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#openttd IRC Logs for 2010-03-27

---Logopened Sat Mar 27 00:00:05 2010
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03:41<TrueBrain>lovely, emails in German, where I really cant make out what the question is .. then my German writing and speaking is poor, but my reading is pretty okay. Still .. no fucking clue :p
03:47<TrueBrain>lol, babelfish makes less sense out of it then I did myself :p
03:48<TrueBrain>oh well .. guess he won't receive an answer to his OpenTTD question :p Ghehe :)
04:02<Alberth>write 'I don't understand your question, could you please send an english version? thank you'
04:03<Alberth>good morning, by the way
04:04<Prof_Frink>I demand more ning!
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04:36<Alberth>hai andy
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05:49<planetmaker>good morning
05:50<Alberth>gooding morningning (asing requesteding bying profing_Frinking)
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05:53<Prof_Frink>Goodning Morningning Alningberthning
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06:08<andythenorth>why would an RV refit from 20t coal to 40 crates of goods, but a ship refits from 95t coal to 95 crates goods :o
06:08<andythenorth>I should know, I wrote the code for both :|
06:14<fjb>The good on the ship are getting soaked and get heavier.
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06:42<andythenorth>hi Terkhen
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06:48<andythenorth>can't decode canset :(
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06:59<andythenorth>my rather nice save game blows up ottd with a floating point exception
06:59<@Rubidium>andythenorth: don't divide by zero then!
07:00<andythenorth>so how do I make sense of a crash log
07:01<planetmaker>They even don't allow us to do so on university level :-(
07:01<andythenorth>I don't know if this is me or some other grf
07:01<@Rubidium>planetmaker: though giving a floating point exception is kinda funny for division by 0 :)
07:01<planetmaker>even though division by zero is infinitely more funny than multiplication with
07:02<planetmaker>Rubidium: hm.... funny?
07:02<planetmaker>what should it be? :-)
07:02<@Rubidium>like... we know we can place a decimal point in the number, but we don't know the rest of the number... so the (decimal) point is kinda floating on its own
07:02<planetmaker>lool :-)
07:03<andythenorth>This is the crash log:
07:03<andythenorth>looks like something to do with RVs, could be me in that case
07:05<@Rubidium>if we only knew what's exactly at the 1553th byte of RoadVehicle::Tick
07:06<andythenorth>think I've found the issue: old version of HEQS downloaded via bananas.
07:07*andythenorth tripped up by not versioning the grf id
07:08<andythenorth>but then again, that's not always the right thing to do :o
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07:22<andythenorth>what are the implications of this?
07:24<planetmaker>I wonder, too :-)
07:24<planetmaker>Seems like "OTTD did a, so let's rather do b and call OpenTTD wrong"
07:24<andythenorth>If he's talking about what I think he's talking about, it might make sense
07:25<andythenorth>when I was using layered ground sprites in FIRS, the implementation seemed sane, but inefficient
07:25<@Rubidium>I think it depends on what a "ground sprite" is
07:25<planetmaker>yes and no. I'm not sure in how far it is used
07:25<planetmaker>yeah. Define "Ground sprite"...
07:26<@Rubidium>because arguably when foundations start to appear... they're not ground sprites anymore
07:26<@Rubidium>but then, I've got no real clue about the matter
07:27<andythenorth>I have quite a bit of slightly complex code for foundations.... :|
07:27<planetmaker>I doubt it would get much less complex, would it?
07:27<andythenorth>I'm not sure I want to engage with this as an issue. I could make something cool instead.
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07:28<andythenorth>like some fricking narrow gauge trains, as canset 1.0 is refusing me refits
07:28<andythenorth>are there any other narrow gauge sets? Serbian set seems to be broken
07:28<@Rubidium>though I guess frosch123 will have more insights into the matter
07:29<KenjiE20>andythenorth: Japan?
07:29<@Rubidium>andythenorth: don't bother about canset; a) it's not supported, b) it won't be fixed
07:29<@Rubidium>c) you'll be flamed when you ask for fixing it
07:30<andythenorth>I was just going to decomp locally, fix cargos, reencode for personal use :)
07:30<andythenorth>but it seems to be impossible to decode with grfcoded
07:30<andythenorth>c /s
07:31<andythenorth>This is the error: Cannot write to sprites/CaTrS00.wav: No such file or directory
07:31<andythenorth>that makes me think....I can't encode sounds either, I tried for HEQS and get a similar error
07:31<andythenorth>planetmaker: can your mac grfcodec decode / encode sounds?
07:31<planetmaker>I don't know. But I know that my grfcodec on mac doesn't decode pcx properly
07:32<planetmaker>it writes wrong headers
07:32<planetmaker>but nfo works
07:32<planetmaker>never tried with sound.
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07:37*andythenorth gives in and adds NARS 2.0 to a game. Again :P
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07:39<andythenorth>rail types can do mixed-gauge track?
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07:42*DanMacK senses dual gauge...?
07:44<andythenorth>that would be ideal
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07:44<andythenorth>or even just allowing a tile to contain diagonal ng and sg tracks
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07:54<planetmaker>or even just allowing a tile to contain diagonal ng and sg tracks <-- that won't work
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08:01<HackaLittleBit>morning everyone
08:03*andythenorth experiments with timetables
08:05*andythenorth gets baking
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08:10<elmz>it's a while since I looked at roadmaps
08:10<elmz>they have become....smaller
08:12<Zuu>Yep, since everyone uses GPS nowdays anyways :-)
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08:22<fonsinchen>Rubidium: Is it true that you consider the threading of cargodist the most important problem for its inclusion into trunk?
08:23<planetmaker>fonsinchen: threading is serious issue as it leads to desyncs potentially
08:25<fonsinchen>I'm 100% sure that there are no remaining desync problems with the implementation.
08:26<fonsinchen>The design was robust from the beginning on, I only had a few stupid errors in the implementation.
08:26<fonsinchen>Those are fixed now and I haven't seen a desync reported in months
08:27<fonsinchen>However, I can provide an option to inline all the calculations in the main thread if that helps.
08:27<fonsinchen>In fact this is already done if the platform doesn't provide threads.
08:27<planetmaker>have you seen it tested on a multiplayer server with more than two two people with different platforms joining the same game?
08:28<fonsinchen>(There is one potential desync problem that I'm going to fix today, but it doesn't have anything to do with the threading).
08:28<fonsinchen>I haven't seen it tested, but there were several people in the thread claiming to have tested it
08:28<planetmaker>one person has a very hard stand to trigger desyncs.
08:29*andythenorth ponders text string IDs :|
08:29<planetmaker>They mostly show in diverse environments on MP servers
08:29<fonsinchen>I have asked them several times if they were playing it in MP and they claimed they did.
08:29<planetmaker>ok :-)
08:29<fonsinchen>I mean, I can't test it alone either.
08:29<planetmaker>yes :S
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08:30<fonsinchen>The remaining desync would show up if with industries changing their acceptance on callback.
08:30<andythenorth>when should I use a D0 instead of a DC text and vice versa?
08:30<fonsinchen>Obviously that situation hasn't been tested extensively.
08:30<Zuu>I guess teaming up with could provide more "authentic" reports, but still testing MP is not very easy.
08:31<frosch123>damn, i spent almost a hour with mb's stupid post
08:31<planetmaker>Well, yes, we certainly can offer our dev server for those testing purposes. Problem even there IMHO is to get sufficient people to thoroughly test it :-)
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08:31<planetmaker>It needs some serious advertisement in all cases, a nice scenario or reason for people to actually join
08:32<fonsinchen>Last time we had Cargodist running on openttdcoop about 3 people tried it in as many weeks
08:32<planetmaker>fonsinchen: yeah... I recall :-(
08:32<planetmaker>I was honestly also a bit disappointed by the size of the testing crew.
08:32<planetmaker>That's, though, why I mean that it needs to create some excitement, a reason for people to grab it.
08:33<planetmaker>And possibly we might need to ask Rubidium to provide some nice binaries :-) That lowers the entry barrier quite substiantially
08:33<planetmaker>But even then... also the last IS2 tests were only very short.
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08:34<planetmaker>Running such server needs "community work" to make it worthwhile
08:34<planetmaker>Like maybe making it a challange or so.
08:34<planetmaker>Best team wins a cookie ;-)
08:35<fonsinchen>Maybe we just announce the game in the Cargodist thread
08:35<fonsinchen>I think last time I didn't.
08:35<planetmaker>And also important, I think: those people who create the air, they need to actually play themselves. Creating a base stock of players which makes it for other players interesting to join
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08:36<planetmaker>And the latter has been also IMHO a problem. Like also not too many of us played those games very extensively.
08:36<fonsinchen>I can't play 24/7. My time is limited.
08:36<planetmaker>including myself actually
08:36<planetmaker>yes, as is mine.
08:36<fonsinchen>And I had joined the coop cargodist game
08:37<fonsinchen>Actually I think I was the one who built most of the stuff ...
08:37<planetmaker>I'm not trying to say you didn't :-)
08:37<planetmaker>It was more of a general statement. Targeted at ... the hardcore players :-)
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09:03<OwenS>planetmaker: Have you considered making .dev replace the PZ when its running?
09:04<planetmaker>OwenS: in what way 'replace'?
09:04<planetmaker>like removing one and only run one of those servers?
09:04<OwenS>Kinda I suppose
09:05<planetmaker>that's anyway effectively what happens. wrt the players :-)
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09:06<OwenS>I suppose you could alternavtively run it instead of the PSG, provided the binaries & source were easily available
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09:09<OwenS>It would certainly guarantee the players, and hopefully we would get some extensive testing for the week or so it was on
09:13<@Rubidium>fonsinchen: the threading certainly makes the reviewing of the patch trickier because of the strange things that might happen with threading
09:15<@Rubidium>planetmaker: true, you can ask... don't forget to mention "18" though
09:15<planetmaker>:-) "18"?
09:15<Eddi|zuHause>frosch123: "I am not aware of an released station set using that feature [...] so it would likely not be that troublesome if newer station sets would need a nightly." <-- if i interpret his recent statements correctly, he is trying to put railtypes support into NewStations
09:16<frosch123>what is the relation of that to "released station set" ?
09:17<planetmaker>leet speak?
09:17<Eddi|zuHause>probably, not much, but 1.0.0 will stay around for a year...
09:17<frosch123>and there will be a new release of newstations in one year?
09:19<Eddi|zuHause>well, at least _I_ hope that :)
09:20<andythenorth>I'm 90% certain I use layered sprites in FIRS industry tiles. I'd have to check, but I remember reading station documentation to understand how to do it.
09:20<Eddi|zuHause>andythenorth: NewStations is probably older than most of that spec :p
09:20<andythenorth>fricking refit texts, I'm baffled :\
09:21<Eddi|zuHause>people have been requesting narrow gauge support in NewStations for years, i'd hoped railtypes makes that support easier
09:22<frosch123>Eddi|zuHause: just as cargo classes make it easiert to support new cargos
09:22<Eddi|zuHause>... anyway, at least it makes support more necessary :p
09:23<frosch123>unless of course the grfauthor does not accept his default station to use the a different railset than he designed it for, or that his generic container truck should not carry any other cargo than intended, as the unreadable label would look different....
09:25<Eddi|zuHause>there was a discussion about container trucks? i must have missed that...
09:25<frosch123>no idea, i just wanted to mention that compatibiilty is not a goal for everyone
09:25<frosch123>but rather a bug for some :p
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09:26<Wolf01>hello :D
09:26<frosch123>it's a wolf
09:26<OwenS>In good news, I'm unable to make ProgSigs crash :-)
09:28<OwenS>...spoke too soon :p
09:29<frosch123>usual murphybug
09:30<OwenS>Well, murphybugs are better than bugs which happen to other people :p
09:30<frosch123>hmm, maybe the wrong term. but it is not schrödingbug either
09:31<OwenS>Problem is I wasnt running under gdb and didn't get a crash log :X
09:32<OwenS>OK, reprod in GDB :-)
09:32<planetmaker>heisenbergbug is also mean: you know where it is, but it runs away very fast. You know which way it goes, but you cannot pinpoint it. Chose one.
09:34<OwenS>Oh... fluurgh... quite a complex one too
09:35<OwenS>One that could basically be called "ifs behave in funny ways"
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09:45<planetmaker>frosch123: I'd like to congratulate you to your answer
09:46<planetmaker>(in tt-forums)
09:51<OwenS>OK, bug fixed
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10:05<frosch123>err, what?
10:05<frosch123>thanks :)
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11:16*andythenorth keeps sending vehicles out of dept with the wrong refit :(
11:16*andythenorth ponders. maybe there's a way to show the current cargos in the route menu
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11:59<jano>hi all
12:00<jano>do you know why running open ttd under debug mode is so slow?
12:00<jano>cpu usage is 50% all the time even when not doing anything
12:00<@Rubidium>what OS, what compiler?
12:01<jano>i.e. one cpu core is full used
12:01<jano>Windows Vista 32bit, Visual Studio 2008 Express Edition
12:02<Eddi|zuHause>it is normal that debug is slower than release
12:02<Eddi|zuHause>and i presume you have a dual core, so it's 100% of one core
12:03<jano>yes, dual core
12:03<Eddi|zuHause>and depending what "not anything" is, there are a lot of things that work in the background
12:03<@Rubidium>MSVC debug builds are notoriously slow; not sure what it all does, though I expect an enormous load of extra checks
12:05<jano>when i pause game (through button in game display, not through visual studio debugger) then CPU usage is negligable. This is strange for me because release version is much faster
12:07<Eddi|zuHause>hm... something's wrong... when i bisect a graphics issue, the fault is unlikely to be in an msi commit...
12:08<@Rubidium>jano: why do you expect debug builds to be as fast as release versions?
12:09*OwenS wishes getting GCC's debugging to work as well as MSVCs was easier than specifying a million command line options (Slowness isn't an issue; issues which turn up half an hour later are)
12:09<jano>rubidium: i dont expect the debug version to be as fast as release, but 50% and 1-2% CPU utilization is big difference. but maybe its normal in openttd, i dont know
12:10<jano>1-2% i mean for release version
12:10<OwenS>jano: I have projects which take 100x as much CPU power with a debug build. It depends upon how the compiler and code is instrumented
12:10<jano>it recalls me some infinite loop
12:10<@Rubidium>jano: as I said, I've got no clue what kind of debugging MSVC adds, but it certainly disables optimisations (which with wrapper functions means more function calls) and I reckon it might be enabling leak/memory checking which is even worse performance wise
12:11<OwenS>gcc -fmudflap -fssp is about the same speed as MSVC's debug IIRC
12:11<OwenS>So I'd guess it's what you do
12:12<jano>IIRC? what does it mean?
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12:13<KenjiE20>If I Remember Correctly
12:13<OwenS>If I remember correctly...
12:13<PeterT>If I remember Correctly
12:13<@Rubidium>remember, recall, what's the difference? :)
12:14<SmatZ>it took 36 seconds to each of you to type "If I Remember Correctly"?
12:14<SmatZ>nice coincidence :)
12:14<PeterT>Not all of us are only watching #openttd
12:14<+glx>debug builds are not optimised at all (compare linking time between debug and release)
12:14<KenjiE20>I paused :P
12:15<+glx>and debug builds check all memory access, and for uninitialised variables access too
12:15<+glx>so many extra calls
12:16<OwenS>But quite valuable extra calls
12:16<+glx>optimisations can cause bugs too
12:17<+glx>(we had nice ones in newgrf code)
12:17<+glx>due to undefined behaviour indeed
12:17<+glx>like function(random(),random())
12:17*OwenS wonders why ld is producing an executable objcopy dislikes
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12:21<jano>I thought about adding some new function. Its very inconvenient when plane is broken on long path for example between two edges of map. It would be very useful if plane could go to nearest hangar from its actual position for repairing.
12:22<jano>providing that plane path would not be longer to much (for example maximum +20%)
12:23<OwenS>Or you could turn off breakdowns :p
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12:27*andythenorth thinks about turning off breakdowns. Bored of building depots for trains.
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12:30<Eddi|zuHause>i haven't played with breakdowns for years
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12:53*andythenorth turning off breakdowns seems...wrong :o
12:53<Eddi|zuHause>model trains don't break down!
12:55<fjb>Breakdowns give you a reason to renew your verhicles.
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12:57<Eddi|zuHause>improved speed/power/capacity gives you a reason to renew your vehicles
12:57<Eddi|zuHause>or the maintenance costs should increase for old vehicles
12:57<andythenorth>Pikka's implemented that
12:57<Eddi|zuHause>but breakdowns are just plain annoying
12:58<andythenorth>breakdowns I don't mind, but servicing is quite problematic
12:58<Eddi|zuHause>plus, brand new trains also break down all the time
12:58<andythenorth>sometimes Rvs can't find a depot
12:58<andythenorth>and PBS can have all kinds of issues with finding a depot
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13:01*andythenorth ships engineering supplies in biplanes with 3 crate capacity :P Pikka FTW
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13:02*andythenorth neeeeeeed a 1 tile wide airport. just a landing strip :)
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13:27<Eddi|zuHause>a "heliport" for zeppelins may be nice
13:27<Alberth>a zeppiport
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13:37<Sevalecan>hmm, how can I get the number the town gui window_number represents without such a window? :P
13:45*andythenorth ponders a tramway for hauling milk
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13:46<@Rubidium>Sevalecan: look at what instantiates the opening of the window for inspiration
13:46<Sevalecan>I had not thought of that :P
13:48<Sevalecan>sweet. it's working.
13:56<Sevalecan>I should have been using git when I started making changes. oh well.
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14:04<frosch123>peter1138: <- now it's heading toward railtypes
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14:18<Eddi|zuHause>what's the magic git incantation to get a diff to a commit?
14:18<Eddi|zuHause>the equivalent of svn diff -c <rev>
14:18<OwenS>Eddi|zuHause: git diff from to
14:19<OwenS>I think git diff ^commit commit should work
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14:21<OwenS>Sorry, git diff commit^ commit
14:21<OwenS>Or git diff commit{^,}
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14:22<Eddi|zuHause>apparently it's "git show commit"
14:22<Wizzleby>git diff old new does work also
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14:23<Eddi|zuHause>Wizzleby: yes, but that involves figuring out what "old" and "new" is
14:23<Wizzleby>Eddi|zuHause: git log :)
14:23<OwenS>or commit^ ...
14:24<Wizzleby>Eddi|zuHause: however, if you're diffing two sequential commits, git show commit is easier
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14:24<Eddi|zuHause>OwenS: yes, but apparently that also requires figuring out on which side the ^ goes :)
14:24<Wizzleby>Eddi|zuHause: standard diff syntax: old new
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14:41<Eddi|zuHause>i'm feeling i have been doing nothing but compiling all week...
14:42<PeterT>Now you know how I feel
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14:47<frosch123>why are you compiling? don't you have a compiler for that?
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14:49*planetmaker compiles an annual work report... Not fun.
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14:52<Eddi|zuHause>frosch123: correction, i have been doing nothing but watching the compiler compile...
14:53<andythenorth>frosch123: resp. mb's discussion. I'm looking at an industry that layers sprites. When coding it, I was initially surprised that I had to provide real sprites for ground. I assumed there would be a way to reuse an existing tile for 'ground'.
14:53<andythenorth>However, I don't mind either way.
14:54<frosch123>andythenorth: mb's stuff is only station specific, not related to houses and industries
14:55<frosch123>houses and industries get their groundtiles always from a different set (though from the same action1, but that applies to stations as well)
14:56<andythenorth>I assumed they were conceptually same, as the documentation for industry tiles sharing bounding box is on the stations page of the TTDP wiki
14:56<andythenorth>my understanding of tile stuff is only enough to make my nfo work though :o
14:57<frosch123>houses and industries were developed by csaboka as a whole. stations add douzands of special cases around the original code, which makes lots about it quite complicated :)
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15:02<planetmaker>so... does it then make sense to kinda unify the behaviour / add the industry tiles behaviour there, too?
15:02<frosch123>they are completely incompatible
15:03<frosch123>the usage of spritesets and sprites in a spriteset is kind of "transposed" (like the matrix transformation)
15:03<planetmaker>well... they are. But need they stay?
15:04<frosch123>i am not going to start a topic to completely trash newstation specs
15:04<planetmaker>I wished my day had 48 hours.
15:05<andythenorth>mine does, you should upgrade
15:05<andythenorth>well not 48 hours
15:05<planetmaker>48 half hours? ;-)
15:06<aber1>and what do you do at night?
15:06<andythenorth>2F hours
15:06<andythenorth>or is it 1F? How does hex work anyway?
15:06<frosch123>@base 10 16 24
15:06<@DorpsGek>frosch123: 18
15:06*andythenorth goes back to the truck pictures
15:08<planetmaker>@base 8 10 48
15:08<@DorpsGek>planetmaker: Error: Invalid <number> for base 8: 48
15:08<Alberth>andythenorth: 2F = 2 * 16 + 15 (net als 34 = 3 * 10 + 4)
15:08<Alberth>s/net als/just like/ :p
15:09<planetmaker>@base 08 10 48
15:09<@DorpsGek>planetmaker: Error: '08' is not a valid base.
15:09<frosch123>planetmaker: octal only has digit 0 to 7
15:09<planetmaker>true. I was searching 9 :-)
15:09<planetmaker>@base 9 10 48
15:09<@DorpsGek>planetmaker: 44
15:09<planetmaker>but that doesn't help
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15:35<OwenS>Some people need to learn the term "Colon Cancer"
15:35<OwenS>"Now Playing: Coheed and Cambria - Good Apollow, I'm Burning Star IV, Volume 1: From Fear Through the Eyes of Madness - The Willling Well III: Apollo II: The Telling Truth" (phew!)
15:36<OwenS>Good Apollo, ...**
15:37<OwenS>I think, after composing such a long album name, they decides "Lets just chuck titles and subtitles on the songs" :P
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15:38*KenjiE20 np: 11. Bernie Leadon - The Hitch Hikers Guide to the Galaxy :: The No.1 Sci Fi Album (CD 2 - TV Themes)
15:38<KenjiE20>while playing EVE
15:39<OwenS>Where did that must get taken from?
15:39<OwenS>I presume by "TV themes" it must be the original BBC series?
15:39*KenjiE20 prefers the radio theme
15:40<KenjiE20>but I don't have that to hand
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15:42<KenjiE20>I do have the 5 radio series around somewhere, I should stick them on sometime
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15:45<OwenS>Hmm, note to self: Konversation has the useful /audio
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15:49<KenjiE20>on the subject of ridiculous length titles
15:49<Nite_Owl>Hello all
15:49*KenjiE20 np: 11. Maximum The Hormone - Chu Chu Lovely Muni Muni Mura Mura Purin Purin Boron Nurururerorero :: Buiiki Kaesu
15:49<OwenS>KenjiE20: Don't make me get out the TTGL sountrack...
15:50-!-tokai [] has quit [Ping timeout: 480 seconds]
15:50<OwenS>Several of those titles are so long Windows users can't use them as the filename :p
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15:52<Eddi|zuHause>that sounds like a "your mother is so fat" joke...
15:52<OwenS>(Another source of long names is GITS: SAC: SSS: OST...")
15:53<Eoin>ooh ghost in the shell something something complex
15:53<Eoin>i should know this
15:53<Eoin>secure something
15:53<OwenS>Ghost in the Shell: Stand Alone Complex: Solid State Society: Official Soundtrack...
15:53<Eoin>thats it :P
15:54<KenjiE20>not as funky as SAC 1 though
15:54<OwenS>Zero Signal still has awesome abience
15:54<OwenS>Although I must admit I'm a fan of 2nd Gig's Torukia
15:55<KenjiE20>hmmm, now where'd that instrumental of Run Rabbit Junk go?
15:55<KenjiE20>aha :)
15:58<KenjiE20>"08. Ilaria Graziano - from the roof top ~ somewhere in the silence (sniper's theme) :: Ghost In The Shell STAND ALONE COMPLEX Solid State Society O.S.T." <-- longest one there :P
15:58<OwenS>KenjiE20: Your title is missing the commas, and OST should be expanded :p
15:58<KenjiE20>longest of the entire GITS OST, from what I can tell, too
15:58<KenjiE20>meh, it's the tag Nipponsei gave it
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15:59<OwenS>I need to reacquire the SSS OST. It got lost in the Great Debian Installer Cockup of 09
15:59<Eddi|zuHause>hm... for the last half hour, i have not understood a single word...
16:00<OwenS>(Namely, I somehow set the rm -Rf /drive flag in Debian Installer. I do not understand how. What I do know is that, of ~500GB on that partition, there was only 300GB left when I killed it)
16:00<KenjiE20>OwenS: afaik Nipponsei's torrents always have at least a single seed
16:00*OwenS sshs to the HTPC to start it
16:02<OwenS>10 seeds at present :-)
16:02<KenjiE20>not surprising, it's GITS :)
16:03<KenjiE20>I need to do the full spree again soon
16:03<KenjiE20>GITS -> SAC -> SAC2 -> Innocence -> SAC:SSS
16:03<OwenS>Meh; I place GITS and GITS2 in their own category
16:04<KenjiE20>-> GITS2.0
16:04<OwenS>GITS2.0 and GITS2 are different movies ;-)
16:04<KenjiE20>I know
16:04<OwenS>Oh, missed the ->
16:04<KenjiE20>:) eyecandy
16:04<Eoin>ive only seen half of sac
16:05<KenjiE20>Eoin: watchitwatchitwatchitwatchitwatchit
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16:05<Eoin>i watched ouran and k-on instead
16:05<OwenS>I'm gonna rewatch SAC once my 1080p download of it finishes :p
16:05<Eoin>but will watch rest of sac
16:05<KenjiE20>I need to watch K-On!
16:06<KenjiE20>just waiting for Frostii's last bdrip to.... wait, it has... yay
16:06<Eoin>k-on is...
16:08*KenjiE20 has way too much sitting in the 'to watch' queue
16:09<KenjiE20>just finished Mushishi, that was a damn good watch
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16:21<fonsinchen>Rubidium, could you please build a new version of Cargodist on the CF and push it into openttdcoop's webspace?
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16:29<@Rubidium>fonsinchen: it's started; don't know how long the full checkout is going to take (seems to be "wasting" at least 3 minutes already)
16:30<fonsinchen>I have done an aggressive gc in february
16:31<@Rubidium>took 3.5 minutes
16:31<OwenS>fonsinchen: Whats the revision were gonna be running?
16:32<fonsinchen>should be 5b3732ce8c6019198a7367ed7513d9c04dcb6858
16:33*OwenS updates channel topic
16:33<fonsinchen>or g5b3732ce-cargodist
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16:41<OwenS>Gah, tarbomb (well, zipbomb)
16:43<+glx>no zip for windows plaform
16:45<+glx>ie without subdir
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16:50<andythenorth>moving cargos from farms is boring somehow
16:51*andythenorth ponders scrapping some farms and having industries like 'grain elevator' and 'fruit packing house'.
16:51<andythenorth>let the farmers move their own cargo :P
16:51<andythenorth>I'll just pick it up in bulk
17:00<frosch123>[21:55] <andythenorth> let the farmers move their own cargo :P <- likely they also prefer to deliver the grain themself instead of one of your heqs trucks rolling over their farm
17:00<andythenorth>do farms get their own railroad?
17:00<fjb>But crawlers are fun to deliver grain.
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17:02*OwenS wonders why his assembly code is ending up on the wrong segment
17:03<@Rubidium>the worker placing the segments assumed the assembly manual was imperial while it actually is metric
17:03<OwenS>Funny but not helpful :p
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17:15<@Rubidium>fonsinchen: done
17:18*OwenS can't figure out how an retf, in real mode, can succeed and yet cs is left as the 16-bit protected mode segment...
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17:23*andythenorth ponders some new RVs: 'flock of sheep', 'herd of cows'
17:24<planetmaker>That'd need road type 'meadow'
17:24<andythenorth>what would the running cost be?
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17:24<planetmaker>running cost: ~2000€ / month for the sheperd
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17:28<OwenS>Whats the running cost of the average vehicle?
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17:31*andythenorth has an idea
17:31<andythenorth>pre 1930s road transport is kind of sucky
17:31<andythenorth>eGRVTS has nice horse carriages, but capacity is low, an awful lot are needed
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17:37<fjb>Start a game in 1830 and you will hate the horses in 1900. :-)
17:38<Zuu>Unless they need a lot of care you could got some patches written while waiting for 19xx to come when the first busses arrives.
17:42*andythenorth has done a bit of RL research
17:43<andythenorth>prairie grain moved by ox-cart wagon train, up to 180t at a time
17:46<fjb>Did you already start to draw them?
17:47<Eddi|zuHause>andythenorth: just make sure you stay away from MB with that idea :)
17:48<Eddi|zuHause>andythenorth: according to him, ttd is a train game, and horse carriages have no use in there...
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17:48<andythenorth>ah, I see. Well I don't know what to say to that.
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17:54<fjb>I thought you would draw oxen, not horses.
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19:15<Terkhen>good night
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19:20<OwenS> <-- Lots of huge numbers :p
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20:28<Wolf01>'night all
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---Logclosed Sun Mar 28 00:00:08 2010