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#openttd IRC Logs for 2010-04-13

---Logopened Tue Apr 13 00:00:02 2010
00:29<PeterT>Cadde: You download the source, apply the diff, then compile
00:29<PeterT>You need a proper compiling enviornment
00:30<Cadde>Yeah, the diff wont apply
00:30<Cadde>thats the issue i have
00:30<PeterT>why won't it apply?
00:30<Cadde>Hmm...missing header for unified diff at line 22 of patch
00:30<Cadde> The next patch looks like a unified diff to me...
00:30<Cadde>can't find file to patch at input line 22
00:31<PeterT>I don't think that's your problem, that sounds like a bad diff
00:31<Cadde>I am calling with: patch -p1 -i"d:\Downloads\ProgSigs-9e27dcd1-r19541.diff" --verbose --dry-run -l -f
00:31<Cadde>p1 because he has a/ and b/ directories aparently
00:32<PeterT>line twenty-two is @@ -480,6 +483,7 @@ saveload/subsidy_sl.cpp
00:32<Cadde>Yes, i have checked the source.list and it should match
00:33<Cadde>But it doesn't. I am like wtf!
00:33<PeterT>can you try just patch -p1 < ProgSigs-9e27dcd1-r19541.diff
00:33<PeterT>With the diff in the same directory as the source please
00:33<Cadde>I have, it complained
00:33<Cadde>one sec
00:34<Cadde>ah ok
00:34<Cadde>one sec
00:34<PeterT>Omg it's 12:34
00:34<PeterT>way past my bedtime :-P
00:34<Cadde>patching file source.list
00:34<Cadde>Assertion failed: hunk, file ../patch-2.5.9-src/patch.c, line 354
00:35<PeterT>that's a broken patch.exe
00:36<Cadde>It is isn't it ;)
00:36<Cadde>But i've tried with lots of different tools now
00:36<Cadde>Is there a way to set -p1 for tortoise?
00:37<PeterT>No, TortoiseSVN will only deal with SVN patches
00:37*terinjokes knows a PeterT
00:38<Cadde>Oh shit... remembered i need to do somthing with the .diff
00:38*Cadde slaps forehead
00:38<PeterT>what's that?
00:38<Cadde>patching file source.list
00:38<Cadde>patching file src/command.cpp
00:38<Cadde>patching file src/command_type.h
00:38<Cadde>patching file src/lang/english.txt
00:38<Cadde>patching file src/openttd.cpp
00:38<Cadde>patching file src/pathfinder/yapf/yapf_costrail.hpp
00:38<Cadde>The next patch would create the file src/programmable_signals.cpp,
00:38*PeterT doesn't know a terinjokes
00:39<Cadde>I've been reading up a lot on the different tools. Forgot to convert from lf to crlf
00:39<PeterT>there ya go
00:39<Cadde>Thanks anyways...
00:39<PeterT>Good night
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08:21<SpComb>goot screenshot
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08:45<Mazur>Hello, Jake.
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10:00<XeryusTC>there is a minor bug in ottd's max vehicles code
10:01<XeryusTC>if you create a vehicle with a number lower than the max_<vehicletype> setting it is allowed even though you already have max_<vehicletype> amount of vehicles
10:02<Eddi|zuHause>you know where bugs go?
10:02<XeryusTC>yes, but i'm too lazy to register :P
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11:07<Ammler>Is the suse user online? Official suse rpms are fixed now...
11:11<Devedse>what is the advantage of not placing signals on every single tile?
11:12<+glx>increased average speed
11:12<planetmaker>also: how do you place a signal every tile, if you want to build a junction (the most critical part of networks)?
11:13<SmatZ>planetmaker: you can built just point-to -point tracks ;)
11:13<Ammler>nicer looking
11:13<SmatZ>actually, when I was new to TT, I used this stil
11:14<planetmaker>well... but that's LOOONG ago in your stone-age TT-era ;-)
11:14<Ammler>if you use tunnels or bridges, the signal gap should be that length
11:14<Ammler>so trains keep constant flow
11:15<Devedse>so like this signal, not signal, signal, not signa
11:15<planetmaker>signal distance = size of largest gap due to junctions / tunnels / bridges / ...
11:15<Ammler>well, that is the min possible gap :-)
11:15<Devedse>what is the most used one :O
11:15<Ammler>but then you need to double bridges
11:15<planetmaker>it makes main line junctions interesting :-)
11:16*Devedse just learned not to start with transporting passengers :(
11:16<planetmaker>Devedse, the most used one seems to be *something*, but then most-used one probably is also a rectangular network with only p2p lines
11:17<planetmaker>I use usually signal distance = 2
11:17<Devedse>i like mainlines etc ;P
11:17<planetmaker>but it implies BIG hubs
11:18<Devedse>yea i've made some
11:18<Mazur>PLanetmakar: Does that also mean you only make 1 tile (3 tile, including heads) bridges and tunnels, then?
11:18<planetmaker>Mazur, it doesn't.
11:18<planetmaker>But I double / tripple / quadruple the lines in those cases
11:19<Mazur>Length of tunnel/2 number of tunnels.
11:20<Mazur>Have you ever played the map of the Netherlands like that?
11:20<Devedse>does someone know a nice NON breakdown server?
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11:20<planetmaker> For Trainlength of 5: < 11 needs 2, 12 - 18 needs 3, 19 - 25 needs 4.
11:20<@Rubidium>Devedse: #openttdcoop stable
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11:20<planetmaker>Mazur, it depends upon the train length used.
11:21<Mazur>Is all this somewhere in the Wiki? Like in a section "Sage advice from experienced players."?
11:21<planetmaker>it's in our coop bot. Not sure whether or where it is in our wiki or blog
11:22<planetmaker>I just asked our coop bot and pasted his answer here ;-)
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11:22<Mazur>I'll ask it myself then and log it, for reference.
11:23<planetmaker>it probably is *somewhere*
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11:24<Mazur>Btw the Dutch map is eminently playable to start with passengers. I made my first billion without any goods.
11:25<planetmaker>I usually start two planes between two distant airports and then I start to build whatever I like ;-)
11:25<planetmaker>except if I start 1880 or so.
11:25<Mazur>Hm, I now have three browsers open with 9 openttd pages.
11:26<Mazur>>Well, I've _read_ and bookmarked a few more.
11:27<planetmaker>:-) My OpenTTD-related bookmarks have their own main category in my bookmarks list
11:27<planetmaker>and they probably fill an entire screen just writing their titles
11:29<planetmaker>but then among that list there are also bookmarks which are not quite obviously related to OpenTTD like some apple developer pages or mercurial howtos ;-)
11:30<planetmaker>I consider it related, though ;-)
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12:08<SpComb>bug: OpenTTD is very laggy when played over the internet using SSH X-Forwarding
12:08<Mazur>Seperate folder on my browser, too, in the visible part of the bookmarks.
12:09<Eddi|zuHause>SpComb: bug: OpenTTD is very laggy without 2D hardware acceleration
12:11<Eddi|zuHause>SpComb: 640x480, 8bpp, 33fps makes ~80mbit
12:11<Mazur>Well, I've not planes yet, I've just set up an oil collection to a nearby sea-built refinery, a long goods shipline to a shore city, a coal run from an island to that same city and a passenger line there.
12:12<SpComb>it does updates smarter than that
12:12<Eddi|zuHause>SpComb: yes, but it is still a lot, even over LAN
12:12<SpComb>seeing about 12mbit
12:12<SpComb>probably bottlenecked by my WLAN
12:13<SpComb>but latency is horrible, couldn't it just skip frames or something? :)
12:13<Eddi|zuHause>12mbit sounds like a wlan speed, yes
12:13<Eddi|zuHause>SpComb: maybe SDL has special stuff for x-forwarding?
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12:16<@peter1138>oh, you're actually forwarding openttd's display over ssh? lol
12:16<theholyduck>SpComb, ssh x forwarding
12:16<theholyduck>is ESPECIALLY stupid
12:16<theholyduck>= lolslow
12:17<theholyduck>vnc or something should be better
12:17<theholyduck>hacking up something with synergy, ffmpeg and mplayer
12:17<theholyduck>wouldnt be too hard
12:17<theholyduck>would be just as real time
12:17<theholyduck>if not more
12:17<@Rubidium>won't "mpeg" make the signals less legible?
12:18<theholyduck>Naw, ffmpeg + x264 in zero latency mode
12:18<theholyduck>should give massive compression
12:18<theholyduck>at real time speeds
12:18<planetmaker>nah. It's actually a nice test for all those people who want to out-source all calculations to the server and just stream the image ;-)
12:18<theholyduck>Rubidium, though to make this REALLY work,
12:18<theholyduck>you need to hack up something more directly
12:18<theholyduck>using libx264
12:18<theholyduck>some x11 libraries
12:19<theholyduck>and a custom frontend
12:19<theholyduck>writing the code that glues them all together shouldnt be that complicated
12:19<theholyduck>not really
12:19<theholyduck>i think the x264 lead dev did something like this for low latency lan fps gaming
12:19<theholyduck>as a local test
12:20<theholyduck>Rubidium, massive compression at the same video quality level that is
12:20<theholyduck> related post
12:21<@Rubidium>so it is lossless?
12:22<theholyduck>Rubidium, you can do lossless encoding sure
12:22<theholyduck>but much more efficient is to just go for transparency
12:22<theholyduck>the human eye and brain is far from perfect
12:22<theholyduck>so you can at very low bitrates actually
12:22<theholyduck>make something that looks lossless
12:22<theholyduck>to the human eye, even with side by side comparisons to the actual lossless
12:23<theholyduck>"No longer does 200ms seem out of reach. If anything, it’s now far more than we need. Because with –tune zerolatency, single-frame VBV, and intra refresh, x264 can achieve end-to-end latency (not including transport) of under 10 milliseconds for an 800×600 video stream. And it’s all open source."
12:23<@Rubidium>just make a proof-of-concept with all signal types and then we'll determine whether the block signals (pre, combo, exit) are still easily distinguishable
12:24<theholyduck>Rubidium, hmm, intresting.
12:24<@Rubidium>even JPEG with low compression makes a mess of that
12:24<theholyduck>Rubidium, sure, but h264 as a still image encoder
12:24<theholyduck>is actually about 50% more efficient
12:24<theholyduck>than jpeg :P
12:24<theholyduck>and since we have lan bandwidths
12:25<@Rubidium>just making the white a bit more yellow and the yellow a bit more white and you'll have a yellowish white/whitish yellow that you can't distinguish anymore
12:25<theholyduck>we can use way more than jpeg levels of filesizes
12:25<theholyduck>Rubidium, well, the BIGGEST problem there :P
12:25<theholyduck>might be colorspaces
12:25<theholyduck>on the other hand,
12:25<theholyduck>openttd only uses 8bit colors anyway
12:25<theholyduck>so its not really a problem
12:26<@peter1138>lossy compression is no doubt fine for an FPS game
12:26<theholyduck>peter1138, lossy is amount of details though
12:26<@Rubidium>for video I'll believe you it isn't that noticable, but the same holds for photos and JPEG. Yet with OpenTTD JPEG makes it impossible to distinguish the signals
12:26<theholyduck>colors are raly changed :P
12:26<Eddi|zuHause><theholyduck> the human eye and brain is far from perfect <-- that's a bad argument. JPEG and all related stuff cannot (by design) handle straight lines, so they are absolutely the wrong choice for anything computer generated
12:27<Eddi|zuHause>you might get something better out of wavelet transformation, but most graphics cards don't have hardware acceleration for that
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12:27<theholyduck>Eddi|zuHause, protip
12:28<theholyduck>wavelets are WAY more unsuited
12:28<theholyduck>for straight lines
12:28<theholyduck>and images
12:28<theholyduck>than dct formats
12:28<Eddi|zuHause>there's worse than "absolutely unsuited"?
12:28<theholyduck>yes :P
12:28<theholyduck>take jpeg2k for instance
12:28<theholyduck>its a wavelet format
12:28<theholyduck>its way more computionally intensive than jpeg
12:28<theholyduck>its larger filesizes than jpeg
12:29<theholyduck>and it archives way higher PSNR than jpeg
12:29<theholyduck>in actual human testing
12:29<theholyduck>jpeg2k looks worse at the same filesizes
12:29<theholyduck>compared to jpeg
12:29<theholyduck>as in, the next generation, wavelet format, actually looks worse to human eyes
12:30<theholyduck>than the old, outdated dct format that is jpeg
12:30<theholyduck>"outdated" :p
12:30<theholyduck>dct consitently outperforms wavelets across the board
12:30<theholyduck>the only problem with dct formats is that they create "blockyness" in your images and videos
12:30<theholyduck>so you have to deblock on display
12:34<theholyduck>i'll just have to boot up my debian system to get some decent ffmpeg setup for x11grab
12:34*theholyduck brb's
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12:38<theholyduck>want me to test with opengfx or original?
12:38<Eddi|zuHause>theholyduck: it
12:39<Eddi|zuHause>'s a matter of which pictures you use as sample
12:39<theholyduck>i'll use a propper live cliop
12:39<theholyduck>anything else would be cheating :P
12:39<theholyduck>i'll encode a 20 sec sample or something
12:39<Eddi|zuHause>JPEG is a brilliant choice for anything "natural" (photos, videos, etc.)
12:39<theholyduck>and upload to mediafire :P
12:39<theholyduck>png is great for low colors/computer stuff
12:39<theholyduck>since its lossless
12:39<Eddi|zuHause>theholyduck: but it's awful for anything screenshot-y
12:40<theholyduck>Eddi|zuHause, png isnt
12:40<theholyduck>png is great because its lossless
12:40<theholyduck>sure this means it can be huge
12:40<theholyduck>but no detail is lost
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12:43<Sacro>use indexed png
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12:45<yuriks>what is theholyduck doing here?
12:46<ccfreak2k>Use optipng
12:50<__ln__>@seen the_mac-owner_from_denmark
12:50<@DorpsGek>__ln__: I have not seen the_mac-owner_from_denmark.
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12:55<theholyduck>working on eet, etc
12:57<@Rubidium>optipng doesn't do much on the PNGs OpenTTD's screenshot produces
12:57<@Rubidium>I've tried most of those tools and neither could improve it by more that 0.5%; actually zip compresses those files better than 7z/lzma
13:00<Eddi|zuHause>theholyduck: btw. since openttd is 8bpp, png screenshots are usually smaller than jpeg screenshots
13:00<theholyduck>Eddi|zuHause, yeah, didnt i say, png is great for low color stuff
13:00<theholyduck>anime, manga, most computer related screenshots, etc
13:01<Eddi|zuHause>so what we need is a lossless video codec optimised for fast processing, possibly png based
13:01<theholyduck>Eddi|zuHause, no we dont :P
13:01<theholyduck>lossless is overkill
13:01<theholyduck>though, i'll see how large the x264 lossless encode of mine turns out
13:02<Eddi|zuHause>no, openttd really needs lossless
13:03<Eddi|zuHause>theholyduck: you get eye cancer from openttd jpeg-screenshots
13:04<theholyduck>Eddi|zuHause, no, you only need VISUALLY lossless
13:04<theholyduck>Eddi|zuHause, for images you might need lossless :P
13:04<theholyduck>for video, you dont
13:05<theholyduck>hmm, seems x11 grab is alot slower than i remember it being though
13:05<theholyduck>oh wait..
13:05<theholyduck>i'm using my broken drivers.
13:05<theholyduck>well then, the video will have to be lolnon smooth
13:05<theholyduck>the problem we were looking at was colors anyway
13:05<theholyduck>colors and simelarity
13:09<theholyduck>well. as it turns out
13:09<theholyduck>lossless 640x480 for 20 secs
13:09<theholyduck>with x264
13:10<theholyduck>with the FAST x264 setting
13:10<theholyduck>434 kb
13:10<theholyduck>though, it was a almost entirely static image
13:10<theholyduck>no trains or nothing :p
13:10<theholyduck>just date changing
13:12<theholyduck>with visually lossless settings, i lowered that to 230kB
13:14<theholyduck>there, took a png screenshot of both
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13:15<theholyduck>now to upload them :p
13:15<theholyduck>both single png screenshots saved by gimp.
13:15<theholyduck>with highest compression on
13:16<theholyduck>are larger than the 20 second video file
13:16<theholyduck>they're from :p
13:16<theholyduck>either way, moving on
13:17<theholyduck>infact, the "lossy" video clip
13:17<theholyduck>is small enough to be playable on dual line isdn
13:17<theholyduck> lossless mode
13:18<theholyduck> lossy mode
13:18<theholyduck>the lossy pic compresses alot worse with png due to added noise
13:18<theholyduck>but i dare you to try and spot it :P
13:18<theholyduck>Eddi|zuHause, Rubidium etc,etc
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13:23<theholyduck>Eddi|zuHause, so i figure with a bit of hacking, some non broken drivers, you coud play openttd, losslessly with x264 over the lan, and with invisible lossyness
13:23<theholyduck>over the internet
13:23<theholyduck>even if your internet was lolslow
13:24<Eddi|zuHause>theholyduck: please, go ahead, fiddle the output pipe of the openttd graphics buffer into the x264 converter, as a "video driver" or something...
13:25<theholyduck>Eddi|zuHause, can you even tell the difference between the lossy and the lossless?
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13:25<theholyduck>as i said, lossless video formats are overated provided the lossy encoding is good enough
13:25<Eddi|zuHause>theholyduck: create a file src/video/x264_v.cpp
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13:26<theholyduck>Eddi|zuHause, heh, well i dont really see the use for it.
13:26<theholyduck>i was just pointing out, that x forwarding is NOT the way to even try and play a game over a network
13:26<Eddi|zuHause>theholyduck: lots of people wanted "recording" feature in the past...
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13:27<Eddi|zuHause>("problem" is you can't handle any input this way...
13:29<CIA-6>OpenTTD: frosch * r19616 /trunk/src/ (5 files): -Codechange: Increase transparency of 'Extract' by passing also the number of used bits.
13:30<theholyduck>Eddi|zuHause, x11grab is a bit too "highlevel" to be fast aswell
13:30<theholyduck>in reality, you want something more low level for the recording bit
13:30<Eddi|zuHause>theholyduck: that's why you should hook directly into openttd's video output buffer
13:30<theholyduck>Eddi|zuHause, heh :P
13:31<theholyduck>Eddi|zuHause, the biggest problem with doing this though
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13:31<theholyduck>is that you would get open source puritans on your neck
13:31<theholyduck>or in this case
13:31<theholyduck>MY neck
13:31<theholyduck>for not using theora
13:31<theholyduck>ofcourse, theres 1 very good reason to not use theora
13:31<theholyduck>as it turns out, its rubbish
13:31<Eddi|zuHause>does that actually matter?
13:32<theholyduck>last comparison i saw, to get the same video quality as x264 even in fast settings
13:32<theholyduck>theora needed 400% of the bitrate
13:32<theholyduck>and people are touting it "the future of internet video"
13:32<theholyduck>or whatever
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13:34<yuriks>theholyduck: is there even any difference in the pixel output of lossy and lossless versions?
13:35<yuriks>theholyduck: and you sure lossless is actually lossless?
13:35<yuriks>the icons look a bit mushy, but it may be just me
13:35<theholyduck>yuriks, well, colorspace conversion
13:35<theholyduck>the lossless is definitly lossless
13:35<theholyduck>but its still yuv 420p
13:35<theholyduck>and openttd is rgb
13:35<yuriks>ah, yeah
13:35<theholyduck>so there is bound to be some loss :P
13:36<yuriks>can't x264 encode rgb?
13:36<frosch123>did dyou maybe confuse the filenames, my browser tells me the lossy file is twice as big as the other
13:36<yuriks>frosch123: lossy is bigger because of noise
13:36<CIA-6>OpenTTD: rubidium * r19617 /trunk/src/network/network.cpp:
13:36<CIA-6>OpenTTD: -Fix [desync debug]: log the sync state only once per day, not multiple times when paused with _date_fract = 0
13:36<CIA-6>OpenTTD: -Change [desync debug]: check the sync state from the command stream and make sure no unknown input is encountered
13:36<theholyduck>yuriks, h264 is a yuv only format
13:37<theholyduck>and it doesnt support yuv 422 or yuv 444 yet
13:37<theholyduck>x264 that is
13:37<theholyduck>frosch123, it is :P
13:37<frosch123>oh, i thought it was about png comression
13:37<theholyduck>the lossy file is twice as big and then some
13:37<theholyduck>because theres extra data noise
13:37<theholyduck>in the lossy version
13:37<theholyduck>the lossless version is clean
13:37<yuriks>theholyduck: h264 only supports 4:2:0? yuck
13:38<theholyduck>yuriks, no
13:38<yuriks>that's pretty awuful
13:38<theholyduck>x264 only does
13:38<theholyduck>yuriks, not really
13:38<theholyduck>its a VIDEO encoder
13:38<theholyduck>almost all non pro video
13:38<theholyduck>is 4:2:0
13:38<theholyduck>infact, all consumer stuff is :P
13:38<yuriks>well, yeah, not really, but it's awful for pixel stuff =P
13:38<yuriks>that's what I meant to mean
13:38<theholyduck>yuriks, well 422 and 444 support is comming
13:38<theholyduck>its in the gsoc project list
13:39<theholyduck>its just not here yet
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13:41<Eddi|zuHause>the biggest problem with a "video" video driver is probably getting a (portable) way of creating a window for video playback that can give mouse and keyboard input as feedback
13:41<Eddi|zuHause>piping the data into the video conversion library should be fairly trivial
13:45<@peter1138>custom protocol that tells the client what sprites to draw
13:45<CIA-6>OpenTTD: translators * r19618 /trunk/src/lang/slovak.txt:
13:45<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-6>OpenTTD: slovak - 6 changes by keso53
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14:09<Eddi|zuHause>peter1138: so basically a "thin client" that has all the grfs locally?
14:10<Eddi|zuHause>that's basically a special case of multithreading
14:12<Eddi|zuHause>it *could* work but there are some serious issues, as people will want to join a multiplayer server like that...
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14:13<Belugas>FUCK FUCK FUCK
14:13<Belugas>cannot use a blob as a calculate field
14:14<SpComb>are you trying to do string manipulation on a blob field in a query?
14:15<__ln__>Wolf01: 'night
14:15<SpComb>blobs are for things like images; you're not supposed to touch their contents from within SQL
14:15<SpComb>just opaque binary things
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14:15<Belugas>a query, indeed, with a blob field. adding stuff on the blob
14:15<Belugas>not allowed by delphi
14:15<Belugas>so far
14:16<SpComb>delphi database?
14:16<Belugas>but not WITHIN the sql
14:16<Belugas>and i CAN add stuff on a BLOB within SQL :)
14:16<Belugas>but it's not what i need here
14:17<Belugas>tweo type of blob: text (memo) and binary (images)
14:17<Belugas>i am using the first one
14:17<Belugas>in this case, at least
14:20<SpComb>upgrade to something other than interbase/delphi? :
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14:21<@peter1138>silly suggestion
14:23<Belugas>need i say more?
14:23<SpComb>entirely reasonable
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14:26<Belugas>"hey boss! would you like to throw 10 years of coding through the window?"
14:26<@peter1138>not in the world of commercial software with huge investments in code, short deadlines and expensive accreditation
14:26<SpComb>don't be so conservative
14:29<Wolf01>Belugas, that's the same thing I said the last year after 2 months of porting the whole project from collections to objects with recursion and a lot of very useful functions
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14:41<CIA-6>OpenTTD: rubidium * r19619 /trunk/src/network/network.cpp: -Fix (r19618): [desync debug] inserting the "join" pause could cause a crash as some command data was not properly initialised
14:41<frosch123>now translators already break the desync debugging :p
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14:45<Belugas>Wolf01, technically, it CAN be done, but it would require a very massive investment of time
14:45<Belugas>we have ROUGHTLY more than a million lines of code
14:45*andythenorth thinks about making something
14:45<andythenorth>what shall I make?
14:46<Belugas>SpComb, peter1138 knows what he's talking about, we're doing ROUGHLY the sme thing in ROUGHLY the same type of pressure/NOW environmemnt
14:47<Wolf01>I'm starting to make something for my new Omnia 2
14:47*andythenorth loses money when our colo is taken offline by fibre failures :(
14:48<amalloy>where can i find an explanation of how PBS works? the wiki just says "reserve a path to a safe exit", and i'm not clear on what that means
14:49<amalloy>does it actually mean exit signals, or any signal? does the whole block need to be cordoned off with path signals, or can just some of them be paths or what
14:50<Hirundo>Basically, place a path signal wherever you'd want a train to wait
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14:50<SpComb>Belugas: did I tell you about the full OpenTTD rewrite in Python I started yesterday?
14:53<amalloy>thanks. i'm reading that, and it looks perfect so far
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14:54<andythenorth>meh, I need to add four wagons to four identical trains with shared orders
14:54<andythenorth>how dull
14:54<amalloy>oh, ha, apparently i was at the end already. i mostly get it now, i think. is there ever a scenario where i would want to put non-path signals inside of a path-delimited block?
14:55<CIA-6>OpenTTD: rubidium * r19620 /trunk/src/network/ (network_command.cpp network_internal.h network_server.cpp):
14:55<CIA-6>OpenTTD: -Fix: desync when a command is received and in the queue while a client starts
14:55<CIA-6>OpenTTD: joining, i.e. save the game state. This can happen in two ways: with frame_freq
14:55<CIA-6>OpenTTD: > 1 a command received in a previous frame might not be executed yet or when a
14:55<CIA-6>OpenTTD: command is received in the same frame as the join but before the savegame is
14:55<CIA-6>OpenTTD: made. In both cases the joining client would not get all commands to get in-sync
14:55<CIA-6>OpenTTD: with the server (and the other clients).
14:56<Wolf01>gah 1.5GB of SDK and other related things to download...
14:56<fjb>andythenorth: Replacing or adding wagons with regular expressions would be fun, but a nightmare to program it.
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14:57<Belugas>enjoy the challenge, SpComb :)
14:59<andythenorth>fjb: I've never learnt regex :o
14:59<fonsinchen>Congratiulations rubidium. I guess this was a lot of work.
15:00<@Rubidium>thanks... but it doesn't seem to be the one that hit the ottdcoop stable server a few days ago
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15:10<CIA-6>OpenTTD: frosch * r19621 /trunk/src/ (aircraft_cmd.cpp roadveh_cmd.cpp ship_cmd.cpp train_cmd.cpp): -Codechange: Remove direct usage of magic 'p1's in build vehicle commands.
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15:19<Cadde>Good morning :P
15:21-!-Progman [] has quit [Remote host closed the connection]
15:22*andythenorth plays the game instead of coding anything
15:22<Eddi|zuHause>andythenorth: code pre-WWI german engines :)
15:22<Wolf01>me too... it's really boring to stare at the download bars
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15:26<dihedral> <- "10. C++, if it still on C ))." :-P
15:26<@Rubidium>please don't link topics I don't read out of efficiency
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15:31<CIA-6>OpenTTD: rubidium * r19622 /branches/1.0/src/network/ (4 files): (log message trimmed)
15:31<CIA-6>OpenTTD: [1.0] -Backport from trunk:
15:31<CIA-6>OpenTTD: - Fix: Desync when a command is received and in the queue while a client starts
15:31<CIA-6>OpenTTD: joining, i.e. save the game state. This can happen in two ways: with frame_freq
15:31<CIA-6>OpenTTD: > 1 a command received in a previous frame might not be executed yet or when a
15:31<CIA-6>OpenTTD: command is received in the same frame as the join but before the savegame is
15:31<CIA-6>OpenTTD: made. In both cases the joining client would not get all commands to get in-sync
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15:46<@peter1138>andythenorth, ...
15:47<@peter1138>"plays" ...?
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15:49<andythenorth>To occupy oneself in amusement, sport, or other recreation: children playing with toys.
15:49<@Rubidium>but... you are "coding" a network
15:50*andythenorth wonders if "play" is antonym or synonym for "code"
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15:51<andythenorth>coding newgrf is a meta-game
15:51<andythenorth>especially for industries
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16:00*andythenorth needs a decent narrow gauge set. 60 year old steam engines in 1980 don't cut it
16:00<andythenorth>nice smoke though :P
16:01<SekiSelu>Coding newgrf is a good way to go insane XD
16:05<Belugas>i would not exactly say that
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16:06<SekiSelu>I'm trying to understand Action2, VarAction2, and VarAction2Advanced. I don't quite get how to tell the difference -.-
16:08<Belugas>trying to understand the system with action2 is NOT really the easiest way :)
16:08<SekiSelu>Action2 is what I need though :D
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16:49*andythenorth needs more airports :|
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17:00<Belugas>YEAH!!! HOME!!!!! HERE WE GOOOOOO!!!!!!!!!1
17:00<Belugas>bye bye
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17:32<CIA-6>OpenTTD: rubidium * r19623 /branches/1.0/ (11 files in 5 dirs):
17:32<CIA-6>OpenTTD: [1.0] -Backport from trunk:
17:32<CIA-6>OpenTTD: - Fix: Company related graphs were not updated correctly after changing the company colour [FS#3763] (r19615)
17:32<CIA-6>OpenTTD: - Fix: Crash when opening a savegame with a waypoint from around 0.4.0 [FS#3756] (r19612)
17:32<CIA-6>OpenTTD: - Fix: Presence of online content was not properly updated after download due to duplicate slashes in the path (r19600)
17:32<CIA-6>OpenTTD: - Fix: [NewGRF] Setting industry prop 0x24 to 0 caused empty station names (r19590)
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17:40<CIA-6>OpenTTD: rubidium * r19624 /branches/1.0/src/network/ (6 files in 2 dirs):
17:40<CIA-6>OpenTTD: [1.0] -Backport from trunk:
17:40<CIA-6>OpenTTD: - Fix: Possible invalid read when server moves client to spectators before he finishes joining [FS#3755] (r19613)
17:40<CIA-6>OpenTTD: - Fix: Improve joining behaviour; kicking clients when entering passwords that was just cleared, 'connection lost' for people failing the password (r19610, r19609, r19608, r19607, r19606)
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17:43<Eddi|zuHause>hm... do i have to worry about "195 Hardware_ECC_Recovered 0x001a 100 100 000 Old_age Always - 47772712"?
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18:48<Terkhen>good night
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---Logclosed Wed Apr 14 00:00:03 2010