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#openttd IRC Logs for 2010-03-10

---Logopened Wed Mar 10 00:00:05 2010
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00:01<Sarahzz> do my boobs look small?
00:01-!-Sarahzz [~Sarahzz@] has left #openttd []
00:04<Sacro>I dunno but your 'jpg' trips noscript
00:04<Sacro>that seems a little suspect
00:04<Sacro><script type="text/javascript">
00:04<Sacro>methinks your image creator isnt' saving correctly
00:04<Sacro>also why not ust use a http redirect?
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00:36<Rhamphoryncus>Sacro: whole site is a redirect.. kinda silly
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00:47<@Rubidium>DaleStan: seems doable, although it looks like the header for the file is completely new (i.e. version 1 does not have said header), right?
00:49<@Rubidium>DaleStan: if so, would it make sense to add some "protection" in the header. I'm thinking of the PNG header ( )
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01:26<Forked>morning dj
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01:29<DDR>I just managed to crash two trains without telling them to "go, darn the signals". Is that a bug, or just reeeeaaaally bad planning?
01:29<DDR>Version: RC2
01:29<Forked>can you reproduce it?
01:29<DDR>I'll test.
01:39<DDR>I found a bug, a train listed as heading to depot at 63km/h but stopped in depot. I can't reproduce, as saving/loading fixes it. I can't reproduce the first bug, either.
01:39<DDR>How annoying. :/
01:42<DDR>Might have been paused, but I doubt it... :/
01:42<DDR>Ahhh! Doubt!
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01:52<DDR> :: Well, just for the heck of it, here's what happened.
01:53<DDR>I expect I can't reproduce because I can't get the signals to convert right.
01:53<DDR>msPaint forever! :P
01:54<DDR>Though, very tastefully done, if I do say so myself.
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02:02<Wolf01>hello :O
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02:08<@peter1138>if you were converting signals then that can upset paths
02:09<Wolf01>converting bridges does that too
02:12<@peter1138>Wolf01 ->
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02:24<Wolf01>I didn't attach a save, it's too easy to reproduce
02:31<CIA-6>OpenTTD: peter1138 * r19378 /trunk/src/newgrf.cpp: -Codechange: Rename ReadExtended() to ReadExtendedByte()
02:36<@peter1138>argh, no milk
02:36<@peter1138>and no bread
02:36<@peter1138>breakfast fail
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03:03<Priski>btw why the new titlegame has not been added to the trunk?
03:09<Zuu>Because it was never ment to be added to trunk
03:09<Zuu>If you read more carefully you'll see that each new major release will have their own title game but trunk will keep the old title game.
03:10<Zuu>The reason for keeping the old title game in trunk is that it is old and thus test the code for loading old save games.
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03:15<planetmaker>good morning
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03:21<Wolf01>'morning planetmaker
03:21<__ln__>'night wolf01
03:21<Wolf01>'night ln
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04:55<Starn>good morning
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05:14<Sarahzz> do my boobs look small?
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05:27<Zuu>hehe, should say "do my boobs _still_ look small" to be more consistent with the ongoing anouncments.
05:27<Starn>i should reply yes ^.^
05:27<planetmaker>I banned *!*@63.223.127.* ;-)
05:27<planetmaker>though of course not here...
05:28<Starn>do my boobs look small [link to virus or malware or spyware] :P
05:28<Starn>ugh... i need to live by my self.. freaking drunks >.<
05:29<planetmaker>I gave myself the fun to actually look at it from a secured VM. The link (yesterday night) tells that they move to a new server due to the highly increased traffic :-D
05:31<Starn>i am working on creating a new internet radio stream ^^ bored.. lol over 11k songs to add to this dj'ing software :(
05:32<blathijs>planetmaker: But then it redirects to some adsite, not to the actual moved site...
05:32<Zuu>Starn: Can't that be done by searching the directory tree?
05:32<planetmaker>blathijs, by then I must have had closed the window again ;-)
05:32<Starn>that is how its being done but the program is sorta slow.. last time i used it when i had 5k it took 5 - 8 mins
05:33<blathijs>planetmaker: It's not an automatic redirect, but a link "Click here to redirect to the new site" or something
05:33<Zuu>5-8 mins of drinking coffe doesn't sound that bed.
05:33<planetmaker>but that doesn't make the spam efficient, does it?
05:33<Starn>extra strong coffee.
05:34<Starn>i bet i could make better spam than them
05:34<blathijs>planetmaker: Perhaps it sets the viewers state of mind to expect some actual content? :-)
05:35<blathijs>planetmaker: Or perhaps the site redirected to is some advertising site that pays people for incoming links?
05:35<blathijs>And I guess people are more inclined to click links than links :-)
05:36<Starn>i would probably create an fake site saying you must be 18 or older to entire and have a link to an adspace [to get money] labeled as yes 18 or older and another one exact same adspace with it labeled not 18 or older. or some bs like that.
05:36<planetmaker>maybe maybe. But then links advertised in the same sentence as 'boobs' should rise suspicion regardless of the link's name.
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05:38<Starn>just started the adding procceses yay
05:38<Starn>well the second one...
05:39<Starn>i need software as good as this but supports ogg and flac and mp4 and apple lossless..... lol i am fairly sad itunes does not support flac....
05:39<Starn>gah my mind wonders to fast.
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05:42<blathijs>Hmm, the boobs link now redirects to blog about renting houses :-S
05:43<blathijs>Directly, so no more "Moving to new server" page
05:43<Starn>maybe they are spying on us? ;)
05:43<Doorslammer>Ironic really, as I consider my estate agent to be a right tit
05:44<Starn>6k songs added to library yay still going to o.o
05:44<blathijs>I was considering contacting the people from to prevent the spammer from getting money, but never mind then :-)
05:45<Starn>if they are american and use ATT i think its a breach of contract to spam so reporting them to that ISP would have their internet shutdown :D
05:46<Starn>not 100% on that one though i would have to re read my terms of use and crap...
05:46<blathijs>Starn: I don't expect that the spammer actually connected to IRC from his own address, though
05:46<blathijs>It's probably a hacked machine
05:47<Starn>it can be traced over time sometimes.
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05:48<Starn>is there an better stream server than shoutcast?
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05:51<Starn>should i stick with what i know best shoutcast? or look for something better?
05:53<@peter1138>what are you streaming?
05:53<Starn>music.. not videos... i repeat not videos.
05:54<Starn>i have about 10k songs i can stream that are on my external hd.. not even including the ones on my internal harddrive.
05:55<Starn>the software i have for dj'ing can have to stream to a server at low bit rates and sound as good as 128...
05:55<@peter1138>so it still sounds shit?
05:55<Starn>lol sounds as good as the broadband servers
05:56<Starn>which i am thinking about streaming at 64 or 128. depends on how much demand i get.
05:56<Starn>so it will sound as good as any shoutcast server out there except maybe the 320kb.
05:57<Starn>the software i use cost $300 lol
05:57<@peter1138>you want icecast2 and ogg vorbos streaming
05:57<@peter1138>and it's all free, fool
05:57<Starn>shoutcast is free also .. but i shall check out icecast2
05:58<Starn>the dj'ing software that streams to the server is what cost 300
05:58<Starn>the server is free lol
05:58<@peter1138>that's what i mean... why would you pay for djing software?
05:59<Starn>i've used the try before you by idea.. [torrents] and liked the software ALOT
05:59<Starn>and cuz it is better than using Winamp. with DSP or anyother player with DSP
05:59<@peter1138>oh, of course, a windows user
05:59<Starn>the software also maintains a website. for requests
05:59<Starn>oh i tried the linux ways
06:00<Starn>yes thats it.
06:00<@peter1138>mind you, if it's still mp3, then 64 will sound like 64, etc
06:01<Starn>yea it has ogg and other formates
06:01<@peter1138>sambc can do ogg vorbis though, so not all is lost
06:01<Starn>and it supports icecast
06:02<Starn>i tried a linux program kinda like sambc don't remember name but sheer amount of music i have crashed it
06:03<Starn>i am wanting to try out the accplus v2 streaming encoders. claims they can deliver near cd quality at 48kb but i highly highly doubt this possible lol
06:04<Starn>my biggest issue is i need better x64 support
06:05<Starn>if you know of any fully free ways that preforms remotely as well and is remotely as easy to use please let me know.
06:06<@peter1138>it's just a streamer, heh
06:06<@peter1138>you have to turn off all the processing to make it not sound like arse
06:06<Starn>with automatic DJ and requests.
06:06<OwenS`Phone>Starn: be sure to check out royalty costs. In the UK, for the music, it's about £75 a year for up to 10k listeners
06:06<Starn>probably. it would go great for my other comp.
06:07<Starn>i don't stream to UK users.
06:07<Starn>North American users :\ like canada and US and Mexico.
06:14*peter1138 fiddles with idjc
06:16<Starn>what is defualt port for ice cast peter1138?
06:16<@peter1138>same as shout
06:17<Starn>hmm should be working than... guess gotta open command prompt and make sure my router did not change my address
06:17<Starn>it likes to switch me between - 102 - 103
06:19<Starn>does it use port 8000 for every thing? incomming traffic and out going?
06:24<Starn>ah found my issue :D
06:25<Eddi|zuHause>you can set up a fixed address
06:25<Starn>i have one :D
06:26<Starn>my issue was live.ogg.m3u needed to be at end of adress not use to having to do that.. use to just entering my web addy and it starts playing
06:28<Starn>trying out different encoders lol
06:29<roboboy>wohoo got OpenGFX working under DOS
06:29<Starn>WOOT you da man!
06:29*Starn thinks about pouncing roboboy
06:32<Starn>ogg does not sound to great at 64kb sounds like shhhh..
06:33<@peter1138>128 or more is okay
06:33<@peter1138>a lot of people apparently put up with shit
06:34<Starn>indeed i am one of them :D
06:34<Starn>i need to do some math.. see about how many people are going to listen at one time and figure out what bitrate i need.
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06:36<Starn>after 96kb there is no sound dif between aacplus and ogg.. so i am using ogg.
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06:37<Starn>oh i got better idea! seeing how my internet can handle it i'll set up about 3 encoders and let the people whom are going to listen vote.
06:38<Starn>ok.. i got aacplus v2 ogg vorbis now should i use legacy mp3 acm codec mp3pro or mp3 or wma? for 3rd
06:38<Starn>for my ears ogg is winner but. i shall let the people decide lol between 3 chosen ones.
06:40<@peter1138>as for royalty costs, just don't stream commercial music, heh
06:41<lugo>mpc sv8 ftw!
06:41<@Rubidium>peter1138: even then those RIAA-alike people will sue you as you didn't pay for playing the music
06:41<fonsinchen>I think the various container classes should be put in one place. ATM SmallVector and SmallMap are in src/core while BinaryHeap, Array, FIxedSizeArray and HashTable are in src/misc
06:41<Starn>RIAA are not even an athurity figure...
06:42<fonsinchen>I don't really see a compelling reason for that.
06:42<Starn>they are in no relation to goverment or any law enforcment
06:42<Starn>they just have alot of money which apparently = power...
06:42<@peter1138>Rubidium, they can try :)
06:42<Starn>i dare them to sue me for streaming music i've writtin
06:43<Starn>my foot be so far up their --- they would wish they did not meet me.
06:43<Starn>i would show them how i own the copyright to all my files lol
06:44<fonsinchen>Also we want a BitIndexedList for things like Town::have_ratings/Town::ratings
06:46<fonsinchen>and for Industry::produced_cargo/Industry::last_month_production/Industry::this_month_production
06:46<fonsinchen>and a several other places. I'll make a patch for that.
06:50<Starn>peter1138 ogg vorbis does have better bass and stereo
06:51<@peter1138>well that's probably just the different between split and joint-stereo
06:52<Starn>and sound pretty dang good at 96kb better than aacPlus at 128kb so ogg is the winner thanks for suggesting it mate
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07:02<Stuffi>good morning
07:05<Stuffi>could someone help me with a problem while compiling openttd?
07:08<Ammler> <-- empty?
07:08<@Rubidium>Ammler: bad luck :)
07:08<@Rubidium>guess the script failed for some strange reason; it'll recover tonight I hope
07:10<Ammler>ok, removing index.html solves it
07:11<Ammler>dunno about the other mirros...
07:11<@Rubidium>for snt it does, for the others probably not
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08:10<Eddi|zuHause>i thought that's called "knight"?
08:11<Wizzleby>Eddi|zuHause: not if the knight is a gnome. Then they're gnights, with gnives, who herd GNUs
08:11<Starn>anyone willing to go into private chat and help me determan best sound quility for my radio stream?
08:24<__ln__>it's dangerous to talk to strangers on the internet
08:24<Eddi|zuHause>first they hack the coffee makers, and now the battery chargers?
08:25<Starn>tis funny
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08:26<Starn>oh no they hacked Eddi|zuHause through the charger!
08:26*Starn crys
08:27<planetmaker>cries even
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09:59<Starn>hmm mIRC is being a pain in my butt not wanting to be connected to multiable servers.
10:01<Starn>there we go
10:02<Eddi|zuHause>you are doing it wrong...
10:02<Starn>i noticed
10:03<Starn>now i have two servers i am connected to..
10:03<Starn>one is this one and other is the Army...
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10:31<Jolteon>is it possible to make a plane (or indeed, any vehicle) take only a half load
10:32<Jolteon>I want an airport to share a train station, but I don't want the planes to hog /all/ of the passengers, I want them to just take a half load, then fly off.
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10:38<planetmaker>that's not really possible
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11:09<DJNekkid>Starn: /server -r <server> iirc
11:09<Starn>whats that about?
11:09<DJNekkid>connects you to multiple servers
11:09<DJNekkid>or were that -m
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11:10<Starn>i figured that out... just click check box..
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11:22<Ammler>si there a known issue in trunk, so you crash after opening the mp lobby?
11:22<Ammler>trunk head
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11:24<Ammler>yeah, isn't head, was the known issue, thanks :-)
11:27<Eddi|zuHause><Starn> yea i know how to mac spoof. i most gamers i know though do not. so most games i play online uses ip and mac bans. <<-- you can only ban MAC addresses in a local network. anything that is not connected to the same physical network does not transmit its mac address
11:32<Ammler>why does openttd assume, my localhost is ipv6?
11:35<Starn>all i know is the army game have the ability to mac ban
11:35<Starn>and dunno
11:36<Ammler>well, works, but imo localhost should rather be that :-)
11:36<Eddi|zuHause>Starn: that is only possible if the game reads and transmits the MAC independently from the network protocol
11:37<Eddi|zuHause>which makes it trivially spoofable in open-source games...
11:38<Ammler>changing mac address might be easier than changing ip address
11:41<Starn>it does . it knows only my spoofed mac. lol
11:42<Eddi|zuHause>like i said, since the MAC is not transmitted by the network itself, you don't even need to change your MAC address, only the function that reads out the MAC address
11:42<Starn>some how they detect that
11:43<Starn>this is a game made by the american goverment
11:43<Eddi|zuHause>like you can create a network bridge
11:43<Starn>for awhile they had my exact mac adress for router and my pc
11:43<Eddi|zuHause>which practically has a "random" MAC
11:43<Starn>if you use to many macs you get banned
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11:48<Starn>gtg big storm temporarly even made my speakers stop. which i've never seen or heard of happening.
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11:51<ccfreak2k><Starn> all i know is the army game have the ability to mac ban
11:51<ccfreak2k>PunkBuster reads the MAC address of the NIC and reports that to the server.
11:52<ccfreak2k>Server says "oh, that's a banned address".
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11:55<planetmaker>thus he spoketh into the void
11:55<@peter1138>no u
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11:56<planetmaker>well, then the void is filled now ;-)
11:58<@peter1138>celery is still disgusting
11:58<@Rubidium>then don't eat it!
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12:10<+glx><Ammler> why does openttd assume, my localhost is ipv6? <-- OS?
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12:16<Ammler>glx: linux
12:16<Ammler>ipv6 is enabled but unused
12:16<@Rubidium>Ammler: because :: 'binds' to both and ::
12:17<+glx>I know vista redirects localhost to [::1] when ipv6 is enabled (and remove redirection while at it)
12:17<Ammler>is the server able to listen for both?
12:17<@Rubidium>Ammler: yes
12:18<+glx>very nice when you can't reach your local ipv4 web server
12:20<Ammler>ah, I see
12:20<Ammler>I had only 0:0:0:0 in [addresses]
12:23<Jolteon>Gosh darnit.
12:23<Jolteon>damned planes taking all the passengers.
12:23<Jolteon>I really hope in the future someone implements some feature to make any vehicle / craft take half loads
12:23<Jolteon>as opposed to full load.
12:23<Jolteon>(I.E Limit it to only take 50% of it's max, not what it can get, or full load)
12:24<planetmaker>take smaller planes or supply more passengers. both usually no problem. or don't use full load.
12:24<Jolteon>I don't use full load anyway
12:24<Jolteon>they just take everything they can get.
12:24<Jolteon>Cause the airport is linked to a train station.
12:24<planetmaker>yes, an?
12:24<Jolteon>Trying to think of a way to prioritize it, so trains always get first choice.
12:26<Sacro>i thought there wasa load %age patch
12:29<planetmaker>for conditional orders you can use that. But that doesn't influence how much you load, if more is available.
12:30<planetmaker>Jolteon, you could give your trains full load. Then they'll be full and the planes only get something when the trains don't use it.
12:30<planetmaker>Worse case is that the train waits a tad longer to get full load
12:30<Jolteon>hm, true.
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13:19<dih>peter1138, what's that audio software you and Belugas use sometimes to jam?
13:20<dih>thanks :)
13:20<@peter1138>you joining us? ;p
13:20<dih>i wanted to have a look at it
13:24<@peter1138>HE KNOWS YOU KNOW
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13:31<@Belugas>mmh... jamming with a saxo...
13:31<@Belugas>that might turn interesting
13:32<planetmaker>that might add a whole new touch :-)
13:34<dih>yeah - not sure i like the linux client :-P
13:34<@peter1138>works for me
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13:34<@peter1138>although i use a jackified build
13:36<@peter1138>the windows client works in wine
13:36<@peter1138>the plugin for reaper is the best version though
13:37<@peter1138>planetmaker, i used a fake saxophone once
13:37<dih>hehe - that aint the same :-P
13:38<@peter1138>sadly so
13:38<dih>i love that guy
13:38<@peter1138>i never did carry on writing my gui client
13:38<dih>he's great
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13:39<Wolf01>hlleo agian...
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13:40<dih>and the growling.... my ;-)
13:41<@Belugas>as loud as my stomach
13:41<@peter1138>all the best freaks are here
13:41<@peter1138>please stop staring at me
13:41<Wolf01>today is a good day to die (manowar)... on the streets because of snow (me)
13:43<@peter1138>dih, and if you use our ninjam server, it gets 'broadcast' as an mp3 stream ;)
13:43<@Rubidium>Wolf01: you should have come here... in a maybe 500m bus drive 4 people did step in front of the bus and the bus had to hit the breaks quite hard. A fifth time wouldn't have made much of a difference.
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13:44<Wolf01>on Trieste the wind speed today reached 188Km/h
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13:45<planetmaker>doesn't sound like a day to leave a building, Wolf01 ;-)
13:45<Wolf01>no, it really does not
13:45<CIA-6>OpenTTD: translators * r19379 /trunk/src/lang/ (7 files): (log message trimmed)
13:45<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-6>OpenTTD: croatian - 1 changes by UnderwaterHesus
13:45<CIA-6>OpenTTD: english_US - 19 changes by Rubidium, agenthh
13:45<CIA-6>OpenTTD: greek - 5 changes by fumantsu
13:45<CIA-6>OpenTTD: japanese - 9 changes by imkira
13:45<CIA-6>OpenTTD: romanian - 5 changes by kkmic
13:46<Wolf01>I waited this morning for a gap of the snowstorm to go to work
13:46<CIA-6>OpenTTD: yexo * r19380 /trunk/src/saveload/afterload.cpp: -Fix [FS#3678] (r19322): updating the id of the oilrig airport should be done earlier as it can be used by newgrf code
13:46<Wolf01>(that's why I was here this morning)
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13:47<@Rubidium>Kelvin meter per hour?
13:48<planetmaker>haha :-)
13:48<Wolf01>I bet tomorrow there is nothing white outside so I'll must go to work
13:48<planetmaker>[Km/h] = N/m^2 * kg / m ?
13:49<Wolf01>how much does weight the wind?
13:50<planetmaker>nothing ;-)
13:50<planetmaker>But the momentum and exerted pressure might be significant
13:50<planetmaker>or... 1.3kg/m^3
13:50<planetmaker>if not enriched with tiles from roofs and umbrellas.
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13:52<CIA-6>OpenTTD: yexo * r19381 /trunk/src/saveload/station_sl.cpp: -Fix [FS#3670] (r19198): airport size wasn't properly stored in the savegame
13:52<Wolf01>fractal airport, you can see the area but you can't calculate the size properly
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13:54<Wolf01>gah, I must finish Mothership Z
13:59<CIA-6>OpenTTD: yexo * r19382 /trunk/src/saveload/ (afterload.cpp saveload.cpp station_sl.cpp): -Fix (r19381): don't break savegame version 139
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15:01<Zuu>Writing a motion (proposal) for an anual meeting which generates 26 changes to the by-laws. However they can be sumarized as two rather simple regular expressions. Now the problem is that on that meeting I guess only 5-10% have an idea what regular expresions are. :-p
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15:11<@peter1138>not more boob links...
15:15<+glx>I like the 3rd option
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15:24*Zuu complains at word for not having styles that just change a single property to the text you apply them to.
15:24<Zuu>So I can do a find and apply style on my text with it without screwing the layout.
15:26<Zuu>Even making it manually is impossible, other than setting the background color for the text at 26 places... and then the person who receives the document will have to change 26 places if they want another color...
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15:44<CIA-6>OpenTTD: frosch * r19383 /trunk/src/tunnelbridge_cmd.cpp: -Fix [FS#3680]: Overbuilding bridges cleared PBS reservation.
15:45<CIA-6>OpenTTD: frosch * r19384 /trunk/src/station_cmd.cpp: -Fix: Overbuilding plain rail with stations did not update PBS reservation.
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16:11<Terkhen>what is a livery override?
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16:16<Noldo>Terkhen: changing the graphics based on some factor. For example chaning the way passanger cars look when attached to specific engine
16:17<Terkhen>I see, thanks
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16:29*Belugas enjoys some BloodyTimeZones - Feathers
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16:34<@peter1138>oh yeah, that one
16:35<Starn>ugh i remember why i don't like watching the news..
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16:37<@Belugas>hellish of a nice one peter1138 :)
16:38<@Belugas>it's on my cellphone even!
16:38<@Belugas>and now, time to run home, i'm too sick to keep on working
16:38<@Belugas>night all
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16:57<PeterT>Hi Coldice
16:58<Coldice>petert, hy. you know you said that you could help with mingw
16:58<Coldice>well.. now i need help
16:58<PeterT>Did I say that?
16:58<PeterT>Yes, go ahead
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16:59<Coldice>well.. I installed mingw and msys
16:59<Coldice>and svn
16:59<Coldice>downloaded the latest revision
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16:59<Coldice>in a folder home from msys
16:59<enr1x>goood day sires
17:00<enr1x>i am new in openttd
17:00<Coldice>now i have the upgrade airport patch
17:00<Coldice>but i really dont know how to apply it\
17:00<Coldice>where to put it
17:01<PeterT>in the /home/HoSTeel/trunk directory
17:01<enr1x>i am reading the tutorial. however, after starting a new game, i cannot build the bus depot i am advised in the wiki. i am using 1.0.0RC1, on Arch Linux
17:02<Coldice>ok.. I already did that.. then in msys cd trunk
17:02<PeterT>enr1x: Do you have the money for it?
17:02<enr1x>PeterT: yes, 200,000EUR
17:02<PeterT>enr1x: Is there an error message?
17:02<enr1x>the button is greyed out
17:02<enr1x>let me screenshot it
17:02<Terkhen>enr1x: what starting date are you using?
17:02<PeterT>Busses are not available
17:02<PeterT>No need, enr1x
17:02<enr1x>Terkhen: 26th April 1900
17:03<PeterT>enr1x: No busses yet
17:03<enr1x>ah ok
17:03<PeterT>enr1x: Try getting a GRF and enabling it
17:03<PeterT>like eGRVTS
17:03<enr1x>makes sense in some way :)
17:03<enr1x>let me check
17:03<Jolteon>no buses in 1900?
17:03<Coldice>then command patch -1 < airport.patch
17:03<PeterT>enr1x: "Download Online Content" in the main menu
17:03<Jolteon>There is a bus in Huddersfield that says "125 YEARS OF BUSES IN HUDDERSFIELD"
17:03<PeterT>Coldice: There's your problem
17:03<devilsadvocate>i think that by default there is nothing till 1924 or so
17:03<Jolteon>so thats like 1990
17:03<PeterT>Jolteon: GRFs
17:04<devilsadvocate>Jolteon, the first car was in 1902 or so
17:04<Terkhen>I don't think a NewGRF is the best option if you are new to OpenTTD, I would just set the date to 1950
17:04<PeterT>Coldice: the command is "patch -p0 -i airport.patch"
17:04<Jolteon>First (The company) are lying :o
17:04<Jolteon>or did they have horse pulled buses
17:04<Jolteon>that'd suck greatly.
17:04<SmatZ>devilsadvocate: there were "cars" with real "horse power" in the past
17:05<Coldice>petert, it says sh: /bin/patch: Permission denied
17:05<enr1x>ok, i'll change the date
17:05<devilsadvocate>that'd be fun
17:05<devilsadvocate>having horse drawn carriages in openttd
17:05<Coldice>i`m using W7
17:05<enr1x>what are GRFs for? extending graphics?
17:05<PeterT>Coldice: Permission problems?
17:05<devilsadvocate>with 32bpp and extra zoom
17:05*devilsadvocate drools
17:06<Coldice>hmm let me see
17:06<PeterT>Coldice: I'm not familiar with Windows 7, perhaps someone else is good with permissions and such
17:06<PeterT>glx is like the windows god
17:06<Coldice>i will google it
17:06<Terkhen>enr1x: new vehicles, industries, etc
17:06<devilsadvocate>Coldice, that is with mingw?
17:06<Coldice>anyway, thank you very much
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17:09<enr1x>Terkhen: would you recommend me a specific package?
17:09<enr1x>PeterT: thanks for the tip. the problem was the date.
17:09<PeterT>enr1x: Welcome
17:10<Terkhen>I'd play a few games with standard settings first
17:11<SmatZ>devilsadvocate: eGRVTS: "Includes vehicles for 1800 to 2075 with standard, express, double-decker, articulated, horse-drawn and steam vehicles."
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17:25<Wolf01>'night all, ln too ;)
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17:39<enr1x>wow this game is very cool, i like it
17:39<enr1x>i have three bus lines now
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17:39<enr1x>good thing is, my bus network works better than my town's
17:41<enr1x>how can I claim subsidies?
17:42<enr1x>there was an offer of a subsidy for passengers from town a to town b. i have a line which goes from a to b, but i haven't got the money
17:42<enr1x>it gets paid once the deadline arrives?
17:42<__ln__>once first passengers from a to b arrive.
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17:45<Terkhen>good night
17:45-!-Terkhen [] has quit [Quit: ...]
17:45<enr1x>__ln__: maybe they arrive dead, the route is quite long
17:46<+glx>doesn't matter :)
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17:47<+glx>you just need to pick passengers from a and deliver them in b
17:49<enr1x>glx: i think i found the problem, the line was from a to b, but with stops at c and d, perhaps the subsidy didn't apply in this case
17:49<enr1x>is this true?
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17:52<Zuu>enr1x: if it stops at c and d then no passengers will reach all the way from a to b.
17:52<Zuu>Unless you have given special orders tot the vehicle.
17:58<enr1x>ah i see
17:58<enr1x>so the default is to unload
17:58<Zuu>yep unload and then load
17:58<enr1x>ohh too bad
17:59<enr1x>i thought there migth be some passengears eager to go to a town far away, after three stops or so
17:59<enr1x>that might be interesting wouldn't it?
17:59<Zuu>but you can set the orders so the vehicles will not unload for example at a given station.
17:59<enr1x>yep i have seen it
17:59<enr1x>Zuu: is there any way to clone orders?
17:59<enr1x>that is, copy orders from one bus to the other?
17:59<Zuu>Yep, click goto button and then on another vehicle.
18:00<Zuu>If you hold CTRL while clicking on the other bus then they will share the orders as well.
18:00<Zuu>When they are shared you can update the orders for one vehicle and it will affect all other vehicles that share those orders.
18:00<Zuu>If you want that passengers should have a destination there is a develpoment branch called "cargodist" which provides that.
18:01<enr1x>that's very cool! thanks for the tip
18:02<Zuu>When you click on the clone button on the vehicle window, hold ctrl to make the clone share the orders.
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18:03<Zuu>Here you can find many hidden but usefull features:
18:03<enr1x>Zuu: thanks for the link
18:03<Zuu>On the right of that page you also have many links to other pages in the manual.
18:04<enr1x>yep, that's great
18:05<enr1x>what about groups, what are those for? it'd be great if a whole grop could share orders as well, is it implemented yet?
18:06<Zuu>You can make it happen if you make sure to share the orders when you buy the vehicles.
18:06<Jolteon>tbh, OpenTTd would be great with one of those Tip Boxes at startup
18:06<Jolteon>where it displays a random 'hidden' feature.
18:06<Zuu>The other way is possible, eg creating a group of vehicles that share the orders if I remember correctly.
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18:12<Eddi|zuHause>hm... are the curve speeds grf-definable?
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18:17<Zuu>no idea. Though I though of that if you would create a road (or rail) type that has higher curve speed then another compatible road/rail-type then players could exploint that by only building the corners with this type.
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18:19<Eddi|zuHause>yes, but you could disable the original railtypes, and make a set of new railtypes with stronger restrictions
18:21<Zuu>As in having a callback checking the type of neighbour tiles?
18:23<Zuu>How would you else stop that exploit? And still have vehicle compatibility in both directions between the track types.
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18:23<Eddi|zuHause>what exploit?
18:24<devilsadvocate>Eddi|zuHause, curve speeds are somewhat vehicle defined
18:24<Zuu>That track type B has higher curve speed than B and someone choice to just make all the corners of type B but then all straight pieces of A.
18:24<Eddi|zuHause>the old way was an array of speeds for all curve length, like {60, 80, 110, 130, 170, ...}, this array was then checked in the rail acceleration code
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18:24<Eddi|zuHause>all i'm asking is whether this array is exposed as a newgrf property
18:25<Zuu>I was mostly having roads in my mind. Eg making all corners of a "highway" type which is very expansive but has higher corner speed.
18:25<Eddi|zuHause>Zuu: so, what's the problem with just balancing that through the price?
18:25<devilsadvocate>Eddi|zuHause, there are trains which go faster on curves (tilting), there may be those that go slower. those hooks are exposed at least
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18:26<Eddi|zuHause>devilsadvocate: that's a simple vehicle flag that gives a bonus factor, i believe.
18:26<devilsadvocate>yeah, isnt that really enough for most things?
18:27<Zuu>Eddi|zuHause: The problem would be that the prices I would assume be balanced for building longer stretches of the highway/fast rail type. But then it wouln't be so expansive to just make the corners of high-quality track but the straight pieces of lower quality.
18:28<Eddi|zuHause>Zuu: other than make the normal roads with speed limit, i don't know how to enforce that
18:28<Eddi|zuHause>but again, that is not what i'm asking...
18:29<Eddi|zuHause>Zuu: imho, highways need multi-tile curves...
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18:29<Zuu>Yep, that way you would make it more impractical to abuse them as better corners for regular road.
18:29<Eddi|zuHause>but that needs more than a simple "roadtypes" feature
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18:30<Prof_Frink>Add a penalty going from one tracktype to another.
18:37<Eddi|zuHause>planetmaker: the wiki page lacks a description of railtype property 11 "Curve speed advantage"
18:40<Jolteon>Would OpenTTD run more smoothly if I let a different computer (like another PC on my LAN) do the server, and then I connected to it?
18:40<Jolteon>OpenTTD gets so slow for me in busy games.
18:40<Jolteon>oh wait, OpenTTD would still process the same amount of data, wouldn't it
18:42<Eddi|zuHause>everything that is calculated on the server is also calculated at the client
18:42<Eddi|zuHause>thus you will not get any improvement
18:42<PeterT>enr1x: hey, <Zuu> If you want that passengers should have a destination there is a develpoment branch called "cargodist" which provides that. <-- You can find builds of CargoDist in the thread, made by me
18:42<PeterT>or at
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18:44<Zuu>While I don't want to put any preasure on you for doing another compilation there is a big risk that the last binary you posted is affected by the two fatal bugs that I mentioned in the thread.
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18:45<PeterT>Zuu: I know, I was hoping to use my computer for SSH, and using my computer at all is impossible with the builds
18:45<PeterT>*while making all the builds
18:46<Jolteon>Eddi|zuHause: Does the server also load a visual representation of the map?
18:46<Jolteon>I noticed OpenTTD dedis using INCREDIBLE amounts of CPU at a busy game.
18:46<Zuu>Not a problem, but perhaps don't recommend newbies to use the builds until there are newer builds?
18:46<Eddi|zuHause>Jolteon: graphics only make a small part of the CPU power. this is not a 3D game...
18:47<Jolteon>I've had an openttd server using a full 4 core server.
18:47<Jolteon>(but running fairly smoothly on a dual core client)
18:47<OwenS>Jolteon: No you haven't. OpenTTD doesn't use more than one core
18:47<Eddi|zuHause>if you want to improve your game experience, play smaller maps with fewer vehicles
18:47<Jolteon>OwenS: I'm going by what htop says.
18:48<Eddi|zuHause>that is 100% of one CPU
18:48<Zuu>Jolteon: OpenTTD uses mostly one core, at maximum 2.
18:48<Jolteon>I would concur, apart from htop was showing all 4 of the bars moving
18:48<Zuu>The second core will only be used for compressing save games.
18:48<Eddi|zuHause>if it used 4, it would say 400%
18:48<PeterT>Zuu: I'll put a note in the post
18:48<OwenS>Jolteon: That will be the OS cycling it between cores (Silly thing to do that)
18:48<Jolteon>load was about 2.50
18:48<Eddi|zuHause>that has nothing to do with cpu usage
18:48<Jolteon>with htop reading 97% CPU
18:48<Jolteon>I was like
18:49<Jolteon>I must say (With no disrespect to the developers) OpenTTD is one of the most CPU heavy dedicated servers I've ever ran.
18:49<Jolteon>and i've ran 3D server dedi servers.
18:49<Eddi|zuHause>that is because 80% of the client CPU power is used to calculate the game state
18:49<Jolteon>Apart from TF2, that one just screamed about no valid fonts and shut itself down.
18:50<Jolteon>Gay thing.
18:50<Eddi|zuHause>so you can't win more than 20% by using dedicated server
18:50<Jolteon>After using the core 100% until it managed to figure out it had no fonts.
18:50<Eddi|zuHause>like i said, this is NOT a 3D game. graphics is NOT the limiting factor
18:50<Jolteon>If I wanted a parrot, I'd buy one.
18:50<Jolteon>Much like if I wanted the obvious stating to me, I'd go buy The Sun.
18:51<ccfreak2k>OwenS, shouldn't migration resistance be configurable in Linux?
18:51<Jolteon>I use Debian 5, if that helps.
18:51<OwenS>ccfreak2k: Should be. And it should be set to very resistant ;-). An application should stick on one core (And by that I mean all it's threads) unless theres compelling reasons why to do otherwise
18:52<Zuu>Looks good.
18:52<Jolteon>OwenS: why would there be reasons for it to do otherwise? :p
18:53<Zuu>Take your time and don't stress about creating those binaries. Eg. do it when you have time and feel for it.
18:54<OwenS>Jolteon: A good reason is that the application is pegging the core. In that case, putting the app on two cores is beneficial
18:54<PeterT>Zuu: I just realized I'll be doing something else for about an hour anyway so I might as well start the build.
18:54-!-Illegal_Alien [] has quit [Quit: HydraIRC -> <- Go on, try it!]
18:54<PeterT>Oh, silly me, can't plan ahead
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18:56<Jolteon>I'm guessing OpenTTD does some pretty heavy calculations for everything then
18:56<Jolteon>CPU usage can be out the window.
18:57<Eddi|zuHause>did you read ANYTHING i said?
18:57-!-Uresu [] has joined #openttd
18:57<Jolteon>No, I stopped when you went on about the same shit over and over.
18:57-!-Uresu [] has left #openttd []
18:57<Jolteon>Talking to me like i'm an idiot puts you on mental block
18:57<PeterT>Oh, shit's goin' down! Shit's goin' down!
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18:59<Zuu>Jolteon: Do you have ships on your server?
18:59<Zuu>On a big map with YAPP? :-p
18:59<Jolteon>Limited to like 15
18:59<Jolteon>(per player)
18:59<Jolteon>Most people use craploads of trains and planes.
19:00<PeterT>Zuu: #jolteon
19:00<PeterT>Zuu: That's where the server is
19:00<Jolteon>and join the server channel won't help him in any way.
19:00<PeterT>Jolteon: You advertise all teh time :-P
19:00<Jolteon>Now you just advertised it here
19:00<Jolteon>Are you trying to get banned?
19:01<Zuu>You could just have hit the upper limit of what is possible to handle.
19:01<Zuu>Compare your game stats with eg. OpenTTDCoop end games.
19:01<Jolteon>Is there a more efficient pathfinder than YAPP?
19:01<Zuu>For ships yes
19:01<Zuu>YAPP for ships is very CPU hungry.
19:01<Jolteon>hm, let me open the cfg file and look
19:02<PeterT>What pathfinder should we use for ships?
19:02<PeterT>Jolteon: We can use !rcon
19:02<OwenS>Jolteon: See . yes, PeterT is masochistic :p
19:02<Zuu>PeterT: I'd say stick to what is recommended by OpenTTD. Eg. NPF or the original path finder.
19:02<Zuu>Put boyus every 10 tiles or so.
19:03<OwenS>People say ships don't need tracks. They lie. You instead place a buoy every tile, THEN add orders...
19:03<Eddi|zuHause>Jolteon: small calculation, TT-original (1994) filled a 60MHz CPU with a mapsize of 256x256 with 360 vehicles. OpenTTD supports mapsize 2048x2048 with 65000 vehicles, that makes a factor of ~8*8*200=12800, *60MHz = 676000MHz
19:03<Jolteon>people on my server tend to just place a bouy to make sure a ship doesn't take a long way around an island.
19:03<Jolteon>(which they like doing, for some reason)
19:04<enr1x>oh, what exactly is the "cost of property"?
19:04<enr1x>cost of everything I own (roads, depots, buses, etc?)
19:04<OwenS>Because path finding for ships, in spite of it's stupidity, in spite of the fact there are no colissions.. is very expensive
19:04<Zuu>If they like going wierd ways, then you probably don't use YAPP - which is a good thing in this case.
19:04<OwenS>Think of it like the ships are traveling on a grid of fully filled rail tiles :p
19:04<OwenS>That is, one with all the junction slots filled every square
19:05<Jolteon>OwenS: I ain't no genius, but I'd have though pathfinding for ships was pretty simple, compared to like, an RV.
19:05<Jolteon>That has to find a specific path to a specific place using pre-built road stuff
19:05<Jolteon>a boat just needs to cruise an ocean.
19:05<Jolteon>With minimal things in the way.
19:05<Zuu>In fact it is the opposite in many cases.
19:05<Eddi|zuHause>Jolteon: the problem is the ship has too many choices
19:05<PeterT>enr1x: I've wondered about that...
19:05<Zuu>for RVs and rail there is only a few nodes and long links between the nodes if you look at it at a more abstract level.
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19:06<OwenS>Jolteon: As I said, the path finding for ships is like pathing across where there is a junction to look at, every tile, with 8 edges leaving it
19:06<Jolteon>Eddi|zuHause: So block boats inside a canal, with zero choice would greatly reduce CPU for them?
19:06<Jolteon>As they have zero choice, apart from to follow the canal in the first place.
19:06<Eddi|zuHause>Jolteon: yes
19:07<Jolteon>wait, does that mean that craply made rail junctions, where train tracks merge, as opposed to bridged / tunnels would use more CPU than otherwise?
19:07<Eddi|zuHause>for YAPF at least. the original pathfinder limits the choices to 4, or so, then it just stops
19:07<Jolteon>As it has to process if shit could hit the fan more?
19:07<OwenS>Jolteon: Yes. Bigger blocks = More processing
19:07<Zuu>Yep, you can create more CPU hungry rail/road networks if you want.
19:07<OwenS>PBS is slower also
19:07<Jolteon>my networks must cause a CPU to set on fire xD
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19:08<OwenS>Jolteon: Nah, thats our's (#openttdcoop's)
19:08<PeterT>Jolteon: The CPU has been high?
19:08<enr1x>PeterT: well, would make sense if the property maintenance is, well, the "whole property" maintenance, but the cost is so high!
19:08<OwenS>(Though recently the cause has been the bloody Japanese houses set!)
19:08<Jolteon>PeterT: After about 2050, when it's all ending and at max stuff, everything everywhere, CPU usage gets between 60 to 90%^
19:08<Eddi|zuHause>like i said, you need a ~600GHz CPU to process a full map...
19:09<PeterT>Jolteon: Wow
19:09<Jolteon>Sometimes spiking up to 98, at seemingly random times
19:09<Zuu>enr1x: about 500 pounds per transport mode per station.
19:09<Jolteon>I'm guessing it's when OpenTTD is autosaving, or something.
19:09<PeterT>Autosave + users + ships + lots of track and rail
19:09<Jolteon>at the moment, it's a fairly empty map, uses no more than 15%
19:09<PeterT>== Fail
19:10<Jolteon>The good news is, BNCs only take like 1% CPU
19:10-!-Eddi|zuHause [] has quit []
19:10<Jolteon>So we're not choking anything
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19:10<PeterT>Zuu: Building
19:10<PeterT>teh CargoDist
19:10<Zuu>Jolteon: On a multi core CPU the spikes on autosave is just makeing a copy of the entire map structure so that another thread later can compress it and write it to disk.
19:10<Zuu>PeterT: Nice
19:11<Jolteon>Can certain GRFs increase CPU usage?
19:11<Jolteon>Although, we only use different station graphics (Industrial, rural stations, etc) and Japanese Train Set.
19:11<Jolteon>rest is default OpenGFX.
19:11<Jolteon>wait no, japanese station
19:11<Zuu>Those shouldn't be too bad I think.
19:11<Jolteon>and a few other RV & Train replacement stuff.
19:11<Jolteon>HEQs i think is the RVs
19:12<Jolteon>PeterT: What are the GRFs used.
19:12-!-KenjiE20 [~KenjiE20@] has quit [Quit: おやすみ]
19:12<Jolteon>for the RVs & Trains
19:12<PeterT>/msg Server !newgrf
19:12<Eddi|zuHause>Jolteon: worst hit on CPU usage is ECS
19:12<Jolteon>o rite
19:12<Zuu>IIRC town replacement and industry GRFs can with restrictuive rules for building placement give a good bost.
19:12<Jolteon>yeah, you can use what peterT said to get GRFs xD
19:13<OwenS>Eddi|zuHause: No, Japanese Houses. They have lots of animated buildings. I'm not sure how they do it, but the CPU usage (About ~1Ghz of my machine!) is ridiculous
19:13<Jolteon>One thing I am surprised at, is how little bandwidth a server uses.
19:13<Jolteon>alot less than I thought it would
19:13<PeterT>Jolteon: What did you do to make the server's hostmask: "" instead of ""?
19:13<OwenS>(It seems to go up with the number of them in existance. I'm assuming the animation is done by lots of NewGRF callbacks...)
19:14<Jolteon>peter1138: just reverse dns
19:14<Zuu>Jolteon: That is because only the commands are transfered apart from the initial download of savegames.
19:14<PeterT>Jolteon: How, what command?
19:14<Jolteon>There is no command.
19:14<Eddi|zuHause>OwenS: don't say "No"... i have had ECS max out my CPU on an empty map!
19:14<Jolteon>It;s some DNS screwing about.
19:14<OwenS>PeterT: IN PTR
19:14<OwenS>Eddi|zuHause: Ouch. Still, JP Houses is awful
19:14<PeterT>OwenS: What?
19:14<OwenS>(And doesn't drop with animation off...)
19:14<OwenS>PeterT: Correct DNS record :p
19:15<PeterT>OwenS: where?
19:15<Jolteon>OwenS: Why doesn't it go down with anims off? D:
19:15<Eddi|zuHause>yeah, because "no animation" doesn't actually stop animation
19:15<Eddi|zuHause>only the palette rotation
19:15<PeterT>That's just a user-side thing
19:15<OwenS>It stops palette animation, but not newgrf callback animation
19:15<Jolteon>PeterT: Unless you've hacked my domain registrar account, you don't have access to it.
19:15<PeterT>Jolteon: I'm not trying to do it for you
19:15<Jolteon>Be warned, any attempt to change the will result in ZNC auto-terminating your account.
19:16<PeterT>[19:15:32] <PeterT> Jolteon: I'm not trying to do it for you
19:16<Jolteon>(Unless you're on a network that allows hostname changes through nickserv, like FFSNetwork0
19:16<Jolteon>nothing is more funny than being on a network that can give you spoof hostnames
19:16<PeterT>Jolteon: How do you enable reverse DNS?
19:17<Jolteon>so funny
19:17<Jolteon>PeterT: by rtfm.
19:17<Jolteon>...i give up.
19:17<Jolteon>You're beyond help.
19:20<OwenS>Jolteon: Congrats, you've learnt!
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19:21<nido>can someone tell me if the 32 bit files and the extra zoom levels should be working in 1.0RC2??
19:22<OwenS>nido: 32bpp works, but not the files from the extra zoom levels patch
19:22<PeterT>No, Extra Zoom Levels isn't in 1.0.0-RC2
19:22<nido>my network connection takes all night for the svn to get in
19:23<Jolteon>Giant screenshot always crashes my PC :(
19:23<Eddi|zuHause>the extra zoom likely will never get into official openttd...
19:23<PeterT>Oh dear god, I hope it doesn't
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19:23<Eddi|zuHause>Jolteon: giant screenshot can take over 4GB memory
19:23<Jolteon>oh thats why
19:24<Jolteon>My RAM is busy commiting suicide.
19:24*Jolteon only has 3GB
19:24<OwenS>Jolteon: Also, 32-bit PC?
19:24<Jolteon>32bit XP Home
19:25<OwenS>Then physically impossible to allocate enough RAM
19:25<nido>anyway; I seem to have trouble getting the 32-bit working as well. I downloaded BaseSet.7z (I think), unzipped it with p7zip, tarred it up with tar, named it ogfx1_base.tar and put it in ~/.openttd/data . Now I can see it finding one tar file and 4k tiles at the very beginning, but I don't think these are used in the game. (the tiles aren't found either after the fist search)
19:25<OwenS>nopw %cs:0x0(%rax,%rax,1) <-- Me thinks that GDB has disassembled not-code
19:25<Jolteon>So basically, it crashes cause it's suiciding over the impossible request? :p
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19:25<OwenS>nido: The packages for the extra zoom levels patch don't work with normal 32bpp
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19:26<nido>OwenS: I know, but 32 bit graphics don't work either, with or without zoom. Or can't I see them on the regular levels either?
19:27<OwenS>nido: The package you downloaded is for the extra zoom levels patch. You need a separate pack (Which, afaik, doesn't exist as an all-in-one pack) for normal 32bpp
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19:28<nido>it's gonna be hard getting all that stuff together. deciding to learn packaging in the progress as well seems to be a bad choice
19:28<nido>do you happen to know one page with all the links?
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19:29<Jolteon>OwenS: so basically, to take a giant screenshot, I need 64bit + 4GB RAM (or higher)?
19:29<Eddi|zuHause>IMHO, the 32bpp project is heading in a very wrong direction for a long time
19:30<Eddi|zuHause>Jolteon: no, you need to play smaller maps
19:30<Jolteon>I play 512 x 512
19:30<Jolteon>or on the server, 1026 x 1026
19:30<Jolteon>(if wrong, correct to the nearest correct size)
19:30<nido>why not 1024...nm
19:30<OwenS>1024x1024 :P
19:31<Eddi|zuHause>hm, with 512x512 it should be possible, but i'm not sure
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19:32<PeterT>Grr, stupid quit messages
19:33<Jolteon>OwenS: yes, that :p
19:33<Starn>PeterT did i fix mine where it did not advertise anything?
19:33<PeterT>i don't know, Starn
19:33<enr1x>also, i have built a coal mines -> power station, but the coal is loaded very slowly
19:33<enr1x>is there any way to speed up?
19:34<Starn>than i shall test. heh
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19:35<PeterT>Starn: fixed, good
19:36<PeterT>enr1x: turn off gradual loading in advanced settings
19:36<Starn>don't want it adverstising a script that i've heavely modified to began with lol
19:37<enr1x>PeterT: thanks!
19:37<PeterT>enr1x: np
19:37<enr1x>ok, gotta go to sleep, see you guys soon, and thanks for all the (great) help =)
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19:59<Starn>um... do any of you have ipod and has it crashed to point it says itunes is needed to restore it? and it makes sounds like hard drive is spinning than stops than spins again than stops?
20:04<PeterT>Not like that
20:04<PeterT>is it jailbroken?
20:04<PeterT>Also, ##iphone on FreeNode
20:05<Starn>not unless walmart sells jailbroken ones
20:05<aber>the hard drive crashed?
20:05<Starn>seems itunes software fixed it.. o.O
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20:13<Starn>is free node address
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20:24<Starn>PeterT| are they even alive over there? o.O
20:24<Starn>some how i had an irc nick over there dunno how o.o
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20:33<Jolteon>Gosh darnit
20:33<Jolteon>My towns have stopped growing D:
20:33<Jolteon>is that a setting that stops them growing after they reach a certain size?
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20:37<PeterT>Starn: Hmm
20:37<PeterT>Just wait
20:37<PeterT>Jolteon: No
20:39<Jolteon>ah well
20:39<Jolteon>Year is 7610 in this single player game
20:39<Jolteon>Time to start a new one, don't you think?
20:39<Jolteon>naw joking, it's only 2318 :P
20:40<PeterT>11 May 2300 is the date for #openttdcoop's publicsever
20:42<Starn>ugh they don't seem to be replying though itunes seemed to fixed everything i hope.... just had to restore it to factory . no i am waiting for 10k songs to sync :'( shoot me or run me over with a train
20:43<Starn>can we make little people in openTTD to run over with trains?
20:45<Jolteon>I'd love to see pedestrians walking in OpenTTD
20:45<Jolteon>but I guess that'd totally flatten the CPU
20:46<Starn>8bit gfx.. i could make the gfx for the people... and i doubt it would hurt cpu
20:47<Jolteon>but so much animations
20:47<Starn>they have games that use 3d models for 1000's of tiny people on the screen at one time.. even open source games..
20:47<Starn>nah no need to animate them :P
20:47<Starn>the would probably look more like simants
20:48<Jolteon>WHAT THE F**K was I thinking when I made this
20:48<Jolteon>was I on drugs or something
20:48<Starn>your tracks have confused me..
20:49<Jolteon>Yeah, i was just looking over my (admittedly crap) network, and i got to that
20:49<Jolteon>and I was like "what the blazes"
20:49<PeterT>you were being super silly </lisp>
20:49<Starn>i am never being an engineer for your trains o.o
20:49<Starn>i would get lost
20:50<Jolteon>Same thing, but more zoomed out
20:50<Jolteon>Which shows even more crap
20:50<Jolteon>I must have been off my tits on something when I made that.
20:51<Starn>i would not mind being a bus driver to your roads o.o
20:52<Starn>simple to follow ^^
20:52<Starn><--- be the one speeding with 30 passangers screaming for their lives
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20:53<Starn>and if you had airlines dont let me fly the 747 for i have issues flying them and when i do get them i nthe air i get bored and climb to highest possible altidude than do a nose dive trying to break the sound barrier o.o
20:53<Starn>with full load
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20:53<Jolteon>Buses here always try to go at the max speed they're allowed to go on flat areas.
20:54<PeterT>See that?
20:54<PeterT>I just lost internet connection
20:54<PeterT>but my awesomez bnc keeps me here
20:55<Jolteon>oh screw this terrain generated
20:55<Jolteon>'very flat' my rear.
20:55<Jolteon>My manboobs are flatter than this.
20:57<Starn>now i wanna get into source and add a new terrian generation level.. [ Jolteon manboobs]
20:58<Jolteon>Would be nice if there was a generator that made no hills at all, apart the occasional dips for some water.
20:58<Starn>i would probably use it :P
20:58<Starn>i am ok with some hills...
20:58<Starn>makes me feel more like i am in my state :P
20:58<Starn>mostly flat but there be some big hills here and there.
20:59<Starn>i mean big o.o
20:59<Jolteon>the new start screen annoys me
20:59<Jolteon>so unrealistic.
20:59<Jolteon>Maglev right next to steam trains using semaphores.
20:59<Jolteon>Not to mention hovercraft using a little river.
20:59<Jolteon>Deathwish much.
21:00<Jolteon>Anyway, i'll stop tormenting you and go to bed now.
21:01<Starn>night mate.
21:01<Starn>i am prob going to bed to..
21:02<Starn>besides its gonna take another hour to finish syncing my music to my ipod.
21:03<PeterT>Jolteon: this is the webcam feature on PublicServer
21:03<PeterT>It takes periodic screenshots and symlinks them to /var/www...
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23:54<DaleStan>planetmaker: I added Action0Railtypes to the structure, finally, but I can't find the other page you wanted me to add.
---Logclosed Thu Mar 11 00:00:06 2010