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#openttd IRC Logs for 2009-09-22

---Logopened Tue Sep 22 00:00:54 2009
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02:35<Terkhen>good morning
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02:43<Muxy>Goulp Kiss !
02:44*dihedral slaps Muxy
02:45*Muxy thanks slaper
02:45*dihedral extends ignore list :-P
02:46<dihedral>nah - just kidding
02:46*Muxy likes to be in fan lists :p
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05:25<crakinshot>Morning. :)
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05:50<Yexo>good morning
05:50<@Rubidium>good (almost) afternoon :)
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06:35<crakinshot>have a slight file problem. I need rail_map.h to link to signalex_map.h, but then signalex_map.h already includes rail_map.h. :(
06:35<crakinshot>so I've made some unsafe bit access functions in a signalex_func.h and get railmap.h to use that instead
06:37<crakinshot>but not safe access, as it doesn't have checks
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07:01<Eddi|zuHause>you're probably doing something wrong
07:02<crakinshot>more than likely
07:02<crakinshot>the main problem is that signalex_map.h functions use rail_map.h functions to check the tile types
07:03<crakinshot>I guess I could put my map altering functions in rail_map.h rather then a seperate file
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07:07<Yexo>why does rail_map.h need to include signalex_map.h?
07:10<CIA-4>OpenTTD: yexo * r17609 /trunk/src/ai/ai_info.cpp: -Fix: the dummy AI had no API version set, causing the 'API compatibility script not found' error to be printed when loading it
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07:26<crakinshot>I need to put in some new code in the tile access functions
07:26<crakinshot>if the signal has been extended then all access to the m2 variable is rerouted to a pool item
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07:29<crakinshot>so the rail_map.h functions need the functions to check if the signal is extended.
07:30<crakinshot>I'll just put the bit handlers in the rail_map.h file rather than seperate them
07:31<@Rubidium>have you thought at all about performance impacts?
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07:36<crakinshot>yeah, somewhat. So long as we're talking 1 bit from one variable it shouldn't have much impact with the normal signals
07:36<crakinshot>there are two choices really, you use up all the remaining free bits of the tile (signals)
07:37<crakinshot>or you move m2 out into a pool item if the signal tile has been extended
07:38<crakinshot>with that option, it would cost 1 GetBit and one If condition
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07:38<crakinshot>for all tile accesses (RailwithSignal)
07:38<crakinshot>then you'd handle the two cases on how to access the m2 data.
07:39<crakinshot>the first being as before
07:39<crakinshot>and second grabbing the pool item and accessing the m2 variable from there
07:40<crakinshot>in theory if extended signals are not being used, then the added cost is simply that GB and if statement
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07:41<Lordnokon>hi people
07:41<Yexo>hello Lordnokon
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07:45<@SmatZ>bye Lordnokon
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07:55<Eddi|zuHause>where the heck ist .za?
07:56<@Rubidium> ?
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08:06<Eddi|zuHause>oh.. so it's the crazy dutch people's fault...
08:09<@Rubidium>also the Saudi's fault
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08:23<Eddi|zuHause>Sau die arabische...
08:24<Eddi|zuHause>(i don't think that translates correctly :p)
08:27<FauxFaux>Sauce dies arbitarily?
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08:29<Eddi|zuHause>yeah, something like that :p
08:31<CIA-4>OpenTTD: rubidium * r17610 /branches/0.7/src/company_cmd.cpp: [0.7] -Fix [FS#3227] (r17302): reloading an AI caused reading and later freeing of already freed memory
08:43<CIA-4>OpenTTD: smatz * r17611 /trunk/src/ (company_cmd.cpp strings_type.h town_cmd.cpp): -Fix: buffers used for verifying company and president name length were too short, possibly causing false positives
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09:10<_ln>said Belugas
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09:39<crakinshot>well fixed the problem with 2 files needing each other start static inline functions
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09:55<CIA-4>OpenTTD: smatz * r17612 /trunk/ (12 files in 4 dirs): -Feature: possibility to choose (randomise or enter custom) town name before its creation (original patch by Terkhen)
09:59<Terkhen>great :)
09:59<@SmatZ>gratz ;)
09:59*Terkhen reads the changeset
10:03<Terkhen>the final code is way cleaner :P
10:03<@Belugas>that's the work of a dev :)
10:07<@Belugas>keep on practicing, Terkhen
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10:12<Terkhen>I will ;)
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11:02<crakinshot>hmm, this is more difficult that I thought it would be. 2 files that need each other, but a problem because of statlic inline functions
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11:03<crakinshot>static inline *have* to be defined in the header, correct? If they are defined in a cpp file then the compiler won't inline them? Or something like that.
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11:05<@SmatZ>compiler doesn't even know where the code originally was after preprocessor run
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11:06<@SmatZ>(basically... it does know it because of comments in preprocessed file)
11:07<@SmatZ>so it can generate debug info, useful error/warning messages and things...
11:07<@SmatZ>lower warning level for system headers...
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11:11<crakinshot>hmm so I can put the declaration in a header and the definition in a cpp and it'll still be inlined?
11:11<crakinshot>looked up on google, seems to suggest you can
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11:13<Eddi|zuHause>but it'll only use it within that .cpp file, not any other .cpp file that includes the header
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11:17<crakinshot>a really ball ache
11:18<crakinshot>i either still everything in railmap.h or use non-inlined functions
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13:05<Terkhen>SmatZ: there is a bug: when you set a custom town name the town sign is not correctly updated
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13:08<Eddi|zuHause>hmm, when you use the cursor keys, i have the feeling that scrolling up/down is faster than scrolling left/right
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13:16<@Belugas>toum te doum ->
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13:28<Eddi|zuHause>the kids start younger and younger each time...
13:31<@SmatZ>Terkhen: nice :) InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1); doesn't have to be called in that case? (as in CmdRenameTown)
13:32<Terkhen>let me check
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13:35<Terkhen>no, the town directory window gets updated correctly
13:36<Terkhen>but looking at the code... it should be needed
13:37<Terkhen>ah, InvalidateWindowData gets called at the town constructor
13:38<Terkhen>DoCreateTown, sorry
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13:42<Terkhen>more important... I got an assert while deleting a town with the town directory window opened:
13:45<CIA-4>OpenTTD: translators * r17613 /trunk/src/lang/ (10 files): (log message trimmed)
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: traditional_chinese - 107 changes by josesun
13:45<CIA-4>OpenTTD: dutch - 12 changes by habell
13:45<CIA-4>OpenTTD: french - 3 changes by glx
13:45<CIA-4>OpenTTD: german - 1 changes by dihedral
13:45<CIA-4>OpenTTD: hungarian - 6 changes by alyr
13:47<Terkhen>I get the same crash in r17610, so it's not directly related to changes in r17612
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13:48<@SmatZ>Terkhen: oh, I thought it was fixed recently... or it was Industry List actually :-x
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13:49<Terkhen>I remember a recent correction similar to this one, yes... but I don't know in what list
13:50<Yexo>SmatZ: wasn't that about showing an empty industry list window?
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13:51<@SmatZ>Yexo: the one I remember was about invalid industry in the list
13:52<Yexo>ok, was another one then :p
13:52<@DorpsGek>SmatZ: Commit by rubidium :: r17472 /trunk/src (industry.h industry_cmd.cpp) (2009-09-08 12:22:28 UTC)
13:52<@DorpsGek>SmatZ: -Fix [FS#3182]: industry list was rebuilt too early during industry removal causing the removed industry to be still in the list after removal
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13:52<@SmatZ>fixed by moving invalidating of list to PostDestructor iirc
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14:05<Terkhen>SmatZ: InvalidateWindowData and UpdateVirtCord are called at DoCreateTown, before the town gets the custom name... I think this is the best solution:
14:06<Prof_Frink>PostDestructor? Parcelforce?
14:06<@SmatZ>Terkhen: DoCreateTown() is called when generating many towns for example
14:06<@SmatZ>also, + t->UpdateVirtCoord();
14:07<@SmatZ>will crash if t == NULL
14:08<Terkhen>hmmm... I see
14:09<Eddi|zuHause>anyone ever tried to update the timetable patch?
14:10<frosch123>timetabling was added to ottd in 0.6
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14:13<Eddi|zuHause>the *improved* timetable patch :p
14:14<Eddi|zuHause>oh... right... simpsons...
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14:15<Terkhen>I don't know what is best then: either calling these functions twice when there is a custom name or removing them from DoCreateTown and calling them at the end of CmdFoundTown and after successful CreateRandomTown calls
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14:37<Eddi|zuHause>hm, there are some conflicts, but the patch might not be entirely useless...
14:44<CraKinShOt>whats that?
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14:46<@Belugas>two things that are opposing themselves for the same thing
14:46<_ln>zu groß, zu klein?
14:48<Eddi|zuHause>doesn't matter, one size fits all :p
14:51<CIA-4>OpenTTD: smatz * r17614 /trunk/src/town_cmd.cpp: -Fix: crash when deleting town while TownDirectory is open
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14:55<CIA-4>OpenTTD: smatz * r17615 /trunk/src/town_cmd.cpp: -Fix (r17612): town sign could be glitchy when creating town with custom name (Terkhen)
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14:57<Eddi|zuHause>hm... is it compile-wise a problem to have a string in $language.txt that is not in english.txt?
14:57<@SmatZ>you get a warning
14:58<Eddi|zuHause>because this patch removes a string from every language file, which causes lots of unnecessary conflicts
15:03<@SmatZ>Eddi|zuHause: what patch do you have in mind? there are currently at least two patches at FS
15:04<Eddi|zuHause> <- i took the patch from here
15:04<@SmatZ>if you use unix-like system, you can use perl or grep for that...
15:05<@SmatZ>or probably any other scripting/programming language ;)
15:05<Eddi|zuHause>well, it's the least of my problems ;)
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15:18<Terkhen>SmatZ: thanks, I hope that I don't find anything else
15:19<@SmatZ>I hope you find bugs ;)
15:19<Terkhen>looking at it that way... I hope that too :P
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15:26<Eddi|zuHause>hm... OrderList stuff seems to have changed a bit...
15:29<CIA-4>OpenTTD: frosch * r17616 /trunk/ (13 files in 3 dirs): -Codechange [FS#3222]: Enumerize properties used in callback 0x36. Based on Terkhen's work.
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15:45<@Belugas>hum? again something based on Terkhen's work?
15:46<CraKinShOt>Its a big patch?
15:48<@Belugas>cannot access it SAFELY from here
15:48<@Belugas>for sure, it will cahnge the face of OTTD for ever
15:49<@Belugas>good going Terkhen, no kidding
15:51<Eddi|zuHause>Belugas: surely you can access it safely, just use https:
15:53<Terkhen>sorry, I was having dinner
15:53<Terkhen>thanks :)
15:53<@Rubidium>nah, only I do big patches... besides that one of petern
15:53<frosch123>also thanks :)
15:54<CraKinShOt>I'm still having trouble with 2 headers needing one other for inline functions
15:54<CraKinShOt>only way I can see of getting around it is not using inline
15:55<@Rubidium>that won't work
15:55<@SmatZ>CraKinShOt: why do you need signalex.h in rail_map.h?
15:55<@SmatZ>or... split those
15:55<@SmatZ>or whatever :)
15:55<CraKinShOt>for the assertions
15:55<CraKinShOt>and what I'm doing now is changing the access to the m2 variable
15:56<@Belugas>Alberth, it's rather the unwanted window appearing while the boss walks around...
15:56<frosch123>[21:55] <Rubidium> nah, only I do big patches... besides that one of petern <- the biggest patches are done by that sed guy
15:56<CraKinShOt>so rail_map needs a) to check its got the signalex bit and B) it needs access to the pool
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15:57<CraKinShOt>essentially in this version, if the signalex bit is being used then the m2 tile data is transfered into the ppol item
15:57<CraKinShOt>while m2 is now the index to the pool item
15:58<CraKinShOt>it should be relitively straight forward to alter the rail_map functions
15:58<Alberth>Belugas: a Trac window looks like work :p
15:59<CraKinShOt>but because the signalex files need to include rail_map.h for the assertion checks (to make sure its a RAIL_WITH_SIGNAL, I've got this problem.
15:59<@Rubidium>frosch123: svn diff svn:// svn:// | wc -> 470340 2089445 25733813 -> 24.5 MiB
16:01<frosch123>ok, agreed :p
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16:02<Nite_Owl>Hello all
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16:10<@Rubidium>hmm, FS#3210 *might* be related to FS#3227 if he did reload the AI and it bankrupted later on
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16:14<CraKinShOt>hmm, I guess I could make another pool, one just for the rail_map
16:14<@SmatZ>why would you do that?
16:15<@SmatZ>then you can make pool for tiles I reckon
16:15<CraKinShOt>well its the linking of these two things thats a pain
16:15<CraKinShOt>for example
16:16<CraKinShOt>in GetRailReservationTrackBits it accesses the m2 bit. What I wanted to do it put an if condition in there, so that if a bit was set active then you access the signalex pool
16:17<CraKinShOt>but that makes cross-linking a bit of a pain and not easy to seperate out the functions in rail_map.h
16:19<CraKinShOt>the other alternative is you generalise the behavour for different m2 location, so again have a bit set, but this time you have a pool with just a uint16 value, which is the m2 data and the tile.m2 is now an index
16:19<CraKinShOt>but meh, thats making it far too complex
16:19<CraKinShOt>all for the sake of avoiding non-inline functions
16:21<CraKinShOt>even if I stick all the functions into the rail_map.h that would still need the signalex_base.h for pool access
16:22<CraKinShOt>the only sensible way I see at present is to have a non-inlined function in a _func.h and define it in a cpp file, which then includes rail_map.h
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16:24<CraKinShOt>I'll go with that, at least it will compile
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16:26<PeterT>what wer we talking about
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16:32<PeterT>the signal patch by crankinshot?
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16:38<Eddi|zuHause>hm... i'm not entirely sure what this line does
16:38<Eddi|zuHause>+ if (v->orders.list != NULL && v->IsInDepot()) v->orders.list->VehicleStoppedInDepot(v);
16:39<planetmaker>I read it as: a vehicle with orders which is in a depot gets stopped.
16:41<@Rubidium>looks dodgy regardless
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16:42<Eddi|zuHause>OrderList::VehicleStoppedInDepot seems to be a new function introduced by the patch
16:44<CIA-4>OpenTTD: rubidium * r17617 /trunk/src/network/ (network_internal.h network_server.cpp network_server.h):
16:44<CIA-4>OpenTTD: -Codechange: make the server side packet handling be more like the client side's handling, i.e. return the connection status
16:44<CIA-4>OpenTTD: -Fix: do not do invalid reads when a packet handling function closed a connection
16:44<Eddi|zuHause>ah... it seems to remove the vehicle from a list of running vehicles, so the timetable spacing gets updated
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16:46<@Rubidium>so if your luck is bad and a few vehicles enter the depot (for servicing) after eachother the whole timetable spacing gets redone and when the vehicles leave again it gets undone?
16:46<@Rubidium>seems only useful for vehicles that are actually not participating in the time table, i.e. the ones that are actually stopped in the depot
16:47<Eddi|zuHause>no... the contexts of the patch always have a "v->vehstatus |= VS_STOPPED;"
16:47<Eddi|zuHause>so it does not apply on servicing
16:47<Eddi|zuHause>only where vehicles get actually stopped in the depot
16:47<Eddi|zuHause>but this stuff seems to have moved around
16:50<@Rubidium>then why call that function for *all* vehicles instead of only the stopped ones
16:53<Eddi|zuHause>no, it just carries around a counter
16:53<Eddi|zuHause>and does special stuff if the counter gets to 1
16:54<Eddi|zuHause>anyway, searching where the vehicle stopping went...
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17:06<@Belugas>night all
17:07<@Rubidium>night Belugas
17:07<Terkhen>good night Belugas
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17:08<CraKinShOt>good night
17:08<Nite_Owl>later Belugas
17:14<CIA-4>OpenTTD: rubidium * r17618 /trunk/src/network/network.cpp: -Fix [FS#3226]: the 'lock' icon would erroneously be drawn for companies if the company had a password before the reset
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17:24<Eddi|zuHause>hm... lots of conflicts beecause of "InvalidateWindow" in context lines...
17:33<Terkhen>SmatZ: you were right, I found two bugs testing some corner cases
17:35<Terkhen>the first one was that, once that the OSKWindow was opened and closed, the editbox widget wouldn't update correctly if persistent tools was active... this was caused by some missing / incorrect code, the needed corrections are here:
17:36<@SmatZ>Terkhen: please post that to FS, I am almost in sleeping state now :)
17:37<Terkhen>okay, me too :P
17:37<Terkhen>I will post both of them and go to bed
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18:00<CraKinShOt>aha done it.
18:00<CraKinShOt>I think
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18:18<CraKinShOt>holds breath
18:22<Terkhen>good night
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18:50<CraKinShOt>well the principle of having the m2 in the signalex pool, if the tile has one, works
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18:57<Eddi|zuHause>so... i think i removed all conflicts, except gui stuff...
18:57<Chris_Booth>evening all
18:58<Eddi|zuHause>i'll see about that toorrow
18:59<Eddi|zuHause>see, that's why :p
18:59<Chris_Booth>Sleepy Eddi|zuHause
19:10<CraKinShOt>hehe. :)
19:10<CraKinShOt>well I've solved my problem
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19:10<CraKinShOt>bit of rearrangement
19:13<Eddi|zuHause> <--- err, anybody have a clue what this person is saying?
19:14<@Rubidium>try running the windows version of OpenTTD through darwine
19:15<@Rubidium>or something like: ask the wine people for help
19:16<Eddi|zuHause>ah, so he's saying "People on OSX should run the win32 binaries"?
19:16<Eddi|zuHause>well, good luck ;)
19:16<@Rubidium>(in my interpretation of the post)
19:19<tokai|mdlx>Can't a pure SDL version of OpenTTD work on Mac OS X? Just wondering...
19:20<tokai|mdlx>Wine on Mac OS X (Darwine) is rather crap IMHO.
19:20<Ammler>the only difference from opengfx compile with or without renum is the first sprite with the number of sprites, does that matter?
19:20<tokai|mdlx>Doesn't work properly for me at least. Can't imagine someone want to play OpenTTD over it.
19:21<@Rubidium>but... SDL doesn't do the special iconv needed for OSX etc.
19:22<tokai|mdlx>I'm a bit busy currently with other things still; but hope in next weeks find some time to bring the MorphOS port up-to-date again... people are bugging me already:)
19:23<tokai|mdlx>Can't use the excuse "just play it on Mac OS X for now" anymore, I guess :D
19:23<@Rubidium> <- cocoa seems to fix quite a number of bugs w.r.t. SDL
19:24<@Rubidium>and based on that it looks like SDL doesn't want to be statically linked, so the compile farm won't be able to compile it anyways
19:24<@Rubidium>which makes the official support kinda drop dead too
19:26<tokai|mdlx>Maybe SDL for Mac OS X has improved in the meantime? :)
19:26<tokai|mdlx>4 years allow some room for that I guess.
19:27<@Rubidium>good luck finding someone to test the CF :)
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19:32<CraKinShOt>update that handles the m2 shift
19:32-!-Eddi|zuHause [] has quit []
19:33<CraKinShOt>needs cleaning up.
19:33<CraKinShOt>good night all. :)
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19:33<CraKinShOt>well in a sec
19:35<@Rubidium>someone's going for a dry wine?
19:42<Eddi|zuHause> if ((_settings_client.gui.advanced_vehicle_list > (uint)(company != _local_company)) != _ctrl_pressed) { <--- ok, which insane person comes up with such a check :p
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19:57<Eddi|zuHause>+ VLW_WIDGET_FAKED_SCROLLBAR, <-- something sounds awfully wrong with this
20:00<Eddi|zuHause>sometimes i have no idea why that particular hunk failed to apply...
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20:30<Eddi|zuHause>how do i find out which string used to be "STR_00E2"?
20:32<Eddi|zuHause>ah, "STR_BLACK_COMMA"
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20:32<PeterT>Somebody send Rubidium my regards for fixing my bug. Thank you.
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---Logclosed Wed Sep 23 00:00:57 2009