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#openttd IRC Logs for 2007-06-16

---Logopened Sat Jun 16 00:00:32 2007
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01:32<Gekko>How dare the town have the right to now allow me to extend my train terminal
01:32<Gekko>i'm screwed now >_>
01:46<Phazorx>clear the are around and plant some trees
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01:54<Gekko>Phazorx: I did
01:54<Gekko>they still dont like me :P
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01:54<Phazorx>bribe em
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01:55<Gekko>I have no money Phazorx
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01:56<Phazorx>heh i could lend you some
01:56<Phazorx>if you'd be in my game
01:56<Phazorx>rhe company makes 650M/y pounds
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02:10<Gekko>what year you at?
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02:14<Phazorx>it's w/o inflation :)
02:14<Phazorx>year is 2300 something tho
02:14<Phazorx>i started 2150 tho
02:19<Gekko>unlimited time?
02:23<hylje>ottd time goes to about five million
02:25<Phazorx>soubds like yuou tried
02:25<Gekko>hylje: time as in years?
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02:48<Gekko>what commodities make a city grow?
02:48<Gekko>on the arctic climate
02:51<Gekko>food doesnt?
02:51<Zavior>They need food too
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02:51<Gekko>does mail?
02:52<Gekko>lol I love the Zeppelin
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03:00<Zavior>Not my fault :/
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03:01<Gekko>what makes towns grow! :P
03:01<Zavior>Food & passengers in arctic
03:01<Zavior>No idea if mail is needed though
03:01<Wolf01>no it isn't
03:02<Wolf01>or at least in minimal part
03:02<Gekko>I wish I could fit my Boeing 727's with Passengers and Mail
03:03<Gekko>Passengers and food
03:03<Gekko>>_> not passengers and mail is what i was getting at
03:04<Gekko>There's a dude afk'd on my server and his company keeps getting bigger :o
03:05<Gekko>why can't you buy people out on my server
03:05<Gekko>bah, on servers
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03:36<Wolf01>because there is a patch setting to disable the purchase of shares of other companies
03:36<Wolf01>and is server-sided
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03:55<Gekko>Wolf01: I have the patch enabled
03:55<Gekko>I can buy up to 75%
03:55<Gekko>but that's as much as I can
03:56<Wolf01>maybe that's due to the protected period of time for the clients
03:57<Gekko>It's 1968
03:57<Gekko>we started in 1950
03:57<Gekko>still cant buy the last 75%
03:58<Gekko>hmm can I open multiple instances of OpenTTD on Linux?
03:58<Rubidium>as long as you don't connect to a server on both clients at the same time when they are both in the same directory
03:59<Wolf01>or maybe is because buying out players on multiplayer is like kick them out of the game?
04:02<Gekko>maybe that's what I want to do
04:02<Gekko>it's like monopoly
04:02<hylje>maybe it's lame
04:02<Gekko>maybe it could be a patch?
04:02<Gekko>simple patch that if purchased they become a spectator
04:03<Gekko>and may rejoin as another company
04:04<Wolf01>i killed for less...
04:04<Gekko>it's a nice way to make cash :) purchasing shares when they're $2
04:04<Gekko>then selling them when they're $500k
04:06<Wolf01>but is not a nice way to play, think if you are a player who made a nice and big junction and another player with a lot of money buy you and kicks you out of your company
04:09<Wolf01>maybe you can have a patch to let the purchased little player to decide if he wants to become a subsidiary of the big player, but he still have control of his network, like a coop game
04:11<Gekko>a merger
04:11<Gekko>like real life
04:11<Gekko>nato votes :P
04:11<Sionide>i think the subsidiaries patch is awesome..
04:12<Smoovious>maybe have more than just 4 'shares' of a company...
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04:25<Sionide>r7213 though :(
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04:57<Eddi|zuHause3>the share system is completely broken...
04:58<Eddi|zuHause3>it should not be allowed in multiplayer at all...
04:58<Eddi|zuHause3>because it can generate money from nothing
04:59<Smoovious>hate to say it, but I actually liked rrtycoon2's stock system... was impossible to snatch ownership in one shot...
04:59<Smoovious>you could buy your own stock
05:00<Smoovious>and if you owned enuf of a company, you were able to do extra things on their tracks etc
05:00<Smoovious>if I'm remembering correctly
05:10<CIA-1>OpenTTD: rubidium * r10168 /trunk/src/station_cmd.cpp: -Fix [FS#879]: cannot build airport when an aircraft is flying over it.
05:11<Gekko>how do you open subsiduaries screen?
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05:12<Wolf01>you need the MiniIN
05:20<Gekko>it's not in use any more
05:21<Eddi|zuHause3>that is definitely wrong :p
05:21<Eddi|zuHause3>it's not being developed anymore
05:22<Rubidium>Gekko: then there's no way you can get the subsidiaries (at least in any recent version of OTTD that is)
05:22<Gekko>that's nasty
05:22<Gekko>I love the planes
05:22<Eddi|zuHause3>nobody ported the patch to c++?
05:22<Gekko>the A380 mmm
05:26<stillunknown>What does a plane have to do with subsidiaries?
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05:28<geoffk>Smoovious, i think the shares part of rrt2 were one of best things about the game, would be nice to see something similar in openttd with mergers and takeovers, i guess its askign a lot at present though
05:32<geoffk>i like the idea of having 2 roles in the game too, as an investor and owning a company
05:32<geoffk>and also beig able to buy industry would be nice so you own it and gain profit from it
05:37<geoffk>something similar to track tool would be good too, where you can iirc drag the track and it creates the line for you taking best possible route, would speed up building
05:37<TrueBrain>morning all!
05:38<Wolf01>morning wise man
05:38<moe>morning truebrain
05:39<Smoovious>geoffk... yeah, just needs someone motivated enuf, with a good overall idea how to implement it... something for the to-do list
05:39<geoffk>yeah i wish i was more motivated and a better coder who knows one day i might get there
05:40<moe>pitty i have 0 prog skill =/
05:41<geoffk>i have aproject i wat to work on already for openttd but i its a big learning curve right now on how it works and i lack motivation for a few weeks now
05:41<geoffk>which is for newgrfs
05:42<geoffk>wouldn't suprise me if someone gets somethign working long before i do, im trying to make a webgui that makes it easier for anyone to build them but i know little about most features
05:43<peter1138>should be simple enough for changing vehicle properties and the like
05:43<geoffk>yeah its pretty easy for that, for most things i have found
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05:45<geoffk>idea also being that any contributed to the project will be fully redistributable so people can access them easier
05:45<Smoovious>wish I could still have vehicles roam around with No Orders
05:47<Smoovious>like, if I have a newgrf set that has a work train on it... like those track-maintenance vehicles... just have it roam around randomly getting in everyone's way
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06:03<peter1138>Smoovious: you can't?
06:04<geoffk>i can but unless i turn off vehicle messages i get constant complaints
06:04<Eddi|zuHause3>you'd probably have more success circling them between waypoints
06:06<peter1138>hmm, train is lost i guess?
06:06<geoffk>i get has too few orders i think
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06:08<Eddi|zuHause3>there used to be a setting "check vehicle schedule" or something
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06:10<geoffk>i find it handy to know if a vehicle has too few orders, onyl reason it was happening was because i had a few vehicles running round my hq with no orders which is isn't needed
06:11<Eddi|zuHause3>like i said, just add waypoints
06:11<geoffk>yeah i hink that works, i've done that in the past and not had a problem
06:13<CIA-1>OpenTTD: rubidium * r10169 /trunk/src/ottdres.rc:
06:13<CIA-1>OpenTTD: -Fix [FS#875]: trunk did still tell Windows that it was version 0.5.0(.0), so
06:13<CIA-1>OpenTTD: now we use a "bogus" version number to tell it's not a real release. The version
06:13<CIA-1>OpenTTD: number that will be shown in-game will not change, only the version number in
06:13<CIA-1>OpenTTD: the file properties.
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06:19<Smoovious> <peter1138> Smoovious: you can't? <--- nope... you can't... next time it goes to depot for service, it stops with an error I can't remember right now
06:19<Smoovious><Eddi|zuHause3> you'd probably have more success circling them between waypoints <--- defeats the purpose of it being a random annoyance
06:20<Smoovious>you can't make em roam randomly, with waypoints
06:21<Eddi|zuHause3>you could abuse the AI scripting routines to randomly choose a target
06:21<Eddi|zuHause3>but they're probably not implemented yet for rail vehicles
06:21<Smoovious>that would still be point-to-point... don't want that either...
06:22<Smoovious>with no orders, it would randomly choose a direction whenever it hit a branch
06:22<Smoovious>like random road vehicles too sometimes...
06:22[~]Smoovious shrugs.
06:22<Eddi|zuHause3>last time i had vehicles without orders, they choose the same route at any branch
06:23<Eddi|zuHause3>it was either always left or always right, don't remember
06:24<Eddi|zuHause3>besides, maintenance trains usually do have a target when they are moving
06:24<Smoovious>then that's a problem with the random route selection
06:24<Smoovious>yes, but they're usually to the middle of nowhere... not at a station
06:25<Smoovious>and where they go, is pretty random, based on where maintenance was needed... not any kind of traffic demand issue
06:26<Eddi|zuHause3>you could have them go to a random station, and also stop them randomly inbetween
06:26[~]Smoovious sighs.
06:27<Smoovious>I want the TTDX behavior back... not some cheap kludge
06:27<Rubidium>then turn off the "lost" notification
06:27<Smoovious>anyways, something I got on my to-do list to tinker with myself when I have time
06:28<Smoovious>all that does is stops tellilng me it is lost... that isn't the problem
06:28<Smoovious>the problem is stopping when they hit a depot with an error
06:28<Eddi|zuHause3>there was no random path choosing in TTD
06:28<Smoovious>yes there was
06:28<Eddi|zuHause3>no there was not
06:29<Smoovious>I've always had a vehicle or two running around aimlessly with no orders... there was indeed a randomness to where they roamed to...
06:29<Eddi|zuHause3>and if there is an error, go write a bug report
06:30<peter1138>well my train with no orders does roam all over the place
06:30<Smoovious>peter1138... Eddi|zuHause3 just can't bring himself to say that I was right about anything... not a big deal
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06:31<Smoovious>anyways, testing with a road vehicle to get the exact error message
06:32<Smoovious>and I don't need to write a bug report... I'll hunt it down and make a patch myself
06:32<Eddi|zuHause3>maybe there was a difference in the pathfinding in TTO and TTD, but there was definitely no randomness involved when i tried
06:32<Smoovious>maybe it was because you had a destination... so you had a path... with no orders, there is no destination... therefore, no path
06:32<Eddi|zuHause3>it was a long time ago, though
06:33<Eddi|zuHause3>yeah, sure, i test behaviour with no orders by giving my vehicles orders...
06:34[~]Smoovious shrugs.
06:34<Eddi|zuHause3>gnah... i need PBS... urgently...
06:34<Rubidium>well, write a proper one
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06:35<Smoovious>maybe rails are different... I mainly did it with road vehicles... not rails so much cuz I didn't have a rail vehicle it made sense to do it with... 'cept for maybe the doodlebug
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07:03<CIA-1>OpenTTD: rubidium * r10170 /trunk/ (4 files in 3 dirs): -Codechange: remove some duplication of code.
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07:19<Hendikins>mmm coal mine doing 567 tonnes
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07:29<Eddi|zuHause3>i had coal mines doing 15000 tonnes :)
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07:30<Rubidium>Eddi|zuHause3: maybe 1500 tonnes, but not 15000
07:31<Eddi|zuHause3>it was with the daylength patch :)
07:31<Rubidium>or you must've had a modified build
07:31<Eddi|zuHause3>on a regular build i had one doing around 1200
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09:23<dihedral>hey there
09:24<dihedral>pretty quiet it seems
09:26<dihedral>shame :-P
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09:53<Sionide>if i add "NewStations" newGRF, do i need to add all the "generic buffer-stops" and "city stations" etc etc?
09:53<Smoovious>need? no
09:53<Smoovious>can you? yes
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09:53<Eddi|zuHause>you can combine all station grfs completely freely
09:54<Sionide>ah okay
09:55<Sionide>so UKRS and UKRS addons, UK waypoints, NewStations and NewShips... should be enough for a cool game?
09:55<Sionide>anyone recommend any others?
09:56<Eddi|zuHause>there are lots of cool grfs
09:56<Eddi|zuHause>i'd use the DBSetXL over UKRS though...
09:57<Sionide>but it's for a UK game, using the real world UK scenario ;)
09:57<Eddi|zuHause>and stolentrees is a must :)
09:58<Eddi|zuHause>and there might be a UK tram set hidden somewhere :)
09:58<Sionide>lol okay
09:58<Sionide>ah yes
09:58<Sionide>i'm using the openttdcoop newGRF pack as a base, so it's easy for others to get the same ones...
10:00<Eddi|zuHause>if you're gonna publish a scenario with newgrf info, you should probably not use too many grfs
10:00<Sionide>it's for a server i'm doing
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10:18<minime>I've got a question for someone from the dev team - I've just implemented support for Action5 defined sprites for roadside busstops
10:18<minime>and I'd like to get a permission to add sprites from roadstops.grf to ttdpbase[w].grf
10:19<TrueBrain>oh, you made Action5 suport for TTDP?
10:19<peter1138>for roadside busstops :)
10:20<peter1138>hmm, who drew those sprites, i wonder
10:20<minime>and truckstops
10:22<minime>hmm, the comparison of features page on the ottd wiki claims that "Drive-thru bus and truck stops (by mart3p)" -- but that may be just the code...
10:23<Noldo>the sprites are there too
10:23<peter1138>probably the sprites originate from bits of TTD anyway
10:23<minime>they do seem to, yes
10:24<peter1138>hehe, yeah, bits of bus & truck stops
10:26<minime>i've got some custom graphics too, but I figured I may as well keep the standard graphics same between the games
10:27<minime>those were drawn by people from Tycoonez, I've just coded them...
10:28<peter1138>i say go for it. they're mostly from ttd anyway
10:28<minime>but thanks, i'll let them know you like it :)
10:28<minime>ok, cheers
10:28|-|Wolf01|AWAY changed nick to Wolf01
10:28<hylje>nicely elaborate roadset there
10:30<minime>thanks, now that the roadstops are customizable in both games, there shouldn't be much holding it from getting finished
10:30<Sacro>peter1138: i don't follow with needing 1 way/no entry signals re
10:31<minime>anyway, see ya later, I've gotta go get something to eat
10:33<Wolf01>XeryusTC, i red about the improved edit sign box, i havae some other suggestions if you want ;)
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10:34<Eddi|zuHause>do we even have drivethrough truck stops?
10:35<Wolf01>don't we have them already?
10:36<Eddi|zuHause>i heard a discussion that drive through bus stops are realistic, but truck stops not
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10:37<Wolf01>in fact, trucks are better with stations, but also roadstops are used, here almost all the lorries stop in front of the shop to deliver goods
10:39<peter1138>Sacro: according to the signals in that shot, 1 way signals only stop trains in one direction
10:39<Sacro>peter1138: like a shunt signal?
10:39<peter1138>no idea
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10:40<peter1138>but basically, it trains can go through the red signals to reach the platforms, what stops trains going through the two red outer signals?
10:41<Sacro>well i've never found ttd signals to be realistic
10:41<Eddi|zuHause>probably that the red inner signals do not turn green if they would go through the occupied lane
10:42<peter1138>Sacro: quite, and obviously *we* know where the train should go
10:42<Eddi|zuHause>but yes, if signals do not stop trains from going through them backwards anymore, there need to be "no entry" signals for one way lanes
10:42<peter1138>Eddi|zuHause: exactly :)
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10:43<Smoovious>the screenshot looks like more prototypical signalling... where the signals cover the whole interlocking in between them... you don't need a signal to exit the interlocking, since your green would clear you through and past i t
10:43<Eddi|zuHause>i suggested that a while ago already
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10:43<dihedral>is there a way to set the language flag for dedicated servers?
10:44<peter1138>server_lang = in the configuration
10:44<peter1138>if it doesn't exist, the version is too old
10:51<+glx>0.5.2 has it
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10:52<+glx>but the choice is limited ;)
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11:05<dihedral>glx: how can i set it ingame in 0.5.2?
11:05<dihedral>and what values does it take?
11:06<+glx>hmm you can't set it ingame
11:06<+glx>the values are ANY|ENGLISH|GERMAN|FRENCH
11:08<dihedral>could setting it ingame be added?
11:09<Wolf01>oh noes, poor belugas :(
11:11<dihedral>drawing pin button for the client list window?
11:12<ln->why are there three possible languages?
11:13<peter1138>why not?
11:13<XeryusTC><Wolf01> XeryusTC, i red about the improved edit sign box, i havae some other suggestions if you want ;) <- bring em :)
11:13<+glx>ln-: trunk has a lot more :)
11:13<Wolf01> <- :)
11:15<XeryusTC>but that would mean that i need to raise the 30 char limit first
11:16<Wolf01>yes, 30 chars limit is ridiculous for signs... for station names i agree, but not for signs
11:17<hylje>wysiwyg sign editor
11:17<XeryusTC>but try the patch, it is quite usefull already :)
11:17<XeryusTC>as you can delete signs with one click, and cycle through the list
11:17<Noldo>XeryusTC: who is that in your avatar?
11:17<XeryusTC>Noldo: Enma Ai
11:17<XeryusTC>from jigoku shoujo (futakomori)
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11:43<Nickman>XeryusTC, gonne check out you're patch ;)
11:43<Nickman>compiling as we speak :D
11:43<XeryusTC>it's nothing fancy though, just some GUI improvements and shortcuts :P
11:47<Nickman>works lik a charm ;)
11:53[~]Hendikins plays a practice game on a mountainous tropical map with max 100k loan
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12:07<Bynn>can any1 help me? There's nothing in the "Buy New *" windows... There are no trains, buses, boats og trucks
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12:11<Bynn>*= train/wagon, truck, bus
12:11<hylje>are you sure the vehicles are available
12:11<Sacro>Bynn: what year is it?
12:11<Eddi|zuHause>what is the year?
12:11<hylje>at the year you are in
12:15<+glx>any newgrf?
12:16<Eddi|zuHause>you should not start before 1930 with the default set
12:16<Bynn>how can I change that?
12:16<Eddi|zuHause>the start date? or the vehicle set?
12:17<Bynn>the start date
12:17<Eddi|zuHause>on the new game screen
12:18<Bynn>can't find anywere to change it, I can just arrange the new games after date...
12:20<Eddi|zuHause>on the main menu, you can click on "new game", there is the climate selection, below that the map size, and below that the start date, on the right
12:23<Bynn>found it:D
12:23<Bynn>thx man;)
12:25<Smoovious><Wolf01> yes, 30 chars limit is ridiculous for signs... for station names i agree, but not for signs <--- I disagree for station names... vehicle names too... I regularly run out of room
12:26<Wolf01>i call stations with a prefix or directly without the city name
12:27<Smoovious>well, I'm more concerned about vehicle names, since I always leave notes about what the vehicle is doing in the name for easy skimming in the vehicle list
12:28<Smoovious>(run out of orders too :D )
12:28<Wolf01>yes, the vehicle group's name space is a little short
12:29<Wolf01>sometimes i need to put "from<->to" where from and to are city names and i can't :)
12:29<Smoovious>and do we really need to use "Road Vehicle" all the time? Nothing else is named a vehicle so why not just "Vehicle"
12:29[~]Smoovious will stop now.
12:30<Smoovious>1 more
12:30<Smoovious>maybe a way to customize how they're named default...
12:30<Wolf01>i hope for the orders patch to come... that with order loop/inverse and maybe hub
12:32<Smoovious>I just want more orders... I like having a route or two that will go everywhere... like, a helicopter route that makes a circuit around all of the oil rigs...
12:32<Smoovious>sometimes got more rigs than orders
12:32<Smoovious>not often tho
12:33<Smoovious>well, not all of them rigs... when you include the trips back to an airport every few legs
12:34<Smoovious>but it would really help a lot with liberal use of waypointss
12:42<Sacro>thats strange
12:46<stillunknown>Sacro: if only it were longer, would be a cheap bridge
12:47<Sacro>stillunknown: thats true
12:47<Sacro>i wonder if it would allow a junction
12:48<stillunknown>I doubt it.
12:56<+glx>Sacro: not that strange :)
12:57<+glx>could happen before r10140
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14:54<peter1138> :o
14:58<Eddi|zuHause>i'd say Wall 1 : Truck 0
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15:19<Caemyr>is there any key for pause/unpause
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15:29<Smoovious>you can hit the Pause key too
15:33<Eddi|zuHause>what's that do on single-user OSes?
15:35<ln->such as?
15:35<ln->what are single-user OSes that use src/unix.cpp?
15:36<Eddi|zuHause>some PDA type thingies, what know i...
15:36<Eddi|zuHause>or if you have runlevel 1 :)
15:37<ln->if such platforms exist and they use userid 0, then that could be #ifdeffed out.
15:37<Eddi|zuHause>maybe someone installs it on his navigation system, or tivo, or something...
15:38<Eddi|zuHause>i'd vote against this change...
15:38<Eddi|zuHause>at least provide a command line option to override
15:39<ln->but in general i think running as root should not be possible by default, because ottd code probably has not been auditioned with security in mind, and it doesn't drop privileges like almost all real daemons do.
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15:45|-|Wolf01|AWAY changed nick to Wolf01
15:46<hylje>postal service THIS
15:48<peter1138>um, kay
15:49<ln->would someone care to explain me WHAT DO I NEED TO DO in order to SUCCESSFULLY compile THE WHOLE PROJECT with distcc?
15:49<ln->./configure CXX=distcc is not enough
15:49<ln->./configure CXX=distcc CXX_HOST=g++ CXX_BUILD=g++ is also not enough
15:49<peter1138>no need to shout
15:49<Rubidium>ln-: what version?
15:50<Rubidium>0.5 or trunk?
15:50<ln->Rubidium: up-to-date svn
15:50<Rubidium>./configure --with-distcc
15:50<ln->well, that seemed to start at least.
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15:51<Rubidium>languages are by the way not "compiled" with distcc
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15:51[~]Hendikins wonders why one would bother with distcc for something this small
15:52<ln->Hendikins: because it should be possible.
15:52<Hendikins>ln-: Ah, theory.
15:52<hylje>and does ottd have that elusive --omg-optimize flag?
15:52<peter1138>CFLAGS="-fusing-gentoo" ./configure
15:53<ln->requiring such a --with-distcc switch indicates the build system is broken, though.
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15:53<Hendikins>I have to wonder though, why not icecream + ccache if we're going for performance? :P
15:53<Rubidium>ln-: well, it did work before the --with-distcc flag, but --with-distcc is much easier
15:55<ln->e.g. compiling endian_check fails because it tries to both compile and link it at the same time, using distcc as the command.
15:56<Rubidium>then your make is broken
15:57<Rubidium>make must not run any commands before all it's dependencies are completely processed. In this case that happened, so make is broken.
15:59<ln->by "at the same time" i mean: it's compiling a .cpp file directly into an executable without an intermediate object file.
16:00<ln->and that fails:
16:00<ln->distcc -I /home/lauri/openttd/objs/lang /home/lauri/openttd/src/endian_check.cpp -o endian_check
16:00<ln->/tmp/cck0Yylc.o:(.eh_frame+0x11): undefined reference to `__gxx_personality_v0'
16:00<ln->collect2: ld returned 1 exit status
16:00<Rubidium>strange, it works for me
16:02<ln->the same also happens if i do ./configure CXX=gcc
16:02<ln->compiling C++ with gcc does not link the necessary C++ libraries.
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16:15<Rubidium>ln-: does fix that distcc issue?
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16:19<ln->Rubidium: actually no, the same error at linking time.
16:20<Rubidium>that would mean it's linking with gcc and not g++
16:20<Sionide>how do i change towngrowth with rcon?
16:21<ln->it would probably work if it used g++ instead of distcc for linking.
16:21<Rubidium>but then it would still use gcc when compiling templates etc.
16:22<Rubidium>and I presume that'll fail
16:23<ln->how does distcc choose what compiler to execute? i guess it must be based on the file suffix, because indeed it does work with cpp files (in openttd and non-openttd).
16:23<ln->but on linking time there's no way to tell if the .o file is to be linked with gcc or g++.
16:24<Rubidium>so it does something "randomly"
16:25<ln->not randomly, but it seems it picks gcc for linking if it doesn't know better.
16:25<Rubidium>(because it does "the right thing" on my systems)
16:27<ln->statistics: compile time without distcc: 2m 39s; with distcc: 39s.
16:28<ln->the difference seems huge, did i do something wrong..
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16:30<ln->now it takes about the same time without distcc. strange.
16:31<UnderBuilder>can I make a presentation topic for spanish users?
16:35<Rubidium>ln-: I'm still wondering why it fails for you
16:35<Rubidium>what it actually does is calling "distcc g++ .....", so distcc is actually told to use g++
16:35<ln->hmmmm, now i'm figuring out something... exactly that.
16:36<ln->if i just set CXX=distcc, linking is called by "distcc", not "distcc g++".
16:37<Rubidium>as expected
16:37<Rubidium>well, you tell it to use distcc as "g++" replacement
16:38<ln->yes, i'm that evil.
16:38<SmatZ>if you want faster compilation, maybe ccache will help
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16:41<dihedral>i think it's good
16:41<dihedral>ment ln's patch
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16:58<CIA-1>OpenTTD: rubidium * r10171 /trunk/ ( config.lib): -Add: simple support for ccache (--with-ccache).
17:05<SmatZ>wow :)
17:06<Rubidium>what, you cracked fs119?
17:22<Digitalfox_>After reading fs119, i now realize i had always that bug, but i always thought it was some kind of limitation on the rendering sprites engine :\
17:23<XeryusTC>!openttd bugs 119
17:24<XeryusTC>@openttd bugs 119
17:24<@DorpsGek>XeryusTC: [FS#119] Bug Report (sev: Low, prio: Normal, status: New): 'Clipping problems with vehicles on slopes', by Michael Lutz -
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17:30<skidd13>can anybody give me a short review of the changes of last week?
17:30<Sacro>svn log :p
17:32<skidd13>It's late here and I'm back from fair week, so I don't have the nerve to read that all. ;)
17:32<Rubidium>"nothing big" ?
17:33<Rubidium>a nice assortment of bugfixes
17:33<Rubidium>some code cleanups
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17:34<skidd13>Rubidium: Thanks
17:35<Rubidium>hmm, I've probably forgotten to mention everything that some people would consider "big"
17:39<Rubidium>things like r10111 and r10132
17:39<skidd13>how is the syntax to ask the bot for the rev info?
17:40<Eddi|zuHause>@openttd commit 10111
17:40<@DorpsGek>Eddi|zuHause: Commit by peter1138 :: r10111 /trunk/src (4 files) (2007-06-12 11:22:32 UTC)
17:40<@DorpsGek>Eddi|zuHause: -Codechange: Add new vehicle hash table for collision detection and finding vehicles on a tile. The hash area scanned is far smaller than the old hash table, which is now used for viewport updates only. This should give a significant performance improvement for games with many vehicles. (Based on work by 'B. N. SmatZ!' and 'madman2003')
17:40<skidd13>@openttd commit 10132
17:40<@DorpsGek>skidd13: Commit by truelight :: r10132 /trunk (18 files in 6 dirs) (2007-06-13 10:31:40 UTC)
17:40<@DorpsGek>skidd13: -Codechange: split out the last direct video-buffer read access to the blitter-layer
17:40<@DorpsGek>skidd13: -Add: added a new renderer and blitter to make room for some optimized bpp
17:40<@DorpsGek>skidd13: -Fix: fill the alpha channel in the grf-spriteloader
17:42<Rubidium>ah, such a nice commit message :) Nobody knowns what it's about when reading the message, unless you know what's actually in the diff itself
17:43<Eddi|zuHause>better than "support for feature X variable Y"
17:43<Eddi|zuHause>that could be anything :p
17:43<Sacro>allow players to make vehicles not travel in a certain direction along a road...
17:43<peter1138>@openttd commit 8154
17:43<@DorpsGek>peter1138: Commit by peter1138 :: r8154 trunk/src/water_cmd.cpp (2007-01-16 15:18:02 UTC)
17:43<@DorpsGek>peter1138: -Codechange: Water can no longer be under bridge tiles, so don't check for it.
17:43<peter1138>perfect message ;)
17:44<skidd13>@Rubidium: Something with RichK in mind? ;)
17:45<Rubidium>not that I'm aware of
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17:47<skidd13>Just a guess. I've been working at somehting for him during my free time on fair (although it was really less)
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17:48<Eddi|zuHause>name juggeling?
17:48<Rubidium>well Guest2089 will ping-timeout in about 2 to 3 minutes
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17:49<+glx>that's the result of GHOST :)
17:50<Eddi|zuHause>hm... once upon a time people got just killed :)
17:51<skidd13>I'm tired. GN
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20:01<CIA-1>OpenTTD: belugas * r10172 /trunk/src/newgrf_industrytiles.cpp:
20:01<CIA-1>OpenTTD: -Fix(r10127): Wrong evaluation order on variable 0x41 for industry tile.
20:01<CIA-1>OpenTTD: The industry's xy (northernmost tile) should be checked against the relative tile, not the other way around.
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22:17<Caemyr>the signal and train logic is so quirky
22:17<Caemyr>simple station, one track
22:18<Caemyr>depot from one side,
22:18<Caemyr>the other - track to second city
22:19<Caemyr>simple two way signal at the track leading from/to depot
22:19<Caemyr>two trains on this track, with two side parts for passing
22:19<Caemyr>one train is at depot, other at the station
22:20<Caemyr>the one leaving from depot will not wait at the signal till the station`s empty, but is returning to depot till the other train leaves
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23:07<|Gekkko|>is ther going to be a subway system implemented?
23:08|-||Gekkko| changed nick to Gekko
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---Logclosed Sun Jun 17 00:00:06 2007