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#openttd IRC Logs for 2009-04-10

---Logopened Fri Apr 10 00:00:48 2009
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01:57<bububu>0432044b 043204410435 041304100412041d041e!!!!!!
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01:58<goodger>that too
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03:20<@petern>SmatZ, so can you do your benchmarks on the actual performance of the game?
03:20<@petern>cos, you know, compile time is pretty irrelevant
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03:53<@petern> < hurr
03:55<@petern>ipv6 only :s
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04:00<@petern>seems sshd on [::]:22 won't answer ipv4 requests
04:01<@petern>but vsftp/lighttpd on [::]:21/80 will answer
04:03<@Rubidium>those last two won't work the same on Windows though
04:04<@petern>but... i'm not
04:07<@petern>is the server list still limited to one packet?
04:08<@Rubidium>though technically it should be no problem to reply in multiple packets
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04:36<Azrael->Nick is registered. :<
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04:41<@petern>hmm, and openttd doesn't response to ipv4 when on ::
04:43<@Rubidium>yeah, that's because it doesn't bind to IPv4
04:44<@petern>*confused* :/
04:45<@Rubidium> == IPv4, :: == IPv6, <nothing> == IPv4 and IPv6
04:47<@petern>and on linux the last one happens to look the same as ipv6, in netstat?
04:47<@Rubidium>no, it will have both an IPv4 and IPv6 socket opened
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04:53<@petern>tcp6 0 0 :::80 :::* LISTEN 19721/lighttpd
04:54<@petern>that responds to ipv4
04:54<@Rubidium>yeah, but I've disabled that 'feature'
04:59<@petern>so it's a... feature
05:00<@petern>is there a ... reason to disable the feature?
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05:02<@Rubidium>yeah, Microsoft doesn't support that feature
05:02<@Rubidium>I rather have it behave the same on ALL platforms; makes it easier to test, debug and such
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05:04<@petern>how do i listen on both ipv4 and ipv6?
05:04<@Rubidium>bind to ""
05:04<@Rubidium>i.e. set server_bind_id to nothing
05:04<@Rubidium>(empty string)
05:05<@petern>so there's no current way of explicitly listing addresses & ports to use
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05:06<@Rubidium>the config file doesn't handle that yet
05:06<@Rubidium>though internally the code can bind to basically anything you want
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05:07<@petern>hmm, master server lists only the ipv6 address
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05:09<@Rubidium>yeah, fixing something broke something else, but I'm working on fixing that too ;)
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05:23<CIA-1>OpenTTD: rubidium * r16007 /trunk/src/network/core/ (address.cpp address.h): -Fix (r16004): when we want to bind to both IPv4 and IPv6, make the master socket do that too; too bad getaddrinfo can't handle binding to any address on any port at the same time :(
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05:35<@petern> 2665 petern 20 0 221m 221m 43m S 0.0 43.9 10:43.83 firefox-bin
05:35<@petern> 3250 petern 20 0 204m 204m 17m S 3.0 40.6 0:10.32 qsynth
05:35<@petern>32189 petern 20 0 21272 20m 3464 S 0.7 4.1 3:57.80 jackd
05:35<@petern>i could do with more memory
05:44<CIA-1>OpenTTD: alberth * r16008 /trunk/src/music_gui.cpp: -Fix (r15808): Unswap swapped music selection panels.
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05:52<@Rubidium>petern: <- with that you can bind to all IPs you'd like
06:01<TrueBrain>morning lovely people
06:02<@Rubidium>hello person living in UTC ;)
06:02<@petern>it's still morning in BST land too
06:03<@petern>Rubidium, what if i want to be awkward and use a different port for different IPs? :D
06:04<@Rubidium>then you have to rewrite quite a bit more
06:04<@Rubidium>especially the part that advertises
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06:21<CIA-1>OpenTTD: alberth * r16009 /trunk/src/music_gui.cpp: -Codechange: Simplifying some variable assignments.
06:23<@petern>let var = 1
06:25<TrueBrain>I don't like this 1600N revision numbering ..
06:25<TrueBrain>it looks bad!
06:25<Prof_Frink>You could fix it!
06:26<TrueBrain>I need to wait 4 weeks before I can request a subnet at SixXS .. sucks ...
06:26<@petern>i can give you one but it'd be unrouted :p
06:26<TrueBrain>it turns out my university eats IPv6 in IPv4 packets
06:27<TrueBrain>so I need IPv6 in UDP in IPv4 :(
06:27<@petern>smells universityr
06:27<TrueBrain>they have a very big firewall in place for student homes
06:27<TrueBrain>no idea why :(
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06:27<TrueBrain>and petern: in fact I should be able to use a subnet from yours, if I could configure the 6to4 endpoint to know it too :p
06:28<TrueBrain>(as IPv6 for the rest is kind of auto-training :p)
06:29<TrueBrain>Teredo is nice btw .. allows IPv6 for everyone in a relative simple way
06:29<TrueBrain>(no registration, no nothing)
06:29<TrueBrain>your connectivity is only a bit unstable (you never know where the reply will come from, rarely the same 6to4 gateway)
06:29<CIA-1>OpenTTD: alberth * r16010 /trunk/src/music_gui.cpp: -Cleanup: Declare variables at first use.
06:29<Alberth>TrueBrain: is this better?
06:30<TrueBrain>Alberth: why you ask me?
06:30<TrueBrain>oh, revision
06:30<@petern>once i get that ipv6-capable firmware for my borders...
06:30<TrueBrain>haha :)
06:30<TrueBrain>Alberth: yes, thank you :)
06:30<Alberth>(12:25:12) TrueBrain: I don't like this 1600N revision numbering .. <- that's why
06:30<TrueBrain>petern: ghehehehehehe :)
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06:32<Alberth>petern: didn't you see the 'Pinky and the brain' cartoons?
06:32<TrueBrain>I laughed my ass off :)
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06:35<@petern>Alberth, of course
06:39<@petern> 3573 petern 20 0 101m 74m 17m S 2.0 14.8 3:10.23 arora
06:39<@petern>bit better than firefox
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07:02<CIA-1>OpenTTD: alberth * r16011 /trunk/src/music_gui.cpp: -Codechange: Extracting widget number enums from the window classes.
07:03<jonty-comp>good god, there are servers that still run 0.5.3
07:04<CIA-1>OpenTTD: peter1138 * r16012 /trunk/src/music/ (dmusic.cpp extmidi.cpp os2_m.cpp qtmidi.cpp): -Codechange: Code style clean up.
07:04<jonty-comp>I assume someone's just set them running and forgotten about them for... what, two years now?
07:04<@petern>oop, arora locked up :(
07:05<TrueBrain>poor arora
07:05<TrueBrain>jonty-comp: in some dungeon hidden between rocks :p
07:05<jonty-comp>The server list on should have a little icon with the lock/grf icons to say it's ipv6 :D
07:05<TrueBrain>jonty-comp: make me an IPv6 logo :p
07:05<TrueBrain>(of that size)
07:06<jonty-comp>(and that style)
07:06<CIA-1>OpenTTD: alberth * r16013 /trunk/src/music_gui.cpp: -Codechange: Add nested widgets to music windows.
07:06<@petern>in fact
07:06<@petern>it does it every time :s
07:07<@petern>going to locks it up :(
07:08<TrueBrain>so don't go there :)
07:09<TrueBrain>oh yeah, client-count was wrong, I needed to fix that ..
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07:18<TrueBrain>Servers registered as on 2009-04-10 11:18:16 UTC. There are 147 clients, 177 IPv4 servers and 1 IPv6 servers.
07:18<TrueBrain>that is better :)
07:22<TrueBrain>unreadable :s
07:23<jonty-comp>it is rather small
07:23<TrueBrain>sorry, it is true! :)
07:23<jonty-comp>but I don't know what dimensions you would like :P
07:23<TrueBrain>the same as the others
07:23<TrueBrain>dah :p
07:23<TrueBrain>ghehe :)
07:23<TrueBrain>I wouldn't know their dimensions
07:23<jonty-comp>it could do with being a few px wider
07:24<frosch123>"IP" needs tweaking, "v6" looks ok :)
07:24<jonty-comp>the IP is a bit light
07:24*jonty-comp copied the GRF one somewhat
07:25<TrueBrain>anyway, I need to think about it anyway .. as you have IPv4 only, IPv6 only and IPv4/IPv6 servers
07:25<TrueBrain>not sure how to represent those
07:25<jonty-comp>although there probably won't be that many IPv6-only servers
07:25<jonty-comp>for now
07:25<TrueBrain>yours is
07:26*jonty-comp whistles innocently
07:27<jonty-comp>there, I made the IP a lot darker
07:28<jonty-comp>now I am hungry
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07:34<@petern>jonty-comp! server error!
07:35<jonty-comp>oh, I moved the image
07:35<jonty-comp>and put some more at
07:35<@petern>well you have an error document set up
07:35<jonty-comp>for some reason it just 500s when it 404s
07:35<@petern>but no error document
07:35<@petern>so it gives the 500 instead
07:35<jonty-comp>possibly because of that
07:36<jonty-comp>I never remember setting the ErrorDocument thing though
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07:36<@petern>i think adding icons for the lot would just add clutter
07:37<jonty-comp>I only really made the other ones to see what it looked like
07:37<@petern>"ipv4/ipv6" and "ipv6 only"
07:37<jonty-comp>I suppose it could have an "ipv6-capable" icon that's, say, white and an "ipv6-only" icon that's red or something
07:37<SpComb>just a "v6" in a slightly rounded box
07:37<jonty-comp>this is also quite possible
07:38<@petern>3.0l v6
07:38<@petern>what is it, 14x14?
07:38<TrueBrain>oeh, I would drive that :)
07:38<SpComb>and no icon at all for v4 only
07:38<@petern>SpComb, yes
07:38<jonty-comp>certainly I think v4 only doesn't need an icon
07:38<jonty-comp>that would just confuse people who don't know what an IP is
07:38<SpComb>and "v10" for v4 + v6!
07:40<TrueBrain>for every IP you have online you add those thingies
07:40<TrueBrain>so you can have v12
07:40<TrueBrain>or v16
07:40<TrueBrain>or v20
07:41<Prof_Frink>v12 sell shiny.
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07:45<@petern>MAYBE NOT
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07:47<jonty-comp>petern: not bad at all
07:47<jonty-comp>although I don't know how it fits in with other icons
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07:50<@petern>12:07 <@petern> going to locks it up :(
07:50<@petern>so i can't see them :p
07:51*petern firefoxes up instead
07:51<@petern>they're sort of blurry
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07:51<jonty-comp> <-- better?
07:51-!-Yexo [] has quit [Ping timeout: 480 seconds]
07:51<jonty-comp> <-- I'm not very good at boxes
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07:55<jonty-comp>there you go
07:55<jonty-comp>see how I completely copied the GRF one :P
07:56<welshdragon>hmm, what about having a drop - down that lets you choose whether you want to see IPV4 or IPV6 servers?
07:56<jonty-comp>it's possible
07:56<jonty-comp>but that kind of thing isn't really what the web serverlist is for, in my opinion
07:57<jonty-comp>I would much like to have some kind of filter system in the in-game server menu (although that doesn't show v6 for people who don't have it anyway)
07:57<welshdragon>that's what I meant :)
07:58<jonty-comp>oh, right
07:58<jonty-comp>mm, fish and chips time
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08:00<dihedral>tada ^^
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08:15<Zolorado>I need some help
08:16<Zolorado>anybody here?
08:16<@Rubidium>ask away
08:17<Zolorado>I want to put bold font to the openttd
08:17<Zolorado>Arial Black is too bold
08:17<Zolorado>how can I put in a Arial in bold?
08:18<+glx>*_font = arial bold
08:19<+glx>in openttd.cfg
08:19<+glx>indeed you can use any font :)
08:19<Zolorado>I already tryed
08:20<Zolorado>but it isn't bold
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08:20<@petern>try , bold
08:21<+glx>and tell us what is your OS
08:21<Zolorado>windows vista
08:21<Zolorado>32 bit
08:22<+glx>arial bold works for me
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08:24<Zolorado>yes, works, but not bolt for me
08:24<+glx>are sure you modified the right openttd.cfg?
08:25<Zolorado>I used arial black
08:25<Zolorado>but I wat to change it
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08:27<Zolorado>with some type, I get a message: ...FreeType reported error 0x1 openttd
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08:30<Zolorado>Verdana bold works fine
08:30<Zolorado>bold enough
08:30<+glx> and
08:31<+glx>works fine for me
08:31<Zolorado>I got error message with simple 'Arial'
08:31<Zolorado>...FreeType reported error 0x1 openttd...
08:31<+glx>and with 'arial' ?
08:32<+glx>it says requested 'arial' using 'Arial Regular'
08:32<Zolorado>I will try...
08:32<+glx>and for 'arial bold' it uses 'Arial Bold'
08:35<Zolorado>'arial' doesn't works, 'Arial Bold' isn't bold
08:35<Zolorado>looks like on
08:35<+glx>openttd -dfreetype2
08:36<Zolorado>not bold yet
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08:37<+glx>tells you what you requested and what openttd uses
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08:37<Zolorado>Arial Bold insteed of Arial Bold
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08:39<Zolorado>anyway, verdaan bold works
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08:39<Zolorado>(simple 'verdana' doesn't, don't know why)
08:39<+glx>ha it's the font size :)
08:39<+glx>it really uses bold
08:40<Zolorado>verdana bold is OK for me
08:40<Zolorado>thanks for your help!
08:41<+glx>arial bold in 10 doesn't look bold, but my screenshots were with size 11
08:42<+glx>so play a little with *_size
08:42<Zolorado>I see
08:42<Zolorado>where is small size in the game?
08:43<+glx>map, music control
08:43<+glx>vehicle lists
08:43<@petern>we so need this gui stuff finished off ;)
08:44<+glx>petern: won't solve font selection magically
08:44<@petern>not for that
08:44<@petern>to allow larger font sizes to be used
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08:44<@petern>arial bold fails for me
08:44<@petern>i don't have arial installed
08:45<+glx>install office and you'll have arial unicode
08:47<@petern>it's not apt-gettable :/
08:49<Zolorado>the small sized text is unreadable, which type do you use?
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08:53<Zolorado>I go to play
08:53<Zolorado>So long!
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08:53<+glx>arial 7
08:53<+glx>too late
08:53<+glx>any font is too small in 6 ;)
08:54<Sacro>petern: ttf-msfonts :D
08:57<CIA-1>OpenTTD: rubidium * r16014 /trunk/src/ (8 files in 3 dirs): -Feature(-ish): allow binding to several IPs; [network]:server_bind_ip doesn't exist anymore. Add the IPs/hostnames to [server_bind_addresses]
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09:19*petern wonders how to stop abuse of distant station join... short of turning it off
09:20<@Rubidium>ban ::/0
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09:21<Alberth>reduce effectivness as stations are further apart (add some time-interval for internal transport, add some cost?)
09:22<+glx>reduce station spread
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10:06<Ammler>using the closest station tiles to messure the distance for payment.
10:06<Alberth>Hai fjb
10:06<Ammler>instead of station signs
10:07*Ammler remembers the talk around Superbus ;-)
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10:16<@petern>yeah, similar to that
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10:16<TrueBrain>wow .. we might get a native IPv6 at LeaseWeb after all ...
10:17<EoD>you will?
10:17<EoD>how so?
10:18<TrueBrain>because some people there are just very nice and friendly :)
10:18<@petern>it sounds like you need to time your conversing properly
10:18<@petern>some days you get 'yeah we can do that'
10:19<@petern>other days you get 'no we don't do ipv6'
10:19<@petern>like different people on shift :p
10:19<TrueBrain>well ... in this case you need to get an email from a person who reads the forums, and knows a way in ;)
10:20<@Rubidium>and then you start forwarding mails between employees to facilitate their "can do" vs "can't do" game ;)
10:21<TrueBrain>and then they tell you that you didn't do something, which you did, but the can'ts were winning from the cans ..
10:21<TrueBrain>but ... finally progress ;)
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10:37<Ammler>wouldn't it be possible just to mesure the used station_spread of a station and cut that from the distance?
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10:38<Ammler>that would also give penalties to people using distrant join to catch a town for more pax.
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10:59<EoD>i think i have some problems with the computer here...
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11:12<TrueBrain>--- ping statistics ---
11:12<TrueBrain>10 packets transmitted, 10 received, 0% packet loss, time 9031ms
11:12<TrueBrain>rtt min/avg/max/mdev = 8.047/8.135/8.246/0.059 ms
11:12*TrueBrain laughs at EoD :p
11:12<EoD>that can't be true! wait a minute
11:13<EoD>--- ping statistics ---
11:13<EoD>8 packets transmitted, 8 received, 0% packet loss, time 7033ms
11:13<EoD>rtt min/avg/max/mdev = 9.180/9.496/9.728/0.195 ms
11:13<EoD>also native ipv6
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11:14<EoD>i don't get below 9... You won! Congratz!
11:14<TrueBrain>LeaseWeb won :p
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11:16<TrueBrain>hmm .. you can't assign an ipv6 to a network alias? (secondary, or how ever you want to call them)
11:17<SpComb>interface aliases have been deprecated since ages
11:17<SpComb>use iproute2
11:17<TrueBrain>it just makes things more clear in 'ifconfig' for vservers ...
11:18*EoD agrees with iproute2
11:20<TrueBrain>okay, native IPv6 enabled
11:20<TrueBrain>changing DNS ;)
11:20<EoD>rtt min/avg/max/mdev = 16.361/16.477/16.541/0.064 ms (from native me to native openttd)
11:21<EoD>i've to change my DNS, too...
11:23<@petern>you already know what openttd's native addresses are?
11:25-!-Helder [Bloodlines@] has joined #openttd
11:25<Helder> << Beat me in this cute game and original game :) Its totally random! Try it out guys
11:26-!-Helder [Bloodlines@] has quit [autokilled: This host violated network policy. If you feel an error has been made, please contact, thanks. (2009-04-10 15:26:23)]
11:27<TrueBrain>petern: he has a special mirror for that
11:28<TrueBrain>DNS update complete
11:29<@petern>heh, 6 instead of 7 hops
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11:29<TrueBrain>petern: and 3 hidden hops
11:29<TrueBrain>(IPv4 tunnel)
11:29<@petern>so it's still on a tunnel? hah
11:29<@petern>i am :p
11:29<TrueBrain>I means: 3 hidden hops less
11:30<TrueBrain>means = meant
11:30<@petern>yes, hidden hops less
11:30<TrueBrain>this now is native ;)
11:31<TrueBrain>and now in theory we can bind 'hidden' services to an IPv6 ;)
11:31<TrueBrain>(as we have 65534 left :p)
11:33<TrueBrain>well, we have a few NAT stuff running at, because we didn't want to waste IPv4s on it :p
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11:45<@petern>i wonder how many hidden hops there are for the adsl tunnel
11:45<TrueBrain>you really want to know? :p
11:45<@petern>shed loads probably :)
11:46<Azrael_>Hmm... OK, I have a four-track station and I'm using presignals to work it.
11:47<Azrael_>Are there any advantages in going entry-2*combo-4*exit instead of just entry-4*exit?
11:47<@petern>use pbs
11:48<Azrael_>What's pbs?
11:49<EoD>path based signaling
11:50-!-Maarten is now known as Guest332
11:50<Ammler>Azrael_: the entry signal will get green faster with combos
11:50<Azrael_>I thought it would, but the distance between the combos and the entry seems trivial.
11:50<jonty-comp>hmm, I guess my DNS hasn't updated yet
11:51<Ammler>depense on the station design...
11:54<EoD>jonty-comp: mine neither
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12:04<TrueBrain>can you stirke something on the forum? (text)
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12:16<@petern>think i've seen other people do it:p
12:17<Alberth>I can only find only underline in the BBcodes
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12:21<CIA-9>OpenTTD: alberth * r16015 /trunk/src/transparency_gui.cpp: -Codechange: Completing the TransparencyToolbarWidgets enum.
12:24<CIA-9>OpenTTD: alberth * r16016 /trunk/src/transparency_gui.cpp: -Codechange: Moving the TransparencyToolbarWidgets outside the window class.
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12:31<CIA-9>OpenTTD: alberth * r16017 /trunk/src/transparency_gui.cpp: -Codechange: Added nested widgets to transparency settings window.
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12:55<Azrael_>How do I use in-game chat?
12:56<TrueBrain>hit enter
12:56<frosch123>... but not too hard
12:56<TrueBrain>it might hurt your finger, yes yes
12:57<Azrael_>thanks for the safety warning
12:57<Azrael_>almost had a nasty accident
12:57<TrueBrain>feel free to donate:
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12:58<EoD>help deployment of ipv6 and donate to openttd!
12:59<+glx>you can also use the client list to opent chat box
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13:16<CIA-9>OpenTTD: rubidium * r16018 /trunk/src/ (ini.cpp settings.cpp): -Fix (r16014): properly escape IPv6 style ([::]) addresses so they aren't seen as new groups.
13:23<taisteluorava>Hey, i got gui3.tar in datafolder to get better looking toolbar GUI, but what parameter i need to add to openttd shortcut to allow it?
13:26<+glx>-b32bpp-simple at least
13:30<frosch123>more likely though -b32bpp-optimized :)
13:30<+glx>true :)
13:31<taisteluorava>it's not working :/
13:31<+glx>and -b32bpp-anim if the cpu is good enough
13:32<+glx>hmm how are named your original files?
13:32<+glx>ie do you have dos or windows data files?
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13:49<CIA-9>OpenTTD: translators * r16019 /trunk/src/lang/ (estonian.txt turkish.txt unfinished/serbian.txt):
13:49<CIA-9>OpenTTD: -Update: WebTranslator2 update to 2009-04-10 17:49:32
13:49<CIA-9>OpenTTD: estonian - 11 changed by kristjans (11)
13:49<CIA-9>OpenTTD: serbian - 50 fixed by etran (50)
13:49<CIA-9>OpenTTD: turkish - 2 fixed by Emin (2)
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13:59<Xaroth>dihedral: got things to work, hrr hrr
14:00<TrueBrain>Xaroth: you are scary
14:00<Xaroth>TrueBrain: eh?
14:00<TrueBrain>'hrr hrr'
14:00<TrueBrain>really scarzy :)
14:01*petern times a compile
14:01<@petern>on this poopy laptop
14:02<@petern>oh, damn, forgot makedepend :(
14:02<Xaroth>oi, no dissin mah laptop! :P
14:02*Xaroth on crappy laptop as well
14:04*Xaroth stabs said laptop's wifi
14:04<TrueBrain>how do you stab a wifi?
14:05<Xaroth>with a knife
14:05<TrueBrain>good answer
14:05<@petern>cut its wir... oh
14:05<@petern>this laptop is wired, and connected to a monitor, keyboard, mouse, etc...
14:05<Xaroth>bastard thing keeps disconnecting wireless
14:06<@petern>the screen on it is shit, the keyboard is shit, the trackpad is shit...
14:06<+glx>switch channel Xaroth
14:06<TrueBrain>go sit closer to the station
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14:07<@petern>cpu fan's working extra hard during this compile
14:07<@petern>it's up to saveload though, so not so bad
14:08<Prof_Frink>Get some wires.
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14:10<@petern>8m44 :o
14:10<taisteluorava>+glx, have windows data files ofc, but it doesent work :/
14:12<taisteluorava>i have also unzipped those in \data\sprites\openttd and \data\sprites\trg1r
14:13<taisteluorava>openGFX toolbar GUI look is just too horrible
14:13<Xaroth>glx: tried every channel
14:14<Ant_LV>btw who were authors of original gfx?
14:14<frosch123>taisteluorava: aren't the opengfx sprites the same as the newgui stuff?
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14:15<taisteluorava>i speak about 32bit gui
14:15<frosch123>yes, but I thought opengfx just sampled the existing 32bpp gui sprites to 8bpp
14:17<Xaroth>Ant_LV: the original GFX? those were from Transport Tycoon Deluxe :P
14:17<Ant_LV>who were authors of them?
14:17<Xaroth>google "Transport Tycoon Deluxe team" ?
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14:17<frosch123>simon foster or so
14:18<frosch123>read the credits
14:18<Ant_LV>maybe u can do this faster?:P
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14:20<taisteluorava> this is what i want to get work with openGFX
14:20<THUNDERHORSE>I am trying to make my ships to unload all cargo in a station
14:20<THUNDERHORSE>but when they finish unloading
14:20<THUNDERHORSE>they start loading again, and take everything back
14:20<Mark>use a "no loading" order
14:21<Mark>your orders are probably "unload and take cargo"
14:21<THUNDERHORSE>i can find only no unload
14:21<THUNDERHORSE>and everything has "take cargo"
14:21<Xaroth>there are some dropdown menus on de buttons
14:21<CIA-9>OpenTTD: peter1138 * r16020 /trunk/src/console_gui.cpp: -Codechange: Use actual font height for console output instead of fixed value.
14:21<Xaroth>try looking under the 'full load' dropdown
14:22<Mark>no loading is in the same collum as full load
14:22<THUNDERHORSE>yes, i know there are drop down menus' but every option has "take cargo"
14:22<Xaroth>no they don't
14:22<Xaroth>look under full load
14:23<THUNDERHORSE>works fine now
14:24<frosch123>haha, taisteluorava, now I know: you said you used opengfx. well the 32bpp gui is _still_ coded in a way it only applies to original graphics
14:24<taisteluorava>ok, i thought that is possibe
14:24<Ant_LV>& q: with new conditional orders is it possible to set 50% load?
14:25<frosch123>it is possible, but not the way the 32bpp people did it up to now
14:25<frosch123>though if you extracted the tar, you can rename the tgr1r dir to the name of the matching opengfx file
14:26<frosch123>i.e. "opengfx1r"
14:26<@petern>what is the method of being base graphics agnostic?
14:26<frosch123>by using a newgrf with actiona? 
14:27<Ammler>hmm, wouldn't it be possible to add a symlink to the tar?
14:27<frosch123>or by using an .obg
14:27<frosch123>yes, symlinks are also supported. they were meant for dos/windows, but even that they did not manage yet :/
14:30<taisteluorava>hm, pretty strange. I tested with normal ttd graphics, but it still use openGFX toolbar GUI
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14:33<Ammler>frosch123: maybe, they just don't know, they are mainly artists than coders ;-)
14:35<Ammler>taisteluorava: the opengfx gui is "cloned" from 32bpp, afaik
14:35-!-TinoDid is now known as TinoDidriksen
14:37<@petern>heh, my svn+ssh is via ipv6 :D
14:38<TrueBrain>petern: as it should! :p
14:40<taisteluorava>hm, but why openGFX toolbar GUI is still there when i m using a original graphics
14:40<frosch123>did you also load the opengfx newgrfs?
14:41<Ammler>or the 32bpp gui?
14:41<taisteluorava>none of openGFX newGRG is loaded
14:42<taisteluorava>neither that
14:42<Ammler>well, that is loaded, if it is in the data dir, you wouldn need to remove it there, afaik
14:43<taisteluorava>oh shit, it was loadet, i'l try figure it out
14:44<Ammler>32bpp people should use grfs :-)
14:44<taisteluorava>yeah, its gone now, problem was that, somehow openGFX toolbar GUI enabled itself in newGRF ^^
14:46<taisteluorava>but now i would like to get 32bpp toolbar GUI to work with openGFX graphics. It work with original, and looks nice.
14:46<taisteluorava>"[21:25] <frosch123> though if you extracted the tar, you can rename the tgr1r dir to the name of the matching opengfx file" hm?
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14:47<taisteluorava>i have those GUI png's in tgr1r folder
14:47<frosch123>rename the "trg1r" folder to "opengfx1r"
14:47<frosch123>then start ottd again and activate opengfx :)
14:48<taisteluorava>yeah, that work's : D
14:48<taisteluorava>thx ; )
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14:55<CIA-9>OpenTTD: peter1138 * r16021 /trunk/src/console_gui.cpp: -Codechange: Offset current console output by (width of "] ")+5 pixels instead of 5+5 pixels.
14:57<@petern>there, console works properly with huge fonts ;)
14:58<@petern>sensible-size huge fonts
14:58<@petern>it flickers if it's too large
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15:15<Trainjumper>anybody here who can help on openttd with the error message:
15:16<Trainjumper>"train can not be build. To much vehicles in the game ..."
15:16<Trainjumper>oder spricht hier jemand deutsch?
15:16<TrueBrain>lets break down the message ...
15:16<TrueBrain>you can't build any more trains
15:16<TrueBrain>as ... there are too many vehicles in the game
15:16<Trainjumper>yes. that's the message
15:16<Trainjumper>I've that also had before
15:17<TrueBrain>getting that with 0.7.0 is a nice archievement btw
15:17<Trainjumper>but after a change in the patch settings it was possible to go on ...
15:17<EoD>how much trains to you have?
15:18<TrueBrain>but Trainjumper, what now is your question in this?
15:18<Trainjumper>I have 2950 trains
15:18<Trainjumper>my question?
15:18<Trainjumper>how can I build more trains?
15:18<TrueBrain>sell some :)
15:18<EoD>what's the maximum of trains you are allowed to build at your server?
15:19<TrueBrain>@calc 32000 / 2950
15:19<@DorpsGek>TrueBrain: 10.8474576271
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15:19<TrueBrain>I guess your trains are 11 long ;)
15:19<Trainjumper>it's different
15:19<Trainjumper>some trains have 60 parts
15:21<Trainjumper>what's about 32000?
15:21-!-Biolunar [] has quit [Quit: gn8]
15:21<TrueBrain>@calc pow(2, 9)
15:21<@DorpsGek>TrueBrain: 512
15:22<TrueBrain>@calc 64000 / 2950
15:22<@DorpsGek>TrueBrain: 21.6949152542
15:22<TrueBrain>average length of 22 even :)
15:22<TrueBrain>how nice ;)
15:22<Trainjumper>that might well be
15:22<@petern>solution: start a new game
15:22<Trainjumper>average length about 22
15:22<TrueBrain>Trainjumper: the game is limited to a maximum of 64000 'vehicles' (where an airplane has several vehicles, and each wagon is a vehicle .. so are several disasters)
15:22<TrueBrain>you reached that limit
15:23<EoD>Gratulation Trainjumper :)
15:23<@petern>i remember the days when that limit was possible, but it wasn't saved properly. or something like that.
15:23<Ammler>[21:18] <Trainjumper> I have 2950 trains <-- woot, concratulation for that awesome pc
15:24<Trainjumper>the simulation is still running
15:24<TrueBrain>petern: I remember the day the limit was even smaller .. and things were a static array :p
15:24<Ammler>do you have save available from?
15:24<TrueBrain>I also remember I suggested dynamic arrays and got flamed ... but then I also remember that I did make dynamic arrays, and it got accepted .. so .. :p
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15:25<SpComb>Trainjumper: running... but very slowly? :P
15:25<Trainjumper>It's quite ok
15:25<TrueBrain>and I also remember .. I said no sane person would ever reach 32000 (which it was back than) in a SP
15:25<TrueBrain>I guess it can down the books as a Bill Gates comment :p
15:25<TrueBrain>with the note that I really did say it :p (Bill Gates never did)
15:26<Ammler>never saw a save with 3k running trains
15:26<Wolf01>you should put it on bananas, so everybody can see your work
15:26<TrueBrain>never saw anyone with enough time to create it :p
15:27<Trainjumper>on bananas?
15:27*EoD is also interested in the savegame...
15:27<Trainjumper>where is that?
15:27<TrueBrain>apples are also fine
15:27<SpComb>maybe with judicious use of cloning trains
15:27<TrueBrain>Wolf01: BaNaNaS is not for savegames ;)
15:27<TrueBrain>the forums is a better place for that :)
15:27<Wolf01>just rename it to scn
15:27<@petern>it would need to be BaNaNaSaS for that
15:28<TrueBrain>petern: we considered it :p
15:28<Ammler>I would expect some "depot buffers".
15:28<TrueBrain>you forget the H
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15:30<Trainjumper>how to upload to BaNaNaS?
15:31<TrueBrain>Trainjumper: don't bother; upload to the forums
15:31<Trainjumper>Ok. I'll try that
15:32<SpComb>BaNaNas needs to grow some kind of heightmap/scenario preview
15:32<TrueBrain>draft it
15:33<TrueBrain>(design and upload wise)
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15:40<+glx><Wolf01> just rename it to scn <-- will remove vehicles
15:40<Ammler>glx: new feature?
15:40<Wolf01>only if you open it with the editor
15:41<+glx>Ammler: not new
15:41<+glx>scenario editor removes companies
15:41<Wolf01>or start a new game with it as scenario
15:41<Ammler>we used scenario editor for wwottdgd
15:41<EoD>bye everyone
15:41<Ammler>hmm, maybe that was patched too
15:42<TinoDidriksen>Been possible to open saved games as scenarios since original TTDX.
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15:42<TrueBrain>nobody claimed that wasn't possible :)
15:43<TinoDidriksen>Just cementing it isn't a new feature.
15:44<Ammler>new bug ;-)
15:45<TrueBrain>shall I do it?
15:46<TrueBrain>hmm ...
15:46<TrueBrain>who votes yes?
15:46<@Rubidium>do what?
15:46<TrueBrain>bah, no fun like this
15:46<TrueBrain>well, nevermind then
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15:55<Wolf01>you shall not pass!
15:56<Wolf01>...erm sorry, wrong bridge
15:56<Wolf01>*window O_O
16:00<Trainjumper>truebrain: There seems to be a problem with the upload
16:01<TrueBrain>on the forums?
16:01<TrueBrain>can't help you there
16:01<TrueBrain>tt-forums is not managed by us :)
16:01<Wolf01>te attachment size is 3mb
16:02<Trainjumper>the file is 10 MB
16:02<Trainjumper>seeM's to be to much
16:02<Prof_Frink>Sacro: I've been climbing on Skaro.
16:04<Trainjumper>wow. not possible to compress the game save ...
16:04<Sacro>Trainjumper: you cannot compress that which is already compressed
16:04<frosch123>it is already compressed :p
16:11<+glx>2048² ?
16:12<Trainjumper>I'm just uploading it to bananas
16:12<+glx>and you say it runs fine with 2950 trains?
16:13<Trainjumper>it's working
16:13<Trainjumper>sometimes a little slow
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16:19<CIA-9>OpenTTD: rubidium * r16022 /trunk/src/network/ (network.cpp network_func.h network_udp.cpp network_udp.h):
16:19<CIA-9>OpenTTD: -Fix (r15159): sometimes the unregister "query" thread could be delayed so much
16:19<CIA-9>OpenTTD: that the network stuff was already closed and the packet would never reach the
16:19<CIA-9>OpenTTD: master server causing the server to appear online longer than necessary.
16:20<CIA-9>OpenTTD: rubidium * r16023 /trunk/src/fios.cpp: -Fix (r15615) [FS#2817]: 32 bpp sprites in tars would also be shown in the list of heightmaps.
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16:37<CIA-9>OpenTTD: rubidium * r16024 /trunk/src/ (8 files in 5 dirs): -Codechange: harden string copying on places where it's possible
16:38<@petern>stop it
16:38<@petern>i just finished compiling :(
16:38<TrueBrain>HAHA :)
16:39<TrueBrain>I thought you had such a speedy computer :p
16:39<[wito]>Train signals on road/rail crossings?
16:39<@Rubidium>yeah and jonty-comp should stop changing his IP ;)
16:39<jonty-comp>Rubidium: I only changed it once!
16:39<jonty-comp>and it only changed from :1 to :2!
16:39<TrueBrain>one too many!
16:39<jonty-comp>why, did it break something? :D
16:40<TrueBrain>it broke the whole internet
16:40<jonty-comp>well, openttd should use dns then. :P
16:40<@Rubidium>and you loaded an old game :(
16:40<TrueBrain>it took hours to get it back!
16:40<jonty-comp>did I?
16:40<jonty-comp>I must've forgotten to save it
16:40<@Rubidium>jonty-comp: you can bind to dns names
16:40*jonty-comp isn't so good at this whole server admin stuff
16:40<@petern>TrueBrain, yeah, my pc's in bits though :(
16:40<@petern>TrueBrain, so i'm back on the shitty laptop
16:40<TrueBrain>petern: what happened?
16:40<@petern>sound connector on the motherboard broke, heh
16:40<TrueBrain>who needs sounds anyway :p
16:41*petern points at the midi keyboard next to him
16:41*Sacro has a live 5.1 here
16:41<Sacro>free to good home
16:41<jonty-comp>there, I updated it to the latest revision
16:41<@petern>if the screen is too small, the intro menu doesn't show
16:41<TrueBrain>don't make the screen too small :p
16:42<TrueBrain>solutions are always so easy ....
16:42<@Rubidium>ofcourse you can't see it on a 0 by 0 screen
16:42<jonty-comp>that is one small screen
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16:42<@petern>too small being 840x350
16:42<Prof_Frink>Depends. If that's 0x0ly, accurate to 0dp it could be rather large.
16:43<@petern>which isn't actually that small
16:43<@petern>it's because it assumes the window it opened is the size it asked for
16:44<TrueBrain>so fix it!
16:44<@petern>it's probably SDL being crap
16:44<@petern>because it returns width and height after te SetVideoMode call
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16:49<+glx>makedepend is really stupid
16:49<TrueBrain>how come?
16:49<Sacro>glx doesn't understand it
16:49<Sacro>therefore it must be stupid :p
16:49<TrueBrain>nobody does :p
16:49<+glx>sometimes .h change and doesn't trigger a recompile
16:49<TrueBrain>but it is better than a gcc round ;)
16:49<+glx>and then fails to link
16:50<jonty-comp>hmm, so my server is listening on both now apparently
16:50<TrueBrain>glx: max-files?
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16:50<+glx>TrueBrain: max file crashes makedepend ;)
16:50<TrueBrain>glx: so make an alternative makedepend :)
16:50<TrueBrain>it would be more than happy ... in the general GNU community :p
16:51<+glx>but the worse thing is on one repo it worked correctly
16:51<frosch123>TrueBrain: makedepend keeps failing regulary on ottd code for a few weeks. everyone would be happy if you find the breaking revision, and then the cause :)
16:52<TrueBrain>frosch123: makedepend is broken by design, a known issue
16:52<frosch123>but it worked fine up to a few weeks ago
16:52<TrueBrain>many people requested fixes .. but ...
16:52<TrueBrain>before NoAI? :p
16:52<TrueBrain>as that is the max-file limit :p
16:53<frosch123>no, only since march
16:53<TrueBrain>weird :)
16:53<@petern>ah, so it's not just me? :)
16:53<TrueBrain>okay, you got a problem description for me?
16:54<jonty-comp>aha, I have to put the [server_bind_addresses] bit now
16:54<frosch123>use clean trunk of a certain revision, up it to another revision, compile it, and get observe linking to fail because of missing symbols, which is then fixable by make clean
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16:55<Trainjumper>Truebrain: I uploaded the saved game with 2950 trains to my own server space. you can find it in the forum. good night.
16:55<TrueBrain>so you mean that certain .cpp files don't get recompiled?
16:55<@petern>i'd say "some" rather than certain
16:55<@petern>dunno if it's a specific set of files, heh
16:55<TrueBrain>got 2 revisions between that happens?
16:56<+glx>happened for r16022
16:56<TrueBrain>(which is kind of important ;)
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16:56<jonty-comp>or something like that
16:56*jonty-comp shall work it out in the morning
16:57<+glx>hmm from r16020 or r16021
16:57<+glx>anyway the problem is nested includes ;)
16:57<TrueBrain>you remember the symbol error?
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16:58<TrueBrain>to be expected
16:58<+glx>but I forgot in which cpp it was
16:58<TrueBrain>I know, no problem :)
16:59<+glx>our code is full of indirect includes
16:59<Powerek38>hi! is there any way of using the heightmap as a game map without creating a scenario?
16:59<TrueBrain>should never be a problem
16:59<+glx>for makedepend it is
16:59<+glx>because it assumes many things
16:59*jonty-comp idly wonders if bananas ingame uses ipv6
17:00<TrueBrain>jonty-comp: it does
17:00<frosch123>Powerek38: "play heightmap" in main menu?
17:00<Powerek38>frosch123: silly me :)
17:00<+glx>frosch123: nah too easy ;)
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17:01*petern removes jonty-comp's ipv4 connectivity
17:01<TrueBrain>k, here makedepend does its job perfectly
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17:03<TrueBrain>but I doubt I run a vanilla makedepend :)
17:04<+glx>my makedepend is a custom build too ;)
17:04<TrueBrain>vanilla makedepend indeed runs into max-files limit
17:04<+glx>stupid hardcoded limit
17:04<TrueBrain>you can detect that by running 'make depend'
17:04<TrueBrain>it should NOT error out with error code 1
17:04<TrueBrain>(which is normally ignored)
17:05<TrueBrain>so makedepend hasn't been working for .. well .. what ever revision required more than 1024 open files :)
17:05<TrueBrain>(and yes, makedepend opens ALL files it is indexing)
17:06<TrueBrain>but glx, if you patched that, it should work correctly for you
17:06<TrueBrain>(it does for me)
17:06<+glx>sometimes it work, sometimes not (like it worked for 1 repo but failed for the 2 others)
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17:08<frosch123>TrueBrain: there are 338 cpp, 119 hpp and 314 h. How do you sum them up to more than 1024 ?
17:09<+glx>system includes
17:09<TrueBrain>frosch123: the design of makedepend is flawed :)
17:09<TrueBrain>you can't make it to stop trying to load your sys-include dir, for one
17:09<TrueBrain>it keeps files open .. nobody understands
17:09<TrueBrain>it managed to open the same file more than once ..
17:10<TrueBrain>and X11 refuses to make an updated version ;) (well .. that is for good reasons :p)
17:10<TrueBrain>but I wonder how hard it can be to script something for the goal of OpenTTD?
17:10<TrueBrain>as we have very simple rules, and most of them are taken care of by Makefile
17:10<+glx>it should be doable with awk I think
17:10<frosch123>it is quite easy to grep for '#include' and build a tree. but that would be *nix only solution :)
17:11<TrueBrain>frosch123: for what other system would you like to do it? :p
17:11<TrueBrain>we are talking 'make' only here :)
17:11<TrueBrain>and as far as I know you can make .h files as rules, which depend on other .h files, in 'make'
17:11<+glx>and if a system can run our configure it should be able to run our script ;)
17:11<TrueBrain>so .. grep each file for #include, put it in a file like: file.[oh]: include
17:11<TrueBrain>and it should work .. I think )
17:12<TrueBrain>just a bit agressive method I guess ;)
17:12<TrueBrain>(it ignores #ifdefs and stuff)
17:12<+glx>if it's faster than gcc -M it's good I think
17:12<frosch123> <- something like that?
17:13<TrueBrain>frosch123: minor problem: .cpp files are located in an other dir as .o files
17:13<TrueBrain>on which you should depend
17:13<TrueBrain>it is them you want to rebuild, not the .cpp files :p
17:14<frosch123>true :)
17:14<TrueBrain>but yes, I guess that should work just fine ...
17:15<frosch123>but in that case: if one .h is newer than another .h it will continue rebuilding every .o that depends on the older one
17:15<frosch123>so we cannot create rules for the .h
17:15<TrueBrain>sorry, I don't follow :p
17:17<frosch123>a.cpp includes b.h, b.h includes c.h. c.h is newer than b.h. If we tell the makefile that b.h depends on c.h, and a.cpp depends on a.h, it will detect that c.h is newer than b.h, and then updates b.h (which does nothing) and then a.o
17:17<TrueBrain>yes, exactly what you want ..
17:17<frosch123>well, but it will also do that if you run make again
17:18<frosch123>because c.h is still newer than b.h
17:18<TrueBrain>it doesn't change the time for such rules?
17:18<TrueBrain>sucks ...
17:18<TrueBrain>so .. either a @touch would work
17:18<TrueBrain>but might be a bit nasty
17:18<TrueBrain>you can also make a nice sed
17:18<TrueBrain>which replaces all .h files with the set they depend on
17:19<TrueBrain>run that N times over the list, and you are done ;)
17:19<frosch123>no, @touch does not work either, because we have circular dependencies
17:19<TrueBrain>euh .. circular deps can't be handled in general, can they? :)
17:19<TrueBrain>(by make, that is)
17:19<frosch123>we have to resolve the dependencies, so a.o depends on b.h and c.h
17:19<TrueBrain>I believe it bails immedaitly :p
17:19<TrueBrain>what I say: make for each .h a 'sed'
17:20<TrueBrain>like: s/oldpool_func.h/oldpool_func.h oldpool.h/
17:20<TrueBrain>but that only works one deep ;)
17:20<SpComb>a directory called oldpool.h?
17:20<TrueBrain>s/oldpool_func.h/oldpool_func@h oldpool.h/g
17:20<TrueBrain>yes, SpComb, we talk about directories here
17:20<TrueBrain>then you can run it 100 times
17:21<TrueBrain>then s/@/./g
17:21<TrueBrain>nasty :p
17:21<TrueBrain>an other still valid solution is to put Makefile.dep in SVN, and make a precommit which checks if it is up-to-date
17:21<TrueBrain>but I never liked that solution :)
17:22<@Rubidium>another one is writing your own makedep, like strgen ;)
17:22<TrueBrain>Rubidium: you voluentering? :)
17:22<frosch123>didn't we just discussed that?
17:22<@Rubidium>na, TB was talking about scripting
17:22<TrueBrain>but I guess frosch123 practicly already did that ;)
17:22<SpComb>gcc -M
17:22<frosch123>no, I did that last weekend :p
17:23<TrueBrain>SpComb: run --without-makedepend and enjoy
17:23<TrueBrain>frosch123: so update your script ;) :p
17:24<TrueBrain>but okay, a small app would work better, as it keeps track of #ifdefs
17:24<TrueBrain>which can be important ;)
17:24<frosch123>when are they important?
17:24<+glx>usually they are for system includes
17:24<TrueBrain>just to name 2
17:25<frosch123>so it might rebuild some files more than needed, but only once. where is the problem?
17:25<TrueBrain>never said there was a problem
17:25<TrueBrain>just concluded a small app would be better
17:26<frosch123>and if you take care of #ifdef, where is the difference to --without-makedepend ?
17:26<TrueBrain>--without-makedepend uses gcc
17:26<TrueBrain>so .. want to talk about the difference? :)
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17:26<TrueBrain>'makedepend' does take #ifdefs into account
17:26<@Rubidium>gcc resolves it for each .cpp individually
17:26<@Rubidium>a single app can cache
17:26<TrueBrain>so I think the small app would be .. 10 times faster than gcc would be :p
17:27<TrueBrain>gcc even does preprocessing :s
17:27<+glx>hmm I can try to write a little app
17:27<frosch123>ok, so you write the 'small' app, and I write the script, and then we let them compete?
17:27<@Rubidium> ;)
17:27<+glx>should be a fun thing to do
17:28<TrueBrain>frosch123: I thought you were going to do both :p
17:28<frosch123>I won't write a 'small' app, because I doubt it would be 'small'
17:28<TrueBrain>frosch123: either way, I hope you realise your script would be 'less' than such app :)
17:28<TrueBrain>frosch123: 'makedepend' is very small :)
17:28<TrueBrain>it just has design flaws ... and no upstream maintainers :)
17:29<TrueBrain>Rubidium: looks like a X11 makedepend clone
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17:30<TrueBrain>same naming of files :p
17:30<@Rubidium>look at the commit message of some of the files
17:30<@Rubidium>sounds like it isn't the "real" makedepend
17:30<TrueBrain>"rename getline -> getppline to avoid conflict with stdio.h in gcc 4.4"
17:30<TrueBrain> o increase MAXFILES to 8192 so that we don't fail for some of the
17:30<TrueBrain> verification tests on ""
17:31<TrueBrain>so it only patches the problems
17:31<TrueBrain>rather than fixing them :)
17:31<frosch123>"initial checkin" could also mean checking in the unmodified makedepend and planning to improve it
17:31<TrueBrain>it looks like that is the case ;)
17:31<TrueBrain>either way, the solution for OpenTTD should be plain easy, as we don't care about system includes
17:32<TrueBrain>a small app would be more perfect (less recompiling), but a script would be more than sufficient enough too
17:32<TrueBrain>well .. 'script' is a bit vague, an 'awk' script can be the 'small app' too :p :p
17:33*frosch123 only knows 'sed'
17:33<TrueBrain>awk is sed++ :p
17:33<TrueBrain>hehe :)
17:34<frosch123>that I know :)
17:34<@Rubidium>I'd say that C is easier to make portable than awk with it's many implementations
17:34<TrueBrain>Rubidium: you are most likely right :)
17:34<TrueBrain>and it most likely would be faster :)
17:34<frosch123>well, maybe it is indeed easier to resolve the dependency tree in C
17:35<@Rubidium>you could cheat quite a bit though
17:35<@Rubidium>like assuming the file names are unique (it has to be for MSVC)
17:35<TrueBrain>assuming nothing depends on .cpp files
17:36<TrueBrain>I see glx hard typing his keyboard now :p
17:36<@Rubidium>assert on #include xyz.cpp ;)
17:37<TrueBrain>either way, the conclusion is clear: OpenTTD got too big :p
17:37<@petern>some idiot wrote a new ai system
17:37<TrueBrain>I hate that guy
17:37<TrueBrain>it ruins the game!
17:37<TrueBrain>petern: wrong answer, you should say: no, it is great!!!
17:37<TrueBrain>sigh ....
17:37*TrueBrain goes sit in a corner
17:37<@petern>and the AIs don't leave me alone
17:37<@petern>they compete
17:37<@petern>it's terrible
17:38<TrueBrain>but yeah, NoAI is a big compiler-hit :p
17:38<TrueBrain>SmatZ can tell us how big :p
17:38<@petern>smatz can tell us exactly how long it takes to compile
17:38<TrueBrain>and all this 'splitting files' is not helping either
17:39<TrueBrain>why not just all.cpp
17:39<TrueBrain>much easier!
17:39<TrueBrain>no deps ...
17:39*TrueBrain starts to do: cat * > all.cpp
17:39<@petern>you'd get better optimisation too :p
17:39<TrueBrain>recompile-after-commit gets a whole new meaning ...
17:40<TrueBrain>-after-change even ..
17:40<@Rubidium>that'll kill the OSX port ;)
17:40<TrueBrain>I think it will kill more than just the port
17:44<TrueBrain>sleep well petern
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18:47<CIA-9>OpenTTD: rubidium * r16025 /trunk/src/ (station_cmd.cpp station_gui.cpp station_type.h): -Fix [FS#2818]: "build separate station" in the station picker would reuse deleted stations.
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19:12<frosch123>several seconds, you have a bad connection :p
19:12<draconnier>i wonder why
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20:48<DJNekkid>hi all
20:49<frosch123>good morning :)
20:50<DJNekkid>more like 3am :)
20:50<DJNekkid>so ... night? :)
20:51<frosch123>that would sound as if I would leave :)
20:51<DJNekkid>dont worry, im not drunk :)
20:52<DJNekkid>im just, as always, trying to do something with .nfo that im not 100% sure im gonna get right within the next hour or two :)
20:52<frosch123>now that sounds as if you are pretty drunk
20:53<DJNekkid>nah ... im just on thin ice :)
20:53<frosch123>actually I replied that to your first sentence, but it fits even better to the second :)
20:53<DJNekkid>it's that var action 2 60 thingy...
20:54<frosch123>that counts vehicle ids, or similiar...
20:54<DJNekkid>but it does not behave like i thought it does
20:55<frosch123>what did you expect?
20:55<DJNekkid>if <number> <use sprite>
20:55<DJNekkid>is is most likely exactly what it does, but not the way i want it to :)
20:56<frosch123>maybe you are looking for var 40 and 41?
20:56<DJNekkid>i've combinded it with thoose
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20:59<DJNekkid>i guess u dont wanna see code frosch123 :)
21:00<frosch123>I do not mind if it is fun :p
21:02<DJNekkid>try that one
21:05<DJNekkid>hmm, perhaps if i made them modulos...
21:06<frosch123>-1 * 0 02 00 F7 81 41 08 FF 01 99 00 00 03 C0 00 <- maybe "41 10" instead of "41 08" ?
21:07<DJNekkid>what does 10 do compared to 08 ?
21:07<DJNekkid>08 is "counted from back", atleast the way i think of it
21:07<frosch123>"number of vehicles" vs. "position from back"
21:09<DJNekkid>in only that line, or all of the "08"-lines?
21:10<frosch123>only that line
21:11<frosch123>-1 * 0 02 00 F6 81 60 1E 00 FF 02 F6 00 01 03 F8 00 05 05 F7 00 <- well, that one I do not understand
21:11<DJNekkid>that one is ... count the number of vehicle ID 1E's
21:12<frosch123>maybe you want to use type 82
21:12<DJNekkid>tried it
21:12<DJNekkid>but no
21:12<DJNekkid>but i think i may have another solution, you ticked me :)
21:13<frosch123>I assume you want to: chain to F8 if the train has length 5, chain to F6 if the train has length 3, chain to F7 else
21:15<DJNekkid>almost, i want to chain to the mentioned ids, but only if it counts x number of vehicleID 1E's in a row
21:16<DJNekkid>but, i made it anyway, thanx to you, you just didnt know it :)
21:16<frosch123>so use 81 41 10 FF instead?
21:17<DJNekkid>-1 * 0 02 00 F6 81 41 10 FF 02 F6 00 01 03 F8 00 05 05 F7 00
21:17<DJNekkid>if that made any sense to you :)
21:17<frosch123>that's what I said :)
21:17<DJNekkid>hehe ... yea :)
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21:18<DJNekkid>damn, this dutchset version 2.0 is getting quite advanced...
21:18<DJNekkid>or 1.5 or whatever they wanna call it
21:18<frosch123>oh, you are also doing dutchset? I only knew about 2cc
21:18<DJNekkid>they made it in grfmaker
21:18<frosch123>resp. as most stuff of 2cc is drawn by purno, what is the difference to dutchset :p
21:18<DJNekkid>but the outcome were ... somewhat limited
21:19<frosch123>you already said that :p
21:19<DJNekkid>so purno asked me if i wanted to add stuff to the dutchset
21:20<DJNekkid>and that dutchset do they want to be as realistic as possible, with only this many wagons here, there, add engine if less then this, more then that, etc
21:20<frosch123>I never looked at the dutchset, I just assumed that all dutchset trains were also included in 2cc
21:21<DJNekkid>nah ... a few yes, but not very many more then other countries
21:21<frosch123>that R stuff might also make it easier, as you have only fixed combinations of wagons
21:21<DJNekkid>R stuff?
21:21<frosch123>i.e. you could generally disallow attaching of wagons, and only add fixed trains consisting of 16 articulated parts or so
21:22<frosch123>R is generally used for "realistic" in this channel
21:22<frosch123>esp. when belugas is here :)
21:22<DJNekkid>hehe ... yea
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21:22<DJNekkid>but the problem arise when there are normally 4 parts, but some of them have six
21:23<DJNekkid>and one just add two wagons
21:23<DJNekkid>and what grapichs to put where, and how
21:23<DJNekkid>sad enough do i find it very interesting
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21:23<frosch123>hehe, just hope they will not come up if date dependent things
21:24<DJNekkid>well, there is that as well
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21:24<DJNekkid>im currently workin on the (v)IRM
21:24<DJNekkid>from 1994-2002 (or something) were it 3 or 4 parts
21:24<DJNekkid>from 2002 --> is it 4 or 6 :)
21:27<frosch123>the funny thing with these dates is, that the introduction and retire date in ttd is randomized by several years, so not every 'special layout' is available in every game
21:27<DJNekkid>i know ... up to 512 days from the intro-day afaik ?
21:28<DJNekkid>so, about a year and a half...
21:28<DJNekkid>atleast the introdate
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21:29<frosch123>the retire date can vary by 5 years :)
21:31<DJNekkid>oki... that is luckily not my table as the programmer/coder/whatever...
21:31<DJNekkid>i just follow orders :)
21:33<DJNekkid>hmm, i wonder actually, if that thing pikka gave me the other day were way to complicated...
21:40<DJNekkid>what a wierd result
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23:42<Nite_Owl>Hello all
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---Logclosed Sat Apr 11 00:00:51 2009