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#openttd IRC Logs for 2009-05-08

---Logopened Fri May 08 00:00:14 2009
00:10<hoax:#openttd>hi
00:13-!-hoax is now known as z-MaTRiX
00:13<z-MaTRiX:#openttd>brb
00:13-!-z-MaTRiX [~matrix@5403C69A.catv.pool.telekom.hu] has quit [Quit: rehashing]
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00:13-!-Z is now known as z-MaTRiX
00:17<Zantor:#openttd>wtc
00:17<Zantor:#openttd>why all the changes in nickname?
00:18<z-MaTRiX:#openttd>well
00:18<z-MaTRiX:#openttd>Z is used so
00:18<z-MaTRiX:#openttd>i registered z-MaTRiX
00:22-!-NukeBuster [~wouter@80.101.115.82] has joined #openttd
00:23-!-HerzogDeXtEr1 [~Flex@88.130.161.132] has quit [Ping timeout: 480 seconds]
00:23<z-MaTRiX:#openttd>Zantor, playing openttd? :)
00:24<z-MaTRiX:#openttd>btw you can register your nickname if you like
00:25<Zantor:#openttd>yes I'm playing OTTD
00:26<Zantor:#openttd>register my nick, where? on IRC or in the forum?
00:27<z-MaTRiX:#openttd>on IRC (here)
00:27<Zantor:#openttd>okay
00:27<Zantor:#openttd>how so/
00:27<z-MaTRiX:#openttd>so it will be password protected
00:27<Zantor:#openttd>?
00:27<Zantor:#openttd>how do I do that?
00:27<z-MaTRiX:#openttd>/msg nickserv register yourpassword youremailaddress
00:28<z-MaTRiX:#openttd>assuming /msg sends a message on your client
00:28<z-MaTRiX:#openttd>try /msg nickserv help
00:31<z-MaTRiX:#openttd>then you can identify every time you log in with your nick using /msg nickserv identify yourpassword
00:34<Zantor:#openttd>done
00:35<z-MaTRiX:#openttd>and you can hide your email address if you like
00:37<el_en:#openttd>you're all here too early, go back to sleep.
00:37<De_Ghost:#openttd>it's 12:30
00:37<De_Ghost:#openttd>pm
00:38<el_en:#openttd>07:38 am
00:38<z-MaTRiX:#openttd>hi ;>
00:38<z-MaTRiX:#openttd>[063751] De_Ghost it's 12:30
00:39<Zantor:#openttd>11:39 PM
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00:52<z-MaTRiX:#openttd>heheh intersting builtin cheats
00:59<z-MaTRiX:#openttd>'have a pointless cheat suggestion, "let maglev trains go on a railroad track"
00:59<Zantor:#openttd>o_O
00:59<Zantor:#openttd>that is very pointlesss
01:04<Zantor:#openttd>I am gradually making my trains longer
01:04<z-MaTRiX:#openttd>:)
01:04<z-MaTRiX:#openttd>i've just tried 40000hp lev-4
01:05<Zantor:#openttd>I've been using the Lev4, but occasionally I use the Lev3
01:05<z-MaTRiX:#openttd>(used 2of them 2x20000hp)
01:06<z-MaTRiX:#openttd>did you know you can put more engines in a train to get more power?
01:06<Zantor:#openttd>no I did not
01:06<Zantor:#openttd>I had wondered if that is possible
01:07<z-MaTRiX:#openttd>sure, it can be especially useful when you have long trains
01:07<z-MaTRiX:#openttd>and going on hills
01:08<z-MaTRiX:#openttd>heheh wonder what is does if i use 2 lev-4-s and 1 lev-3
01:09<z-MaTRiX:#openttd>oh limited top speed
01:09<Zantor:#openttd>more power but limited speed, eh?
01:10<z-MaTRiX:#openttd>yep, lev-3 can do 482kmh
01:10<z-MaTRiX:#openttd>lev-4 can do 643kmh
01:11<De_Ghost:#openttd>are you playing a network game?
01:11<De_Ghost:#openttd>can i join? ;o
01:11<Zantor:#openttd>no
01:11<z-MaTRiX:#openttd>not yet
01:11<z-MaTRiX:#openttd>btw wonder į can host a game
01:12<z-MaTRiX:#openttd>want to test ?
01:12<De_Ghost:#openttd>sure
01:12<z-MaTRiX:#openttd>creating antihoax group multiplayer
01:13<z-MaTRiX:#openttd>done
01:13<De_Ghost:#openttd>what version
01:13<De_Ghost:#openttd>0.7.0?
01:13<z-MaTRiX:#openttd>yep
01:13<z-MaTRiX:#openttd>new
01:13<De_Ghost:#openttd>use the latest nightly :o
01:13<De_Ghost:#openttd>it
01:14<z-MaTRiX:#openttd>it is not compatible with the stable?
01:14<Zantor:#openttd>are the nightly builds stable?
01:14<z-MaTRiX:#openttd>stable
01:14<z-MaTRiX:#openttd>donno
01:14<De_Ghost:#openttd>are u continuing?
01:14<De_Ghost:#openttd>yea it's not
01:15<De_Ghost:#openttd>:o
01:15<Zantor:#openttd>are they often stable?
01:15<z-MaTRiX:#openttd>De_Ghost, can you see antihoax group?
01:15<De_Ghost:#openttd>ip and port?
01:15<z-MaTRiX:#openttd>that i don't know ;/
01:15<De_Ghost:#openttd>local server?
01:15<z-MaTRiX:#openttd>just started a server
01:15<z-MaTRiX:#openttd>internet
01:16<z-MaTRiX:#openttd>advertized
01:16<z-MaTRiX:#openttd>refresh
01:16<De_Ghost:#openttd>ip and port is so much faster..
01:16<z-MaTRiX:#openttd>how can į set that?
01:17<Zantor:#openttd>go to www.ipchicken.com to get your IP to tell him
01:17<Zantor:#openttd>and then if you know what port you're hosting on tell him tha ttoo
01:17<Zantor:#openttd>that too*
01:17<z-MaTRiX:#openttd>i know my ip, but what port?
01:18<De_Ghost:#openttd>http://www.nirsoft.net/utils/cports.html
01:18<De_Ghost:#openttd>get that run
01:18<z-MaTRiX:#openttd>btw not sure if i can host a game, only on ipv6
01:18<De_Ghost:#openttd>it'll list everything
01:18<De_Ghost:#openttd>ur on ipv6?
01:18<De_Ghost:#openttd>:o
01:18<z-MaTRiX:#openttd>yep
01:18<De_Ghost:#openttd>i envy u :o
01:18<Zantor:#openttd>eww, IP v6
01:18<z-MaTRiX:#openttd>and passive ipv4
01:19<Zantor:#openttd>I'm an IP v4 kind of person
01:19<z-MaTRiX:#openttd>so i might join any game
01:19<Zantor:#openttd>IP v6 to me looks convoluted and unnecessary
01:19<z-MaTRiX:#openttd>btw i have linux
01:20<De_Ghost:#openttd>i don't see it
01:20<z-MaTRiX:#openttd>hm
01:20<De_Ghost:#openttd>give me ip
01:21<z-MaTRiX:#openttd>then either it's not working, or on ipv6
01:21<De_Ghost:#openttd>i'll try default ports
01:21<z-MaTRiX:#openttd>can you connect to v6?
01:21<De_Ghost:#openttd>we'll know when we try
01:21<De_Ghost:#openttd>don't u have a ipv4?
01:22<z-MaTRiX:#openttd>you surely cannot conenct to that
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01:22<z-MaTRiX:#openttd>was wondering if its possible to host a game passively
01:23<z-MaTRiX:#openttd>but there should be some error messages
01:23<z-MaTRiX:#openttd>no open ports or smg
01:24<z-MaTRiX:#openttd>btw still don't know what port it want to use
01:24<z-MaTRiX:#openttd>didn't ask about
01:24<De_Ghost:#openttd>3970 is default
01:25<De_Ghost:#openttd>3979
01:29<De_Ghost:#openttd>petern
01:29<De_Ghost:#openttd>SmatZ
01:31<z-MaTRiX:#openttd>so i guess i can only join games
01:31<z-MaTRiX:#openttd>unless i tunnell a v4
01:34<De_Ghost:#openttd>http://www.tt-forums.net/viewtopic.php?f=29&t=42631&start=0
01:34<De_Ghost:#openttd>Also, OpenTTD (the game) is also IPv4 only.
01:34<De_Ghost:#openttd>OpenTTD (the game) now also supports IPv6.
01:38<De_Ghost:#openttd>yea i don't see anyone with v6
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01:42<@Rubidium:#openttd>http://www.openttd.org/en/server/719 <- looks like a server using only IPv6 to me
01:42<Zantor:#openttd>that is very much IPv6
01:42<@Rubidium:#openttd>http://www.openttd.org/en/server/453 <- or using both
01:43<z-MaTRiX:#openttd>now it supports ipv6 game or not?
01:43<De_Ghost:#openttd>how do i conenct to it?
01:43<z-MaTRiX:#openttd>using ipv6 i guess
01:43<z-MaTRiX:#openttd>:)
01:43<@Rubidium:#openttd>in the way you connect to other servers too
01:44<@Rubidium:#openttd>i.e. with the same version
01:44<Zantor:#openttd>that second one is using both
01:44<z-MaTRiX:#openttd>if iannounce a server will it be listed here?
01:45<Zantor:#openttd>but the first one, #719, is using v6 only to my knowledge and what is displayed there
01:45<z-MaTRiX:#openttd>how do i create an ipv6 server and define port?
01:46<@Rubidium:#openttd>with a recent nightly; by default it'll bind to both IPv4 and IPv6
01:46<z-MaTRiX:#openttd>ok thx so i need to upgrade
01:46<z-MaTRiX:#openttd>port setting added too, or defaults?
01:47<@Rubidium:#openttd>it will use the same port as with ipv4
01:49-!-ohnoitsavram [avram@123-243-10-69.static.tpgi.com.au] has joined #openttd
01:54<z-MaTRiX:#openttd>make failed
01:54<@Rubidium:#openttd>more likely: makedepend failed
01:54<@Rubidium:#openttd>try: ./configure --without-makedepend
01:55<Zantor:#openttd>hey I g2g to bed; ttyl
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01:57<z-MaTRiX:#openttd>thx, compiling
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02:06<Eddi|zuHause:#openttd>is it me or are 50% of the words not actual words today?
02:06<Xaroth:#openttd>not you
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02:13<z-MaTRiX:#openttd>you have script for that? ;)
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02:15<z-MaTRiX:#openttd>started game on latest OpenTTD
02:15<z-MaTRiX:#openttd>still didn't ask port though
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02:22<z-MaTRiX:#openttd>found a bug in latest dev
02:22<z-MaTRiX:#openttd>clientlist window does not show properly
02:32<z-MaTRiX:#openttd>and ipv6 addressdoes not fit to add server window
02:33<z-MaTRiX:#openttd>tried adding by host too, but v6 didn't work that way
02:34<Xaroth:#openttd>I think that's mostly because IPv6 is quite new in trunk.
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02:45<z-MaTRiX:#openttd>btw why is it cool to have version mismatch if only a small bug have been fixed, protocol unchanged?
02:47<@Rubidium:#openttd>what is 'small bug' and what do you call 'protocol unchanged'? Any idea how OpenTTD works in a network environment?
02:48<z-MaTRiX:#openttd>Noldo, was just a guess
02:48<z-MaTRiX:#openttd> no; was just a guess
02:49<@Rubidium:#openttd>well, simply said: we once copy the map to the client and then all subsequent actions by the player, resulting in ~1 kBps of traffic regardless of the map size
02:50<z-MaTRiX:#openttd>thought so
02:50<@Rubidium:#openttd>i.e. we do not constantly send over the complete game state, which would start at several MBps
02:51<z-MaTRiX:#openttd>so little changes make other versions incompatible?
02:51<@Rubidium:#openttd>yes
02:51-!-Splex [~splex@c-24-245-55-70.hsd1.mn.comcast.net] has joined #openttd
02:51<@Rubidium:#openttd>incompatible meaning that the game state of the server and client will be diverging
02:52<@Rubidium:#openttd>instead of staying the same
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03:00<De_Ghost:#openttd>:o
03:00<De_Ghost:#openttd>disconencted
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03:07<z-MaTRiX:#openttd>:) interesting that OpenTTD servers continue playing the game after client disconnects
03:07<z-MaTRiX:#openttd>and client can rejoin
03:07<Xaroth:#openttd>that's a setting.
03:08<Xaroth:#openttd>you can make it pause.
03:09<z-MaTRiX:#openttd>but other's playing
03:10<z-MaTRiX:#openttd>whole game would pause when someone disconnects?
03:13<planetmaker:#openttd>g'morning
03:13<z-MaTRiX:#openttd>heil-o
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03:27<De_Ghost:#openttd>Rubidium
03:29<TrueBrain:#openttd>De_Ghost
03:29<Forked:#openttd>TrueBrain
03:29<frosch123:#openttd>Forked
03:30<Eddi|zuHause:#openttd>z-MaTRiX: the game would pause when less than X people are left
03:30<Eddi|zuHause:#openttd>where X is configurable
03:30<TrueBrain:#openttd>stupid Eddi|zuHause!!! :(
03:30<De_Ghost:#openttd>TrueBrain
03:30<TrueBrain:#openttd>Eddi|zuHause: we had such a lovely run!
03:30<TrueBrain:#openttd>now .. you spoiled it! :'(
03:30<Forked:#openttd>sigh
03:30*TrueBrain:#openttd hugs Eddi|zuHause :)
03:30<De_Ghost:#openttd>how do i connect to an ip 6 server if the game doesn't let me enter the whole address?
03:31<Eddi|zuHause:#openttd>yes, i'm sorry
03:33<Eddi|zuHause:#openttd>De_Ghost: you could try jumping on one leg
03:33-!-maristo [~maristo@host217-114-156-151.pppoe.mark-itt.net] has quit [Remote host closed the connection]
03:34<De_Ghost:#openttd>no cigar
03:34<TrueBrain:#openttd>we should start giving out those awards again, for most vague questions of the week :)
03:35<De_Ghost:#openttd>in add server
03:35<De_Ghost:#openttd>i can't git an ipv6 in it
03:35<De_Ghost:#openttd>cuz the box have a limit of chars
03:36<TrueBrain:#openttd>http://bugs.openttd.org :)
03:37<De_Ghost:#openttd>is it a bug? :o
03:37<De_Ghost:#openttd>or maybe my format is wrong
03:37<TrueBrain:#openttd>you want to describe it as a feature?
03:37<De_Ghost:#openttd>sire
03:37<De_Ghost:#openttd>feature request
03:38<De_Ghost:#openttd>bigger add server field when trying to add server
03:38<De_Ghost:#openttd>:D
03:38<TrueBrain:#openttd>if you think it is a feature, then make a feature request .. if you think it is a bug, which most sane people would, make it a bug report :)
03:38<TrueBrain:#openttd>either way, you seem very sure what the problem is, so use the bugtracker
03:39<De_Ghost:#openttd>lol just wondering
03:39<De_Ghost:#openttd>if it's a problem or not
03:39<TrueBrain:#openttd>is it a problem for you?
03:39<De_Ghost:#openttd>no
03:39<De_Ghost:#openttd>cuz the server is useing norev00
03:39<De_Ghost:#openttd>:o
03:40<TrueBrain:#openttd>okay, to come back on those awards, I think we need to extend the categories .... one for: most weird question of the week :p
03:40<De_Ghost:#openttd>lol
03:40<TrueBrain:#openttd>sometimes you are funny De_Ghost
03:40<TrueBrain:#openttd>if you think it is a bug, report it; if you want to be sure it is a trunk bug, download the latest nightly and try it
03:40<De_Ghost:#openttd>do you guys read feature request?
03:40<z-MaTRiX:#openttd>Eddi|zuHause, oh i see
03:42<z-MaTRiX:#openttd>well longer address input field is a feature request :)
03:42<TrueBrain:#openttd>... you guys are weird!
03:42<Forked:#openttd>meep.
03:47<De_Ghost:#openttd>or
03:47<De_Ghost:#openttd>we are all normal
03:47<De_Ghost:#openttd>and ur weird :d
03:47<TrueBrain:#openttd>fair enough
03:48<De_Ghost:#openttd>ok
03:48<De_Ghost:#openttd>feature requested
03:48<De_Ghost:#openttd>lol
03:49<TrueBrain:#openttd>I really would have made it a bug report ... but I guess I am just a nobody here :p
03:49<De_Ghost:#openttd>you said what i think
03:49<De_Ghost:#openttd>i think it's a feature :D
03:49<TrueBrain:#openttd>you guys are stupid ...
04:03<@petern:#openttd>if you could only enter 4 characters, would that be a bug or a feature?
04:03<TrueBrain:#openttd>petern: today I learnt, it would be a feature
04:04<TrueBrain:#openttd>but .. I am going to change all bug reports to feature requests
04:04<De_Ghost:#openttd>:D
04:04<De_Ghost:#openttd>request feature for game not crashing plz
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04:04<@petern:#openttd>there
04:04<@petern:#openttd>i've changed it to bug
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04:05<De_Ghost:#openttd>awwwwww
04:05<De_Ghost:#openttd>lol
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04:13<frosch123:#openttd>how long is a v6 adress for you? I can enter 29 chars.
04:13<frosch123:#openttd>ok, port does not fit
04:13<[wito]:#openttd>aren't they usually about 40:12:a3:41:d6:ad::f3 long?
04:14<TrueBrain:#openttd>1234:5678:9abcd:ef12:3456:7890 <- about that long
04:14<frosch123:#openttd>nope
04:14<Forked:#openttd>how do you specify the port?
04:14<@petern:#openttd>1234:1234:1234:1234:1234:1234:1234:1234:32767
04:14<TrueBrain:#openttd>haha, forgot 2 segments
04:14<TrueBrain:#openttd>I can't count ;)
04:14<@petern:#openttd>or, [1234:1234:1234:1234:1234:1234:1234:1234]:32767
04:15<De_Ghost:#openttd>that's 4 char for ip + 6 for port
04:15<TrueBrain:#openttd>I never understood why they used : as seperator :(
04:15<De_Ghost:#openttd>that's 40* char for ip + 6 for port
04:16<@petern:#openttd>hostnames can be long
04:18<frosch123:#openttd>network/core/config.h: NETWORK_HOSTNAME_LENGTH = 80, ///< The maximum length of the host name, in bytes including '\0' <- why did I ask, when there is a constant
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04:24<planetmaker:#openttd>Yexo_, isn't newgrf version actually something different than OpenTTD version in newgrf readable format? :) http://wiki.ttdpatch.net/tiki-index.php?page=Action8
04:25<planetmaker:#openttd></nitpicking>
04:26<frosch123:#openttd>"opentd version in newgrf format" != "grf version"
04:26<planetmaker:#openttd>frosch123, exactly :)
04:27<frosch123:#openttd>but you started with grf version
04:27<planetmaker:#openttd>I'm just bitching about his commit log message :P
04:27<planetmaker:#openttd>it's reporting the openttd version, not a newgrf version
04:28<planetmaker:#openttd>well... basically when I read it I mis-understood what the commit was about till I read the code lines :)
04:28<frosch123:#openttd>http://wiki.ttdpatch.net/tiki-index.php?page=Action7 <- pff, still you should link to var 21/a1
04:29<planetmaker:#openttd>and it's an absolute non-issue :) I was just feeling... dunno... making unqualified remarks :P
04:29*TrueBrain:#openttd hugs planetmaker :)
04:31<planetmaker:#openttd>:)
04:38<planetmaker:#openttd>frosch123, is the example for the 0.6.0 release not actually wrong there?
04:38<planetmaker:#openttd>Shouldn't r=1 be the case?
04:39-!-Milloflex [~none@h-85-57.A175.priv.bahnhof.se] has joined #openttd
04:39<planetmaker:#openttd>or... hm...no. sorry
04:40<planetmaker:#openttd>that's the 3rd digit ;)
04:40<frosch123:#openttd>subminor :p
04:40<planetmaker:#openttd>yep. just realized :)
04:40<frosch123:#openttd>r524287 will be troublesome though
04:41<planetmaker:#openttd>hehe :)
04:41<planetmaker:#openttd>I guess one might introduce in r300000 a new newgrf version
04:41<planetmaker:#openttd>though... you should hurry up to prepare for that :P
04:42<planetmaker:#openttd>only 20 times more commits since r1
04:42<frosch123:#openttd>yup, everyday a yoghurt and enough water
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04:43<planetmaker:#openttd>hm... given the rate of 1 commit / hour roughly... well :)
04:43<planetmaker:#openttd>@calc 24*365
04:43<@DorpsGek:#openttd>planetmaker: 8760
04:43<planetmaker:#openttd>hm... nearly
04:45<planetmaker:#openttd>@calc 500000 / 24 / 365.24
04:45<@DorpsGek:#openttd>planetmaker: 57.0401197386
04:45<frosch123:#openttd>16170 messages since the first one, 5 years ago, for an average of 2.71 hours between messages
04:45<planetmaker:#openttd>frosch123, yes. But speed picked up somewhat, I think.
04:45<frosch123:#openttd>really? I thought it slowed down :p
04:46<planetmaker:#openttd>I made a calculation based upon ~3 month or so... or since 0.6.0 and 0.7.0 and it was faster :)
04:46<planetmaker:#openttd>dunno anymore. But result was approx. 1 commit / hour
04:46<frosch123:#openttd>I doubt that
04:46<planetmaker:#openttd>:)
04:46<frosch123:#openttd>24 per day is a lot
04:47<planetmaker:#openttd>hm... or my memory is faulty :)
04:52<planetmaker:#openttd>@calc (16250 - 12395) / 13 / 30
04:52<@DorpsGek:#openttd>planetmaker: 9.88461538462
04:52<planetmaker:#openttd>^^ per day since 0.6.0
04:52<planetmaker:#openttd>so... yes...
04:52<planetmaker:#openttd>@calc (16250 - 12395) / 13 / 30 / 24
04:52<@DorpsGek:#openttd>planetmaker: 0.411858974359
04:52<planetmaker:#openttd>@calc 1 / (16250 - 12395) / 13 / 30 / 24)
04:52<@DorpsGek:#openttd>planetmaker: Error: unexpected EOF while parsing (<string>, line 1)
04:53<planetmaker:#openttd>@calc 1 / ((16250 - 12395) / 13 / 30 / 24)
04:53<@DorpsGek:#openttd>planetmaker: 2.4280155642
04:53<planetmaker:#openttd>one commit every 2.4 hours...
04:56<@Rubidium:#openttd>commits are such a useless measurement system ;)
04:57<frosch123:#openttd>http://devs.openttd.org/~smatz/bench/bench-lines.png <- that is just as useless as well :)
04:59<planetmaker:#openttd>:)
04:59<planetmaker:#openttd>Depends upon the definition of "useless". It's in any case a measure of activity.
04:59<planetmaker:#openttd>not necessarily a measure of productivity, though ;)
05:00<@Rubidium:#openttd>the average interval between nightlies is better to measure activity ;)
05:00<planetmaker:#openttd>but to the first order it's acceptable, I think
05:00<CIA-3:#openttd>OpenTTD: frosch * r16254 /trunk/src/network/network_gui.cpp: -Fix [FS#2886]: Magic constant removed.
05:01<planetmaker:#openttd>Rubidium, uhm... 24 hours? Or the change in version numbers? But that's basically the same, isn't it? It's only another time base.
05:02<frosch123:#openttd>[11:00] <planetmaker> Depends upon the definition of "useless". It's in any case a measure of activity. <- noai ruined our statistics :(
05:02<@Rubidium:#openttd>planetmaker: http://binaries.openttd.org/extra/strgen/ <- that's not quite every 24 hours
05:02<@Rubidium:#openttd>neither are cargodst not head-to-head
05:03<@Rubidium:#openttd>and even trunk isn't build every day
05:03<@Rubidium:#openttd>e.g. 2004-04-02
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05:04<@Rubidium:#openttd>(it's attempted though)
05:05<planetmaker:#openttd>well. Those other branches aren't compiled every day. Sure.
05:05<@Rubidium:#openttd>strgen and pngcodec are attempted daily
05:05<planetmaker:#openttd>But as long as most activity is in trunk (yes, noAI is problematic in that respect - but it got merged, so it's fine again)
05:11<@petern:#openttd>who cares
05:21<TrueBrain:#openttd>who here knows enough about asm ...
05:21<TrueBrain:#openttd> _repne_stosb();
05:21<TrueBrain:#openttd> _jmpcx(l__00002);
05:21<TrueBrain:#openttd>in what case would it not jump? (don't mind the syntax :p)
05:24<@Rubidium:#openttd>jump unconditionally <param> somethings?
05:24<TrueBrain:#openttd>hmm .. nevermind, it should always jump
05:25<TrueBrain:#openttd>silly code
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05:28<Xaroth:#openttd>ugh
05:28<Xaroth:#openttd>need to find me a svn web interface :/
05:29<TrueBrain:#openttd>trac
05:29<Xaroth:#openttd>don't need project thingie, just svn thingie :/
05:30<TrueBrain:#openttd>we use it only for the svn thingy :)
05:31<Xaroth:#openttd>yeh, but that means installing some bloated thing just for 1 tiny feature.. I was trying to avoid that :P
05:31<Xaroth:#openttd>currently using Redmine.. but its bloated as fook :/
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05:37<Eddi|zuHause:#openttd><planetmaker> hm... given the rate of 1 commit / hour roughly... well :) <- i was under the impression the frequency of commits increased since r1
05:39<Eddi|zuHause:#openttd>what's that jump near r15000??
05:39<Eddi|zuHause:#openttd>YAPP?
05:41<Eddi|zuHause:#openttd>i still have no idea why we have piglatin...
05:42<TrueBrain:#openttd>who does ....
05:42<@Rubidium:#openttd>some Miham?
05:43<@Rubidium:#openttd>and some Adam
05:43<Eddi|zuHause:#openttd>i'd vote for removing it...
05:43<TrueBrain:#openttd>I second that motion
05:43<Eddi|zuHause:#openttd>this is a serious game.
05:43<Eddi|zuHause:#openttd></serious cat>
05:44<@Rubidium:#openttd>lets remove German; it just sounds like funny Dutch
05:44<@Rubidium:#openttd>and so does Afrikaans
05:45<Eddi|zuHause:#openttd>English, too ;)
05:45<@Rubidium:#openttd>that's just funny Frisian
05:45<@Rubidium:#openttd>hmm, which is funny Dutch
05:46<Eddi|zuHause:#openttd>there's also lower german
05:46<Eddi|zuHause:#openttd>where the spreading has significantly reduced in the last 100 years
05:47<Eddi|zuHause:#openttd>i know that my great-grandmother grew up speaking lower german, and that wasn't very far away from here
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05:48<Eddi|zuHause:#openttd>my mother growing up in the same region learned high german
05:54<z-MaTRiX:#openttd>hi
05:54<z-MaTRiX:#openttd>:)
05:54<z-MaTRiX:#openttd>can someone test ipv6 ?
05:55<z-MaTRiX:#openttd>started latest OpenTTD server from svn
05:55<Eddi|zuHause:#openttd>yes, the same someone who implements all those features
05:55<@Rubidium:#openttd>someone tries to be leet?
05:55<z-MaTRiX:#openttd>;>
05:56<Eddi|zuHause:#openttd>z-MaTRiX: if the server appears on the master list, then it worked.
05:56<Eddi|zuHause:#openttd>you can check that yourself
05:57<z-MaTRiX:#openttd>it's marked as online allright
05:57<z-MaTRiX:#openttd>even has server version there
06:10<Eddi|zuHause:#openttd>what happened to the timetable management patch?
06:11<@Rubidium:#openttd>it followed/follows cargodest
06:12<Eddi|zuHause:#openttd>imho it's one of the most important patches...
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06:15<Eddi|zuHause:#openttd>bah... it's really bad to have a file named "-"
06:15<Eddi|zuHause:#openttd>none of the command line tools can read it :p
06:15<@petern:#openttd>the reflectors i ordered yesterday have arrived
06:15<@petern:#openttd>not bad for 3 day delivery...
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06:17<Yexo:#openttd>hello
06:17<@petern:#openttd>yelo
06:17<@Rubidium:#openttd>yellow
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06:17<z-MaTRiX:#openttd>heil-o
06:18<z-MaTRiX:#openttd>Eddi|zuHause, i have a file named *.*
06:19<Eddi|zuHause:#openttd>z-MaTRiX: but that's not a problem
06:19<z-MaTRiX:#openttd>petern, what kind of reflectors locomotive?
06:20<@petern:#openttd>lamp
06:25<Eddi|zuHause:#openttd>i have a suggestion: add *.diff and *.patch to svn:ingore
06:28<frosch123:#openttd>I have a suggestion, add them to ~/.subversion/config
06:29<Eddi|zuHause:#openttd>that might be an idea
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06:34<Eddi|zuHause:#openttd>now i have only two unknown items left in svn status... one is a link to the home directory (~/.openttd)
06:34<Eddi|zuHause:#openttd>and the other one is a link from bin/media to media
06:34<Eddi|zuHause:#openttd>is that one still necessary? (i think it had to do with the icon)
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07:36<[wito]:#openttd>Concerning non-smooth terrain:
07:36<[wito]:#openttd>perhaps the style in which this is handled in Rollercoaster Tycoon 1/2 could be borrowed?
07:37<@petern:#openttd>wut?
07:38<[wito]:#openttd>cliffs, man!
07:38<Eddi|zuHause:#openttd>hm... suppose i have a tile, and a station, how do i get the closest station-rect tile to the tile?
07:39<@Rubidium:#openttd>FindStationNearby or so?
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07:39<Hirundo_:#openttd>that, combined with a CircularTileSearch?
07:39<@Rubidium:#openttd>FindStationsAroundTiles?
07:40<Yexo:#openttd>TileXY( Clamp(TileX(tile), min_x_stationrect, max_x_stationrect), Clamp(TileY(tile), min_y_stationrect, max_y_stationrect))
07:41<@Rubidium:#openttd>hmm, read it wrongly ;)
07:57<Eddi|zuHause:#openttd>ah... "st->rect.left", "st->rect.right" etc.
07:58<Eddi|zuHause:#openttd>but which one is x, and which one is y?
08:00<Eddi|zuHause:#openttd>left appears to be x
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08:03<@petern:#openttd>they're both x...
08:04<Eddi|zuHause:#openttd>yes, i meant (left,right) or (top,bottom)
08:15<Eddi|zuHause:#openttd>hm... all uses of "WhoCanServiceIndustry" have a swtitch and cases like "case 0: ns = NS_INDUSTRY_NOBODY;", why not directly have that function return NS_*?
08:20<Yexo:#openttd>it's only used in 2 places, right?
08:24<Eddi|zuHause:#openttd>yes, at least those were the ones i could find with grep
08:26<Eddi|zuHause:#openttd>i was investigating whether i could change catchment radius depending on cargo type, but that would be a bigger task than i thought
08:30<frosch123:#openttd>really? four places I would expect
08:31<frosch123:#openttd>the two tiletypeprocs for accepted and produced cargo, and the functions to deliver cargo from/to stations
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08:33*petern:#openttd wonders where his catchment area patch went
08:34<Eddi|zuHause:#openttd>yes, frosch123, that is what i thought, but then this news message function popped up
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08:38<frosch123:#openttd>what is the problem with that function, it is already not 100% correct
08:39<Eddi|zuHause:#openttd>what is not correct about it?
08:40<frosch123:#openttd>it uses to "production"-catchment area for both "accepts" and "produces"
08:40<Eddi|zuHause:#openttd>anyway, it calls "FindStationsAroundTiles" without a particular cargo type in mind...
08:40<frosch123:#openttd>correct, and it does not test whether the station accepts the cargos
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08:41<frosch123:#openttd>(which is likely intentional for that function)
08:42<Eddi|zuHause:#openttd>yes, which is probably not a big deal, but the discrepancy would increase if i, say, doubled the catchment area for passengers
08:43<Eddi|zuHause:#openttd>so i either use the passenger radius, and get a lot more false negatives, or i use the cargo radius, and get false positives, in case the industry deals with passengers
08:43<Eddi|zuHause:#openttd>err, the other way round (positives, negatives)
08:43<Eddi|zuHause:#openttd>(i think)
08:43<frosch123:#openttd>I guess you want to increase the passenger catchment only for houses producing mail and passengers, and not for accepting
08:44<Eddi|zuHause:#openttd>i haven't fully decided that yet. mainly i wanted the effect to decrease over distance
08:45<Eddi|zuHause:#openttd>so you'd get more passengers from close houses, and less from distant houses
08:45<Eddi|zuHause:#openttd>i wanted to do that by scaling the station rating by distance
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08:47<Eddi|zuHause:#openttd>i could do that for all cargos, but it seemed more logical to do this for "self-walking" cargos only
08:49<frosch123:#openttd>TileLoop_Town just calls MoveGoodsToStation
08:50<Eddi|zuHause:#openttd>yes
08:50<Eddi|zuHause:#openttd>that's the function i am currently tinkering with
08:50<Eddi|zuHause:#openttd>and this function calls "FindStationsAroundTiles"
08:51<Eddi|zuHause:#openttd>which would need an additional parameter cargotype
08:52<Eddi|zuHause:#openttd>which would collide with the use of the same function in this news message stuff
08:52<frosch123:#openttd>instead of a list of stations you could return a list of pairs of station and a cargo mask
08:53<Eddi|zuHause:#openttd>after i have the stations i can simply modify the rating
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09:15<@Belugas:#openttd>hello bonjour ola etc etc...
09:15<Eddi|zuHause:#openttd>¡Holá!
09:15<davis`:#openttd>hallo
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10:07<[wito]:#openttd>Eddi|zuHause: out of curiosity, what are you working on?
10:08<[wito]:#openttd>anyway, on the topic of cargo destinations, or at least paxdest;
10:08<[wito]:#openttd>a full-fledged destination system may on the whole not be neccessary; passengers and mail just need to have, at the very least, a vague sense of direction. :P
10:10<Eddi|zuHause:#openttd>i'm not working on destinations... this was purely about extending catchment area
10:10<[wito]:#openttd>yeah; I was going on about something completely different. ;)
10:11<Eddi|zuHause:#openttd>so you can cover an entire village with one or two bus stations, or a train station, but houses far away will consider the station to have a low rating
10:11<[wito]:#openttd>a couple of simple rules might replace the need for a cargo destination system, tho'
10:11<[wito]:#openttd>1) Passengers know what station they were last at, and will not want to go back to it
10:12<Eddi|zuHause:#openttd>ad 1) what about circles?
10:12<[wito]:#openttd>2) Passengers may, at any given non-terminal station, either disembark or not (we'll get back to figuring out non-terminal stations)
10:12<[wito]:#openttd>3) If a passengers disembarks at a station, it may either arrive or continue
10:13<[wito]:#openttd>4) If it continues; it will, if the station has more than one type of vehicles, prefer a different type of vehicle to what it arrived in
10:14<[wito]:#openttd>5) At terminal stations (one type of vehicle; and the vehicle they arrived in will have to turn around to leave), all passengers will always disembark and arrive
10:14<Eddi|zuHause:#openttd>i don't see how this would either work at all, or be less elaborate than proper destinations
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10:15<[wito]:#openttd>Eddi|zuHause: elaborate
10:15<Eddi|zuHause:#openttd>first of all, a vehicle will never know if it "turns around"
10:16<[wito]:#openttd>well, then
10:16<[wito]:#openttd>a station is terminal for a vehicle if the preceding and following order is the same, excluding the station itself and depots
10:17<planetmaker:#openttd>[wito], bad idea, if you add service orders
10:17<planetmaker:#openttd>or play with conditional orders
10:17<Eddi|zuHause:#openttd>also bad idea if you have circles, A->B->C->A
10:18<Eddi|zuHause:#openttd>none of these are "terminal stations" in your definition
10:18<frosch123:#openttd>also bad if you have A->non-non-stop-A
10:18<Eddi|zuHause:#openttd>and the train in question could still go through B on the way back, with a non-non-stop order
10:18<frosch123:#openttd>though all system fail with that one :p
10:18<[wito]:#openttd>frosch123: if it only has one station in the order list, OTTD throws a fit
10:19<Eddi|zuHause:#openttd>if it would be explicitly in there, A and C would be "terminal"
10:19<[wito]:#openttd>Eddi|zuHause: in a circle, no stations are terminal
10:19<[wito]:#openttd>that's how a circle works. :P
10:19<@Belugas:#openttd>so... we are going into order analysis now... order optimisations and so on . youhou!
10:20<Eddi|zuHause:#openttd>yes, but if you have to consider lines which have no terminal stations, you don't need to consider terminal stations for ANY line
10:20<[wito]:#openttd>Eddi|zuHause: suppose we have: a section of an order list ...A->B->Depot->B->A...
10:21<[wito]:#openttd>where ... is D->C and C->D or whatever
10:21<[wito]:#openttd>in this case, you would want to pick up PAX at A; unload them all at B, go to the depot, load new passengers at B, and head to A
10:22<Eddi|zuHause:#openttd>that's what an "unload" order is for
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10:22<[wito]:#openttd>The point of a destination system is to avoid all the tedious fiddling with orders
10:22<Eddi|zuHause:#openttd>you don't have to "guess" what a "terminal" station is then.
10:23<[wito]:#openttd>"a station is terminal for a vehicle if the preceding and following order is the same, excluding the station itself and depots" is a workable heuristic, barring some freakishly freakish layouts
10:24<Eddi|zuHause:#openttd>[wito]: suppose, i have a circular tram line: A->(...)->Main Station->(...)->A
10:24<[wito]:#openttd>duplicate order; OTTD throws a fit
10:25<Eddi|zuHause:#openttd>how would your proposed destination system consider that the majority of the people would want to go to the main station?
10:25<[wito]:#openttd>hmm
10:25<[wito]:#openttd>6) Passengers are more likely to disembark at stations with multiple vehicle types to transfer
10:26<[wito]:#openttd>6b) Passengers are more likely to disembark at stations with a single vehicle type to arrive
10:26<Eddi|zuHause:#openttd>cargodest knows that the station is "special", because it offers the largest number of connections
10:27<Eddi|zuHause:#openttd>your proposed system knows nothing about the number of possible connections
10:27<[wito]:#openttd>well, you COULD add an unload all order; which would cause people to be unwilling to return to the vehicle they just disembarked
10:27<Eddi|zuHause:#openttd>what about a major bus terminal vs. a rural bus station?
10:27<Eddi|zuHause:#openttd>how do you tell those apart?
10:28<[wito]:#openttd>ratings, number of vehicles having the station as an order, number of bays...
10:29<[wito]:#openttd>the two first, at least, are readily available through the interface, so I'm guessing they are fairly available in code as well
10:30<Eddi|zuHause:#openttd>so, then next problem, suppose a local train line connecting two major stations. a lot of people enter at station A, then there are intermediate stations 1..10, and then station B
10:30<Eddi|zuHause:#openttd>how do you ensure that not all people have quit by station 3, and the train running empty the rest of the way?
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10:31<[wito]:#openttd>stations with more accepting buildings in their catchement pull more passengers off the train
10:31<[wito]:#openttd>you could also toy with the likelyhood of a passenger disembarking based on wether the station is an order or not
10:32<welshdragon:#openttd>you use the same format as locomotion: choose if the train is a local, semi - fast, or express ;)
10:32<Eddi|zuHause:#openttd>really, i do not see "fuzzy" destinations working well...
10:32<[wito]:#openttd>passengers could also have not only a vague sense of direction, but a vague sense of distance, based either on stations passed, or orders passed
10:33<[wito]:#openttd>most passengers WILL want to go only a few stations (local traffic is a bitch to deal with); but some will want to go far and away
10:34<welshdragon:#openttd>Eddi|zuHause: also: that is what non - stop orders are for
10:35<Eddi|zuHause:#openttd>i think you completely missed my point
10:35<[wito]:#openttd>Eddi|zuHause: local trains (without non-stop orders) are just that; local trains
10:36<welshdragon:#openttd>indeed
10:36<[wito]:#openttd>if you want to make sure people are transported fast from A to B, you build a damn ICE
10:36<Eddi|zuHause:#openttd>[wito]: the point is not if the people get anywhere "fast"
10:36<Eddi|zuHause:#openttd>even ICEs have intermediate stops
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10:37<[wito]:#openttd>of course
10:37<welshdragon:#openttd>what is your point then Eddi|zuHause
10:37<welshdragon:#openttd>?
10:37<[wito]:#openttd>your worry is that people will get of your train too early, traveling only short distances, denying profit
10:37<[wito]:#openttd>which is what ICEs are for
10:37<[wito]:#openttd>long-distance hauls
10:38<[wito]:#openttd>but if your intermediate stations service clumps of 3 and 4 houses or really small towns; few people will disembark
10:39<Eddi|zuHause:#openttd>and what is "few"?
10:39<[wito]:#openttd>if it's a metro line, lots of people will embark and disembark at every station, each of them traveling pretty short
10:39<Eddi|zuHause:#openttd>absolute number? relative number?
10:39<Eddi|zuHause:#openttd>relative to what?
10:39<Eddi|zuHause:#openttd>the number of people on the train?
10:39<Eddi|zuHause:#openttd>the capacity of the train?
10:39<Eddi|zuHause:#openttd>the number of intermediate stops?
10:39<[wito]:#openttd>the number of people the houses would generate
10:40<Eddi|zuHause:#openttd>what is an intermediate stop in this consideration?
10:40<[wito]:#openttd>ostensibly a house accepts as much passengers as it generates
10:40<[wito]:#openttd>so about as many get off as get on
10:40<Eddi|zuHause:#openttd>but the station has no idea how much the houses around it produce
10:41<Eddi|zuHause:#openttd>or if what they produce isn't already covered by a different station (with higher rating)
10:41<[wito]:#openttd>doesn't need to know; it knows how many passengers are AT the station
10:41<Eddi|zuHause:#openttd>if a house is covered by two stations, it would "suck" twice the amount of passengers than it produces
10:41<[wito]:#openttd>if there are 12 people at a station, 12 people disembark, and 12 people embark
10:42<Eddi|zuHause:#openttd>you are getting even more silly...
10:42<[wito]:#openttd>how do you figure?
10:42<[wito]:#openttd>it ensures symmetric demand
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10:43<Eddi|zuHause:#openttd>what if your stations have extemely low rating so all waiting passengers have already left? you haul the same passengers back and forth because they are too afraid to leave at an empty station?
10:44<[wito]:#openttd>hmm
10:45<[wito]:#openttd>wouldn't happen; long, poorly-trafficed lines with low ratings would usually have terminal stations; where people would get off no matter what;
10:45<Eddi|zuHause:#openttd>rural stations tend to have lower rating than main stations, so usually you bring more people to the villages than are leaving
10:45<Eddi|zuHause:#openttd>what if the rural line is circular?
10:45<[wito]:#openttd>circle lines are usually metro lines which have extreme ammounts of passengers at any rate
10:45<[wito]:#openttd>and building a rural circle line is just silly. .P
10:46<Eddi|zuHause:#openttd>the more you speak the more i loathe your idea...
10:47<Eddi|zuHause:#openttd>it can't ever work properly
10:47<[wito]:#openttd>Don't confuse loathing me with loathing the idea. :P
10:48<Eddi|zuHause:#openttd>and you have yet to prove that it would be easier to implement than cargodest (which, btw. is already implemented)
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10:48<[wito]:#openttd>cargodest has a couple of flaws; that aren't actually fixed by this, just sidestepped;
11:19<[wito]:#openttd>1) The graph doesn't "see" intermediate stations
11:19<Noldo:#openttd>that's basically a feature
11:19<[wito]:#openttd>2) The last revision of trunk against which CargoDest applies is r15710
11:19<[wito]:#openttd>Noldo: how so?
11:19<Noldo:#openttd>lost trains accidentally hitting stations don't mess the graph
11:19<Eddi|zuHause:#openttd>the only flaw that cargodest (in itself) currently has is that it does not distinguish between stopover-stations and transfer-stations
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11:19<Eddi|zuHause:#openttd>the other flaws are stuff outside of cargodest
11:19<Eddi|zuHause:#openttd>amount of passengers generated
11:19<Eddi|zuHause:#openttd>chosing of destinations based on distance, connectivity, and "desirability"
11:19<[wito]:#openttd>Eddi|zuHause: which is why I didn't mention it. :P
11:19<[wito]:#openttd>thing is, tho'
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---Logclosed Fri May 08 11:19:51 2009
---Logopened Fri May 08 11:19:58 2009
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11:23<el_en>has anyone seen it yet?
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11:30<@Belugas>@seen it
11:30<@DorpsGek>Belugas: I have not seen it.
11:32<Booth>`helo
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11:47<Muxy>Hello OpenT World !
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11:52<@Belugas>Hello MuxyT
11:52<planetmaker>ho
11:55<Muxy>Hi Belugas, nice weather oversea ?
11:59<@Belugas>yup, but i cannot enjoy it , as i am in hell of debug
12:00<frosch123>better than hell of s*** :p
12:00<Muxy>hum, Hell, is like Goulp... but it's a french joke
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12:55<Eddi|zuHause># Ich steh auf der Brücke, und spuck in den Kahn
12:55<Eddi|zuHause># Da freut sich die Spucke, daß sie Kahn fahren kann
12:56<Eddi|zuHause># Ich steh auf dem Kahn, und spuck auf die Brück'
12:56<el_en># Jetzt geeeeeeehe ich ins Kiiiiino, um Star Trrrrek zu seeeehen
12:56<Eddi|zuHause># Da muß ich schnell weiter, denn die Spuck' kehrt zurück
12:57<Forked>what a load of crap =p
12:57<Eddi|zuHause># An der Nooooordseeeeeeküste (...)
12:58<Eddi|zuHause>Forked: it's a set of "drinking songs"
12:58<Forked>drinking is good
12:58<Forked>that language.. not so much :\ no offence intended
12:58<frosch123>indeed, eddi singing crap, and ln going to watch a movie with lots of 14 year old children
12:59<Eddi|zuHause>el_en: do you actually know the melody to the song?
12:59<el_en>nope... unless it happens to be a melody of some more famous song.
13:00<Eddi|zuHause>do they not teach such valuable cultural masterpieces in german class?
13:01<el_en>i wonder what was the band and/or song in the german schoolbook... toten hosen or something.
13:01<Eddi|zuHause>http://www.youtube.com/watch?v=nf6iKBYa49g <- that could be the song
13:02<el_en>and there was a great "Deutsch macht Spaß" song in the book, probably made by the book authors themselves.
13:03<frosch123>"toten hosen" is a popular band, yes
13:03<el_en>"X und Y liegen in der Sonne..... .... ... Ich nehme mein Deutschbuch mit!"
13:03<frosch123>:s
13:04<el_en>anyway, gotta go watch the movie with all the 18..20-year-old girls in the cinema. -->>
13:05<frosch123>youtube "toten hosen + azzurro" is nice, though uncommon
13:08<Zantor>lol
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13:41<Wolf01>hello
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13:48<@Belugas>[12:03] <Muxy> hum, Hell, is like Goulp... but it's a french joke <-- it is? tell me !
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13:56<Wolf01>http://hackedgadgets.com/2009/05/07/mv-coilmaster-mark1-coil-gun/ this rocks! (and shots)
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14:43<@Belugas>WHERE IS SHADOW???? I need my pet to toy with!
14:43<Alberth>I think nobody is here
14:44<@Belugas>indeed not, my imaginary friend :)
14:44<Eddi|zuHause>@seen nobody
14:44<@DorpsGek>Eddi|zuHause: I have not seen nobody.
14:45<Alberth>hmm, even nobody is not here
14:45<Alberth>anyway, hello all
14:45<Eddi|zuHause>wasn't there something like a movie series "nobody"? (with terrance hill?)
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14:47<frosch123>a horse with no name or so
14:47<@Belugas>#I've been to the desert
14:47<@Belugas>#On a horse with no name
14:47<@Belugas>hello indeed Alberth
14:51<Eddi|zuHause>hm... a quick google search suggests that the name "nobody" was introduced in the german translation...
14:51<frosch123>"nobody is perfect" was the also the title of the movie, wasn't it?
14:51<frosch123>-the
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15:00<frosch123>http://www.tt-forums.net/viewtopic.php?f=32&t=43525 <- somewhat I really like that topic
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15:04<planetmaker>lool
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15:32<oskari89>Belugas: Is it possible to code signal gui so, that you can have two different style signals for one function signal, like PBS signal with 2 different graphics?
15:32<Noldo>aren't there semaphores and signals already?
15:33<@petern>*cough* semaphore vs light signals *cough*
15:33<Eddi|zuHause>the signal gui already HAS two different graphics styles
15:33<Noldo>petern: were you first on your screen?
15:34<oskari89>Hmm. Can there be second type of light signals?
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15:34<@petern>Noldo?
15:34<Eddi|zuHause>yes, you can replace the semaphore graphics with light signal graphics, then you have two light signal styles
15:35<oskari89>Okay.
15:35<Eddi|zuHause>newgrfs have an action for replacing signal graphics
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15:43<@Belugas>mmh?
15:43<@Belugas>ho... signal gui...
15:46<@Belugas>like Eddi|zuHause said
15:47<@Belugas>oskari89, might be a bit more helpful if you could tell us why you'd want that
15:54<oskari89>You could do 2 types of normal PBS signals and, like in Finland, you would have two aspects with same type of signal (straight route->http://upload.wikimedia.org/wikipedia/commons/thumb/3/3e/Opaste_aja.svg/50px-Opaste_aja.svg.png) (route going from switch-> http://fi.wikipedia.org/wiki/Tiedosto:Opaste_aja_sn35.svg) So, basically pure graphical thing.
15:55<Sacro>dependant on route?
15:55<oskari89>Yes.
15:55<Sacro>like errm, splitting signals
15:55<oskari89>Yes.
15:55<Sacro>and theatre aspects and such
15:56<oskari89>Yep.
15:56<oskari89>Could any signal be programmed to read next signal's aspect?
15:57<oskari89>http://fi.wikipedia.org/wiki/Tiedosto:Suojastusopaste_seis.svg http://fi.wikipedia.org/wiki/Tiedosto:Suojastusopaste_aja_varovasti.svg http://fi.wikipedia.org/wiki/Tiedosto:Suojastusopaste_aja.svg
15:57<oskari89>And therefore, showing three aspects, on same signal?
15:58<Eddi|zuHause>currently, no.
15:58<Eddi|zuHause>signals can only show "red" or "green"
15:58<Eddi|zuHause>nothing else
15:59<Eddi|zuHause>especially you cannot know what the "next" signal is, because there can be switches inbetween
15:59<oskari89>Even with PBS?
15:59<Eddi|zuHause>especially with PBS
16:02<Eddi|zuHause>you can only know what the next signal is, if the path is already reserved, but in this case, the signal already shows green
16:02<Eddi|zuHause>http://www.icosahedron.de/openttd/patches/ <- you could, however, take a look at this patch, which can reserve multiple signals in advance
16:08<Eddi|zuHause>http://www.tt-forums.net/viewtopic.php?f=32&t=38871 <- the suggestion that the above patch is based on
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16:12<el_en>oookay
16:12<el_en>i was already wondering what kind of a premiere this is, but then i saw someone wearing a DS9-style science officer's uniform.
16:15<el_en>anyway, surprisingly many girls/women present, and surprisingly many of them even alone.
16:16<frosch123>so you think that was the reason they were there?
16:16<el_en>what was? me?
16:19<frosch123>the single girls choosing for a men-only film
16:20<el_en>well clearly they failed, as i'd say the distribution was almost 50/50 per cent.
16:21<Eddi|zuHause>you have "premiere" on fridays?
16:21<el_en>typically yes... in fact almost always.
16:22<Eddi|zuHause>new films generally start thursdays in germany, which means premieres are usually in the night from wednesday to thursday
16:22<Muxy>Hi, i'm Back ! Still here Belugas ?
16:23<Eddi|zuHause>in rare cases this means that films start one day in advance of the american start date
16:23<@Belugas>unfortunately yes
16:23<Muxy>The Goulp is a jail for the shadocks
16:23<Eddi|zuHause>the what?
16:24<Muxy>the shadocks : GA BU ZO MEU
16:24<el_en>there was quite an unexpected product placement quite in the begin...
16:24<Eddi|zuHause>sounds like bad sience fiction or fantasy
16:25<Muxy>and the joke is "Le Goulp c'est l'enfer, car ils sont enfermés"
16:26<Muxy>That's why Goulp is Hell !
16:26<Eddi|zuHause>http://xkcd.com/483/
16:28<frosch123>it's Wolf01's job to post those images
16:28<Wolf01>I post only interesting links such the one I posted today but nobody noticed it
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16:32<@Belugas>shadocks? GABUZOMEU?
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16:32<@Belugas>moi pas comprendre, moi trop viewx
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16:35<@petern>hmm
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16:42<planetmaker>in the scenario editor with tropical climate: it's easy to convert land into desert. is there also the reverse way possible, converting desert into fertile land?
16:42<Wolf01>ctrl?
16:44<frosch123>that planetmaker did not figure that out my himself ... :p
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16:46<planetmaker>hm... I could have sworn I tried :P
16:46<planetmaker>better I don't though
16:46<planetmaker>must have missed the ctrl key :D
16:46<planetmaker>and hit alt instead
16:46<frosch123>I discovered it when I considered to write a patch for that "feature" :)
16:47<@Belugas>#Where IS EVERYBODY?
16:47<planetmaker>frosch123: I just considered that, too. But I wanted to ask first :D
16:48<@Belugas>note: my son made me discovered that too about 2 months ago :S
16:48<planetmaker>would have been faster than making a new map...
16:48<planetmaker>he...
16:48<planetmaker>seems to be a really hidden feature ;)
16:48<Ammler>I wuld say, ctrl rocks :P
16:49<planetmaker>but even the translated tool tip correctly tells me that ctrl modifies it to remove desert... :)
16:49<planetmaker>so... I *might* know
16:50<TrueBrain>lalala
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16:52<planetmaker>ha. But I cannot change desert<->fertile for water or shore tiles. I consider that a bug
16:52<@Belugas>prrrrrrrrt
16:52<@petern>and you know what to do with bugs
16:52<@Belugas>up your a..!
16:52<TrueBrain>kill them
16:52<@Belugas>rt
16:53<planetmaker>because you might then have desert water tiles :) - which leads to funny desert,fertile shores :)
16:53<@Belugas>kill the bugger kill the bugger kill the bugger!!
16:56<TrueBrain>finally all my home pcs are IPv6 connected :)
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17:10<Chruker>So now you can add device number 4bn +1 ?
17:13<planetmaker>hm... where actually is the scenario editor found in? Which source files?
17:13<planetmaker>it's not map*
17:13<planetmaker>it's not terraform - or I missed it.
17:13<frosch123>main_gui
17:13<planetmaker>oh :)
17:13<planetmaker>ty
17:14<frosch123>maybe parts are also in misc_gui
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17:14<planetmaker>I guess :)
17:15<@petern>why why why why why
17:23<frosch123>"what?"
17:25<planetmaker>:P
17:28<TrueBrain>who?
17:29<Wolf01>when?
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17:34<Westie>what?
17:34<Wolf01>no... where?
17:34<Westie>:(
17:35<Westie>OVER THERE
17:35<Westie>WITH ZE HAT!
17:35<Westie>He's standing on that platform
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17:56<Wolf01>'night
17:56-!-Wolf01 [~wolf01@host241-236-dynamic.9-87-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.]
17:57<Westie>I agree.
17:57<Westie>Anyone got any spades?
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18:30-!-Nite_Owl [~Nite_Owl@76.109.51.190] has joined #openttd
18:30<Nite_Owl>Hello all
18:35-!-frosch123 [~frosch@frnk-590fdca0.pool.einsundeins.de] has quit [Remote host closed the connection]
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18:49<Eddi|zuHause># I know that the spades, are the swords of soldiers
18:50<Eddi|zuHause># I know that the clubs, are weapons of war
18:50<Eddi|zuHause># I know that the diamonds, mean money for this art
18:51<Eddi|zuHause># But that's not the shape of my heart
18:56<Nite_Owl>I bid 4 no trump
18:57<Nite_Owl>also how can you tell if there is an elephant in your refrigerator
18:58<planetmaker>open door, look, close door ;)
18:59<Nite_Owl>you can see his footprints in the cheesecake
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19:01<Nite_Owl>what game do elephants like to play the most
19:01-!-thingwath [~thingwath@morana.sks2.muni.cz] has quit [Quit: It's all over.]
19:04<Nite_Owl>Squash
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19:08-!-mode/#openttd [+v tokai] by ChanServ
19:10<+tokai>Hmpf.. now I probably missed all the startling comments about my desktop Elephants, because the network operation timeout:)
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19:21<Eddi|zuHause>luckily, there are IRC logs, which are censo^W proof that there was no talk about your elephants whatsoever
19:22<@Belugas>Elephant talk
19:22<@Belugas>brouhaha
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19:30<Eddi|zuHause>while we are at stupid jokes
19:30<Eddi|zuHause>how do you get four dinosaurs into a beetle
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19:59<Nite_Owl>I am back
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20:03<Nite_Owl>about the elephant stuff - it was just me and my somewhat silly elephant jokes
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20:35<ccfreak2k>Heh, the downloads page lists the releases index page as "unknown filetype".
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20:37<ccfreak2k>Also the in-game content downloading is neat.
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---Logclosed Sat May 09 00:00:52 2009