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#openttd IRC Logs for 2009-04-07

---Logopened Tue Apr 07 00:00:38 2009
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01:00<Smoky555>hi all :)
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01:12<Smoky555>i have some question abiut compiling trunk in MSVS2005
01:12<Smoky555>i have an errors :
01:12<Smoky555>3>..\src\network\core\address.cpp(88) : error C2065: 'AI_ADDRCONFIG' : undeclared identifier
01:12<Smoky555>3>..\src\network\core\address.cpp(237) : error C2065: 'IPV6_V6ONLY' : undeclared identifier
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01:50<dgrim>Cheerio- has anyone reported difficulty in OS X trunk builds (for slightly more than the past week), before I file a bug?
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02:42<dihedral>dgrim, what exactly?
02:43<dgrim>I'm doing a binary search to figure out what version it happened in, but for the past (> than a week), I haven't been able to build the trunk
02:43<dihedral>ok - i got that out of the first line you wrote
02:43<dihedral>but what is the error
02:43<dihedral>details ;-)
02:43<dihedral>does not work <- that is not helpful!
02:44<dgrim>yeah, sorry, I was waiting for the build to finish before I went looking for the error
02:44<dgrim>it's a linker error:
02:44<dihedral>and what kind of mac do you have ;-)
02:44<dgrim>Undefined symbols:
02:44<dgrim> "_select$1050", referenced from:
02:44<dgrim> NetworkGameLoop() in network.o
02:44<dgrim> ClientNetworkContentSocketHandler::SendReceive() in network_content.o
02:44<dgrim> DedicatedHandleKeyInput() in dedicated_v.o
02:44<dgrim>intel / mac pro 10.5.6
02:46<TinoDidriksen>select() is undefined? Got the core dev libraries installed?
02:47<dgrim>if you mean something other than the developer tools for OS X, possibly not
02:48<@petern>heh, select() isn't new
02:48<dgrim>however, OpenTTD did build previously (somewhere between 15893 (bad) and 15890(good))
02:49<dgrim>I'm still doing back-builds to see where it stops working, for my bug report
02:49<TinoDidriksen>_select$1050 is the 10.5 specific version of select() it seems. Depends on the MACOSX_DEPLOYMENT_TARGET and −mmacosx-version-min= values.
02:49<Noldo>petern: it is somewhat new on minix :)
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02:50<TinoDidriksen>And if those are empty, the latest is used, so empty would on 10.5.6 mean using _select$1050
02:51<TinoDidriksen>You could modify the linker to have −mmacosx-version-min=10.4 and see if that works.
02:52<dgrim>okay, 15891 works, but 15892 (and later) doesn't
02:53<TinoDidriksen>Can also use environment; set MACOSX_DEPLOYMENT_TARGET=10.4 and compile again.
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02:56<dgrim>indeed, that makes it happy with the current trunk (15965)
02:56<dihedral>how are you trying to compile? with xcode?
02:57<dgrim>make from the command line
02:57<dihedral>ok
02:57<dihedral>now that you compiled for 10.4, does it run?
02:57<dgrim>yes, it does
02:57<dihedral>good
02:58<TinoDidriksen>That you're missing _select$1050 does suggest your setup is somehow corrupt or not up to date, though.
02:58<dgrim>I'd expect all manner of things to break if that were the case
02:59<dgrim>I suppose that the iphone devkit may have queered the install, but that doesn't explain why, if I go back to version 15891, it works
02:59<TinoDidriksen>True
03:02<dgrim>okay, so 15892, rubidium changed 2 lines: -Codechange: [OSX] some type fixes so OpenTTD likes more of the 3.1.x Xcodes.
03:03<dgrim>guess I'll start by reinstalling my dev tools and see if it works itself out
03:04<dgrim>thanks for the help in chasing this down
03:04<@Rubidium>interesting... so OSX 10.5 doesn't have the 10.5 select? OSX is getting weirder by the day...
03:05<dgrim>yeah, that confuses me.. like I said, I'd expect all manner of things to break if it were lacking select
03:06<@Rubidium>15909 doesn't solve your problem?
03:06<dgrim>I don't think I specifically tested 15909
03:06<@Rubidium>Smoky555: install a newer platform SDK (Vista's one or newer)
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03:09<@petern>did you test after 15909?
03:10<TinoDidriksen>He tested 15965
03:11<dgrim>15909 fails with the above error, everything I tried after 15891 fails with that error (until I set the MACOSX_DEPLOYMENT_TARGET to 10.4)
03:11<@Rubidium>interesting
03:11<@Rubidium>I can make 10.5 64 bits binaries with 3.1.2 and it doesn't give me any linking errors
03:11*dgrim is (painfully) downloading the devtools again, in the hopes of getting something unwedged
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---Logclosed Tue Apr 07 03:17:01 2009
---Logopened Tue Apr 07 03:17:07 2009
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03:33<@Rubidium>dihedral: have you tested that patch?
03:33<Smoky555>Rubidium : i build this trunk, i get exe binary, but i change os_abstraction.h
03:33<dihedral>Rubidium, yep ;-)
03:34<@Rubidium>your problem was sending the create company command twice causing an assert somewhere, right?
03:34<dihedral>compared to other approaches i have had, this does not desync
03:34<dihedral>the client would assert, however the server would create the company
03:34<dihedral>i tried to stop the client from issuing the docommand, but failed
03:35<Smoky555>i move
03:35<Smoky555>#define AI_ADDRCONFIG 0x00000400
03:35<Smoky555>#define IPV6_V6ONLY 27
03:35<Smoky555>before
03:35<Smoky555>#if !(defined(__MINGW32__) || defined(__CYGWIN__))
03:35<dihedral>unless there is a way to update the company list in the toolbar_gui when one has joined another company
03:35<dihedral>that would fix it client side, by simply redrawing the list
03:36<@Rubidium>dihedral: no it wouldn't
03:36-!-Yexo [~Yexo@32-88-ftth.onsneteindhoven.nl] has joined #openttd
03:36<@Rubidium>and neither would this patch
03:36<dihedral>i tried it, a few times
03:36<dihedral>with debug output telling me when the command was ignored
03:36<dihedral>and it did succeed
03:36<dihedral>in other cases i got a dsync or assert (client side)
03:37<dihedral>and in those cases, the company would still be created on the server
03:38<dihedral>would it be better to check the client_playas as storred on the server, rather than the value sent in the packet?
03:38<@Rubidium>dihedral: when you send the "new company"-command it doesn't change your company. That *ONLY* happens when you receive the command back. As long as you can send a command between sending the first and the executing it you will not fix it
03:38<@Rubidium>i.e. this patch doesn't fix it
03:39<@Rubidium>it just makes it less likely that you trigger it when you've got a short 'command' ping
03:39<dihedral>ah
03:39<dihedral>ok
03:39<dihedral>what would you propose?
03:40<@Rubidium>no idea, need to have a good look at it and I can't quite be bothered to do that right now
03:40<dihedral>i was hoping not to have to put the check in the company_cmd code
03:40<@Rubidium>ciao
03:40<dihedral>ok
03:40<dihedral>;-)
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04:11<dgrim>alas, updating to the latest xcode (3.1.2) did not help my select$1050 function become defined for the linker
04:12<dgrim>but it's pretty clearly a problem on my end, so I'll poke at it in the morning. Thanks for the help!
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04:20<TinoDidriksen>And you have a workaround solution if you're desperate to play, so overall a minor problem.
04:21<dgrim>equally minor, if other people were hitting this, I can only imagine that there would be screaming
04:21<@petern>or possibly hardly anyone with OS X is compiling it...
04:21<@petern>happens just after a release
04:30*dihedral compiles on os x :-P
04:30<dihedral>but i have 10.4 ^^
04:30<dihedral>G4
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05:56<TrueBrain>Firefox crashes a lot when you use 'alert' a lot ..
05:57<Zr40>at least you know what's causing it...
05:57<Zr40>I've seen firefox throw internal errors when you're doing DOM manipulation
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06:00<TrueBrain>and FF can keep on crashing if it crashed before :p
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06:51<TrueBrain>who here uses IE7 and/or IE8?
06:54<Forked>I have both available
06:54<Forked>I don't really use them unless I have to :p
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07:36<TrueBrain>thank you Forked!! :)
07:36<Forked>no problem :)
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08:12<bluser>a somewhat quick grf-question, why does this not disable the power on the wagons (added via prop 1B in the engine): -1 * 0 02 00 CF 81 C0 00 FF 02 C0 80 10 10 CE 00 36 36 CF 00 // CB10 and 36 + attach grapics
08:13<bluser>hmm ... because im dumb enough to use C0 and not 0C perhaps *doh*
08:14<bluser>hmm ... thats not it either
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09:15<TrueBrain>any WT2 users here, which feel like contributing some ideas regarding WT2+?
09:15<TrueBrain>(only ideas, not real implementation :p)
09:15<@Belugas># We need LOVE AND PEACE!
09:15<TrueBrain>we need you Belugas :)
09:17<@Belugas>WRONG!
09:17<@Belugas>My boss NEEDS me
09:17<@Belugas>soooo badly
09:18<TrueBrain>poor Belugas :)
09:19<@Belugas>not so poor, my house is almost paid...
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09:19<@Belugas>just lke ... a little more than a year and a half!
09:19<@Belugas>maybe even less
09:19<TrueBrain>:)
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09:19<TrueBrain>morning glx
09:19<TrueBrain>welcome to IPv6 :)
09:19<+glx>windows used the wrong NIC ;)
09:20<@Belugas>silly window. through the door!
09:20<+glx>I forgot to disable ipv6 for the NIC reserved for VMs
09:21<TrueBrain>why not give them IPv6? :p
09:21<+glx>I mean tcp/ip service on it
09:21<+glx>so windows doesn't know it but it's connected
09:21<+glx>or the other way around ;)
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09:52<DJNekkid>can anf nfo-specialists have a look at http://www.tt-forums.net/viewtopic.php?f=26&t=38586&p=779248#p779248 ?? im a bit stuck (in my eyes, quite advanced stuff) ...
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09:55<DJNekkid>btw, back in a half or so hour...
09:57*Forked pokes DJNekkid
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09:58<Marcus82>yes! this is the right place if I can't make my TTD software work?!
09:59<Yexo>that depends on what game you want to make work
09:59<Marcus82>have bought the program from https://www.classicgamingpresents.com/store/account_history_info.php?order_id=2001446
09:59<Yexo>this is the cnannel about OpenTTD
09:59<TrueBrain>glx: would you have time to walk over a WT3?
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09:59<+glx>yes
09:59<Marcus82>and want to run openttd
09:59<Marcus82>but there is no AI when I start the game
09:59<Yexo>Marcus82: are you using windows? Did you download the installer?
09:59<+glx>there's no AI in 0.7.0 by default :)
09:59<Marcus82>Windows Vista
10:00<Yexo>ah, in that case click on "Check online content" in the main menu and downlaod some AIs
10:00<Marcus82>ahh, that's explains it
10:01<Marcus82>any suggestion which I should take?
10:01<@petern>no no no
10:01<@petern>do not buy from classicgamingpresents
10:01<@petern>*sigh*
10:01<@petern>you have just paid money for an illegal download
10:01<Marcus82>thought you had to have to original game to install openttd
10:01<Marcus82>*sigh*
10:02<@petern>you do, but classicgamingpresents is not legitimate
10:02<Marcus82>ohh ... :(
10:02<@petern>and if you're going to download it illegaly, you can do that for free
10:02<Marcus82>done is done, to bad ... :(
10:03<Marcus82>but they seames legit
10:03<+Patrick`>yes, they all do
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10:05<+glx>they just sell ttdpatch with illegal ttd ;)
10:05<@petern>um
10:05<@petern>sorry to break it like that :s
10:06<+Patrick`>yeah, you pretty much got had, sorry
10:07<+Patrick`>the people who own the copyright on the files don't even know they do ...
10:07<Forked>this weeks special forum person is... dinkiy!?
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10:08<Marcus82>But how do I play it now
10:08<Marcus82>I install the TTD first, then the open TTD
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10:09<Marcus82>start openTTD, download admiralAI
10:09<+glx>install openttd, copy ttd data files in mydocs\openttd\data
10:09<Yexo>Marcus82: if you've downloaded an AI, just start a game
10:09<Yexo>then wait a few years for one to start
10:10<jonty-comp>and/or press the ` key and type "start_ai" in the console
10:10<Yexo>note that you can disable AIs in the difficulty window, so check that if none arestarting
10:10<jonty-comp>or is it "ai_start"?
10:10<jonty-comp>I can't remember, I used it earlier
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10:10<Yexo>it's "start_ai"
10:10<Yexo>or "start_ai <ainame>" to start a specific AI
10:12<Marcus82>what's was that about in my docs ?
10:16<Yexo>if you can already start openttd, don't worry about it
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10:16<Frostregen>Hm, about auto signal building: is there a way to auto-change the signals along the line to the (dragged) type+direction?
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10:17<Yexo>if you have multiple installations of opentdd (several patches, a stable and a nightly, etc.) you can place all your data files in one central location
10:17<Yexo>Frostregen: build one signal of the desired type+direction, then start the drag from that signal
10:17<Frostregen>it stops on the first signal found
10:17<Frostregen>no overwriting the existing ones
10:18<Frostregen>(it once worked)
10:18<Frostregen>0.7
10:18<Yexo>ah, then juse remove all exisitng signals first, then build new ones
10:19<Frostregen>is there an auto-follow remove all?
10:19<Yexo>yes, just drag with remove enabled
10:19<Frostregen>ah, nice
10:19<Yexo>with ctrl for auto-remove
10:20<Frostregen>damn, just read it in the wiki :D
10:22<+Patrick`>ctrl needs to be renamed to "the magic button"
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10:22<Forked>ctrl is now known as tmb ?
10:25<@Belugas>ctrl culd be known as thumb then
10:25<Frostregen>thx, yexo
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10:28<Marcus82>why doesn't the value of my company increase? not even the AI's company increases?
10:28<Forked>do you still ahve a huge loan?
10:29<CIA-1>OpenTTD: svnsync * r15966 /trunk/src/lang/ (50 files in 2 dirs): -Fix: over time, several incosistancies were not fixed by WT2. Take care of that now. Also introduce #textdir for all languages.
10:29<TrueBrain>wrong account .. lol :p
10:29<+glx>who did it?
10:29<TrueBrain>I did :)
10:29<+glx>hehe
10:30<TrueBrain>somehow it took the local connection instead of the svn connection ..
10:30<TrueBrain>oh well ... oops! :)
10:31<TrueBrain>172,116 translation strings ... 37,185 of old translation strings since 7787 .. 218 different contributors .. in 1,093 revisions (sinces 7787)
10:33<Marcus82>Forked: Yeah, missed that, thanks!
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10:51<[wito]>Shazam!
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11:53<DJNekkid>hmm :)
11:56<DJNekkid>anyone got any idea on the problem i posted earlier?
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12:13<Pikka>couldn't see anything obviously wrong, DJNekkid
12:13<DJNekkid>so my thinking _should_ be correct?
12:14<Pikka>what happens, does it just not disallow the connection?
12:14<Pikka>do you want to post (or pm me) the whole chain, from action 3 to graphics?
12:14<DJNekkid>exactly
12:16<DJNekkid>pm'ed in tt-forums...
12:16<DJNekkid>i can paste.openttd.org if that is easier?
12:16<DJNekkid>there might be a few //'ed out lines here or there... things i've tried and not used, or things that is supposed to be used at some point
12:17<DJNekkid>i might need to do some more comments?
12:17<Pikka>*checks*
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12:22<Pikka>nothing jumps out immediately...
12:22<DJNekkid>hmmm...
12:23<DJNekkid>as far as i can tell do i not need to add any "bits" to the callback property in the Action0 Either?
12:23<Pikka>nope
12:24<DJNekkid>there can only be 3 trains in the consist tho, but there can be infinate wagons
12:25<Pikka>oh?
12:25<Pikka>so it half works? now you tell me. :P
12:25<DJNekkid>i thought i did test that earlier, but that seems to work now ...
12:25<DJNekkid>lol, sorry...
12:25<DJNekkid>hmm ... it's a step in the wright direction atleast :p
12:26<+glx>-w ;)
12:26<TrueBrain>wrong ... right ... wright!
12:26<DJNekkid>right :)
12:26<Pikka>is there a reason the second count is done with 81 instead of 82?
12:27<DJNekkid>"The 60+x parameter is the vehicle ID to look for, and the returned nn is the number of vehicles in the consist that have this ID. If used with var.action 2 type 81, only the current vehicle and onwards will be check, with var.action 2 type 82, all vehicles in the consist will be counted."
12:27<DJNekkid>the clue is, max 4 wagons per doublehead, and max 3 of thoose all together
12:28<Pikka>ah, hang on
12:28<Pikka>are you building three doubleheads and /then/ adding the wagons? ;)
12:28<DJNekkid>yes ...
12:28<Pikka>if you already have the three doubleheads, the 05 FF range is met
12:28<DJNekkid>well
12:29<DJNekkid>im building a doublehead, 5 wagons
12:29<DJNekkid>clone it
12:29<DJNekkid>and try to attach
12:29<Pikka>so it just does the A9 check that you're not adding more doubleheads. :P
12:29<DJNekkid>now u lost me :)
12:30<Pikka>okay, say you have 6 engines and are trying to add wagons to them
12:30<Pikka>you add a wagon
12:30<DJNekkid>i have one engine, add wagon to them
12:30<Pikka>yeah
12:30<Pikka>how many wagons can you add with only one engine, does it work?
12:30<DJNekkid>not with the code i pasted to you
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12:31<DJNekkid>there i can add as many wagons i want
12:31<Pikka>hmm
12:31<DJNekkid>if i change it to 82 at both places, i can add 4 wagons, but only four wagons, no matter how many engines i have
12:31<Pikka>ahhh
12:31<Pikka>I see what you're trying to do. you want only four wagons per doublehead? :P
12:32<Forked>meep.
12:32<DJNekkid>exactly
12:32<Pikka>that's easily done, although you can't force the player to put them in the right order (ie, four wagons in each set, vs 8 in one and 0 in the other)
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12:32<Pikka>...although you /could/ stop the train leaving the depot if they're not in the right order I guess. ;)
12:33<DJNekkid>now that would be a bit evil would it not?
12:33<jonty-comp>mb did something like that in dbset didn't he?
12:33<jonty-comp>made the graphics say "WRONG CONSIST!" all over them
12:33*Pikka gets his code on :P
12:33<DJNekkid>thats "easy" (atleast in theory)
12:33<+glx>canset does things like that too
12:33<jonty-comp>or something that conveys the same message :P
12:33*jonty-comp has not played canset before :(
12:33<jonty-comp>I should try more of these sets
12:34<DJNekkid>callback 31
12:34<+glx>(not graphics, but can't start)
12:34<@petern>jonty-comp, and everybody ignores, cos they're idiots
12:34<jonty-comp>I want a train with big writing on
12:34<@petern>no doubt the next version (if there is one) will use the callback
12:35<+glx>hmm maybe it's not canset, but I know there's a trainset requiring brake van to start
12:35<DJNekkid>well pikka, i guess i could grapichs chains on both engine and wagons ... but i still want the "need new engine for more wagons" thingy ... and i know it's possible, the NSB-set does it :)
12:35<Pikka>NARS does it too, I'm modifying some NARS code for you now ;)
12:36<Pikka>it should allow no other wagons, btw?
12:37-!-TinoDid is now known as TinoDidriksen
12:37<DJNekkid>yes, no other wagons
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12:43<Pikka>hmm
12:43<DJNekkid>not getting a satisfying result?
12:45<Pikka>just hoping my code does what I think it does without testing it :P
12:45<DJNekkid>hehe
12:45-!-Wolle [R4R@p57B0E75C.dip.t-dialin.net] has quit [Ping timeout: 480 seconds]
12:45<Pikka>there, pm sent :P
12:47<DJNekkid>oki... lets se if i understand it :)
12:48<DJNekkid>hmmm...
12:50<DJNekkid>xx is ... ?
12:50<Pikka>the text id of your error message
12:50<DJNekkid>oki :)
12:50<Pikka>with the vvs pointing at it saying what error it is :P
12:50<DJNekkid>thats what i thought
12:50<DJNekkid>yes
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12:52<DJNekkid>renum did not complain atleast :)
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12:52<Pikka>:]
12:53<Pikka>I think some of my calcs on the var 40 might not be quite right, it's late *brain hurts*
12:53<Pikka>try it out and see what happens :o
12:53<DJNekkid>the max number of heads works, but i still can connect infinate number of wagons
12:54<Pikka>hmm
12:55<Pikka>*thinks*
12:56<DJNekkid>dont kill yourself now you hear me?
12:56<DJNekkid>just to be on the safe side
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12:56<DJNekkid>i dont have to run this thru the liveryover as well do i ?
12:56<DJNekkid>livaryoverride
12:57<Pikka>no
12:57<Pikka>it should all be on the loco side
12:57<Pikka>okay, try replacing the 1E sprite withhh...
12:57<DJNekkid>hmm ...
12:57<Pikka>02 00 1E 82 40 70 FF 01 01 \2/ 60 3B 00 FF 01 FF FF 00 02 xx 80
12:57<DJNekkid>i can only attach this or that many total ...
12:57<DJNekkid>now that is wierd
12:58<DJNekkid>with 3 engines attached, can i only have 7 wagons
12:58<Pikka>I think my calculations were a bit screwy, sorry. I was basing it on a different loco's code...
12:58<Pikka>just to clarify, you only want 4 wagons per 2 locos, yes?
12:59<DJNekkid>4 engines per dualhead ... so i guess, yes, two locos
12:59<Pikka>yup
12:59<DJNekkid>it's a 13 01 if u get my drift
12:59<Pikka>okay, try ^^ that one instead of the sprite 1e I sent, see if it makes any difference
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13:01<DJNekkid>well, it is almost there
13:01<Pikka>almost?
13:02<DJNekkid>i'll send the .grf and u can see for yourselves+
13:02<DJNekkid>i can build infinate number of wagons if there is only one pair of engines
13:02<Pikka>k D:
13:02<Pikka>hmm
13:02<DJNekkid>even with 2 pairs of engines
13:02<DJNekkid>but once it's 3 pairs, it is limited
13:03<DJNekkid>sent
13:06<Pikka>ah, you use the same error message for both? ;)
13:06<DJNekkid>its not supposed to be that no
13:07<Pikka>erm
13:07<Pikka>oh shi xD
13:07<Pikka>change the 82 in the vehicle ID check to 81 :P
13:07<Pikka>whoops, sorry :)
13:07<@petern>oh shi
13:07<DJNekkid>E0 should be: Max number of Wagons, try adding more engines, E1 should be "Train is at max length"
13:08<Pikka>your mum, petern
13:08<DJNekkid>cID 11 ?
13:08<Pikka>02 00 11 82 C6 -> 02 00 11 81 C6
13:08<Pikka>yup
13:08<Pikka>checking the ID of the lead loco instead of the wagon being added was not helpful ^^; my bad
13:09<DJNekkid>your bad!!! *some evil smily*
13:09<DJNekkid>J/K!
13:09<DJNekkid>anyway, now it works, and now i just gotta try to understand that thing "we" made just there
13:09<Pikka>02 00 1E 82 40 70 FF 01 01 \2/ 60 3B 00 FF 01 FF FF 00 02 xx 80 ? :)
13:10<DJNekkid>well, basicly that line i guess :)
13:11<DJNekkid>one of thoose "advanced var2"'s ive heard so much nice about, but never even tried to understand
13:11<Pikka>http://wiki.ttdpatch.net/tiki-index.php?page=VarAction2Advanced
13:11<Pikka>var 40 shifted by 10 gives us the train length -1
13:11<Pikka>+20 an <operator> <variable> <varadjust> triple follows this <varadjust>
13:12<Pikka>+40 This is a shift-and-add-divide adjustment
13:12<DJNekkid>now there is only one problem left ... why my "disable wagon power" dont work as intended :)
13:12<Pikka>gives us 40 70 FF 01 01 = AND FF, add 1 divide by 1, gives us the train length
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13:13<Pikka>\2/ is the divide operator, then we check 60 3B 00 FF, which is the count of 3Bs in the train
13:13<DJNekkid>CID 3B i understand perfectly :)
13:14<DJNekkid>well, almost :)
13:14<DJNekkid>hehe
13:14<Pikka>^^;
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13:14<Pikka>hang on, I'll break down the advanced one in a pm for you. :P
13:14<Pikka>disable wagon power doesn't work? :)
13:14<DJNekkid>atleast i can mod it to other engines in the future, and at some point i will understand it :)
13:14<DJNekkid>-1 * 0 02 00 CF 81 0C 00 FF 02 C0 80 10 10 CE 00 36 36 CF 00 // CB10 and 36 + attach grapics
13:15<DJNekkid>should that not disable powered wagons?
13:15<DJNekkid>C0 80 10 10
13:15<DJNekkid>where C0 is x80 + x40 as saied in the action0 prop 22 entry
13:15<@petern>saiaiaiaiaieieieieieied
13:16<DJNekkid>*spamming the channel*
13:17<Pikka>that one goes in the wagon's chain, not the locos?
13:17<Pikka>ie, in the graphic override for the wagon?
13:17<DJNekkid>yes
13:18<DJNekkid>and yes, i do have a 1E 01 in the wagon Action0
13:18<Pikka>I've never really used powered wagons to be honest... :o
13:20<DJNekkid>well, i do have an add power prop in the action 0 (prop 1B), and i want a certain sprite to add some extra power
13:20<DJNekkid>if u see in the .grf i did send, wagon nr3 have a panto if it's a head-4wagons-head composition
13:20<DJNekkid>and that wagon should ahve some power :)
13:21<Pikka>right :o
13:22<DJNekkid>if that made any sense
13:22<Pikka>mmhm :o
13:22<Pikka>does it make any difference if you put other values in that callback result? :P
13:22<DJNekkid>not really :)
13:24<Pikka>"not really"? you can't make them steam? :P looks like the cb isn't being called, then...
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13:24<DJNekkid>or it failes somehow
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13:25<@petern>is there a mask bit that needs to be set for that one?
13:25<DJNekkid>yes, and its set for both engine and wagon
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13:26<DJNekkid>1E 01
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13:30<Black-men>hi all
13:30<DJNekkid>in the NSB-set it chaines to this:
13:30<DJNekkid> 1114 * 14 02 00 C0 81 41 08 FF 01 38 FF 00 00 C0 FF
13:31<DJNekkid>1116 * 14 02 ...... C0 00 10 10 .....
13:31<Yexo>hello Black-men
13:32<Black-men>:)
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13:35<Pikka>I don't really know what the problem there is, DJ
13:35<Pikka>pm sent breaking down the adv. 2, if that's any use. :P
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13:36<Pikka>erm
13:37<Pikka>"AND FF and 01 divide by 01" = AND FF /add/ 01 divide by 01. :P
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13:37<DJNekkid>it's stored in my saved messages ...
13:37<DJNekkid>and it is, imho quite complicated...
13:37<Pikka>hehehe
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13:38<Pikka>you can do powerful things with it though! :D
13:38<DJNekkid>no doubt!
13:39<DJNekkid>they dont even emit fumes...
13:39<DJNekkid>or steam if i try that
13:39<DJNekkid>hmmm
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13:40<DJNekkid>and wagons dont support CB36/0B as far as i can tell
13:40<Pikka>mmhm. since they don't use 0B in the first place.
13:41<Black-men>êòî íèáóòü ïîíèìàåò ïî Ðóññêè?
13:41-!-mode/#openttd [+b *!*Crash_it@213.234.205.*] by petern
13:41-!-Black-men was kicked from #openttd by petern [no]
13:41<DJNekkid>aye
13:41<+glx>he made some progress ;)
13:41<goodger>petern: wtf was that about? :/
13:42<Prof_Frink>Who knows.
13:42<DJNekkid>hmm, they actually do pikka
13:42<+glx>some russian text I guess
13:42<@petern>a russian who hasn't learned how to use utf-8, and, of course, that we wouldn't understand it anyway...
13:43<DJNekkid>but, 255 power is not enough ...
13:43<goodger>ah. I thought it might be someone implementing the recent fashion to replace each letter in an otherwise comprehensible string with a latin extended 1/2 variant of it
13:43<Pikka>dj: afaia property 0B is what the game uses to decide if a vehicle is a wagon or locomotive?
13:43<Pikka>I suspect if you use CB36 to change it, interesting things (tm) may happen with savegames and multiplayer. :P
13:44<@petern>cb36 values are never saved
13:44<Pikka>:o
13:44<Pikka>oh
13:44<Pikka>in that case.. :P
13:44<Pikka>however, I still don't know why cb10 isn't working for you
13:44<@petern>so yes
13:44<DJNekkid>is it possible to a 85 and not 81 in a CB36's extra line?
13:44<@petern>you can cause all manner of mayhem by basing callback results on vehicle position or whatnot...
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13:46<Pikka>yes DJ, but that won't help you much. :P you can return values greater than 255 anyway, but I think you'd be better off trying to do it "properly" and work out the cb10 issue
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13:46<DJNekkid>hehe ... well, that is kinda my thoughts as well :)
13:47-!-SpBot [spbot@skrblz.fixme.fi] has quit [Ping timeout: 480 seconds]
13:47<DJNekkid>but: who is to say what is properly or not? :)
13:47<Pikka>you can return values up to 0xEFF in callbacks like 36...
13:48<Pikka>me!
13:48<Pikka>and petern!
13:48<DJNekkid>lol :)
13:48<DJNekkid>oki, u win :)
13:48<Pikka>I need to get some rest. :) bbl!
13:48<Pikka>good luck!
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13:56<TrueBrain>I dislike SpBot :p
13:56<TrueBrain>he smells
13:58<SpComb>you smell
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13:58<TrueBrain>:'(
13:59<TrueBrain>MAMMIE! He says I smell!!!
13:59<TrueBrain>MAMMIE! Do that gasmask off and tell him I don't smell!
13:59<Prof_Frink>Mummy?
13:59<Prof_Frink>Are you my mummy?
13:59<TrueBrain>I am NOT wrapped in paper
14:00<@Belugas>neither than mummies :)
14:00<DJNekkid>now this is getting wierder and wierder
14:02<@Belugas>[13:43] <DJNekkid> oki, u win :) <--- YOU!!!
14:03<DJNekkid>sorry, i'll try to spell more proper...
14:03<Prof_Frink>DJNekkid: It makes sense if you've seen The Empty Child/The Doctor Dances.
14:04<DJNekkid>not seen that one
14:04<DJNekkid>but how can a CB36 value still be there, even tho i've recompiled the grf, quitted the game, etc...
14:04<@Belugas>thank you DJNekkid, your efforts are appreciated
14:05<DJNekkid>just dont force me to type in capital I's all the time... thoose i NEVER will remember :)
14:06<Prof_Frink>Not all the time, that would be silly.
14:06<Prof_Frink>Just when it's a the only letter in the word.
14:06<Prof_Frink>s/ a//
14:07<@petern>"don't"
14:07<@Belugas>as long as yu remember a simple rule : it's not the street, and there is other ways to impress people :D
14:07<@Belugas>you
14:07<@Belugas>are
14:07<@Belugas>blaaaaa!
14:07*petern applies nivea like the big girl's blouse that he is
14:08<DJNekkid>can i blame my hint of dyslecsia?
14:08<DJNekkid>and english not my mothers tounge? :)
14:10<DJNekkid>now that was wierd...
14:10-!-SHRIKEE [~shrikee@84-105-53-146.cable.quicknet.nl] has joined #openttd
14:10<DJNekkid>-1 * 0 02 00 CE 81 10 00 FF 02 \b91 80 14 14 \b51 80 16 16 00 FF <--- if i change the last digits to FF FF, it actually adds 255 power to the wagon
14:11<@petern>dyslexia
14:11<@petern>tongue
14:11<@petern>mother's
14:11<@petern>;)
14:12<Sacro>weird
14:12<frosch123>DJNekkid: that is downward compatible stuff. FFxy is treated as 00xy
14:12<frosch123>err 80xy
14:12<frosch123>you can return FEFF as maximum, or return a FFFF as computed result
14:13<DJNekkid>oki... anyway... i fixed the bug :)
14:13<DJNekkid>now to my other issue :)
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14:23<CIA-1>OpenTTD: rubidium * r15967 /trunk/src/network/ (7 files in 2 dirs): -Codechange: do not access NetworkSocketHandler::has_quit directly
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14:30<DJNekkid>is it possible to have more then 1 additional purchase textline, with the usage of more then 1 text ID ?
14:31<DJNekkid>or do i need like i've done in the 2cc set, have all text in one ID, with linebreaks?
14:37<frosch123>currently it does not support textstack
14:37<frosch123>so currently no
14:38<frosch123>howver, if you provide a test newgrf, that might be a five minute feature
14:39<+planetmaker>I've a coding style question: for (i=0; i<5; j+=5, i++); or rather for (i=0; i<5; j+=5, i++) {};
14:39<frosch123>http://wiki.ttdpatch.net/tiki-index.php?page=StringCodes <- i.e. you could use stringcode 80 and write the stringid into registers 0x100 and following
14:40<@Rubidium>neither, though the latter is better
14:40<DaleStan>planetmaker: Why not "j+=25;" ?
14:40<@Rubidium>but the semi-colon isn't needed there
14:40<+planetmaker>DaleStan: it's an example :)
14:40<@Rubidium>DaleStan: cause then you can't guesstimate bogomips?
14:40<+planetmaker>not something I want to use it this way.
14:41<frosch123>I would prefer "for (i = 0; i < 5; i++) {\n j += 5;\n}
14:41<+planetmaker>the question rather concerns: terminate with ; or with {};
14:41<Noldo>or {}
14:42<DaleStan>Definitely not the second; there's a superfluous semicolon there.
14:42<+planetmaker>hm... that's an alternate solution. If that's preferable, I'll use that, frosch123 - thanks
14:42<Noldo>what would it look like as a while?
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14:43<@petern>hurr, ttd music w/ fluidsynth
14:43<@petern>just needs a dual core cpu :o
14:43<+planetmaker>frosch123: as I like that most, too, I guess, I'll go by that :)
14:45<@petern>although... maybe 10-20% cpu is better than timidity's usage
14:45<@petern>and it doesn't skip when scrolling the map
14:45<frosch123>he, admiral passed town vector
14:46<@petern>?
14:46<frosch123>on bananas stats
14:46<@petern>ah
14:46<@petern>obviously... :p
14:47<frosch123>but that means that less people download everything
14:48<+planetmaker>it's meanwhile too much in order to download everything.
14:48-!-Marcus82 [~sucram82@c-89-233-215-238.cust.bredband2.com] has quit []
14:48<+planetmaker>especially many things I'd never use :)
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14:52<Wolf01>hello
14:58<el_en>Wolf01 is unaffected.
14:58<Forked>by the evil plague that is all over irc?
14:59<Wolf01>I'm ill
15:00<el_en>Forked: ah, so you haven't been following the news.
15:00<Forked>oh.. italia and the earthquakes. I just didn't look at the TLD Wolf01 has
15:01<Forked>and I'm sure most people in Italy are affected.. one way or another
15:01<SHRIKEE>hi all
15:01<SHRIKEE>i've just put on openttd 0.7
15:01<SHRIKEE>now its babbling about missing grf's
15:01<Wolf01>I'm at 600km from the area, so didn't feel it
15:01<SHRIKEE>is there a way to see which one s it misses?
15:03<Forked>SHRIKEE: http://wiki.openttd.org/FAQ_installation .. at the bottom there it lists the files you need from the original TTD
15:03<SHRIKEE>yea i have those
15:03<SHRIKEE>thats not the problem either
15:03<SHRIKEE>i have added some custom ones from the site
15:03<SHRIKEE>i think its complaining about that
15:03<SHRIKEE>i've updated from 0.6.3
15:04<Forked>it does not say what file(s) it want?
15:04<SHRIKEE>nop
15:04<SHRIKEE>just that some are missing and the game freezes when i unpause
15:04<@Rubidium>SHRIKEE: open the "newgrf settings" window
15:04<SHRIKEE>ok, im there
15:04<CIA-1>OpenTTD: rubidium * r15968 /trunk/src/network/core/ (address.cpp address.h): -Codechange: do not allocate a buffer for NetworkAddresses so passing it around is easier.
15:04<SHRIKEE>it lists the 4 i use
15:04<SHRIKEE>but aparantly doesnt load them?
15:05<@Rubidium>some are red
15:05<SHRIKEE>no, all black
15:05<@Rubidium>uhm, there's a red dot for some of them
15:05<SHRIKEE>all blue
15:05<SHRIKEE>little squares
15:05<@Rubidium>the I've got absolutely no clue
15:05<SHRIKEE>hmm
15:05<SHRIKEE>thanks anyway :)
15:06<@Rubidium>I guess a screenshot of the error message would be more meaningful
15:06<SHRIKEE>thats an id
15:06<SHRIKEE>idea
15:06<CIA-1>OpenTTD: rubidium * r15969 /trunk/src/network/ (7 files in 2 dirs): -Codechange: make the list of broadcast addresses virtually unlimited.
15:08<el_en>http://drash.internetstation.cz/jd/pics/090328_Burj_Dubai/slides/image003.jpg
15:08<Forked>it's poseidon!
15:10<SHRIKEE>Rubidium: first i see this, directly on loading the game
15:10<SHRIKEE>http://meandmymac.net/photos/random/openttd2/
15:10<SHRIKEE>then this when i want to unpause: http://meandmymac.net/photos/random/openttd/
15:10<SHRIKEE>click for a larger image ofcourse
15:11<@Rubidium>SHRIKEE: and the list of NewGRFs?
15:11-!-Brianetta [~brian@client-82-13-27-15.brhm.adsl.virgin.net] has quit [Quit: Tschüß]
15:11<SHRIKEE>from the settings menu you mentioned?
15:11-!-Ridayah [~ridayah@173-19-228-175.client.mchsi.com] has quit [Ping timeout: 480 seconds]
15:12<SHRIKEE>http://meandmymac.net/photos/random/openttd3/
15:12<SHRIKEE>and, i'm on a mac, maybe thats relevant
15:13<@Rubidium>the list of NewGRFs in game
15:13<@Rubidium>not in the intro menu ;)
15:13<SHRIKEE>oh
15:13<SHRIKEE>err
15:13<SHRIKEE>aha!
15:13<SHRIKEE>the trams set is missing
15:13<SHRIKEE>red thingy
15:14<@Rubidium>that one's missing
15:14<SHRIKEE>the generictrams one
15:14<@petern>so download it
15:14<SHRIKEE>can i just include it from the 0.6.3 version?
15:14<@Rubidium>click on the check online content below
15:14<@Rubidium>and download it ;)
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15:14<SHRIKEE>oh right
15:14<Forked>:-)
15:15<SHRIKEE>hey thats neat
15:15<SHRIKEE>that download thing
15:15<SHRIKEE>:D
15:15<@Rubidium>it will only work when the author has uploaded his NewGRF though ;)
15:15<SHRIKEE>yea like a repository
15:15<SHRIKEE>Rubidium: thanks so much :D
15:16<SHRIKEE>it works now
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15:52<CIA-1>OpenTTD: rubidium * r15970 /trunk/src/network/core/ (address.cpp address.h): -Codechange: make it possible to resolve a single address into multiple sockets.
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16:27<CIA-1>OpenTTD: rubidium * r15971 /trunk/src/network/ (7 files in 2 dirs): -Codechange: make it possible for UDP socket handlers to bind to multiple sockets.
16:37<Wolf01>'night
16:37<el_en>n, w
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16:53<Moriarty>Hehehe - " Discussion of realism is now a quietable offence"
16:54<Moriarty>I forgot my bananas password and was wondering if someone could reset it. I PM'd truebrain a few days ago but he appears to be MIA
16:54-!-Fenris [~fenris@p5B0D2F7A.dip.t-dialin.net] has quit [Quit: Nettalk6 - www.ntalk.de]
16:56<Moriarty>Hmmmm
16:57<Yexo>Rubidium: can you do that^^
16:57<Moriarty>I can? How? :-S
16:57<Moriarty>Oh right, I'm a cretin. :-D
16:57<Moriarty>(new IRC client is my excuse ;-) )
17:00<@Belugas>hin hin hin
17:00<@Belugas>new brai too?
17:00<@Belugas>ouaaaaa!!!!
17:00<@Belugas>Yexo, by the way... hello!
17:00<Yexo>hello Belugas
17:01<@Belugas>and i'm sorry to see that you totallt missed the point. but..
17:01<@Belugas>YOU DID NOT!!!
17:01<@Belugas>damned richk
17:01<Yexo>let him post what he want
17:01-!-Exl [~myself@cp1224652-a.roemd1.lb.home.nl] has quit [Quit: Bitches.]
17:02<Yexo>sure, airports are different, but so are docks
17:02<Yexo>and the only thing that patch does it making airports more special
17:03<@Belugas>and it would be futile in my mind
17:03<@Belugas>it's just a fixation of his
17:05<Yexo>what would be futile, closing airports or modular airports? Or something else?
17:05<Yexo>I don't think I follow you
17:05<@petern>what?
17:08<@petern>did i miss something? :s
17:10<@petern>oh, i see
17:10<@petern>he posted
17:13<@petern>anything of his :o
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17:13<@petern>and yes, closing other station types makes sense to me
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17:14<@petern>(grrr, fucking stupid hardcoded extra airports)
17:15<Yexo>I've just written him a reply
17:15<@Rubidium>flame DV ;)
17:15<@petern>the original additions were fine :p
17:16<@petern>double standards me
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17:19<@Rubidium>Yexo: just ignore those people who don't want to go the 'extra mile' to get it into trunk
17:19<@Rubidium>(unless you want it yourself, but then you most likely code it from scratch anyway)
17:19-!-Swallow [~chatzilla@5355F5FD.cable.casema.nl] has quit [Ping timeout: 480 seconds]
17:20<Yexo>Rubidium: sure, but he had a point that no reply was given at all
17:20-!-Hirundo is now known as Swallow
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17:20<Yexo>I started an attempt to rewrite it myself, but it's not worth the effort for me
17:20<Yexo>I like the idea, but I've better things to code :)
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17:23<@Belugas_Gone>And i totally forgot
17:23<@Belugas_Gone>as i forgot once more that it's late
17:23<@Belugas_Gone>night all
17:23<@Rubidium>night Belugas
17:24<Yexo>night Belugas
17:30<@petern>stuck in the office
17:30<@petern>he'll have to work on ottd all night ;)
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17:48<+Patrick`>augh, I feel like I'm going round in circles with openttd
17:48<+Patrick`>I always do the same boring things - connect industries in a tree
17:48<Yexo>come play a competition in #coopetition :)
17:53-!-Nite_Owl [~Nite_Owl@c-76-109-51-190.hsd1.fl.comcast.net] has joined #openttd
17:53<+Patrick`>don't have time to keep up with people
17:54<+Patrick`>a little bit here, a little bit there
17:54<Nite_Owl>Hello all
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20:01<Sacro>Shouldn't subsiduaries be sorted by due date?
20:01-!-thingwath [~thingwath@morana.sks2.muni.cz] has quit [Read error: Connection reset by peer]
20:02<@Rubidium>we don't have subsiduaries
20:02-!-thingwath [~thingwath@morana.sks2.muni.cz] has joined #openttd
20:02<Sacro>i mean subsidies :P
20:03<CIA-1>OpenTTD: rubidium * r15972 /trunk/src/network/ (core/address.cpp core/address.h core/udp.cpp network.cpp): -Codechange: remove unneeded parameter
20:04<@Rubidium>don't quite care about subsidies ;)
20:05<CIA-1>OpenTTD: rubidium * r15973 /trunk/src/network/network.cpp: -Codechange: make it possible to listen on multiple TCP sockets
20:10<CIA-1>OpenTTD: glx * r15974 /trunk/src/network/core/host.cpp: -Fix (r15969): win32 compilation was broken (again)
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20:27<CIA-1>OpenTTD: rubidium * r15975 /trunk/src/network/ (core/address.cpp core/address.h core/udp.cpp network_udp.cpp): -Codechange: register each of the IPs we have bound to to the masterserver
20:29-!-Yexo [~Yexo@32-88-ftth.onsneteindhoven.nl] has quit [Ping timeout: 480 seconds]
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20:41<CIA-1>OpenTTD: rubidium * r15976 /trunk/src/network/core/address.cpp: -Codechange: make it a bit more clear for what (type of) address binding fails
20:43<SpComb>Rubidium: register them as separate servers?
20:45<@Rubidium>at this right moment yes, but in the near future no
20:48-!-KritiK [~Maxim@78-106-223-152.broadband.corbina.ru] has quit [Quit: Leaving]
20:48<SpComb>although I don't see anything in the diff that does that
20:49<@Rubidium>search harder ;)
20:50<CIA-1>OpenTTD: rubidium * r15977 /extra/masterserver_updater/src/ (12 files in 4 dirs): [MSU] -Codechange: use more of the goodies of trunk ;)
20:52<@Rubidium>https://secure.openttd.org:444/test-www/en/server/4 <- one server, two IPs
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21:18<+glx>https://secure.openttd.org:444/test-www/en/server/6 <-- and a win32 server too :)
21:23<CIA-1>OpenTTD: rubidium * r15978 /trunk/src/network/ (core/address.h network.cpp): -Codechange: support parsing [] enclosed IPv6 addresses.
21:23<CIA-1>OpenTTD: rubidium * r15979 /trunk/src/network/core/address.cpp: -Codechange: tweak the debug/warning levels of some of the messages when binding
21:49-!-EoD [~EoD@2001:a60:f066:0:204:23ff:fea7:166e] has joined #openttd
21:49<EoD>hi
21:50<EoD>everyone already asleep...
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22:08<EoD>i forgot something
22:09<EoD>Rubidium: Great work! I had some problem with "strange packets" (the dbg said so) the first time, but afterwards everything seemed to be fine :)
22:09-!-Darkvater [~tfarago@ip192-213-211-87.adsl2.static.versatel.nl] has quit [Ping timeout: 480 seconds]
22:10<EoD>I connected via console as the gui isn't ready, yet
22:12<EoD>if anyone is interested: [2001:6f8:1022:0:cafe::2]:3980
22:13<EoD>r15979 with random newgrf from bananas
22:13<EoD>wish everyone a good night, bye
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---Logclosed Wed Apr 08 00:00:42 2009