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#openttd IRC Logs for 2009-02-08

---Logopened Sun Feb 08 00:00:52 2009
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04:57<OsteHovel^EEE>Hi Everybody
05:02<Alberth>most people are still asleep, it seems
05:03<OsteHovel^EEE>It seems so...
05:03*OsteHovel^EEE is compilling the newest SVN
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05:14<Alberth>I have switched to HG some time ago, much better for local dev and patching
05:17*Alberth looking at the Wiki to find how to make one-way roads
05:17<OsteHovel^EEE>Alberth, first you build a road and then you place the one-way thing...
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05:37<OsteHovel^EEE>i used 3 minutes and 15 secound's on a linux compile
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05:37<CIA-1>OpenTTD: peter1138 * r15407 /trunk/src/saveload/saveload.cpp: -Codechange: When loading a save game with an invalid pool index, report the problem (invalid index) rather than an impossible symptom (too many items), and report it in game instead of causing a crash.
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05:47<OsteHovel_EEE>my record for compile is 2 minutes(i compile allegro, sdl, zlib, png, freetype, network and all the other stuff)
05:47<OsteHovel_EEE>using DistCC
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05:51<Alberth>did you try parallel build with 'make -j2' (or a higher number) yet?
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05:53<Alberth>my town roads cannot handle all the goods trucks :)
05:58<OsteHovel_EEE>i use make -j8 :P
05:58<OsteHovel_EEE>becouse i used 3 pc during the last build
05:58<OsteHovel_EEE>when i build with all the 4 pc's i have at home i use make -j12 :D
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06:35<CIA-1>OpenTTD: Yexo * r15408 /trunk/src/ai/api/ai_controller.cpp: -Fix (r15027): AIs could call AIController::Sleep() at times they're not allowed to sleep.
06:41<@petern>2 minutes? my record was 18 seconds. on one cpu...
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07:02<CIA-1>OpenTTD: frosch * r15409 /trunk/src/ (44 files in 3 dirs):
07:02<CIA-1>OpenTTD: -Update: Currencies
07:02<CIA-1>OpenTTD: Remove intermediate currency "New Turkish lira".
07:02<CIA-1>OpenTTD: Add Euro introduction date for Slovakia.
07:02<CIA-1>OpenTTD: Remove Euro introduction date for Hungary.
07:03<thingwath>nice patch. :o)
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07:05<SmatZ>- { 378, ',', 2010, "", " Ft", 1, STR_CURR_HUF }, ///< hungarian forint
07:05<SmatZ>+ { 378, ',', CF_NOEURO, "", " Ft", 1, STR_CURR_HUF }, ///< hungarian forint
07:05<SmatZ>how politics' plans are failing...
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07:06<thingwath>wonderful :-D
07:06<SmatZ>hello Wolf01
07:06<SmatZ>(not talking about CZK, we don't have any plans yet ;)
07:06<SmatZ>*real plans
07:08<SmatZ>just the government is funny... the want to keep the criteria for accepting euro even in this crisis
07:08<frosch123>SmatZ: between 2012 and 2019 says my wikipedia :) depending on who you ask
07:08<Wolf01>gah... and now what font I was using on irc?
07:08<thingwath>the real plan is not to introduce euro anytime soon, so we don't have to admit our economy would not meet the criteria ;)
07:08<SmatZ>what means the government doesn't spend much money for helping the economy...
07:09<thingwath>I would rather trust our prime minister than wikipedie (well, not really, just for this particular case :o))
07:09<SmatZ>hehe :)
07:10<Wolf01>I think is better I install office first, maybe the font was there
07:10<SmatZ>and I think the criteria could be loosed when it's now much harder to keep them
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07:10<SmatZ>(not that I wanted Euro, I don't mind)
07:10<SmatZ>hello Belugas
07:10<Wolf01>welcome back Belugas
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07:22<@Darkvater>ola :)
07:22<Wolf01>hi DV :)
07:22<Rexxie>its the one they call Darkvater!
07:23<@Darkvater>guys I really have a noob problem :P. I downloaded openGFX through bananas, but now openttd defaults to it... How do I turn this off?
07:23*Darkvater is ashamed he cannot figure out how to do this
07:23<Yexo>petern made a nice option for that in the game options window
07:23<frosch123>Darkvater: look into game options
07:24<@Darkvater>yes, changing the resolution helps :P
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07:25<CIA-1>OpenTTD: rubidium * r15410 /trunk/ (83 files in 8 dirs): -Cleanup: get rid of most of the references to the 'patches' except where it's used for backward compatability.
07:26<Eddi|zuHause>so... what's the "patch" command called now?
07:26<@Darkvater>cause in the past I added opengfx as a static configuration but it's nowhere to be seen in the config file...puzzling
07:26<@Rubidium>Darkvater: graphicsset
07:26<@Darkvater>Rubidium: thanks, jsut found it
07:27<@Rubidium>Eddi|zuHause: for backward compatability 'patch' or 'setting'
07:27<Eddi|zuHause>i'd have preferred "set"
07:27<@Darkvater>is it reasonable to say that opengfx will override the original graphics? I guess so from a legal point of view but confusing
07:27<@Darkvater>and I get confused.... :P
07:27<Eddi|zuHause>"set <variable> <value>"
07:28<Yexo>Darkvater: if you have r15389 or later you can change graphic sets via the game options window
07:28<Eddi|zuHause>Darkvater: from the recent amount of "bug"-reports, i guess it should not.
07:28<@Rubidium>Darkvater: it only overrides because it gets found earlier (IIRC)
07:28<@Darkvater>Yexo: evil, i only have 15361 :)
07:29<Eddi|zuHause>Rubidium: but why is the original graphics set not stored in the config file before opengfx was downloaded from bananas?
07:29<@Rubidium>Eddi|zuHause: because it's not needed?
07:30<Eddi|zuHause>would solve the whole "found first" issue
07:31<Eddi|zuHause>it would be "found first" on the very first startup (without config)
07:31<Eddi|zuHause>and any subsequently downloaded graphics set must be activated manually
07:31<@Darkvater>he, did you guys look at the output of -h lately?
07:32<@Rubidium>yup, we're forbidden to see the output of -h too ;)
07:32<@Darkvater>I think it's always bad practice to override existing settings without notification or just by downloading
07:32<@Darkvater>Rubidium: refresh
07:32<@Darkvater>it's a bit... big :)
07:33<@Darkvater>Eddi|zuHause: I like that idea
07:35<@Darkvater>either way, opengfx should not default for on while even the intro game has black boxes
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07:37<@Darkvater>oh and one more question: I get the corrupted bla bla grf error message. Now I know why that is and I'm well aware; is there some way to silence that msg box
07:37<@Rubidium>changing a few lines of code will do that
07:38<@Darkvater>hihi, I know :)
07:38<@Darkvater>but then I can't download nightlies anymore
07:38<@petern>yeah, by ought to make the description shorter :p
07:39<@Darkvater>you are probably asking why on earth would this guy even need a nightly? He is supposed to have a permanent checkout of openttd :D
07:40<@Darkvater>frosch123: the ingame changing possibility is good :)
07:40<@petern>Eddi|zuHause, that should happen now
07:41<@petern>i think
07:41<frosch123>ehh, it's petern's
07:41<SmatZ>Darkvater: thank peter ;)
07:41<@petern>oh, maybe it just saves the 'no value', heh
07:41<@petern>i mainly added the ingame changing to stop the millions of bug reports
07:41<@Darkvater>I know I can count on you petern ;)
07:41<@petern>clearly Darkvater surpasses them ;)
07:42<@petern>i need to get around to removing that custom vehicle name thing
07:42<@Darkvater>I know
07:42*Darkvater hides in a corner and starts sobbing quietly
07:42*petern hugs Darkvater
07:42<CIA-1>OpenTTD: rubidium * r15411 /trunk/src/console_cmds.cpp: -Feature(ttette): make 'set' a alias for the setting/patch console command
07:43<@Darkvater>thanks petern
07:47<@Darkvater>I am impressed
07:47<@Darkvater>only 30 open bugs on flyspray
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07:48<@Darkvater>hmm, I think I'll revert to the original trgr1.grf and use the grf version of tahoma fonts to get rid of the error window
07:49<Eddi|zuHause>the low number of bugs is because there was no beta release, so nobody actually finds them ;)
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07:50<@petern>Darkvater, just enable tahoma via freetype ;)
07:50<@Darkvater>you think?
07:51<@petern>low number of bugs is partly because nobody bothers reporting them
07:51<@petern>and then when they do we don't bother fixing them :D
07:51<@Darkvater>petern: yes but for small fonts the replacement is better so if I use it for that purpose anyways, I don't need tahoma :)
07:51<@Darkvater>and again, why did this guy bother you with AA not enabled in freetype when he won't use it now?
07:52<@Darkvater>petern: I like your logic
07:54<@petern>you need to use freetype fonts with opengfx, as its own font is, er, not very nice.
07:54<@petern>(that was an incidentally, by the way)
07:58<CIA-1>OpenTTD: peter1138 * r15412 /trunk/src/ (engine.cpp engine_func.h settings_gui.cpp variables.h): -Fix: Clearing custom engine names could cause desyncs due to be client-side only; GUI parts of save/load of custom engine names also removed as it was never implemented.
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07:59<@Rubidium>oh... --VARDEF ;)
08:03<frosch123>nice, no custom names :) next step would be 'original names' language and service intervals per vehicle
08:03<energetic>is there any primer on the graphics system used in ottd?
08:03<energetic>I get lost understanding cpp code when it hits most UI code.
08:04<Alberth>energetic: graphics or windows?
08:04<energetic>sorry, windows system
08:05<Alberth>(there is not really a primer afaik, but I may be able to help you with the windows
08:05<energetic>well, I thought: lets make my first helloworld ottd patch
08:05<energetic>which includes displaying town status in townslist
08:05<energetic>whether or not it is a city.
08:06<energetic>(make tet bold, show "(city)" <-- anything to visualize whether town is city or not
08:06<Alberth>window UI starts with a WindowDesc, that defines the basic GUI settings
08:07<el_en>why does OpenGFX look like a japanese porn movie?
08:07<@Darkvater>petern: that's no problem; I don't really like's too depressing
08:07<energetic>so then I stumlbed upon town_gui.cpp -> towndirectorywindow -> onpaint
08:07<energetic>thats where my magic happens, i think.
08:07<Alberth>a show_XXXX() function constructs a Window object
08:08<Alberth>energetic: window data structures definitions are in window_gui.h
08:08<energetic>but I cant seem to understand where it gets the town name and dumps it into a ui list
08:08<@Darkvater>energetic: GetString(t->xy) or something, no?
08:09<Yexo>energetic: in BuildTownList
08:09<@Darkvater>or SetDparam(t->id, 0);
08:09<energetic>looks like it is DrawString(2, y, STR_2057, TC_FROMSTRING);
08:09<Yexo>that's where it draws it yes
08:09<energetic>that one is in a foreachtowns loop
08:09<Alberth>energetic: town_gui.cpp, line 268
08:10<Yexo>Alberth: that's the wrong window :p
08:10<energetic>STR_2057->> no clue. Also, i dont work with the same version as u guys do, linenumbers therefore are useles
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08:11<Yexo>energetic: you can look up those strings in lang/english.txt
08:11<@Darkvater>energetic: STR_something is defined in english.txt. You can see that it has some parameters like {TOWN} etc.
08:11<@Darkvater>energetic: these are passed to the string runtime through SetParam calls prior to a Drawstring call
08:11<@Darkvater>at least... it used to be like that :P
08:11<@petern>frosch123: you can still rename and reset them individually. that's done by command...
08:12<Alberth>Darkvater: some things never change :)
08:12<energetic>thats usefull, since when I hit definition it shows me 0x205A
08:13<Alberth>energetic: how strings work is described at
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08:15<@Darkvater>forgot to screen my session :s
08:15<energetic>cant seem to find the magic thing here
08:15<energetic>BuildTownsList() -> no getstring here
08:15<@Darkvater>energetic: tell me where you are looking? eg file:line
08:16<energetic>no getstring at all in town_gui.cpp
08:16<Alberth>you never deal with text itself
08:16<energetic>Buildtownlist() Towndirectorywindow town_gui.cpp
08:16<energetic>i know
08:16<energetic>only with placeholders etc
08:16<@petern>why are you expecting a getstring?
08:17<energetic>but he has to get a town name somewhere
08:17<Yexo>energetic: DrawString(2, y, STR_2057, TC_FROMSTRING); <- that line draws the town name + population
08:17<@petern>you pass the id of the town via SetDParam(), and use an STR_xxxxxxx that expects it
08:17<@Darkvater>energetic: towns are in a pointer list in smallvector so you need to go to the drawing code
08:17<Yexo>STR_2057 :{ORANGE}{TOWN}{BLACK} ({COMMA}) <- if you didn't found it yet, first argument is {TOWN} and the second one is {COMMA}
08:17<@Darkvater> SetDParam(0, t->index);
08:17<@Darkvater> SetDParam(1, t->population);
08:17<@Darkvater> DrawString(2, y, STR_2057, TC_FROMSTRING);
08:19<energetic>it indexes on the name
08:19<energetic>not a new, numerical index
08:19<@Darkvater>energetic: don't be confused by it, it's magic. {TOWN} in the string function will retrieve the town name from the town id
08:20<energetic>so I am correct: setDParam(0, t->index); just adds the name to the string to be drawn....?
08:20<Alberth>energetic: if you print a StringID with a {TOWN} in it
08:21<Yexo>no, SetDParam sets a value for one of the arguments of the string. STR_2057 happens to contain {TOWN} as first argument
08:21<energetic>ok, and why is {TOWN} not {NAME_TOWN} ?
08:21<Alberth>energetic: the StringID are like the string-constants in printf(), and the SetDParam() are for adding arguments
08:22<@petern>cos {TOWN} is enough
08:22<Alberth>energetic: history?
08:22<@Darkvater> /me loves openttd's string handling :)
08:22<Yexo>energetic: why is it not {NAME_TOWN_FROM_TOWN_ID} ?
08:22<Eddi|zuHause>because it is not {NUMBER_WITH_1000_SEPARATOR_AND_CUSTOM_PREFIX_AND_POSTFIX_CURRENCY} either
08:22<energetic>ah, ok. I got confused here twice by the t->index (which is not an index but a name)
08:22<@petern>t->index is an index
08:23<Yexo>t->index is really an index :)
08:23<energetic>yes, but also a town name
08:23<Eddi|zuHause>oh, forgot "_TURNS_RED_WHEN_NEGATIVE"
08:23<@Darkvater>energetic: no
08:23<@petern>no, it's an index :)
08:23<Alberth>energetic: {TOWN} means 'print the town name belonging to town <index>
08:23<@Darkvater>energetic: it's a number. but when the string system sees {TOWN} it knows that it needs to get the name of the town of that index
08:24<Alberth>energetic: read the string system wiki
08:24<energetic>i will, thanks :)
08:25<@petern>it is confusing when you first see it
08:25<@petern>a few times people have no understood it and proposed a replacement (without proposing what the replacement be)
08:25<energetic>anyways: it just passes the townid to the string subsystem, which is aware of towns and seemingly able to retrieve a town name for an townid (or index) number.
08:25<@Darkvater>eureka :)
08:26<@petern>yes, it is precisely able to do that because the string in the language file contains {TOWN}
08:26<@petern>if it contained {NUM} instead, you'd get the number printed
08:26<energetic>since it gets a {TOWN} thingie, it is happy to do that for me ;)
08:26<@petern>@seen belugas
08:26<@DorpsGek>petern: belugas was last seen in #openttd 1 day, 10 hours, 33 minutes, and 8 seconds ago: <Belugas> bonsoir
08:26<@Darkvater>GetStringWithArgs I think it is
08:27<energetic>that is kinda funny
08:27<@Darkvater>eh sorry, FormatString
08:28<energetic>so the string susystem actually is aware of what kind of strings to expect and know what to do with it --> it contains all logic for handling lists, too. In this case, it sees {TOWN} and some param number, and thinks: hey, iv got a town and a number, now I will lookup this info myself and pass it back since I have that info
08:29<Alberth>energetic: it is this way so it is easy to handle a lot of different languages
08:29<Alberth>energetic: yes, it is custom designed for the game
08:29<energetic>I fail to see that, But I admit I have not read the wiki article yet.
08:29<energetic>If I still fail to see it when i read it , i will bother u guys again ;P
08:30<@Darkvater>you've had your chance :)
08:30<energetic>thanks alot htough
08:30<Alberth>you know where you can find us :)
08:30<energetic>it comes from a little frustration that noone seems to know cities actually eist
08:30<energetic>did you guys know it, for instance?
08:30<@Darkvater>let me add some more on the fire... is there any ETA to branch off 0.7?
08:31<frosch123>Darkvater: after 0.7 beta 5 :p
08:31<@Darkvater>is there any ETA for 0.7b1? :)
08:31<@Darkvater>energetic: we look at the source, Luke
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08:33<@Darkvater>I see, evading the question :)
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08:34<@Darkvater>hi glx
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08:36<@Darkvater>brb, my sister just arrived to show off her new motorbik
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08:58<SmatZ>is anyone here using to update?
09:01<Eddi|zuHause>i never used that one...
09:01<Eddi|zuHause>"svn up" is much easier to type than "./s[tab]"
09:01<SmatZ>hehe :)
09:04<@Darkvater>I think that was some Bjarni stuff
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09:05<SmatZ># Written by Bjarni
09:05<SmatZ>seems so :-)
09:05<SmatZ>but Bjarni ...
09:05<SmatZ>@seen Bjarni
09:05<@DorpsGek>SmatZ: Bjarni was last seen in #openttd 4 weeks, 1 day, 18 hours, 36 minutes, and 39 seconds ago: <Bjarni> hi Wolf01
09:05<@Darkvater>say no more; "..." is enough
09:06<SmatZ>I didn't want to say anything bad, just he's gone
09:07<@Darkvater>insert matrix quote: "he's been with us since the beginning"
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09:17<@Rubidium>Darkvater: when the known (as per crashes are fixed?
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09:18<Sacro>afternoon Darkvater
09:19<@Rubidium>excluding anything cargodest related
09:20<@Darkvater>Rubidium: ah
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09:20<Eddi|zuHause>wasn't there a crash fix earlier today?
09:21<el_en>smallfly: have you started porting?
09:21<Eddi|zuHause>how many crashes can there be ;)
09:21<@Rubidium>intended to do it yesterday, but then there came a few bugreports about crashes :(
09:21<Eddi|zuHause>no battle plan ever survived the first contact with the enemy :p
09:24<@Rubidium>and it would be nice when someone were capable of implementing the automagic font selection for when your language isn't covered in the sprite font
09:24<@Rubidium>... for OSX
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09:25<@Rubidium>please... not Bjarni's "solution"
09:26<Tim-itry>"is there any ETA for 0.7b1? :)"
09:26<Tim-itry>"Darkvater: when the known (as per crashes are fixed?"
09:26<Tim-itry>"excluding anything cargodest related"
09:26<Tim-itry>I hope that doesn't mean that CargoDest will not be in 0.7? :-/
09:26<Eddi|zuHause>Tim-itry: honestly, chances look very slim currently
09:26-!-Sacro [~ben@adsl-87-102-39-137.karoo.KCOM.COM] has joined #openttd
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09:27<Timitry>Hm, too bad :(
09:27<el_en>@seen egladil
09:27<@DorpsGek>el_en: egladil was last seen in #openttd 35 weeks, 2 days, 19 hours, 20 minutes, and 34 seconds ago: <egladil> lol
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09:27<Timitry>CargoDest and an auto-seperation patch for vehicles are the only things missing in OpenTTD for me currently, with them it would be already almost perfect ;)
09:28<@Darkvater>I can think of a few more :)
09:28<@Rubidium>Timitry: once they get included you'll have two other things in that list
09:28<@Darkvater>newobjects / newports would rule
09:28<Eddi|zuHause>custom bridge heads
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09:28<Eddi|zuHause>arbitrary rails on bridges/in tunnels
09:28<Timitry>Sure, but CargoDest was so advanced already...
09:29<Eddi|zuHause>it certainly is advanced, but not finished
09:29<Timitry>And that timetable things is just an addition to that, imo
09:29<Eddi|zuHause>and currently, nobody is finishing it
09:29<@Darkvater>celestar had a tunnel system working about 3 years ago already :)
09:29<@Rubidium>Darkvater: same way working as cbh I'd reckon
09:30<@Darkvater>no it was working perfectly... but back then we were using the new-new-map array
09:30<@Darkvater> was kinda disaster
09:30<Sacro>the new map array LD
09:31<Eddi|zuHause>btw. why is it "disaster" and not "desaster"?
09:31<Sacro>that's how we pronounce it
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09:33<Eddi|zuHause> <- it's written with "e" in german
09:34<@Rubidium>I reckon is was written as disaster about 1000 years back. Then the Germans changed the spelling to how they pronounced it and the English didn't
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09:35<Wolf01>hello again
09:35<el_en>hello Wolf01again
09:35<Eddi|zuHause>"Desaster: Kommt aus dem italienischen "disastro", was "Unstern" bedeutet, also eine Sternenkonstellation, die Unglück bringt."
09:36<@Darkvater>first ever pictures of a working new-map array:
09:36<Eddi|zuHause>Wolf01: from 4 years ago :p
09:37<@Darkvater>still called open transport tycoon
09:38<el_en>even w-ber's lines in the background, that must be old then.
09:40<@Darkvater>I lost the original date of the picture but it was somewhere 2004 october
09:42-!-Sacro [~ben@adsl-87-102-39-137.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds]
09:44<@Darkvater>and I don't even know who this w-ber fellow is
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09:45<Sacro>hey, heir kommt alex
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09:57<Wolf01>nice, zlib not found... I just installed it
09:58<@Rubidium>but you didn't install the headers
09:58<@Darkvater>Wolf01 vs System: 0-1
09:59<@Rubidium>Wolf01: be happy it doesn't "ignore" that and build a binary without zlib
09:59<Wolf01>just skipped 2 lines of the wiki while installing :P
10:00<@Darkvater>doesn't everything work correctly if you install openttd-useful?
10:00<@Rubidium>for mingw/cygwin it doesn't
10:01<@Darkvater>who'd want that ;)
10:01<@Darkvater>I miss bash sometimes though
10:02<@Rubidium>people who want to play of win9x?
10:02<@Darkvater>didn't that work with msvc2k5?
10:02<Wolf01>I only followed the wiki
10:02<@Darkvater>or was the last version to support this 2k3
10:02<@Darkvater>can't remember
10:02<@Rubidium>I fear 2k3
10:03<Wolf01>ok, trying to compile
10:04<@Darkvater>I think I'm ready to do some ottd coding next weekend :)
10:04<Wolf01>make[1]: *** No rule to make target `C:/msys/home/OpenTTD/trunk_b/src/yapf/yapf_ship.cpp', needed by `yapf/yapf_ship.d'. Stop.
10:04*Darkvater feels he's getting addicted again
10:04<Wolf01>ok I moved the folder to D:
10:04<Wolf01>how do I change that?
10:04<@Rubidium>./configure --reconfigure
10:05<Wolf01>ok, thanks
10:05<Wolf01>still C:
10:06<@Rubidium>and ./configure without --reconfigure?
10:06<Wolf01>same thing
10:06<@Rubidium>if that doesn't help then mingw's screwing with paths I fear
10:07<@Rubidium>tried quiting and starting mingw after you moved it?
10:07<Wolf01>strange, I reinstalled all from scratch, the only thing I copied was the ottd checkout folder
10:07<Wolf01>(my system gone tfu this night)
10:08<Wolf01>totally fucked up
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10:08<@Rubidium>oh... so it's not star wars related ;)
10:09<@Darkvater>star wars?
10:09<@Darkvater>t-fighter unit?
10:09-!-worldemar [~world@] has joined #openttd
10:09<@Rubidium>Star Wars: The Force Unleashed
10:09<@Rubidium>second hit (for me) on google
10:09<Wolf01>(and I was playing the force unleashed when it happened, as I'm doing it now)
10:10<Wolf01>(I should not play games while compiling/installing, also if the game is running on the xbox)
10:11<Wolf01>maybe I should delete the checkouts and download them all again
10:15<+glx>Wolf01: reconfigure should be enough, but you need to make clean too (to remove dependencies)
10:17<Wolf01>libfreetype is that one for the fonts? do I need it?
10:17<@Darkvater>not necessarily
10:17<+glx>only if you use a font :)
10:17<Wolf01>ok, I don't need it
10:17<+glx>the only "required" lib is zlib
10:23<Wolf01>compiled fine
10:23<Wolf01>8 minutes :D
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10:24<Wolf01>better than before (15 minutes for a full compile)
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10:29<Wolf01>hello frosch123
10:30<frosch123>hi Wolf01 :)
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10:45<smallfly>el_en, sorry, i was afk
10:45<CIA-1>OpenTTD: rubidium * r15413 /trunk/src/ (7 files): -Fix [FS#2529/2533]: inconsistencies between station and bridge building w.r.t. tile selection and when the window should be closed.
10:46<smallfly>el_en, now you're afk?
10:46*smallfly slaps el_en a few times
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10:47*Rubidium spluts smallfly
10:47<@Rubidium>under his thumb
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10:48<smallfly>Rubidium, any problems?
10:50<@Rubidium>yup, there's a smallfly in my room making noise at night
10:51<smallfly>how may i interpret that? (the slaps?)
10:52<@Rubidium>*small fly
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10:56<smallfly>i know what a fly is and i also know about the noise being created by such a one but im interested in the ambiguousness of your sentence. i annoyed you with my c# last night, did i?
10:56<@Rubidium>I was hoping you were the physical fly in my room
10:56<smallfly>(because you killed it at night?)
10:57<@Rubidium>no, I didn't
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10:58<smallfly>sorry, cant follow you.
10:58<@Rubidium>but I hoped by splutting this meta fly I killed the real thing... we're IN the matrix after all
10:59<smallfly>ah ok. now it gets a bit clearer :D
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11:01<CIA-1>OpenTTD: rubidium * r15414 /trunk/src/ (airport_gui.cpp dock_gui.cpp rail_gui.cpp road_gui.cpp): -Codechange: s/delete FindWindowById/DeleteWindowById/
11:01<smallfly>Rubidium, independent of the programming lng, what to you think of roads 2 tiles broad? wouldt that be easier to program?
11:01<smallfly>(to = do; wouldt = wouldn't)
11:02<@Rubidium>not if you want to be able to change road side
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11:02<smallfly>is this an improvement for a transport game?
11:03<smallfly>(to change the road side)
11:03<Alberth>smallfly: what is wrong with putting two roads next to each other?
11:03<CIA-1>OpenTTD: rubidium * r15415 /trunk/src/ (rail_gui.cpp road_gui.cpp): -Change: close the (station) joiner window when pressing the bulldozer.
11:03<Eddi|zuHause>vehicles change road side when they want to overtake
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11:04<smallfly>yeah, but im thinking of the possibility to create more complex road networks, with more lanes, motorways etc.
11:04<Eddi|zuHause>i really suggest you pick easier starting points to dive into the code ;)
11:05<smallfly>this sentence shows exactly what i wanted to point out
11:06<smallfly>this should ne a quite easy starting point. but because of the way ttd is programmed, it isnt.
11:06<Alberth>smallfly: it is not possible to write a program that is easy to extend in all possible directions
11:07<frosch123>then pick simutrans, it is programmed different
11:07<smallfly>dont like simutrans
11:07<frosch123>but maybe it is easily changeable :p
11:07<Alberth>or transport empire, they haven't got roads yet :P
11:07<@Rubidium>transport empire!
11:08<Eddi|zuHause>or 3DTT, they search for ways to continue the project now, since the court case was won
11:08<frosch123>it was won oO
11:09<smallfly>3D => not performant enough to handle thousands of mobile objects
11:09<Eddi|zuHause>yeah, kinda
11:10<@Rubidium>smallfly: start developing your own engine; then you can do everything the way you want
11:10<smallfly>openttd is the best transport simulation out at the moment.
11:10<valhallasw>Eddi|zuHause: they are planning to actually continue 3DTT? :|
11:10<smallfly>i will not be able to program a better one
11:10*Darkvater thinks a random thought ...
11:11<Eddi|zuHause>valhallasw: last thing i heard was a discussion whether to go open source
11:11<valhallasw>Sieben Jahre zermürbendes Warten auf ein Endergebnis, und hier ist es:
11:11<valhallasw>Den Beklagten wird untersagt, das Spiel Schiene und Strasse zu veröffentlichen, zu vertreiben, zu vervielfältigen.
11:11<frosch123>what a silly discussion. who discussed the author against the rest?
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11:13<Eddi|zuHause>valhallasw: the person who sold a development version to UBI Soft that was released under the name of "Schiene und Straße" (TTT) is not allowed to do that anymore, so the original developer, who was very pissed about that move, has won his case
11:13<valhallasw>yes, I know
11:15<Eddi|zuHause>frosch123: it read like the developer was stating he was considering it, but he would first have to clean out all code that was not from him (about 10%), or something
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11:18<Alberth>hello Roujin
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11:21<Roujin>I have a peculiar problem when rewriting a little part of Zuu's filter sign list patch
11:21<Roujin>oh, btw
11:21<Roujin>@seen Zuu
11:21<@DorpsGek>Roujin: Zuu was last seen in #openttd 6 days, 21 hours, 19 minutes, and 16 seconds ago: <Zuu> If I remember the numbers correct now, many days has gone since then now... :D
11:23<Roujin>anyway, here I go: currently I have something like if (filter_info.case_sensitive) { return strstr(a, b) != NULL } else { return strcasestr(a, b) != NULL}
11:24<@petern>uh huh
11:24<Roujin>but since that's not very nice, I wanted to do something like ... CDECL func (..args..) = filter_info.case_sensitive ? strstr : strcasestr;
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11:24<Sacro>Roujin: if () ? a : b;
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11:25<Roujin>and then just return func(a, b) != NULL;
11:25<@petern>return (filter_info.case_sensitive ? strstr(a, b) : strcasestr(a, b)) != NULL; i suppose
11:25<@Darkvater>peter scoes again
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11:27<Roujin_>hmm...well that's okay for this case I guess :)
11:27<Roujin_>would be ugly if the function were needed multiple times inside the func though :P
11:28<@petern>not really, you just functionise that bit, heh
11:28<@petern>return func(a, b) != NULL;
11:29<Roujin_>meeeh :P
11:29<Roujin_>stop coming with easy solutions here :P :P
11:29<@petern>someptr* func(blah a, blah b) { return foo ? strstr(a, b) : strcasestr(a, b); }
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11:29*petern ponders some zombie blasting
11:31<Roujin_>well, I'll do it like you said now, but just fyi, it reported some ugly ambiguity between different definitions of the strstr function x_x
11:32<Roujin_>one const char* strstr(const char*, const char*), and a char * strstr(char*, const char*) that is merely a wrapper with some casts around the first strstr function >_<
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11:37<Roujin_>hm, I'm starting to like the "Widget focus" stuff Zuu included in his "filter sign list" patch. I find it so annoying that the OSK always pops up if I click on a textbox
11:38<Roujin_>why didn't the OSK come with an advanced setting in the first place (or have I missed it all the time?) - I'm on a normal laptop with a keyboard, I don't need an OSK at all...
11:41<@Darkvater>I usually just click on the window where the input is
11:44<Roujin_>But I'm used to clicking on the text box I want to enter something in to get its focus because it's like that in practically all other applications I know ;)
11:44<@Darkvater>you've not been brainwashed enough it seems
11:44<@Darkvater>Rubidium: please work some more on this guy
11:44<Roujin_>there's not enough saneness left in me to be washed :)
11:45<@Darkvater>you need more openttdology
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11:53<Eddi|zuHause><Roujin> but since that's not very nice, I wanted to do something like ... CDECL func (..args..) = filter_info.case_sensitive ? strstr : strcasestr; <- that would totally work in Algol :)
11:54<Eddi|zuHause>you could probably do something like that in python, too
11:54<Eddi|zuHause>but in a less hacky way, you might look into polymorphy for that one
11:55<frosch123>you could also just use function pointers
11:55<Eddi|zuHause>but... function pointers are slow! :p
12:00<Roujin_>well, it works like this in another project I made in c++
12:00<Roujin_>void (__stdcall *drawSphere)(GLdouble radius, GLint slices, GLint stacks) = (setting == GS_WIRE) ? glutWireSphere : glutSolidSphere;
12:00<@Darkvater>I don't think sorting lists is performance-crucial
12:01<Roujin_>filtering :P
12:01<Roujin_>good. my work here is done.
12:02<Roujin_>but seriously, going home now, so see you guys later :)
12:02<@petern>you don't remember that time when kudr removed caching from one ;p
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12:03<@Darkvater>obviously I don't :)
12:03<@Darkvater>but I was thinking gui-sorting
12:03<@Darkvater>not PF
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12:05<Eddi|zuHause>void (__stdcall *drawSphere)(GLdouble radius, GLint slices, GLint stacks) = (setting == GS_WIRE) ? glutWireSphere : glutSolidSphere; <- i have big problems parsing that in my mind...
12:06<Eddi|zuHause>looks like a variable declaration with initialisation
12:06<@Darkvater>hmm I've downloaded a powerpoint design template but whenever I add a new page the header bg is gone :
12:06<Eddi|zuHause>but then shouldn't one use a typedef?
12:06<@Darkvater>your variable is called drawSphere and it's a pointer to a function
12:06<@petern>Darkvater, yeah, "- removed unnecessary "optimization" (rebuild and sort engine list on each WE_PAINT)"
12:07<@Darkvater>petern: oh, heh not good idea on each poaint
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12:07<Eddi|zuHause>but it would look cleaner if you defined the function type separately
12:07<@Darkvater>you can typedef within a function if you want
12:08<Eddi|zuHause>i'm not saying it is incorrect
12:08<Eddi|zuHause>i'm saying it is difficult to read
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12:43<@Rubidium>petern: any particular reason why r15412 removes the road side dropdown handling?
12:46<CIA-1>OpenTTD: rubidium * r15416 /trunk/src/settings_gui.cpp: -Fix (r15412): revert the removal of the road side drop down box handling.
12:47<goodger>let the edit war commence
12:49<Alberth>Rubidium: you are really good in breaking things, you even managed to break some of my test code not intended to become part of a patch :P
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12:59<@petern>Rubidium: thanks
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13:05<@petern>i'll blame MSVC
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13:11<CIA-1>OpenTTD: peter1138 * r15417 /trunk/src/ (6 files in 2 dirs): -Codechange: Add default rail type labels and support for per-GRF translation table.
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13:15<@petern>i had problems merging in hg
13:15<@petern>so i found an easier way ;)
13:16<Eddi|zuHause>that's as good an excuse than any other, i guess :p
13:17<Eddi|zuHause>"as any other"?
13:17<Eddi|zuHause>alswie... ;)
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13:29<CIA-1>OpenTTD: peter1138 * r15418 /trunk/src/newgrf.cpp: -Codechange: Add action7/9 support to detect available rail type labels
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13:40<@Darkvater>that starts souding pretty funkcy
13:40<@Rubidium>he's slowly releasing it ;)
13:42<@Darkvater>it'd better not be buggy
13:44<Prof_Frink>petern! New... Something!
13:45<@Rubidium>he's been playing with it already for eons
13:45<Eddi|zuHause>when railtypes are done, could we have water types?
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13:54<CIA-1>OpenTTD: rubidium * r15419 /3rdparty/squirrel/squirrel/sqvm.cpp: [Squirrel] -Fix: jump based on (bogus) uninitialised values warning.
13:58<@petern>Eddi|zuHause, we have water types
13:59<Eddi|zuHause>i mean, as in "allow only ships with [new property:] maximum depth of X meters"
13:59<Eddi|zuHause>like, small channels, small rivers
14:00<Eddi|zuHause>or further: do not allow ship travel (e.g. frozen rivers)
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14:01<Aali>so, you want to make ships even more useless?
14:05<Eddi|zuHause>no, more diverse
14:06<@petern>mmm, roast dinner...
14:06<@petern>3 hours of cooking, 5 minutes of eating :p
14:07<smeding>eat slower
14:07<smeding>or cook faster, your choice :p
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14:07<smeding>remember: salmonella is half the fun
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14:12<Eddi|zuHause>hm... bad... i want to record fantastic four, but i have no space left...
14:13<@Rubidium>then remove something
14:13<Eddi|zuHause>but i can't remove anything
14:13<Eddi|zuHause>i removed remove
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14:15<@Rubidium>Eddi|zuHause: then ask PRO 7 to delay the movie till you've bought some more space
14:16<@Rubidium>though you might be a little late to do that
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14:20<Swallow>Aali, are you around?
14:20<Aali>I am
14:21<Swallow>My apologies for not telling you about my work
14:21<Swallow>Can you tell me about your fixes and such regarding pbs
14:21<Aali>heh, no need to apologise
14:22<Swallow>We'd better help each other than each work on our own version, I suppose
14:23<Aali>ideally, we should work on the hg repo
14:23<Aali>but that means someone has to go over yorick's code and fix that
14:23<Swallow>I think it's better to start a new repo
14:24<Swallow>I've spent more than enough time fixing his code :)
14:24<Aali>heh, probably
14:24<@petern>oh dear, it's snowing
14:25<Swallow>Only prob I have with hg repo is that it breaks mq queues
14:25<Aali>anyways, I'm off to grab some food, bbl
14:25<@Rubidium>petern: as if that hasn't happened recently ;)
14:25<@petern>although my path is wet, so it's not settling there
14:25<@petern>until it freezes later, and turns into an icerink
14:26*Swallow doesn't play in the sub-arctic climate
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14:31<@Darkvater>gn all :)
14:31<Wolf01>night DV :)
14:31<@Rubidium>night Darkvater
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14:34<el_en>knight Darkvater
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14:38<Timitry>Eddi|zuHause: hm... bad... i want to record fantastic four, but i have no space left... --> The movie is broadcasted again at 00:05, maybe you find a solution until then ;)
14:39<Eddi|zuHause>i CAN read a tv guide ;)
14:40<Timitry>I finally have TV in my own room now... After drilling through meters of chalk/sandstone and wood, and laying a cable through those
14:41<@petern>do you live in a cave?
14:41<Timitry>That stone is really hard, my muscles are hurting -.-
14:42<Timitry>Nah, but i had to lay the cable from my room out of the house and into the house again
14:43<smeding>your muscles hurt? did you drill by hand?
14:44<smeding>you're supposed to let the drill do the work :)
14:44<OsteHovel^EEE>how to get make to output all info and not silence it all out and just print out "compiling file.cpp"
14:44<Timitry>it was a bit complicated, since... well, i'll show you a picture, hold on
14:45<smeding>OsteHovel^EEE, -v probably works
14:45<smeding>that's a common unix flag
14:45<Yexo>OsteHovel^EEE: you can use "VERBOSE=1 make"
14:45<smeding>oh, it uses shell vars
14:47<Timitry>There, since the drill was quite long, i couldn't push straight, but had to stand perpendicular to the drill...
14:47<Timitry>(That's not my room on the picture, it's a room adjacent to my room where two birds of my sister used to live)
14:47<@Rubidium>smeding: make -v gives the version of make
14:47<smeding>ah, never mind then
14:47<OsteHovel^EEE>thanks smeding & Yexo
14:48<smeding>i did nothing
14:48<smeding>Timitry, ah yes
14:49<Timitry>It's not that i am THAT unathletic, it's just that you never need those muscles ;)
14:51<Aali>Swallow: indeed, we were originally going to use hg queues, but we couldn't figure out a good way to make it work with multiple users
14:53<Timitry>And now that i have TV in my room, nothing good's coming, already have seen fantastic four and did not like it that much, and Resident Evil 2 is nice, but already saw that twice...
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14:53<Swallow>Aali: we can always split the patch back into separate patches if needed
14:54<Aali>yes, thats what we settled for, separate commits for things we may want to split later
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15:11<CIA-1>OpenTTD: michi_cc * r15420 /extra/ottd_grf/split/ (signals.nfo signals.pcx): [OTTD_GRF] -Change: Replace the path signal grahpics.
15:12<CIA-1>OpenTTD: michi_cc * r15421 /trunk/bin/data/ (5 files): -Change: Replace the path signal sprites borrowed from TTDPatch with our own custom sprites.
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15:17<@petern>sqvm.cpp:1130 :o
15:18<@petern>oh dear
15:18<@petern>those signals look silly
15:19<Timitry>*checking out svn*
15:19<@petern>i hope we don't have colour blind players
15:19<SmatZ>we do
15:22<Timitry>[SRC] Compiling 3rdparty/squirrel/squirrel/sqvm.cpp
15:22<Timitry>C:/Programme/mSYS/home/Besitzer/trunk/src/3rdparty/squirrel/squirrel/sqvm.cpp: In member function `bool SQVM::CallNative(SQNativeClosure*, SQInteger, SQInteger, SQObjectPtr&, bool&)':
15:22<Timitry>C:/Programme/mSYS/home/Besitzer/trunk/src/3rdparty/squirrel/squirrel/sqvm.cpp:1104: warning: 'oldtop' might be used uninitialized in this function
15:22<Timitry>C:/Programme/mSYS/home/Besitzer/trunk/src/3rdparty/squirrel/squirrel/sqvm.cpp:1105: warning: 'oldstackbase' might be used uninitialized in this function
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15:23<Roujin>hi there
15:23<Roujin>michi_cc: why change the signals?
15:23<Timitry>hi roujin
15:23<@Rubidium>Timitry: broken compiler
15:23<@Rubidium>broken in the sense that the warnings are bogus
15:24<@Rubidium>the mingw/msys default compiler isn't that good w.r.t. uninitialized warnings
15:24<@Rubidium> SQInteger oldtop = _top;
15:24<@Rubidium> SQInteger oldstackbase = _stackbase;
15:24<@Rubidium>^ that's what it thinks is uninitialized
15:25<@Rubidium>seems quite initialized to me
15:25<Eddi|zuHause>so it actually doesn't know whether _top or _stackbase is uninitialised?
15:25<@Rubidium>those are initialised
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15:26<@Rubidium>in the same way gcc 4.4 is likely to throw bogus warnings unless they fix the bug that causes them
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15:27<Roujin>what was wrong with using the ones from ttdpatch?
15:27-!-smallfly [] has joined #openttd
15:27<@Rubidium>different meaning
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15:27<@petern>these new ones suck
15:27<@Rubidium>as in looks a lot like block signal + pbs
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15:28<@Rubidium>when it's that not at all
15:28<Roujin>you mean.. misusing that entry pre + pbs signal as one way pbs
15:28<Roujin>ah yeah, you typed faster :)
15:29<Roujin>well but the other ones were changed too..
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15:29<Roujin>i.e. lost their yellow thingy
15:30<Timitry>Finally... Compiling takes quite some time on my old machine here :D
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15:31<@petern>Expression: type(STK(arg0)) == OT_GENERATOR
15:31<@petern>pom te pom
15:31<Timitry>Assertion failed...
15:32<Timitry>sqstate.cpp Line 392
15:32<Timitry>Expression 0
15:32<Timitry>Tried to change the Base Graphics
15:32<@Rubidium>you're all using pathzilla, right?
15:32<@Rubidium>or having it
15:36<Timitry>Was that @ me?
15:36<Timitry>The game crashes if i press "quit"
15:38<@petern>mine as at sqvm.cpp:950
15:38<Timitry>and i don't have any content downloaded except the base graphics
15:38<Timitry>and the OpenTTDCoop grf pack
15:41<@petern>new signals...
15:41<@petern>at least the lights should change position when the state changes
15:42<Timitry>Do you need a stacktrace or something like that for my crash?
15:43<@Rubidium>Timitry: do you have any AIs?
15:44<Timitry>removed all newgrfs
15:44<Timitry>excpet for the opengfx alpha 4.2.tar
15:44<@petern>what about mine? :p
15:44<Timitry>under content_download
15:44<@petern>except i've closed it now, so it doesn't matter
15:44<@Rubidium>petern: SmatZ is/was working on that one
15:45<Timitry>If you need a stacktrace, could you write me those steps again? Starting with ./configure debuglevel 3 etc...
15:45<Timitry>Forgot them
15:45<SmatZ>actually I am not, no time for that now...
15:45<@Rubidium>Timitry: you really have an AI somewhere
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15:47<Timitry>Way to many different places where OpenTTD stores such things :-/
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15:48<Timitry>After deleting it it won't start at all anymore...
15:48<rortom>hi all :D
15:50<@Rubidium>petern: any clue about FS#2623?
15:51<@Rubidium>someone claims that lots of vehicle sets do not work anymore
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16:03<+michi_cc>petern: draw some better ones that preferably don't look like pre-signals or patch pbs signals
16:05<@petern>Rubidium: _settings_game.vehicle.dynamic_engines is false
16:05-!-OsteHovel^EEE [] has quit [Ping timeout: 480 seconds]
16:05<@Rubidium>his .cfg says otherwise
16:06<rortom>petern: Rigs of Rods just gone open source :D
16:06<@petern>Rubidium, no, i mean it's false, even if it's set to on
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16:06<@petern>_settings_newgame.vehicle.dynamic_engines is true, however
16:06<SmatZ>maybe he grabbed wrong openttd.cfg
16:07<@Rubidium>petern: you mean that the settings aren't copied correctly from _newgame?
16:07<SmatZ>version_string = r15418
16:07<SmatZ>hmm no
16:07<@petern>rortom! how did that happen? ... and nothing there yet ;(
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16:07<@petern>oh, there is svn
16:07<rortom>im still uploading :)
16:07*Rubidium slaps Yexo
16:08<rortom>pricorde is currently adding a blog post :)
16:08<Yexo>what did I do wrong?
16:08<rortom>the game is now completely licensed under GPLv3
16:08<@Rubidium>hmm, never mind ;)
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16:09<@petern>rortom: congrats
16:10<@petern>now we get to watch microsoft make a flight sim from it now that they don't have their own dev team on that...
16:10<@Rubidium>petern: if I enable it in GM_MENU and start a new game it's still enabled
16:10<@petern>but it's not set while loading the grfs
16:10<rortom>petern: haha :p
16:11<@Rubidium>ah... interesting
16:11*Rubidium revokes his never mind of 3 minutes ago
16:11<rortom>you are all invited to code on RoR :) #RigsOfRodsDev on quakenet
16:12<@Rubidium>Yexo: you didn't test r15383 properly with newgrfs ;)
16:14<Aali>that one wasn't your fault
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16:29*petern grumbles at SDL_WarpMouse() not always working
16:32<@Rubidium> <- solves the issue and makes 'sure' the sprite initialisation is always done after InitialiseGame()
16:33<@petern>hmm, i thought there was a reason why that didn't work...
16:34<@Rubidium>why does loading savegames do it after InitialiseGame then?
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16:35<@petern>if only i knew what i thought the reason was :o
16:36<@petern>that was it
16:36<@petern>initializegame() requires sprites to work
16:36<@petern>as it sets the cursor to ZZZ which calls GetSprite() down the line...
16:37<@Rubidium>that's why I load the sprite stuff before the first generate world
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16:38*petern tries out LV5
16:39<@petern>a bit dodgy
16:39<@petern>way better than LV4 though
16:48<+glx>rortom: GPL v3 is not the best thing :)
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16:53<Wolf01>ah! one convoy AI failed to build a route
16:54<Wolf01>10 road vehicles with the only order of "go to depot"
16:55<rortom>glx: yes, but better than closed
16:58<+glx>yes, at least you are sure it will be hard to reuse it in a commercial game ;)
17:00<rortom>yes, that was the reason why we chose it :)
17:01<rortom>we dont want that anyone sells it
17:07<@petern>watch out for esoft interactive
17:08-!-Roujin [] has joined #openttd
17:08<Eddi|zuHause>the thing is... you can not forbid that anyone sells it
17:11<rortom>i hope it turns out to be a good decision at last
17:11<@petern>would be awkward if someone proved him right :o
17:12*goodger rubs hands
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17:21<SmatZ>am I the only one who finds red text in AIDebug window unreadable?
17:22<SmatZ>blue would be better...
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18:07<CIA-1>OpenTTD: rubidium * r15422 /trunk/src/ (genworld.cpp openttd.cpp): -Fix [FS#2623] (r15383): loading NewGRFs before copying the settings.
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18:29<Chrill>Dunno if you around, Brianetta, but when you see this: Do you know what is causing network desynchs on the standard openttd server? Starluck experienced it and I get them like 5 seconds into connecting to the server
18:29-!-Sacro [~ben@adsl-87-102-39-137.karoo.KCOM.COM] has joined #openttd
18:30<SmatZ>Chrill: does restarting the server work? (I mean, quit the server and restart it)
18:32<Chrill>SmatZ, seeing how it's Brianetta's and not mine, I cannot try this :P
18:33<Chrill>it's running at the moment though
18:33<Chrill>uhm.. no, it's not
18:34<Chrill>lasted 4 minutes, wow
18:37<SmatZ>Chrill: this bugreport mentions Brianetta's server too :)
18:37<Sacro>Chrill: sorry, I've lost my public key so I don't think I can log in
18:37-!-stillunknown [] has quit [Ping timeout: 480 seconds]
18:38<Chrill>Sacro, there you are
18:38<Chrill>could not highlight you :P
18:38<Chrill>you just joined
18:38<Sacro>Ja, network issues
18:39<Chrill>SmatZ, that issue was caused by Eoin
18:39<Chrill>and was, apparently, fixed
18:40<Chrill>oooh, tis a new one
18:40<Chrill>it happened before, eoin doing 100 RVs from one place to the other and it queued up. was app fixed by 0.6.3 or even earlier
18:43<SmatZ>they denied it a few weeks ago :-p
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18:52<goodger>SmatZ: no, sony denied that nvidia were going to make a CPU for the PS4
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19:53<TinoDidriksen>goodger, hit and miss...Sony defined that Intel was going to make the GPU for PS4. Not nVidia and not a CPU.
19:53<TinoDidriksen>Denied, even.
19:54<NukeBuster>hmm I don't like Intel GPU's
19:54<TinoDidriksen>Nobody does, 'cept open source fanatics.
19:54<rortom>haha :p
19:55<goodger>no, they don't like them either
19:55<goodger>or rather we
19:55<TinoDidriksen>I mean RMS-style fanatics - they prefer Intel because their drivers are open source.
19:55<goodger>we just use them a lot because they have OSS drivers
19:58<NukeBuster>i don't mind if drivers are open or not as long as they have support for other OS's
19:59<@Rubidium>I don't mind if they're open or not as long as there are proper drivers for the OS I'm using ;)
20:00<@Rubidium>can't be bothered for the 'other' OSes
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20:06<CIA-1>OpenTTD: rubidium * r15423 /trunk/ (19 files in 5 dirs): -Codechange: split widget related types to their own header and add a bit of type strictness.
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20:22<CIA-1>OpenTTD: rubidium * r15424 /trunk/src/ (13 files in 2 dirs): -Codechange: make it possible to have multiple windows with edit box open simultaniously (Zuu).
20:26<rortom>Rubidium: are you ok that i copy your coding style wiki page for RoR?
20:26<Sacro>isn't it GFDL?
20:28<rortom>i wanted to ask to be on the safe side :)
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20:29<@Rubidium>I don't think I'm the right person to give you permission for that... I've not written a single word of it
20:30<Sacro>rortom: you need to ask all the contributers
20:31<Sacro>hehe :P
20:31<NukeBuster>(or just link to it ;)
20:32<rortom>no, we will modify little things ;)
20:32<rortom>but the base idea is good :)
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20:36<+glx>but using a well defined coding style is a good idea ;)
20:36-!-Spoons is now known as FauxFaux
20:42<+glx>rortom: you added too many files ;)
20:45<rortom>13789 files in 1581 dirs :)
20:45<rortom>quite some dependencies and stuff
20:45<+glx>some of them should never be in a repo (like exe)
20:45<rortom>yeah, thats a problem
20:46<rortom>we need them for building the content
20:46<rortom>only tool binaries are committed
20:47<+glx>and I saw some .vcproj.pricorde files too
20:48<rortom>whoops :p
20:48<rortom>those should not be there
20:48<rortom>in fact we completely switched to cmake
20:48<rortom>thus all VS project can be deleted
20:49<+glx>VS is good to develop (even if you don't use it to compile)
20:49<+glx>but cmake creates them IIRC
20:50<+glx>btw libs should not be in the repo either
20:50<rortom>we have lots of libs in there
20:50<rortom>since we froze them :/
20:51<rortom>and yes, cmake can create you VS project files
20:51<+glx>png, freetype, ... all these should not be in the repo (as they are "system" libs)
20:51<rortom>ha, those are even delivered with Ogre3d ...
20:52<rortom>IMO we should delete them
20:58<rortom>the ogre3d guys removed that in the latest head version as well, good move
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21:09<CIA-1>OpenTTD: rubidium * r15425 /trunk/src/ (15 files in 4 dirs): -Codechange: some color->colour changes and type safety.
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21:28<CIA-1>OpenTTD: glx * r15426 /trunk/bin/data/ (openttdd.grf orig_dos.obg orig_dos_de.obg): -Fix (r15421): wrong grfcodec version was used to generate openttdd.grf
21:33<CIA-1>OpenTTD: rubidium * r15427 /trunk/src/ (13 files): -Codechange: give w->caption_color a more sensible name as it holds the owner of whatever is shown in the window
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21:57<CIA-1>OpenTTD: rubidium * r15428 /trunk/src/ (102 files in 7 dirs): -Codechange: consistently use colour instead of having both color and colour.
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22:07<CIA-1>OpenTTD: rubidium * r15429 /trunk/src/ (46 files in 3 dirs): -Change: do r15428 also for the string names.
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---Logclosed Mon Feb 09 00:00:53 2009