<goodger:#openttd>or II, rather
18:03<thingwath:#openttd>peppermint liquor
18:03<goodger:#openttd>"what you have created, Percy, if it has a name, is some... Green."
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18:07<Eddi|zuHause:#openttd>the song goes basically like this: <colour> are all my dresses, <colour> is everything i have, why i like everything in <colour>, because my darling is a <job>
18:07<SmatZ:#openttd>you love your job?
18:07<thingwath:#openttd>which job matches black?
18:08<Eddi|zuHause:#openttd>usual mapping is: green - hunter, blue - sailor, red - firefighter, white - baker, black - chimney sweeper, "coloured" - painter
18:08<thingwath:#openttd>chimney sweeper, hm, I hoped for something better
18:09<Eddi|zuHause:#openttd>in germany, a chimney sweeper is a symbol for good luck
18:09<thingwath:#openttd>here it is too
18:10<thingwath:#openttd>but it isn't the right job for someone with acrophobia :)
18:10*welshdragon:#openttd spams openttd with
18:11*glx:#openttd look at the video before deciding what to do about welshdragon
18:11<thingwath:#openttd>it has "trains" in its name, it must be good!
18:14<+glx:#openttd>ok just boring :)
18:14<Eddi|zuHause:#openttd>the line is not even electrified...
18:14<Eddi|zuHause:#openttd>and the trains are not even historic...
18:14<+glx:#openttd>and the weather is not nice
18:14<@petern:#openttd>yeah but there's 10 minutes of it
18:15<@petern:#openttd>welshdragon, tripod
18:16<Prof_Frink:#openttd>petern: That's not what I heard ;)
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18:16<welshdragon:#openttd>petern, fpr a mobile?
18:17<welshdragon:#openttd>glx, the weather gets better
18:17<thingwath:#openttd>especially for a mobile :)
18:17<@petern:#openttd>yay, a 90
18:18<welshdragon:#openttd>petern, there's even 2 hst's slightly llater on
18:20<@petern:#openttd>do not dirty the sound of a 43 departing by speaking over it
18:20<@petern:#openttd>especially when you talk unintelligable crap
18:22<@petern:#openttd>crap framing on the second HST
18:22<@petern:#openttd>nobody cares about the numbers :/
18:23<welshdragon:#openttd>oh, peoiple do
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18:23<welshdragon:#openttd>i blame the fact that the 220, 41 01 and 43 02 left 5 minutes after ecah other
18:24<welshdragon:#openttd>43 01 even, argh
18:28<@petern:#openttd>looks silly :D
18:28<Sacro:#openttd>fugly bugger aint it
18:33<welshdragon:#openttd>the fuck?
18:34<+glx:#openttd>what's behind the engine ?
18:36<Progman:#openttd>the tender? *g*
18:36<Sacro:#openttd>looks more like a brakevan
18:37<+glx:#openttd>that's what I think, but I'm not sure
18:38<goodger:#openttd>ah, the 41
18:38<goodger:#openttd>it's actually almost the same as the 43, but with buffers and a slightly differently angled nose
18:38<goodger:#openttd>hi welshdragon
18:38<goodger:#openttd>looks like a brake van :P
18:38<goodger:#openttd>woop for separate diesel tank
18:38<goodger:#openttd>I said brake van! ¬.¬
18:38<goodger:#openttd>fortunately the majority of HSTs have now been refitted with bombardier engines from 220s
18:38<goodger:#openttd>the valentas were extremely painful
18:39<Prof_Frink:#openttd>Beeeeeeeeeeeeeeeeeeeeem bawwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwm
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18:40<Sacro:#openttd>i loved the valentas
18:41<Sacro:#openttd>very distinguishing tone
18:41<goodger:#openttd>very very _very_ painful to stand next to
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18:47<Prof_Frink:#openttd>Yeah, but loud is good.
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19:40<el_en:#openttd># trozos de estrella
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21:42<CIA-1:#openttd>OpenTTD: Yexo * r15291 /trunk/src/ (core/alloc_func.hpp station_gui.cpp station_gui.h):
21:42<CIA-1:#openttd>OpenTTD: -Cleanup: Move the station list widgets to their class from station_gui.h
21:42<CIA-1:#openttd>OpenTTD: -Fix: comment for ReallocT was wrong, the memory is not zeroed.
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22:07<CIA-1:#openttd>OpenTTD: belugas * r15292 /trunk/src/unmovable_map.h:
22:07<CIA-1:#openttd>OpenTTD: -Fix(r15290): Incrementing something that is already set to the correct value is a bit of a no-no
22:07<CIA-1:#openttd>OpenTTD: Also, protect against such misuse with an assert.
22:12<CIA-1:#openttd>OpenTTD: belugas * r15293 /trunk/src/ (lang/english.txt station_cmd.cpp): -Feature [FS#2583]: Give a more meaningful message when towns refuse construction of noise-controlled airports
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---Logclosed Thu Jan 29 00:00:35 2009