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#openttd IRC Logs for 2012-11-28

---Logopened Wed Nov 28 00:00:45 2012
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03:34<@peter1138>Herp Derp!
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04:30<dihedral>anybody know how i can disable broadcast and multicast packets traversing through my bridge?
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04:50<Noldo>what do you have to work with?
04:51<Noldo>but isn't it kind of the feature of a bridge to let them pass
04:54<dihedral>i am forced in using a bridge by the provider :-(
04:55<dihedral>but i do not want all the gibberish send to bradcast addresses on port 138 e.g.
04:55<dihedral>ifconfib br0 -multicast does not do what i am expecting
04:55<dihedral>eth0 is on the outside, eth1 on the inside, and i want to find a way to not see all the broadcast packets on eth1
04:58<Rubidium>just drop the right packets in the FORWARD queue in iptables?
04:58<Rubidium>i.e. the ones going to a broadcast/multicast address
05:00<dihedral>that is probably what i am going to opt for, yes
05:01<dihedral>though the default policy is drop already
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05:17<dihedral>i get broadcasts for stuff that's not even supposed to be in my broadcast domain :-S
05:52<dihedral>that does not work :-(
05:57<@peter1138>Packet forwarding is different to bridging.
06:17<dihedral>thank you peter1138, I'll give that a try
06:31<dihedral>thank you peter1138, that does the trick
06:48<@peter1138>cool beans
06:50<dihedral>only needed 3 little rules: allow arp, drop mulicast, drop broadcast
06:51<@peter1138>i've never used it, just knew of its existence.
07:04<NGC3982>Hey, guys and animals.
07:05<NGC3982>A good english word to describe a truck stop where goods are unloaded for <what ever> industry?
07:05<NGC3982>Longfield Goods Truck Stop doesn't sound ..that great.
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07:25<dihedral>NGC3982, cargo bay #2
07:26<@peter1138>pretty much ^
07:27<drac_boy>what this about? grf cargo slots?
07:27<NGC3982>dihedral: That sounds nice. THanks.
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10:28<NGC3982>peter1138: I saw that very same people live in Kronoberg, a few months ago.
10:28<NGC3982>It's a fine tradition.
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11:32<@Belugas>quite a nice drummer they have :)
11:32<@Belugas>smelly, but it does keep on its timing heheh
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11:47<Bad_Brett>if I use STORE_TEMP in one switch, can I use LOAD_TEMP in another switch?
11:48<Bad_Brett>it seems so
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11:54<Eddi|zuHause>Bad_Brett: as far as i understood it, the value stays valid until the callback returns
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11:57<Bad_Brett>this should mean that I can't access temporary values from the "graphics" callback in the "name" callback, right?
11:58<Bad_Brett>I'm trying to change the name of the house depending on the current sprite
11:59<Eddi|zuHause>no, you need permanent storage for that (animation state and stuff)
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12:00<Bad_Brett>this one?
12:00<Bad_Brett>STORE_PERM(value, address) Store value in permanent storage (industries, airports, towns only). Note that accessing permanent town registers thrashes the contents of temporary register 0x100.
12:01<Eddi|zuHause>houses don't have that
12:01<Bad_Brett>yeah, that's the problem
12:02<Eddi|zuHause>the animation must be set to a fixed value and stop there, to use that as permanent storage
12:02<Bad_Brett>hmm tricky... i may skip this for now, it's not that important
12:02<Eddi|zuHause>it certainly has been done before
12:03<Eddi|zuHause>but i have never coded a house, so i don't know any details
12:04<Bad_Brett>i had this little idea that towns that aren't connected to the transport network would eventually become "ghost towns". i would basically change the graphics, include "(abandoned)" in the building name and decrease the cargo production
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12:14<Eddi|zuHause>sounds like a neat idea initially, but may have the same problem as industry closure on large maps, where the player might find totally empty areas after a while,,,
12:14<+michi_cc>The related object of houses is the town they are in, which means you should be able to use the town permanent storage (as indicates).
12:15<Eddi|zuHause>yes, this may be a valid case for town storage
12:15<Eddi|zuHause>is there GRM for that, or does each grf have its own storage?
12:16<+michi_cc>Own storage per GRFID. Read access to all storages, write access only to the own storage.
12:20<Bad_Brett>but here's the thing... the houses will get renovated after a while if you connect them to the transport network. so i do not intend to remove the houses, just lower the production and change the look of them :)
12:20<Eddi|zuHause>ah, ok
12:21<Bad_Brett>michi_cc: interesting... i'm gonna try that
12:21<Eddi|zuHause>last time i checked, there were town variables for number of passengers/mail transported, and the company ratings (but only the first 8 companies, i think)
12:22<Eddi|zuHause>so you can check whether a player has ever touched this town
12:22<Bad_Brett>yes, i'm using those already
12:23<Eddi|zuHause>but if you want to renovate the houses one-by-one, you still need the animation state
12:24<Bad_Brett>yep... that's the problem
12:26<Bad_Brett>of course, i could do a dirty solution and do the same calculations for every callback
12:27<Bad_Brett>by the way, if i use random bits in two callbacks that are called at the same time, will i get the same value?
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13:24<Code601>Can i still enable build while paused in the recent version? I can't find the option for it
13:24<Code601>1.2.3 innit
13:24<Eddi|zuHause>it's in the advanced settings
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13:26<Code601>thanks eddi, found it
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13:41<frosch123>evening Wolf01, hai Alberth :)
13:41<Wolf01>hello Alberth :)
13:41<@Alberth>hai Wolf01, evening frosch123 :)
13:46<@DorpsGek>Commit by translators :: r24771 /trunk/src/lang (9 files in 2 dirs) (2012-11-28 18:45:54 UTC)
13:46<@DorpsGek>-Update from WebTranslator v3.0:
13:46<@DorpsGek>basque - 17 changes by lutxiketa
13:46<@DorpsGek>belarusian - 6 changes by KorneySan
13:46<@DorpsGek>croatian - 6 changes by VoyagerOne
13:46<@DorpsGek>dutch - 1 changes by habell
13:46<@DorpsGek>english_US - 1 changes by Rubidium
13:46<@DorpsGek>finnish - 1 changes by jpx_
13:46<@DorpsGek>greek - 36 changes by Evropi
13:46<@DorpsGek>lithuanian - 31 changes by
13:46<@DorpsGek>polish - 1 changes by wojteks86
13:46<@DorpsGek>russian - 1 changes by Lone_Wolf
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13:47<Superuser|AFK>ηος οφτεν δοεσ τηισ ψομμιτ
13:47<frosch123>in winter my inner clock is always totally off
13:47-!-Superuser|AFK is now known as Superuser
13:48<Superuser>is committing changes from Web Translator an automated process?
13:48<@Alberth>inner clock is fine, it is light too late, and dark too early :)
13:48<frosch123>Superuser: 19:45 amsterdam local time it starts collecting stuff from wt3
13:48<@Alberth>Superuser: it's automagic probably
13:48<frosch123>depending on the amount of changes the commit takes some time
13:49<frosch123>hmm, though it might even work on utc time, since afaik tb has to fix the time every march and october
13:49<__ln___>what does it matter when the commit happens?
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13:52<@Alberth>it should be done before the automagic build process starts :p
13:52<Superuser>wait a sec.jpg
13:52<Superuser>are you making a new release of OpenTTD?
13:53<Superuser>or just nightly?
13:53<Superuser>ah ok, oof
13:53<@Alberth>unless some one else did stuff before I entered
13:53<__ln___>why doesn't the nightly follow the same timezone then?
13:54<@Alberth>__ln___: you're unbalanced :p
13:54<Superuser>stress on the computer that builds it?
13:54<Superuser>compiling is an extremely resource-intensive process
13:54<@Alberth>as for your question, I don't know
13:55<__ln___>Superuser: computers don't have feelings, they don't stress
13:55<Superuser>just a theory by the way, I was not saying that in a mocking tone or anything, lol
13:55<@Alberth>Superuser: yep, especially Windows builds afaik
13:55<@Alberth>__ln___: they do get heated up :)
13:56<__ln___>and turned on?
13:56<@Alberth>they are, 24/7 ;)
13:57<Superuser>you guys sure seem to hate the environment then :'(
13:57<@Alberth>so why is there no interesting post in tt-forums any more?
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13:59<+glx>Superuser: it's done on the server anyway
14:00<__ln___>the openttd server infrastructure could be limited to 4 hours per day availability to save the pandas.
14:00<Superuser>ah egg-celent
14:00<Superuser>every time you download a new build of OpenTTD, an eskimo dies
14:01<Superuser>those poor little eskimoes :'(
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14:27<Rubidium>actually, OS X compiling is about 50% slower
14:27<Rubidium>and if you want something resource intensive, try rebuilding zbase from scratch; that is, rerender all files
14:28<Superuser>well, that's not really a program, that's 3D rendering...
14:28<Superuser>also, Rubidium, you a Ruby fan too?! :D
14:29<Rubidium>I've not written a single line or Ruby ever
14:29<Superuser>oh okay, because your name sounds like 'Rubinium', which is an alternative implementation of the Ruby programming language
14:30<Rubidium>so you're not a chemist
14:31<@Alberth>Rubidium got his nick way before the programming lanugage came into existence
14:31<Superuser>... before 1991?
14:31<Superuser>Which, by the way, was the very year the WWW was invented
14:32<@Alberth>Ruby is that old??? :O
14:32<Superuser>yeah, older than PHP
14:33<Superuser>PHP and Ruby are spiritual successors to Perl
14:33<Superuser>but PHP is doing it wrong :P
14:33<Rubidium>I think the 1990 variant of Ruby is better
14:33<@Alberth>PHP smells like C to me
14:34<Superuser>PHP smells like Shit to me
14:34<@Alberth>Perl has at least useful string functionality in the language
14:34<Rubidium>but yes, I was discovered in 1861
14:34<Rubidium>and I'm slowly falling apart ;)
14:34<@Belugas>PHP smells like computer screen to me
14:34<@Alberth>hi Belugas!
14:35<Rubidium>I'll be half myself in only 49 billion years
14:35<@Belugas>you're so old, Rubidium
14:35<@Belugas>hi hi Alberth!
14:35<Superuser>oh actually my bad, Ruby has been around in draft form since 1993, but Matz had ideas since he got a job as a C++ programmer and programmed in C++ exclusively for two years, starting 1991 (poor guy!!!)
14:35<Superuser>thanks Wikipaedia :)
14:35<@peter1138>PHP... :-(
14:36<Rubidium>oh... and I'm more abundant than copper
14:36<@peter1138>"Personal Home Page" yeah
14:37<Superuser>it is now called PHP: Hypertext Preprocessor actually, joining a long line of UNIX program names hahahahah
14:37<@peter1138>well yes, they renamed it
14:37<@Alberth>for some reason you need a turing complete programming language to make a text-page at the web :(
14:37<Superuser>but yeah, PHP's origins are very much like those of a typical open source project: guy had a problem to fix, did it himself
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15:55<@DorpsGek>Commit by frosch :: r24772 /trunk/src (4 files) (2012-11-28 20:54:56 UTC)
15:55<@DorpsGek>-Codechange: Call Window::OnEditboxChanged only when the content changes, not when only moving the cursor.
16:03<@DorpsGek>Commit by frosch :: r24773 trunk/src/osk_gui.cpp (2012-11-28 21:03:34 UTC)
16:03<@DorpsGek>-Fix: Shift in the OSK behaved like capslock.
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16:14<@DorpsGek>Commit by frosch :: r24774 /trunk/src (4 files) (2012-11-28 21:14:28 UTC)
16:14<@DorpsGek>-Fix: Invert the focus handling of the OSK. Keep the focus at the OSK and close it on losing focus. This makes the editbox in the OSK behave correctly.
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16:22<frosch123>hola terkhen :)
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16:42<@Terkhen>ooh, strings :)
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16:49<DanMacK>Andy been around tday?
16:49<@Terkhen>it's been short but intense :)
16:49<@Terkhen>good night
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17:23<Wolf01>'night all
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17:30<NGC3982>@calc 270 / 2
17:30<@DorpsGek>NGC3982: 135
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19:56<NGC3982>This was weird.
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23:42<Flygon> OpenTTD needs a "Viral Video Campaign" option for advertising, 2005 onwards :D
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---Logclosed Thu Nov 29 00:00:47 2012