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#openttd IRC Logs for 2007-06-28

---Logopened Thu Jun 28 00:00:10 2007
---Daychanged Thu Jun 28 2007
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02:35<dihedral>mornin :-)
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03:24<dihedral>nice weather today
03:24<hylje>it rains
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03:25<dihedral>not raning here
03:25<dihedral>but aint exactly sunny either
03:30<Gekkko`>yes it isnt
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04:51[~]dihedral is curious to know if Brianetta has done some work on autopilot
04:51<Brianetta>I haven't
04:52<Brianetta>Doing work on autopilot means setting aside a few hours at a time
04:52<Brianetta>I don't have that kind of time until next year
04:52<Brianetta>unless I get lucky
04:52<Brianetta>I'm getting married in November
04:52[~]dihedral wonders if he may have read access to Brianetta's autopilot svn repository
04:53<dihedral>Brianetta: wow
04:53<Brianetta>Of course you can
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04:53<Brianetta>Look at page 3 of the autopilot thread
04:55<dihedral>page 3 has no details to an svn checkout
04:56<dihedral>found it
04:57<dihedral>it's on page 5
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05:34<dihedral>Brianetta: what kind of things you want to add to autopilot?
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05:44<Brianetta>You can finish off the Tk module if you like (:
05:44<Brianetta>It's meant to resemble a control panel
05:44<dihedral>in what way "control panel" ?
05:46<eekee>dihedral: Tk is a graphical widget set
05:47<dihedral>i shall have a look at it
05:47<dihedral>but first i wanna see if i can get newgrf requests to work from OpenTTDLib
05:50<CIA-1>OpenTTD: peter1138 * r10370 /trunk/src/genworld_gui.cpp: -Fix: Heightmap GUI abused custom name system and used unnecessary globals. All details are now kept within the window's custom data.
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05:56<dihedral>tcl/tk looks nice :-)
05:57<eekee>tk seems nice, I've only used it via Python though
05:57<dihedral>though it will take me a bit to dive in :-P
05:57<eekee>yeah :D
05:57<dihedral>definatly not this weekend :-D
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06:00<Wac_jsC>Could anyone give me some hints as a new player, or at least a link with hints for playing openttd ?
06:01<Rubidium> ?
06:01<Wac_jsC>well, not how to do, I know how to use openttd, but how to improve...
06:02<@peter1138>practice makes perfect
06:03<Wac_jsC>I know, but - i am looking for hints such as, more money for long distances
06:06<Phazorx>it kinda matters what exactly are you reying to improve too
06:07<dihedral>Wac_jsC: playing online where people will actually give you tips is a good start
06:08<Wac_jsC>I already do a lot ;)
06:08<dihedral>as long as you get the tips :-P
06:08<Wac_jsC>lol :P
06:10<dihedral> << also good to stick to
06:13<eekee>hey that junction marked spaghetti in the wiki... isn't ^^;
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06:14<eekee>this might be spaghetti:,%2019th%20Jan%202090.png :D
06:15<hylje>pretty much
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06:16<eekee>there's an extra bridge since that pic was taken, & a couple of waypoints
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06:16<Phazorx>looks like any coopers junction is spaghetti
06:17<eekee>oh :D
06:17<XeryusTC>Phazorx: not entirely true
06:17<XeryusTC>we have non-spaghetti hubs too
06:18<Phazorx>yeah... on frams netwrok in PS#46
06:18<Phazorx>that's why it is so slow :)
06:18<XeryusTC>not only there :P
06:19<XeryusTC>see PS#16
06:19<Phazorx>that' s way before my time
06:20<XeryusTC>anyway, that thing is more spaghetti than the original design
06:20<XeryusTC>by moi
06:20<XeryusTC>but i have to go
06:22<Ammler>how do you define "spaghetti"?
06:22<hylje>i define spaghetti as XeryusTC
06:22<Ammler>hmm, true. :)
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06:23<Phazorx>splt before merge + at elast 1 TL queues before merge points would be it Ammler
06:24<eekee>I define spaghetti as "looks painful", more or less.
06:24<Ammler>Phazorx: you mean thats not spaghetti?
06:24<eekee>Phazorx: what's a TL queue?
06:25<Phazorx>tL = train length
06:26<Phazorx>tl queue - roof for train to wait for passing traffic at joiner w/o interupting following trains
06:26<eekee>ah *nod*
06:26<eekee>that's not spaghetti, that's sense
06:27<hylje>eekee: that junction lacks doubled tracks
06:28<hylje>long tunnels
06:28<Ammler>our banner is based on spaghetti:
06:28<hylje>block :p
06:28<hylje>ironically Train 66 is lost
06:29<eekee>oh ah!
06:31<Ammler>this one is also nice:
06:32<Ammler>can't imagine that #openttdcoop did ever build so...
06:33<hylje>90 degree turns :)
06:33<Phazorx>quite different nowadays we are :)
06:33<dihedral>my word that image looks painfull
06:34<eekee>*the primitive eekee percieves it merely as so complex as to be impressive* o.o;
06:34<Ammler>but you can still find such things on the current "normal" MP games, not so big but such curves.
06:35<hylje>we should totally have a true b2b game someday
06:35<hylje>lets do everything wrong
06:36<Ammler>hmm, the current ps game is so
06:36<hylje>well that was by accident.. :-)
06:39<eekee>not so bad... I hope :0
06:44<dihedral>i quite enjoyed this player on one of my servers once:
06:49<dihedral>it was way tooo amusing
06:50<eekee>I think you should be able to set a minimum signal distance in server code or something,
06:50<Ammler>this problem will be solved with next version
06:51<Ammler>(bridges over a lot of things)
06:51<Ammler>or is there an other name now?
06:52<dihedral>Ammler: the next version aint gonna be 0.6
06:52<dihedral>rather 0.5.3
06:52<eekee>I'd have been happy with BOE - bridges over everything. Not strictly accurate but...
06:52<Ammler>and these bridges won't still be included?
06:52<dihedral>they will be included in 0.6 AFAIK
06:53<Ammler>they are in the trunk right after release of 0.5.1
06:53<dihedral>Ammler: releases for 0.5.x are made from /branches/0.5
06:53<dihedral>not from /trunk
06:53<CIA-1>OpenTTD: peter1138 * r10371 /trunk/src/group.h: -Fix (r9874): Remove never-used GetGroupName() function
06:54<Ammler>yeah, but sometimes there are new features too
06:54<Ammler>not only bugfixing
06:55<dihedral>you can ask Rubidium he will know for sure :-)
06:56<dihedral>but i agree with eekee there should be a server side setting to the minimum signal desity
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06:56<Ammler>including new bridges is easier then that
06:57<dihedral>yeah right!
06:57<Phazorx>how do you enforce menimum density?
06:57<Phazorx>no signal on tile next to tile with a signal?
06:57<Phazorx>that will screw up way too many things
06:58<dihedral>you tell the player that either he places signlas according to your rules
06:58<dihedral>or you kick/ban him
06:58<Phazorx>i mean server side setting
06:58<Maedhros>Ammler: no, they're both impossible for 0.5.3 if you want any of the games to be loadable in trunk / 0.6
06:59<dihedral>Phazorx: i was personally thinking of having to variables
06:59<dihedral>one server side one client side
06:59<dihedral>client side < server side = server side var used
06:59<Phazorx>but it doesnt stop players from doing it manually
07:00<Phazorx>put N lights together and drag from each of them
07:00<Brianetta>Server-side restrictions on game play just lead to massive irritation all round
07:01<Ammler>btw, why will there be a 0.5.3?
07:01<Brianetta>No substitute for there being a human admin
07:01<Brianetta>Ammler: Normally it's because of bug fixes
07:01<dihedral>true again
07:02<dihedral>btw: for bridges over anything
07:03<dihedral>a bridge one level over tracks with a signal right underneath
07:03<dihedral>the signal shows through the bridge :-)
07:03<Brianetta>At least you can see it
07:04<Ammler>I guess, depense on the bridge grf, doesn't?
07:04<Ammler>pb_viaduct i.e.
07:05<Maedhros>not really, it depends more on the signal grf :p
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07:09<dihedral>check this out guys :-)
07:10<dihedral>that is so funny
07:13<Brianetta>No it isn't
07:13<Brianetta>Bridge answered as if ragini had said colonol, which he hadn't.
07:13<Brianetta>colonel, even
07:13<Brianetta>colonol - distillate of rectum
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07:14<dihedral>thanks for that Brianetta !
07:14<dihedral>i think it is funny :-)
07:15<@peter1138>i once had someone ask me to upgrade their colonel
07:16[~]dihedral hopes peter1138 did not at first think of colonol
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07:26<Chris82>dihedral: Don't you speak German?
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07:33<Brianetta>I hope he does
07:34<dihedral>Chris82: sure do - why?
07:34<Brianetta>Living in Germany would be an excercise in frustration if he didn't
07:34<dihedral>Brianetta: why do you hope i do
07:34<Eddi|zuHause3>i am pretty sure there are people in germany who do not speak german :p
07:35<Brianetta>There are people in the UK who don't speak English
07:35<dihedral>i *know* there are Eddi|zuHause3
07:35<Brianetta>We tend to shout at them
07:35<Brianetta>loudly and slowly
07:35<dihedral>they speak tuerken-deutsch :-)
07:35<dihedral>+ all the swiss and austrian people
07:36<Eddi|zuHause3>lmao :p
07:36<dihedral>in fact schwaben are also not familiar with the german language
07:36<dihedral>Chris82: why do you ask?
07:36<Eddi|zuHause3>schwaben == "wir können alles, außer hochdeutsch"
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07:37<Eddi|zuHause3>luckily i am at the opposite side of the country :)
07:37<dihedral>i aint
07:38<dihedral>they tend to speak "badisch" here
07:38<dihedral>and that is even worse
07:38<Chris82>dihedral: Because you e-mailed me in English and I thought you were German :D
07:38<Chris82>I just speak English here because not everyone speaks German :p but German is my native language ;)
07:38<dihedral>you have a domain!!
07:38<Chris82>I also own :p
07:39<Chris82>#1 or #2 in :p
07:39<dihedral>Eddi|zuHause3: that translation reminds me of the word swine
07:39<Chris82>I think wikipedia is #1 now :( they stole my spot lol
07:39<dihedral>Chris82: why such a big sb fan?
07:40<dihedral>just a curiosity question :-)
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07:40<Chris82>since I watched The Net in 1995 I am a huge fan :D
07:40<Chris82>I don't update the site very often anymore since I am busy with uni (and OpenTTD *g*) but I am still a fan
07:41<Chris82>also I have the biggest online (and probably offline too) Sandy fan club at
07:41<Gekko>Chris82: you compililed found new town into trunk?
07:42<Chris82>uhm I compiled it in my IN version yeah
07:42<Chris82>and I am uploading it in a few mins to the forum
07:42<Chris82>just to make you happy :p
07:42<Gekko>linux or windows version?
07:42<dihedral>Chris82: where in germany are you from and where do you live now?
07:42<Chris82>well I am from Graz (which is in Austria) but I live in Berlin, THE Berlin :p
07:43<Chris82>because there is another small town with the same name in bavaria
07:43<SmatZ>hello all, I am back home again :D
07:43<@peter1138>sandra bullock looks strange :p
07:43<Gekko>Chris82: compiled for linux or windows?
07:43<SmatZ>I liked her when I was younger :) in the Demolition man
07:43<Chris82>well Natalie Portman and Scarlett Johannson definitely look better but Sandy has the better character :D
07:43<dihedral>Gekko: have a look at the thread in the forums
07:44<Chris82>Demolition Man is one of the finest movies ever yeah :D
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07:44<Gekko>why when i can ask him
07:44<Chris82>Geeko: I only compile a Windows binary and up the .diff file
07:44<SmatZ>yeah :) but it was 2006 and there are no freezing prisons...
07:44<Chris82>I don't think Visual Studio compile Linux binaries ;)
07:44<Gekko>fine by me :D
07:44<dihedral>how is OpenTTDLib coming for you Chris82
07:45<Gekko>i compile my own
07:45<Chris82>brb I gotta order Dia Hard Version 4 tickets lol :D
07:45<Gekko>and give the win bin to my friends
07:45<Chris82>dihedral: I just checked my mails and will customize it a little now
07:45<Chris82>well it's called Stirb Langsam Version 4.0 in Germany
07:45<Gekko>lol. The Hard :p
07:45<Chris82>dunno the English title but I guesses it's Die Hard Version 4
07:45<hylje>die hard 4.0
07:46<Chris82>are the criminals hackers this time or why is it 4.0 :D
07:46<Chris82>I mean why not 3.1 *g*
07:47<Chris82>like naked cannon 33 1/3 or whatever the movie is called OT
07:47<dihedral>hello SmatZ
07:47<SmatZ>hello dihedral , nice day to you :)
07:47<dihedral>and you :-P
07:48<Eddi|zuHause3>that's the worst part of dubbing movies... changing the name so you don't find it in original
07:49<dihedral>i dont like watching films in german anyway
07:50<dihedral>unless they are german origianlly
07:50<hylje>dubbing D:
07:50<Eddi|zuHause3>i like watching series more than movies anyway... :)
07:50<hylje>censoring D:
07:51<Eddi|zuHause3>"censoring" is a quite good word in some cases
07:51<stillunknown>My train has a cloaking device :-)
07:51<dihedral>dubbing or dumbing?
07:51<Eddi|zuHause3>like the A-Team, in the first dubbed version they systematically removed any reference to vietnam :p
07:52<dihedral>thankfully they never dubbed any of the charly chaplin films
07:55<dihedral>and Anke as Marge aint quite the same either
07:56<Eddi|zuHause3>well, actually it's closer to the original now
07:56<dihedral>closer is not equals :-)
07:57<Eddi|zuHause3>well, you usually do not know what you miss if you never watched original
07:57<dihedral>i hardly watch anything in the cinema if they dont show it in original language
07:58<dihedral>Eddi|zuHause3: true - i got the tick sinse i lived in the uk for some years
07:58<stillunknown>Anyone what's special about getting trains to render on a bridge?
07:59[~]tokai|ni prefers subbed movies too. dubbing usually decreases quality of a movie
07:59<hylje>the finnish dub for the disney's aladdin was touted as the best voice acting in the world for that movie
08:00<hylje>particularly jafar
08:00<dihedral>you dont get all the jokes in the origianl language :-)
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08:00<Eddi|zuHause3>well, depends on how well you speak the original language
08:01<dihedral>i left the 'as' away on purpose
08:01<Eddi|zuHause3>it's better to miss 25% of the jokes from the original language than getting only served 50% from the translation
08:02<Eddi|zuHause3>but if you miss 75% from watching the original language, you should better not do it
08:02<hylje>why not
08:02<hylje>since later when you do get the jokes, watching the movie ought to be most amusing
08:02<dihedral>at least you get to hear their real voices :-)
08:03<dihedral>my word - chris tucker compared to his syncer voice....
08:03<Chris82>hmmm stupid town founding patch... it breaks savegame compatibility with my first IN
08:03<Chris82>you gotta wait Gekko :p
08:03<Eddi|zuHause3>i so had to laugh when i first heard the real voice of Zach Braff on Jay Leno :p
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08:03<dihedral>Chris82: lol
08:03<Chris82>need to fix this first, it only loads trunk, 0.5.2 and the last IN, but not the first IN version
08:04<dihedral>can your last IN load the first IN saves?
08:04<Rubidium>Chris82: that's because there was a savegame bump in trunk
08:04<dihedral>Rubidium: what is a 'savegame bump'?
08:04<hylje>dihedral: savegame version goes up
08:04<Eddi|zuHause3>Chris82: an old version of IN will be unloadable every time the savegame version of trunk is changed
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08:05<Chris82>Rubidium: That bump was before my last IN release already, it didn't cause any problems :)
08:05<dihedral>Are there any server info bumps?
08:05<Rubidium>Eddi|zuHause3: unless he writes some saveload mechanisms to load trunk and only IN savegames
08:05<Chris82>Eddi: No. My first and the last IN was released in between trunk savegame bumps and it caused no problems.
08:05<Gekko>Chris82: whenever yhou're ready.
08:05<+glx>dihedral: yes that can happen
08:06<Gekko>pm me the link to thread whenj ready.
08:06<dihedral>can something special be added when that is next done?
08:06<Chris82>trunk was bumped from 68 to 69, IN started at 70 anyway and is at 71 now
08:06<Chris82>with the currently published IN I can load trunk, 0.5.2 and IN since 10341
08:06<Eddi|zuHause3>Chris82: yes, because the first version started as trunk+2, so you get the first savegame bump for free
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08:07<Chris82>the weird thing is with IN-10371 (not published) I can load IN-10351 but I cannot load IN-10343
08:07<Chris82>I don't quite get the reason atm
08:08<Chris82>becuase the only changes are some diagonal levelling fixes which have no effect on savegames anyway
08:08<dihedral>glx: any chance of that happening some time in near future
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08:09<Rubidium>Chris82: some things in the savegame of the patch itself must've been changed
08:10<+glx>Chris82: IN-10351 should load IN-10343, so you should be able to load IN-10343 in IN-10371 using an intermediate step
08:10<Chris82>yeah but it must be something that I overlooked
08:10<Chris82>10351 loads 10343 and 10341
08:11<+glx>so it's like the old miniin :)
08:11<Chris82>the IN I had before 10341 didn't load anything, so I removed it from the compatibility list
08:12<+glx>you load an "old" game in a "less old" IN, then save it, and load it in the current IN
08:12<Chris82>ah ok
08:12<Chris82>but for that to work the person needs all versions of the IN instead of just the latest
08:13<Gekko>their problem.
08:13<Gekko>my problem.
08:15<Rubidium>Chris82: keeping backward compatible with *all* your ChrisINs is a lot of extra work with respect to just loading the last few savegame versions
08:16<Eddi|zuHause3>Chris82: you can do a few extra savegame bumps in the IN, then you have a longer chain of compatibility
08:17<Chris82>current trunk is 69 right?
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08:18<Eddi|zuHause3>like you can do savegame version 100, then you have a compatibility that is probably longer than the lifetime of the IN anyway :)
08:19<Eddi|zuHause3>but there's a MAX_SAVEGAME_VERSION of 256 somewhere that i do not really understand...
08:19<Chris82>255 I think
08:19<Gekko>hhhwhat does IN stand for?
08:19<Rubidium>integrated nightly
08:19<SmatZ>integrated nightly
08:19<Chris82>maybe 2^8 is the savegame number limit
08:20<Chris82>I just took the IN from MiniIN which was discontinued a while ago
08:20<Eddi|zuHause3>i kinda doubt it is...
08:20<Eddi|zuHause3>MiniIN was not the first IN
08:20<Chris82>and to avoid confusion since my version is no MiniIN (i.e. with the same patches) I called it ChrisIN
08:20<Eddi|zuHause3>and it was kind of a misnomer anyway :p
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08:22<Chris82>hmmmm in 10353 I added the finance history patch which is loadable with 10371 where I added better graphs and found a town
08:22<Chris82>10341 and 10343 is not loadable with 10371 but with 10353 this is confusing lol
08:22<Rubidium>finance history requires a savegame bump IIRC
08:23<Chris82>yeah it has a CONDARR in players.cpp
08:23<Chris82>I bumped savegame version by 1 from 10343 to 10353 which caused no problems
08:23<Chris82>now I bumped it again by 1 from 10353 to 10371 but only the previous version works
08:23<Rubidium>bumping the version number itself isn't the "difficult" bit
08:24<Rubidium>it's the saveload changes that usually cause the trouble
08:24<Chris82>so I need to look at the saveload.cpp code for a possible solution?
08:25<Rubidium>well, it's in one of the SLE_COND* or SLE_* stuff that something went wrong
08:25<Rubidium>you really cannot assume that all patches on the forum that change the savegame format do it correctly
08:25<Rubidium>or rather, most don't do it correctly
08:27<Chris82>well I already changed the form savegame version is handled/changed by a patch on almost all patches I added
08:27<Chris82>otherwise my IN wouldn't load anything except the IN games itself
08:28<Chris82>but maybe I still made something wrong somewhere
08:28<Chris82>I just started going through all the save/load code stuff so I wouldn't say I know everything about it
08:29<Rubidium>Chris82: saveload.cpp is usually not the place to fix your saveload problems
08:30<Chris82>can I somehow virtually make my game think that trunk savegame version is 70 so I can try something?
08:30<Chris82>setting LATEST_TRUNK = 69, to 70 in saveload.h should be enough I assume?
08:30<Rubidium>Chris82: you can easily
08:31<Rubidium>but... it won't test the saveload stuff because you haven't changed anything in the savegame except the version number, so the savegame is basically the same as for version 69
08:31[~]Phazorx recalls asking for a debug override of that some time ago
08:31<Chris82>ahhhh I just had an idea flashing through my head :p brb
08:32<Rubidium>Phazorx: if you know enough to "undo" savegame changes, you can easily for the savegame to be any version you want it to be
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08:33<Phazorx>Rubidium: it would be mroe convinient if it was possibel to make s&l not to care with a switch or soemthing for testing purposes
08:33<Phazorx>hacking code each time is tidious
08:34<Rubidium>but you already were hacking code
08:34<Phazorx>it was less fugly :)
08:34<Phazorx>essentially what i done last time was a very basic patch that would supress version matching at load time
08:34<Chris82>lmao huh how did I do this now.... now I can load 10343 with 10371 but I can't load 10353 anymore lol
08:34<Phazorx>but that is so not proper
08:35<+glx>undo savegame changes is easy, you just need the raw savegame (uncompressed), the source, and time :)
08:35<Chris82>I know this is probably a stupid question, but what happens when I simply ingore invalid chunk size on loading a game?
08:36<Rubidium>it loads garbage and crashes later on
08:40<dihedral>sounds like fun
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08:50<Chris82>well I guess I need to have "interim" versions for savegame bumping available
08:50|-|Sacro [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd
08:50<Chris82>that's the easiest solution
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08:52<Chris82>so I am going to up 10371 in a few mins
08:52<Gekko>back to being away
08:53<Gekko>pm me link Cfh
08:53<Chris82>Cfh ?
08:53<Gekko>Chris82: ^
08:59<CIA-1>OpenTTD: rubidium * r10372 /branches/0.5/ (5 files):
08:59<CIA-1>OpenTTD: [0.5] -Backport from trunk (r10288, r10290, r10293, r10294, r10295, r10347, r10348):
08:59<CIA-1>OpenTTD: - Feature: Make the client list window (for network games) stickyable (r10293)
08:59<CIA-1>OpenTTD: - Fix: Smooth economy did not close primary industries and it allowed increasing of production of industries that should not have rising productions (r10290, r10347, r10348)
08:59<CIA-1>OpenTTD: - Fix: Flush the output of the dedicated server console (r10295)
08:59<CIA-1>OpenTTD: - Fix: The "pause" key did not work in the scenario editor (r10294)
08:59<CIA-1>OpenTTD: - Fix: Age non-front engines too (so when you move engines around in the depot they do not get age 0 when they are much older [FS#202] (r10288)
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09:08<hylje>you norwegians are silly
09:10<Chris82>wh wrong window
09:10<dihedral>Rubidium: backporting the getdate command?
09:11<CIA-1>OpenTTD: rubidium * r10373 /branches/0.5/ (misc_gui.c train_cmd.c tunnelbridge_cmd.c):
09:11<CIA-1>OpenTTD: [0.5] -Backport from trunk (r10306, r10311, r10317, r10339, r10344):
09:11<CIA-1>OpenTTD: - Fix: Acceleration for trains on slopes is not calculated properly [FS#786] (r10317, r10344)
09:11<CIA-1>OpenTTD: - Fix: Rail could be destroyed when building tunnels (r10306)
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09:11<Rubidium>dihedral: not going to do that again
09:11<dihedral>doing what again?
09:12<dihedral>it's been backported already?
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09:17<dihedral>Rubidium: if you backport 10290, how about 10340 (it's related)
09:19<Rubidium>10340 is broken
09:19<Rubidium>*and* superceded by 10347 + 10348
09:20<dihedral>nice to know
09:22<dihedral>when is the "do not increase production" used?
09:22[~]dihedral is curious
09:23<Rubidium>oil wells
09:23<hylje>why/where? :o
09:23<dihedral>when do they get the limit and why?
09:26<Maedhros>they always have the limit, and because Master Sawyer designed them that way
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09:32<CIA-1>OpenTTD: rubidium * r10374 /branches/0.5/ (pathfind.c roadveh_cmd.c vehicle_gui.c waypoint.c window.c):
09:32<CIA-1>OpenTTD: [0.5] -Backport from trunk (r10333, r10336, r10337, r10345, 10346, 10368):
09:32<CIA-1>OpenTTD: - Fix: Waypoints could be renamed when you are not the owner (r10368)
09:32<CIA-1>OpenTTD: - Fix: The 'old' pathfinders (OPF and NPF) for road vehicles could not find a path when in a tunnel [FS#290] (r10345, r10346)
09:32<CIA-1>OpenTTD: - Fix: Only add the autoreplace menu when autoreplace actually knows about the group [FS#880] (r10337)
09:32<CIA-1>OpenTTD: - Fix: Signal state sometimes not properly set when the signal "pathfinder" reached the end of a line [FS#910] (r10336)
09:32<CIA-1>OpenTTD: - Fix: News messages were shown over the endgame/highscore windows [FS#943] (r10333)
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09:57<dihedral>last hour for today :-)
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10:08<elmz>hello people :)
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10:12<Llama>hi all
10:12<Llama>Could I play now openttd without original GRF's ?
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10:13<Ammler>Llama: not now, but they are easy downloadable over the forum
10:13<stillunknown>Anyone know what _tunnel_fractcoord_1 is?
10:14<stillunknown>tunnelbridge_cmd.cpp around line 1400
10:16<@peter1138>stillunknown: nasty original ttd code
10:16<@peter1138>it's checking vehicle's subtile position
10:16<@peter1138>byte value, bottom 4 bits are x, upper 4 bits are y
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10:17<stillunknown>The problem is, i'm messing with the train controller.
10:18<stillunknown>And i'm expecting a entered wormhole signal, yet i do not get it.
10:18<stillunknown>Ah, it's the just before you the tunnel code.
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10:19<Llama>hmm... and what alternative GRF set is suggested for openttd 0.5.2 ? Something that will change many item in a geme or so... Something really nice. ;)
10:20<skidd13>Llama: ttrs3 is the set you're searching for
10:21<stillunknown>ttrs will not work in 0.5.2
10:23<@peter1138>suggestions for grf sets: try a load.
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10:24[~]dihedral is bored
10:24[~]dihedral wants to slap sonebody
10:25<Sacro>!seen Bjarni
10:25<_42_>Sacro, Bjarni ( was last seen quitting #openttd.wt2 4 hours 42 minutes ago (28.06. 10:43) stating "Quit: Leaving" after spending 1 hour 55 minutes there.
10:26<dihedral>whats so funny about that?
10:26<Sacro>he gets a message when he next signs on
10:26<Sacro>and then he will slap me :(
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10:34<Kjetil>hm.. he gets a message hm...
10:34<Kjetil>!seen Bjarni
10:34<_42_>Kjetil, Bjarni ( was last seen quitting #openttd.wt2 4 hours 51 minutes ago (28.06. 10:43) stating "Quit: Leaving" after spending 1 hour 55 minutes there.
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10:38<ln->!seen girls
10:38<_42_>ln-, girls? hmm... I'm trying to remember... maybe... I'm not sure... no. I don't remember girls.
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10:51<dihedral>last 10 mins :-)
10:52<Sacro>what does &pointer do
10:52<Sacro>or *variable
10:53<Maedhros>&pointer gives you the address of the pointer
10:53<Maedhros>*variable probably won't compile
10:54[~]dihedral &points at Sacro
10:54[~]dihedral &points at Sacro and laughs
10:54<Sacro>Maedhros: does a pointer have an address?
10:55<Maedhros>Sacro: yup, the pointer exists in memory as well
10:55<Brianetta>Sacro: Sis you see the video on the meeting thread?
10:56<Sacro>Brianetta: which noe?
10:56<Sacro>&pointer = pointer
10:57<Sacro>and *variable won't compile
10:57<Brianetta>Sacro: Version 2
10:57<Sacro>Brianetta: yes, and i almost fell of my chair laghing
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10:58<Sacro>oh.. no
10:58<Sacro>pointer == -1078826368
10:58<Sacro>&pointer == -1078826372
10:58<Sacro>guessing that pointer is 4 bits
10:58<Maedhros>on a 32 bit machine it's 4 bytes, yeah
10:59<CIA-1>OpenTTD: rubidium * r10375 /branches/0.5/ (6 files in 4 dirs): [0.5] -Prepare 0.5 branch for release of 0.5.3-RC1.
10:59<Sacro>this is a 64 bit system
10:59<@peter1138>16:53 < Maedhros> Sacro: yup, the pointer exists in memory as well
10:59<@peter1138>not necessary
10:59<Sacro>but a 32 bit distro
10:59<@peter1138>it could just be used temporarily in a register
11:00<Rubidium>ofcourse a register is memory too ;)
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11:00<dihedral>Rubidium: looking forward to 0.5.3 :-)
11:00<dihedral>time for me to head home
11:01<dihedral>cu all in about an hour
11:01[~]dihedral waves
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11:01<@peter1138>Rubidium: a little bit specialized :p
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11:03|-|alanin changed nick to Alanin
11:12<CIA-1>OpenTTD: rubidium * r10376 /tags/0.5.3-RC1/ (6 files): -Release: 0.5.3-RC1.
11:13[~]Sacro flags the ArchLinux package out of date
11:16<Sacro>Rubidium: why can't you call it 0.5.3RC1?
11:16<Rubidium>hysterical raisins
11:17<Sacro>PKGVER cannot contain hyphens
11:17<Sacro>thus it gets a bit narked
11:17<Rubidium>then ArchLinux' package handling is broken by design ;)
11:19<Sacro>well yes
11:19<Sacro>it uses $PKGNAME-$PKGVER-$PKGREL
11:20<Sacro>hence it has to be openttd-0.5.3RC1-1.pkg.tar.gz
11:21|-|mode/#openttd [+v Belugas] by ChanServ
11:21|-|mode/#openttd [+v orudge] by ChanServ
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11:32<Wac_jsC>Someone has made a lot of crap in my server, isn't it possible to delete a transport company, when you have server rights ???
11:33<Rubidium>reset_company or so from the console
11:34<Wac_jsC>I only want to delete that company
11:34<Wac_jsC>still that command ?
11:35<Rubidium>well, with some parameter
11:35<Wac_jsC>how to get which parameters to use ?
11:35<Rubidium>help reset_company ?
11:36<Wac_jsC>thx, found it
11:37<@orudge>Sacro: can it not just look backwards for the last -?
11:37<@orudge>and look from the beginning for the first -
11:37<@orudge>and anything in the middle is the version number?
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11:39<Sacro>orudge: i don't know, i didn't write it
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11:39<@orudge>well, fix it and submit a patch ¬
11:40<hylje>if i have an object that can turn only max X degrees to either direction, how would i iteratively turn it from position A to position B
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11:48<gerrh>hey guys
11:49<gerrh>i'm really sorry and feel like a dweeb for bobbing into an irc chan and asking questions - but truth of the matter is that i've googled my eyes out and read through the openttd.cfg file times upon end with no luck in finding information about how to set larger maps on game restart by default
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11:49<gerrh>if anyone can point me to more information about this matter, please do drop me a query
11:49<Rubidium>map_x & map_y are your friends
11:50<gerrh>i <3 u
11:50<@peter1138>they're 2^n, so map_x = 8 gives you 256
11:50<gerrh>ok, much appretiated, mister :D
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11:54[~]orudge uploads 0.5.3-RC1 for OS/2
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11:58<lynx>hi, i have a question about the configuration of a dedicated server
12:00<lynx>i set the diff_custom thing a hundret times, but somehow breakdowns are still not switched off
12:00<Eddi|zuHause3>then you did it wrong ;)
12:01<lynx>diff_custom = 2,2,1,2,500,6,1,2,0,0,2,1,1,1,1,0,1,0
12:01<colle>make sure that diff_level is set to 3
12:01<lynx>should be off right?
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12:01<lynx>i set "diff_level = "
12:01<colle>otherwise it will use one of the predefined difficulties
12:01<lynx>k, that might be it
12:02<Eddi|zuHause3>0/1/2/3 - easy/medium
12:03<lynx>will the other players be pissed if i restart the server? ^^
12:03<stillunknown>lol, this=0xbad220 (doing some debugging)
12:03<Maedhros>if you do it without telling them or saving the game, probably :p
12:04<lynx>the settings are not saved???
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12:06<lynx>i thought the settings are also saved in a savegame
12:07<Eddi|zuHause3>the settings will be reloaded from the savegame rather than from the config
12:07<lynx>so saving and restoring will still keep breakdowns switched on
12:07<Eddi|zuHause3>you can load the savegame as a local game, change stuff, save, and reload on the server
12:08<Eddi|zuHause3>passwords will be lost...
12:09<lynx>hmm ok
12:09<lynx>another thing: what does a server do, if it reaches the final year ?
12:09<Eddi|zuHause3>i can't answer that...
12:11<Sacro>!calc 2^10-1
12:11<_42_>Sacro: 1023;
12:12<Eddi|zuHause3>anyone here could have told you that :p
12:13<@peter1138>there is no final year
12:14<lynx>the config has a place for that
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12:20<Chris82>are you here dihedral?
12:20<Chris82>I think you forgot e-mailing me the include files for the php file?
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12:21<mikk36>uhm, Q
12:21<mikk36>why do lots of windows keep themselves out of the window borders if window is resized ?
12:21<mikk36>i can't see the X button :)
12:22<mikk36>ie, i resize the window to the minimum size and then a new vehicle testing popup comes up
12:22<mikk36>but i can't see its title bar because it's out the window
12:22<mikk36>even after full-screening ottd
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12:24<dihedral_>forgot about that
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12:25|-|dihedral_ changed nick to dihedral
12:25<dihedral>hello Chris82
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12:28<Chris82>hi :)
12:28<Chris82>I think there are 3 include files, but I couldn't find them in the zip
12:28<Chris82>also I just found a strange bug in the scenario editor
12:28<Chris82>when I have an empty map with just water and click the map button in the main menu there is a world population of 700k + displayed
12:31<dihedral>Chris82: the zip i sent you needs to be extracted into a OpenTTDLib folder from one of the packages, either 0.1 or 0.1.1
12:34<dihedral>and you need pear :-)
12:35<Chris82>oh that's a problem hmm
12:35<Chris82>I am using self-compiled 64-bit PHP on IIS
12:35<dihedral>that is no problem
12:35<Chris82>Pear isn't working well with it, but I have it installed
12:35<dihedral>you only need 2 files from pear if i am not mistaken
12:35<dihedral>PEAR.php and HTML/Template/Sigma.php
12:36<Chris82>oh ok
12:36<dihedral>if you build your own pear folder as a subdirectory to OpenTTDLib
12:36<dihedral>you can simply set the include path :-)
12:36<Chris82>where can I find OpenTTDLib ?
12:36<dihedral>still working on a webpage
12:37<Chris82>it should work with PHP5 right?
12:38<dihedral>it is made for php5
12:39<dihedral>i only made a set of php4 include files as some people did not have php5
12:39<Chris82>good :)
12:39<dihedral>but i shall not really put any effort into that
12:41<dihedral>does anybody here know when the packages for 0.5.3-RC1 will be made available on the website?
12:41<Caemyr>yay! 0.5.3!
12:41<Sacro>Caemyr: not for a while yet
12:41<dihedral>the package builders not around?
12:42<Chris82>0.5.3? I thought next version is 0.6
12:42<dihedral>0.6 is the version that trunk holds atm
12:42<dihedral>or at least "will be the version"
12:42<+glx>and it's not ready yet
12:42[~]dihedral shakes his head
12:42<dihedral>it aint
12:43<dihedral>trunk still has some way to come :-)
12:43<dihedral>and i am surly looking forward to it :-)
12:43<Caemyr>RC is better than nothing:)
12:43<dihedral>keeps the community happy and busy
12:44<dihedral>i just compiled my server version :-)
12:44<dihedral>uh - i know how i could get some people confused...
12:45<Chris82>compile it with 0.6.0 :D ?
12:45<dihedral>build a trunk game and change the revision flag to 0.6.0
12:45<Chris82>;) hehe
12:45<dihedral>i can see the forum posts ;-)
12:45<dihedral>and a not so happy Rubidium
12:46<dihedral>Chris82: if you need me to do anything for your OpenTTDLib - just let me know
12:46<Chris82>I am just installing the files and see how it goes
12:47<dihedral>could build you an ajax page :-P
12:47<Chris82>I'll make the page in the design :D
12:48<dihedral>lol - knock yourself out :-)
12:48<Chris82>that'll be easy once I have the code running
12:48<Chris82>my whole page is valid xhtml and the whole design is controlled by just one css file
12:48<Chris82>it's really easy to add content to the design
12:49<dihedral>the example files are also xhtml 1.1 compliant
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12:49<dihedral>at least example2.php and
12:49<Chris82>I use 1.0 transitional because I want target="_blank" to be working :)
12:50<Chris82> shouldn't this be a php file?
12:50<dihedral>it's a sigma template
12:50<dihedral>it contains <!-- BEGIN BLOCKNAME --> stuff
12:51<dihedral>and {Placeholder} variables
12:51<dihedral>that way i make sure i never have php and html in one file
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12:51<dihedral>that would be the file you need to edit if you want to use Sigma :-)
12:53<Chris82>where do I get this Sigma stuff?
12:53<Chris82>I have all files in place now except the /templates stuff
12:54<Chris82>the package is obviously not called Sigma because PEAR install Sigma doesn't find a valid package
12:54<dihedral>pear install HTML_Template_Sigma
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12:57<Chris82>hmmm wth did PEAR put the file??
12:57<Chris82>that's why I never use PEAR :p I don't quite get where it stores which files
12:57<dihedral|laptop>it's a windows system
12:57|-|Wolf01 changed nick to Wolf01|AWAY
12:58<Chris82>yeah Win 2003
12:58|-|dihedral|laptop changed nick to dihedral
12:58<dihedral>where did you install php to?
12:58<Chris82>C:\PHP\PEAR is the install dir
12:58<dihedral>then look in HTML/Template
12:58<dihedral>Chris82: you dont have to know where it stores files
12:59<dihedral>they should already be in your include path for php
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12:59<Chris82>HTML_Template_IT-1.1.tgz < that is the only file that contains HTML in the PHP dir
12:59<dihedral>that is not right :-S
13:00<dihedral>did it install sigma?
13:00<Chris82>obviously not
13:00<Chris82>but that's what I dont get about pear
13:00<Chris82>I typed PEAR install HTML_Template_Sigma and it downloaded a .tar.gz file
13:00<Chris82>nothing else
13:00<Chris82>but I can't find this file anywhere
13:01<dihedral>you should have a folder called PEAR (in capitals)
13:02<Chris82>yep it's a subfolder of PHP
13:02<dihedral>in the same folder where PEAR/ is located you should have a file called HTML
13:02<Chris82>not there
13:02<Chris82>is there a command to check installed packages?
13:02<Eddi|zuHause3>shouldn't you guys get a room?
13:02<Chris82>like PEAR blah ?
13:03<Eddi|zuHause3>all this PHP stuff makes me crazy :)
13:04<dihedral>currently i would like to direct you to as my food is getting a little child
13:05<Chris82>yeah I try it later :)
13:05<Chris82>we watch Alias now anyway :D
13:05<Chris82>so good appetite
13:05<dihedral>feel free to email me on any stuff :-)
13:05<dihedral>cu in a bit guys
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13:30<Noldo>&win 36
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13:38<Sug>are you aware of this: Error: !invalid string id 0 in GetString
13:38<Sug>openttd: /home/graeme/OpenTTD/openttd-trunk/src/openttd.cpp:108: void error(const char*, ...): Assertion `0' failed.
13:38<Sug>happened renaming a train
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13:43<stillunknown>Sug: i recommend you file a bug
13:45<@Belugas>seems fine in here
13:46<@Belugas>was it the first renaming ? or you had plenty before?
13:46<Sug>first on a loaded game, after updating to latest version
13:47<CIA-1>OpenTTD: miham * r10377 /trunk/src/lang/ (9 files): (log message trimmed)
13:47<CIA-1>OpenTTD: -Update: WebTranslator2 update to 2007-06-28 20:46:13
13:47<CIA-1>OpenTTD: brazilian_portuguese - 1 fixed by fukumori (1)
13:47<CIA-1>OpenTTD: catalan - 1 fixed, 2 changed by arnaullv (3)
13:47<CIA-1>OpenTTD: dutch - 10 fixed by webfreakz (10)
13:47<CIA-1>OpenTTD: french - 1 fixed by glx (1)
13:47<CIA-1>OpenTTD: hungarian - 1 fixed by miham (1)
13:48<Sug>happens on a new game too
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13:53[~]Bjarni slaps Sacro
13:53[~]Bjarni slaps Kjetil
13:54<@Bjarni>can't people leave me alone when I'm busy?
13:54<Rubidium>some people just want attention
13:55<Rubidium>oh, Bjarni don't forget to read the commit logs ;)
13:55<@Bjarni>that was the next thing
13:55<@Bjarni>I just did
13:56<+glx>[17:26:41] <Sacro> he gets a message when he next signs on
13:56<+glx>[17:26:47] <Sacro> and then he will slap me :(
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13:56<@Bjarni>looks like he is a sadomasochist... I better not look into this >_<
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14:03<CIA-1>OpenTTD: rubidium * r10378 /trunk/ (6 files in 4 dirs): -Merge: release changes from 0.5.
14:03<CIA-1>OpenTTD: belugas * r10379 /trunk/src/industry.h: -Codechange: silence a compiler warning (which was right) about a variable too little for what's been asked to do
14:03<Smoovious>doncha just hate when people throw eggs at your house... .. .
14:06<@Bjarni>did that happen to you?
14:07<Nukebuster>never had that before...
14:08<@Bjarni>never happened to me
14:09<Smoovious>yeah, just finished spending an hour power-washing the garage door
14:09<Smoovious>took off some of the paint too
14:09<Smoovious>I suspect Sacro :D
14:09<@Bjarni>me too
14:09<@Bjarni>specially since he is away right now
14:09<Smoovious>I think not!
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14:14<CIA-1>OpenTTD: peter1138 * r10380 /trunk/src/ (misc_cmd.cpp vehicle.cpp): -Fix (r10364): when checking for unique names, only check vehicles that can have names, and skip inactive players.
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14:19<Sug>that was quick!
14:20<Rubidium>well, it was fixed (and committed to trunk) before you actually "committed" the bug report of FS
14:21[~]peter1138 puts his time-machine away
14:21|-|Me [] has joined #openttd
14:22[~]peter1138 did put it away
14:24|-|Purno [] has quit [Ping timeout: 480 seconds]
14:25<Sacro>peter1138: you travelled back in time and put it away before you tripped over it?
14:25|-||Jeroen| [] has quit [Remote host closed the connection]
14:26[~]peter1138 wonders where he put it away
14:26<@Bjarni>you forgot it in the future :P
14:30<Sacro>perhaps you should tell your future self to bring it back when he finds it
14:30[~]Prof_Frink steals peter1138's time machine with the aid of some angel statues
14:30[~]Sacro remembers not to blink
14:30<@Bjarni>that won't work :P
14:30<Sacro>and not to look away
14:30<Sacro>and definatly not to blink
14:30<@Bjarni>you see, the reason why he can't find it is that I already stole it, but don't tell him that
14:30<Prof_Frink>I love the internets
14:31<Prof_Frink>I can catch up with almost an entire series of Who in a week
14:31<@Bjarni>you mean the blue one, the green one, the yellow one...?
14:31<Prof_Frink>Bjarni: Sssh! The RIAA musten't know about the green one!
14:31<Smoovious>I use the orange one
14:31[~]Sacro has a big red one
14:32[~]Smoovious holds up his orange ethernet cable, "See?"
14:32<elmz>mine has no colour :(
14:32<elmz>where do I get one?
14:33<@Bjarni>so what internet you use depends on the colour of your connection... ok
14:33<@Bjarni>I use a black/white/blue/gray one
14:33<Ailure>the limits on stations were removed?
14:33<@Bjarni>oh and beige too
14:33<Ailure>oh god
14:33<Ailure>14000 passengers
14:34<Prof_Frink>tome to build some maglevs
14:34<Ailure>there's no maglevs yet D:
14:34<Ailure>but I just finished building a passenger line to that town
14:34<@Bjarni>you need a tome to figure out how to build maglev???
14:35<@Bjarni>maybe the flying trains are sacred to you or something
14:35<Ailure>I also named towns stuff like
14:35<Ailure>Hax and Meow
14:35<Prof_Frink>Bjarni: Yes, if you're using the CthulhuSet
14:35<elmz>hehe, looks kinda silly with a town with 5000 inhabitants....2000 of them are standing on a bus stop :P
14:35<@Bjarni>that sounds sane
14:35<Ailure>can be said
14:35<Ailure>the population of this town
14:35<Ailure>is only 9000
14:36<@Bjarni>somebody ate garlic and 2k people tries to flee
14:36<Ailure>and the station is hardly covering the whole town
14:36<elmz>a lot of people bought several tickets then? :P
14:36<Ailure>that reminds me
14:36<Ailure>once I sat next to a drunk guy
14:36<Ailure>he was a bit harassing agains tme so I moved eventually to another wagon
14:36<Ailure>it was kinda funny, as he actually bought severeal tickets
14:36<Ailure>for some reason
14:37<Ailure>to severeal diffrent towns
14:37<Ailure>and he was on the way wrong train too
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14:37<Ailure>I was very annoyed at him
14:37<Ailure>but was at least happy that he funded public transport :p
14:38<Wolf01>one time for all: so there isn't a limit of widget to add
14:39<Sacro>i had a drunk that wanted directions to the train station
14:39<@Bjarni>reminds me of when I was approached by some guy, who wanted to use the train to Copenhagen.... it actually took me a while to tell him that it was in the middle of the night (1:30 or even later) and that there was no more passenger trains. Also he couldn't figure out why we didn't want to reverse our train so he could go to Copenhagen
14:39<Wolf01>which fixes the "transparent loading indicator" widget
14:39<@Bjarni>I think he was high or something
14:39<Sacro>had he moved a foot further forward, he'd have fallen off the platform
14:40<@Bjarni>also turning up at a station for EMUs only and finding a diesel locomotive with some cars where none of them has lights in them should ring a bell that it might not be a regular passenger train
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14:41<Wolf01>peter1138! i have a bugfix for a trunk bug, are you happy? :D
14:41<@peter1138>uh oh
14:41<Eddi|zuHause3>if you file a bugreport and also tell him where he put the time machine, he will fix it 5 minutes ago :p
14:42<Wolf01>some lines above
14:42<@peter1138>that's not a bugfix
14:42<Wolf01>but fixes a bug
14:42<@peter1138>what bug?
14:43<Wolf01>the transparent loading indicators widget in the transparency toolbar does not change its state :P
14:44<@peter1138>i think you'll find it does
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14:45<Wolf01>yes, but it is not lowered!
14:46<@peter1138>. . .
14:46<Wolf01>eh, doesn't work for me
14:46<Wolf01>i can click on it but i can't press it
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14:47<@peter1138>you're not playing plain trunk then
14:50<Eddi|zuHause3>what's a good vehicle set for a tropic game?
14:50<@peter1138>tropicset? :)
14:51<Eddi|zuHause3>is that good? :p
14:52<Eddi|zuHause3>136316 22. Sep 2003 tropicstw.grf <- is there a newer version than that?
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14:54<Wolf01>uhm, works in nightly... but is always better to make that variable more capacious, i'll plan to add some widgets in the future to that toolbar
14:54<@peter1138>no idea
14:55<@peter1138>Wolf01: no, it's better to change it in your patches
14:56<Smoovious>Eddi|zuHause3... my tropicstw.grf shows v1.00 and says Final in the name
15:06<Eddi|zuHause3>hey guys, what about this:
15:08<+glx>why ?
15:09<Eddi|zuHause3>because the warning handling is inconsistent
15:09<Rubidium>he wants silence ;)
15:10<+glx>but it's not a todo warning, it's a notice
15:10<Eddi|zuHause3>the plain "'%s' is untranslated" warning is guarded like that
15:10<Eddi|zuHause3>but the "'%s' is untranslated. Tweaking english string to allow compilation for plural forms" is not
15:11<Eddi|zuHause3>why have a --warning switch if it is ignored?
15:17<Eddi|zuHause3>hm... wasn't there a tropic station set somewhere?
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15:30<Eddi|zuHause3>hm... there does not seem to be a release of those... :(
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15:39[~]dihedral wonders how Chris82 is getting along
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15:42<dihedral>Chris82: are you around?
15:43[~]dihedral slaps Chris82
15:44<Smoovious>Eddi|zuHause3: tropic station set? with what kinds of station?
15:47<Smoovious>ahh... nope, don't got that one
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15:48<Eddi|zuHause3>how do i start up properly in tropic? i never played it before...
15:48<stillunknown>Is there a function to get the "track distance" between two positions (in gameunit resolution)?
15:48<Eddi|zuHause3>stillunknown: it's called pathfinder
15:48<Eddi|zuHause3>you can probably tweak it to return the distance
15:49<stillunknown>I'd prefer something existing.
15:49<Smoovious>Eddi|zuHause3... start up properly?
15:50<@peter1138>what is "track distance" ?
15:50<skidd13>stillunknown: look in map.h
15:50<@peter1138>distance between two points following the track?
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15:51<stillunknown>peter1138: yes
15:51<stillunknown>I want a reliable way to ensure proper vehicle distance.
15:52<skidd13>forget about map.h
15:52<@peter1138>use the pathfinder then
15:52<stillunknown>I know, i look in map.h often ;-)
15:52<Eddi|zuHause3>Smoovious: start up == the cheapest line that gives the most revenue, to build a basis
15:53<Eddi|zuHause3>like in temperate it is said to be coal
15:53<@peter1138>multistop uses dist = RoadFindPathToStop(v, rs->xy);
15:53<@peter1138>for instance
15:55<Smoovious>coal isn't a bad run... personally, I make several short-lines here and there... and once they're running, I start extending the line to a similar industry further away
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15:56<Eddi|zuHause3>why, if i choose "hilly", there is not one single hill on the map?
15:58|-|Ammler [~Ammler@] has joined #openttd
15:58<Smoovious>maybe the smoothness you set, has levelled out the hills
15:59<Smoovious>I use 'mountainous'
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16:11<ln->i might be visiting denmark next friday, any objections?
16:12<Ailure>watch out for drunk people
16:12<Ailure>and homeless D:
16:12<Ailure>first time I saw a homeless person was in copenhagen
16:12<Ailure>no joke
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16:14<Wac_jsC>Is it possible to remove the password from a company via a command ? - how ?
16:17<Sacro>afaik, no
16:17<Sacro>save the game and restart the server to clear passwords
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16:24<Eddi|zuHause3>hm... starting out with a passenger line is fun ;)
16:27<dihedral>has it really only been one month? i though it was more than that!
16:27<stillunknown>Is there a function to determine if a tile has a slope with something built on it?
16:28<dihedral>anyhow - good night ladies
16:28<dihedral>have a nice one
16:28<dihedral>and thumbs up for all work done - you guys are great :-)
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16:35<Eddi|zuHause3>villages of 500 people produce way too many passengers...
16:36<Ailure>farthest zoom level plays with my imagination
16:36<Ailure>I was wondering what kind of giant robot was among the farmland D:
16:36<Ailure>it was a transmitter
16:38<Jerub>oh noes! was it a decepticon?
16:40<Smoovious>it really is a giant robot... when it knows you're looking closely at it, it masquerades itself as a transmitter
16:44<Prof_Frink>Smoovious: It's the statues you've got to worry about
16:44<Smoovious>best to try to route all your road vehicles away from the center of town cuz of those
16:44<Prof_Frink>No! Route them *towards* them!
16:45<Prof_Frink>'cause then the drivers can *see* them
16:45<Smoovious>but I don't like what the statues do to them... replacing all of those tires and windshields gets expensive
16:45<Ailure>could always have a street fighter minigame in ottd
16:45<Ailure>with the statues fighting each other
16:46<Prof_Frink>Smoovious: They can only move t=when no-ine can see them. You need more vehicles.
16:46<Smoovious>more? but I already got ~400 of em
16:48<@peter1138>hmm, full screen motion blur ... why?
16:49<Ailure>so your LCD screen looks like a oldschool CRT again?
16:49<@peter1138>no, motion does the opposite
16:49<@peter1138>make your CRT (or fast LCD) look like a slow LCD
16:50<valhallasw>why would you even want that?
16:50<Ailure>heh point though
16:50[~]eekee likes slow LCDs, they have better color rendition lol
16:50<Ailure>some low-end LCD's have blurry motion
16:51<Ailure>while low-end CRT's are awlays blurry ;)
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16:54<valhallasw>besides, who really needs 4mc lcds?
16:54<valhallasw>anything < 17ms is generally useless
16:55<Zaviori>How wrong can that statement be?
16:56<Zaviori>I really want to see you playing q2 on a 17ms lcd :-D
16:56<Zaviori>(or anything fast paced game)
16:56<Ailure>haha yeah
16:56<Ailure>my LCD is fast enough
16:56<Ailure>I have no idea what it's "reaction" time is
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16:57<Ailure>But in terms of motion, I see no diffrence between the CRT and LCD screen I have
16:57<Ailure>my CRT screen is slightly blurrier, but it's only somethng I notice side by side
16:58<Ailure>I can make out invidual pixels easier on the LCD screen, even if it's about teh same size and same resolution as the CRT screen :p
16:58<valhallasw>Zaviori: you brain cannot even interpret 60Hz
16:58[~]stillunknown has 25 ms screen (although that's probably the minimum), but is happy with it nevertheless
16:58<Zaviori>valhallasw, and still you can clearly feel the difference
16:58<Zaviori>Really, there isn't even a point to discuss :|
16:58<valhallasw>either placebo effect or you're comparing 50ms lcd's to 4ms lcd's
16:58<Zaviori>And low end lcds tend to ghost
16:58<Zaviori>Well, I'm playing q2 with 4ms..
16:59|-|raimar3 [] has quit [Ping timeout: 480 seconds]
16:59<stillunknown>High end screens ghost more too.
16:59<Zaviori>I did notice a little difference after changing to it
16:59<Zaviori>After 7 years of q2 with crt
16:59<stillunknown>It depends on the panel type.
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16:59<valhallasw>and depends on what you expect
16:59<stillunknown>I have a non-overdrive pva panel.
16:59<stillunknown>Great colors and such, but not so fast.
16:59<Zaviori>My firends 12ms it was hard to play toe on toe against good player with low latency
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17:00<Zaviori>Just because it was slower to react ;I
17:00<valhallasw>I dare to doubt the significance of the TFT
17:00<Zaviori>I dont :P
17:01<Zaviori>The more fast paced the game is the easier it is to see the difference
17:02<valhallasw>how high is your output refresh rate?
17:02<Zaviori>On my crt it was 85hz
17:02<Zaviori>60hz on the lcd I guess
17:02<valhallasw>if your lcd gets 60 images per second
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17:03<valhallasw>while it can use 250
17:03<stillunknown>Keep in mind that these so called 4 ms screens are not really doing all things at 4 ms.
17:03<valhallasw>how on earth can it be faster than one that gets 60hz and actually has that as max?
17:03<valhallasw>stillunknown: like recieving data
17:03<stillunknown>They probably take 20 ms for a "bad" transition.
17:03<Zaviori>valhallasw, I dont know, but you can try it yourself
17:03<Zaviori>q2 demo isn't big to dl
17:04<valhallasw>I haven't got a 4ms screen to test with :p
17:04<CIA-1>OpenTTD: rubidium * r10381 /trunk/src/train_cmd.cpp: -Fix [FS#951]: skipping an order made train reverse immediatelly. Patch by boekabart.
17:04<Zaviori>If you got crt & tft to try it with that is
17:04<Zaviori>Well it is even more clear with 12->
17:04<Zaviori>With 4ms it is barely noticeable
17:05<valhallasw>stillunknown: like... 4ms when nothing has to change and 20ms when all pixels have to change?
17:05<Zaviori>But you got to factor it that all different jumpings you do in q2 are affected by the fps you have
17:06<Zaviori>And all that sort of stuff
17:06<Zaviori>And you jump higher with higher fps :P
17:06<valhallasw>yes, but the screen does not affect your fps
17:06<Zaviori>No, but if you got 12ms latency you will notice the differnece :)
17:07<valhallasw>what does fps have to do with latency at all...
17:07<Zaviori>But nobody in their right mind would ever try to play q2 with that kind of screen
17:08<+glx>lcd don't need to have more than 60Hz refresh rate
17:08<Zaviori>I dont know, but I get lower latency with higher fps
17:08<+glx>on crt it's needed to preserve the eyes
17:08<Zaviori>Maybe it has something to do with q2 netcode or so :P
17:08<valhallasw>glx: if you've got a 4ms lcd, it should be able to handle 250Hz
17:08<+glx>but it's not needed
17:08<valhallasw>it's needed if you want to actually get to that 4ms
17:09<stillunknown>valhallasw: depends on the color change
17:09<valhallasw>hm, wait
17:09<valhallasw>that 4ms
17:09<valhallasw>is that *input lag* or *response time*?
17:09<Kjetil>it depends if the 4ms is grey to grey or black to white
17:09<stillunknown>Is the time it takes for a single pixel to change, for the best possible situation/
17:09<stillunknown>4 ms is always grey to grey
17:09<Rubidium>Kjetil: the one that is fastest
17:10<valhallasw>I suppose the *input lag* is much more important for fps'es
17:11<@peter1138>input lag, heh.
17:11<Zaviori>But to my point, 17ms for playing a game like q2 is like playing it with your hands behind your back while facing away from the computer :s
17:12<@peter1138>response time is what is important
17:12<Rubidium>well, you'll need dvi-d and not some analog signal if you want to reduce the input lag
17:12<valhallasw>well, funky 4ms response time if you've got 50ms of input lag :p
17:12<Kjetil>stillunknown: ehm... no ?
17:12<@peter1138>is "input lag" ever measured?
17:12<Rubidium>ofcourse not
17:12<stillunknown>Kjetil: no to what?
17:12<valhallasw>it makes tft's look bad ;)
17:13<Kjetil>stillunknown: to always being g-t-g. The producer always pick the fastest one of g-t-g and b-t-w to make the lcd-module look good on paper
17:14<@peter1138>yes, with a decent manufacturer you'll see the fastest, average and longest
17:14<valhallasw>any decent manufacturers around in this world?
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17:17<stillunknown>Kjetil: But have you ever seen a screen with 4ms black to white?
17:17<Kjetil>I haven't been searching for one
17:18<stillunknown>~16 ms is the fastest you'll get without overdrive iirc
17:18<stillunknown>And overdrive screens are by definition better in grey to grey transitions.
17:19<Smoovious>a piece of copy-paper is excellent in white to white transitions
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17:30<stillunknown>Smoovious: Your in a fog enjoying the contrast of white on white?
17:32<Smoovious>light torch
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17:40<strstrep>Mental note: do not compile software while upgrading your compiler.
17:40<Eddi|zuHause3>sounds fun :p
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17:40<strstrep>I thought "wow, they forgot to compile this before committing..."
17:41<strstrep>And then I realized ...
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17:46<@Bjarni>strstrep: do you really think that we would do such a mistake?
17:47<eekee>I had to rebuild sdl before I could play or compile ottd today. I'd just removed svgalib, & sdl was linked to it despite having been told not to
17:47<strstrep>Bjarni: I've seen it happen before in other projects.
17:47<strstrep>We're all human, right?
17:47<@Bjarni>not me
17:47<strstrep>Oh, ok, then you don't count.
17:48<strstrep>But for the rest of us, an occasionally broken tree is something you have to put up with from time to time.
17:48<@Bjarni>!openttd commit 10348
17:48<_42_>Commit by rubidium :: r10348 /trunk/src/industry_cmd.cpp (2007-06-26 21:17:51 UTC)
17:48<_42_>-Fix (r10347): compile errors; do not think it compiles fine when you run make on the wrong working copy.
17:49<@Bjarni>you mean something like that?
17:50<@Bjarni>for some reason it didn't like "if (blah && && blah)
17:50<strstrep>Oh, darn.
17:50<Rubidium>Bjarni: don't lie
17:50<Rubidium>it didn't like "if (blah && && bla))"
17:51<@Bjarni>- if (new_prod == old_prod && && old_prod > 1)) {
17:51<@Bjarni>+ if (new_prod == old_prod && old_prod > 1) {
17:51<SmatZ>the savegame attached with asserts for me immediatelly after load - do you encounter this problem too?
17:51<eekee>I fixed a small patch for imap in the source mage distro the other day. I also bumped the version number & checked it compiled fine. Someone else bumped the version number just before I committed my changes, & I put my fix on top of their bump, & forgot to retest
17:51<Rubidium>not in 0.5.3-RC1
17:51<SmatZ>rev 10380,10381 Error: !Disconnecting train ... probably not connected with original report
17:52<@Bjarni>who (besides SmatZ) are talking about 0.5.3-RC1?
17:52<@Bjarni>I'm talking about trunk
17:52<@Bjarni>as I always do
17:53<SmatZ>I am sorry if I entered your conversation inconviently
17:53<@Bjarni>that's ok
17:54<@Bjarni>you didn't do anything wrong
17:54<@Bjarni>well, besides crashing the game, which is always a bad thing....
17:54|-|kaan [~Klaus@] has joined #openttd
17:54<SmatZ>ok then , thanks :)
17:54<kaan>goodevening all :)
17:57<SmatZ>hello kaan
17:59<CIA-1>OpenTTD: rubidium * r10382 /trunk/src/strgen/strgen.cpp: -Fix (strgen): it was not possible to use --warning and --todo at the same time.
18:00<@Bjarni>hi kaan
18:09<SmatZ>is trunk supposed to load 0.5.3-RC1 savegames?
18:10<SmatZ>then there is some problem :(
18:10<SmatZ>i get assertion Error: !Disconnecting train when loading savegame from ... when loaded with 0.5.3-RC1, it works
18:13|-|Vikthor [] has quit [Quit: Leaving.]
18:13<SmatZ>the loading/saving and save versioning is something I am not used to, so I cannot help :(
18:13<kaan>oh well, im going to beds, see ya all later :)
18:13<SmatZ>good night kaan
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18:16<Sacro>!seen Bjarni
18:16<_42_>Sacro, please look a bit closer at the memberlist of this channel.
18:17[~]Bjarni notes that Sacro is blind
18:17[~]Bjarni slaps Sacro
18:17|-|lolman [] has joined #openttd
18:17<Sacro>Bjarni: aye...
18:17<Sacro>all that masturbating
18:18<@Bjarni>now lolman thinks that I said something perverted to you :(
18:26[~]Smoovious growls making his routes.
18:26<Smoovious>ya know, if I could share orders, or even copy them, between dissimilar vehicle types, would only take me 1/3 as long to set up my routes
18:27<@Bjarni>sharing would likely be out of the question
18:27<Jerub>Has anyone made a patch to automatically make up orders for the case where you put a train on a track between two stations?
18:28<SmatZ>good night kaan
18:28<Smoovious>most of my busses and mail trucks, for example, have exactly the same routes, and always will be
18:28<SmatZ>oops mistake
18:28<@Bjarni>SmatZ: complain to your ISP.... you lag big time
18:28<@Bjarni>or maybe you should complain to your parents :P
18:28<Eddi|zuHause3>Jerub: i think that is a rather rare special case...
18:29<SmatZ>Bjarni: :-) I execute compilation by Up+Enter - I had wrong window active :)
18:29<Jerub>Eddi|zuHause3: until I start making bigger rail networks, I often make two stations, lay track, make a train, set up its orders, hit go.
18:29<Jerub>It'd be nice to just be able to make the train, hit autoorders, and hit go.
18:29<@Bjarni>Smoovious: those are both road vehicles, so it wouldn't be between types
18:29<Sacro>i found a bug in RC1
18:30<Sacro>well, i didn't find it
18:30<@Bjarni>SmatZ: then it's the parents thingie... you compiled in the wrong window :P
18:30<Smoovious>as for orders between, say, a plane and a train, it would be enough if I could just copy all the stops, and then set all of the rest manually
18:30<Smoovious>Bjarni... as far as the game is concerned, they're different types... I can't share orders between busses and mail trucks
18:30<Eddi|zuHause3>Jerub: too much effort for too little effect...
18:31<Sacro>a train going over a bridge crashes with a train going under
18:31<Jerub>Eddi|zuHause3: I guess, I just find it annoying when the track is very long to revist both my stations.
18:31<Eddi|zuHause3>Jerub: imagine to hit that button on a large network, it has to spend ages to decide wether there is more than two stations connected
18:31<@Bjarni>ohh this reminds me of the guy, who tried to use a GUI frontend for fink (app-get like app) to compile OpenTTD and complained when it didn't work
18:32<Eddi|zuHause3>Jerub: when you build the station, open a station window, and then use the "location" button
18:32<Jerub>Eddi|zuHause3: why is that? a tree traversal would just terminate immeditately if it saw a 3rd station.
18:32<Sacro>Bjarni: i posted the save
18:32<Sacro>what more do you want
18:33<SmatZ>Sacro - may be a problem with your GRFs ? maybe train is too high :-D
18:33<@Bjarni>post it somewhere where it will not be forgotten
18:33<Sacro>SmatZ: hehe
18:33<Sacro>Bjarni: try !logs
18:33<@Bjarni>not good enough
18:33<@Bjarni>we have a system to track known bugs for a reason
18:33<Eddi|zuHause3>Jerub: not all networks have stations every 20 tiles...
18:34<ln->Bjarni: what can you tell about læsø?
18:35<@Bjarni>it's an island
18:35<ln->yeah, i know.
18:35<@Bjarni>there are people living there (for unknown reasons)
18:35<@Bjarni>it's not very big
18:35<Eddi|zuHause3>the chance to hit an island in denmark is like 50/50 :p
18:36<@Bjarni>you have to use a ferry to get there
18:36<+glx>SmatZ: about FS#957, train 1 has last wagon and rear engine missing on a bridge
18:36<@Bjarni>ln-: why do you ask?
18:37<@Bjarni><EddizuHause3> the chance to hit an island in denmark is like 50/50 :p <-- actually there is one peninsula and then a whole lot of islands
18:37<@Bjarni>so 50/50 is way off
18:37<ln->Bjarni: that's one potential target i might be visiting next friday.
18:38<Eddi|zuHause3>Bjarni: i meant something like: "if you name a spot in denmark, the chance is like 50% that it's on an island"
18:39<@Bjarni>considering it's called "læs island" might also tell you something xD
18:39<SmatZ>glx: looks like a rendering problem - all trains crossing those bridges have missing parts on them ... 0.5.3 doesn't crash, trunk asserts
18:39<@Bjarni>ln-: why would you want to go there? There aren't any railroads
18:39<SmatZ>glx: thanks for noticing, i will add that comment
18:39<+glx>SmatZ: bridges are different in 0.5.x and trunk
18:40<SmatZ>okay :) so no problem at all
18:41<SmatZ>glx but anyway, train should not disappear while crossing the bridge in 0.5.3
18:42<@Bjarni>trains should not disappear when crossing bridges in any version
18:42<ln->Bjarni: it's within reasonable range from göteborg and there's an airfield.
18:42<@Bjarni>why go to Göteborg?
18:43<@Bjarni>it's full of.... Swedes :s
18:43<ln->i'll go meet a finn, mr. blackis.
18:43<@Bjarni>aka a safehaven in a strange country
18:45<@Bjarni>the weather will likely be bad though
18:45<Smoovious>mmmmm... bad weather...
18:45<@Bjarni>I'm not sure Læsø is fun to be at when it's windy, raining and cold
18:46<@Bjarni>when it's windy, then the wind is really blowing at Læsø
18:46<Smoovious>wet shirts clinging to skin... with nippleage... :D
18:46<ln->bad weather conditions may also prevent the whole denmark trip.
18:47<ln->so i order the weather to be good.
18:47[~]Smoovious loves bad weather. :)
18:47<@Bjarni>I just heard a 6 weeks forecast: bad weather all the time
18:47<@Bjarni>for the next 5 days, the only decent weather is on Sunday
18:48<Jerub>in brisbane, bad weather means sun, good weather means torrential rain.
18:48<@Bjarni>which is a good thing considering that I will be driving all Sunday. It's not as much fun when it's raining
18:48<Eddi|zuHause3>Bjarni: yesterday was "Siebenschläfer", the way the weather is there, it is said to be for seven weeks
18:49<@Bjarni>yesterday we got 80 mm rain and a storm
18:49<Jerub>really bad drought. Level 4 water restrictions weren't enough so they had to make up level 5 (we're on level 5 now), and are in the process of making up level 6 (to be implemented soon)
18:49<Eddi|zuHause3>and meteorologists say that rule applies to like 70%
18:50<@Bjarni>Jerub: move to Victoria (or whereever the rain is) and the problem is gone
18:50<@Bjarni>you will then have a flooding problem, but that's a whole different kind of issue
18:50<Jerub>Victoria has only a little more water than us.
18:50<ln->move to britain
18:50<@Bjarni>then it was somewhere else
18:50<Jerub>Sydney just got a massive storm and that got their dams up to 50%, but they're not lifting their water restrictions yet.
18:51<Jerub>Western Australia has full dams at the moment.
18:51<Smoovious>driving is so much more fun when it is raining...
18:51<Smoovious>oh, and you should see how stoked I get if I get a chance to drive during a blizzard :D
18:52|-|benc_ [] has joined #openttd
18:54<@Bjarni> <Smoovious> driving is so much more fun when it is raining... <-- that really depends on what you are driving...
18:55<Sacro>can i just get someone to do something
18:55<Smoovious>a road vehicle... I'd like trains better, but I don't have one
18:55<Sacro>open 0.5.3-RC1
18:55<Sacro>and watch the train coming out the tunnel on the top right of the title screen...
18:55<@Bjarni>rain makes the rails slippery and it's no fun to stick your head out at every station to check if people on the platform is ready to departure if it's raining
18:56<Smoovious>it would be for me
18:56<Smoovious>'good' weather is just boring... I enjoy experiencing weather. :)
18:56<@Bjarni>also the uniform tends to store the water as good as possible so the cab quickly becomes really damp
18:56<Smoovious>fine by me
18:56<@Bjarni>I enjoy "perfect passenger" weather when I'm driving xD
18:56<Smoovious>Bjarni... did you hear something?
18:57<@Bjarni>you like to drive in bad weather
18:57<ln->this is interesting:
18:57<@Bjarni>I'm listening to what you say ;)
18:57<Smoovious>no, not that... something else...
18:57[~]Smoovious shrugs.
18:57<Smoovious>oh well
18:58<Sacro>well i have 2 bugs in "stable"
18:58<+glx>SmatZ: thanks for digging the faulty rev :)
18:59<SmatZ>glx you are welcome :)
19:01<@Bjarni>ln-: I wonder if this can explain the crash on Intel Core 2 Duo (OSX port) that I can't reproduce and that makes no sense
19:01<@Bjarni>it breaks when switching resolution or something
19:01<Sacro>the opening screen shows 2 bugs
19:01<Sacro>1 in nightly 1 in RC1
19:02|-|mode/#openttd [-b Sacro!*@*] by Bjarni
19:03<Sacro>when was that placed?
19:03<@Bjarni>we wondered if you left or something
19:03[~]Sacro gives up
19:03<@Bjarni>gives up what?
19:03<Sacro>with everything
19:04<ln->Sacro: do you think one needs to place a ban before removing it?
19:04<Eddi|zuHause3>do i hear suicidal tendencies?
19:04<Sacro>Eddi|zuHause3: had them for ages
19:09<@Bjarni>now he stopped talking
19:09<@Bjarni>maybe he is following his tendencies
19:09<strstrep>I love the new loading indicators, by the way.
19:09<@Bjarni>that would be bad
19:09<eekee>strstrep: yeah, me too ^_^
19:10<strstrep>Hearty thanks from me.
19:10[~]Sacro dies
19:10[~]eekee attempts a resurection... botches it :/
19:11[~]Smoovious sets mode: +b Sacro!*@*
19:12<@Bjarni>Smoovious: he just died
19:12|-|Sacro [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has left #openttd [fine]
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19:12<@Bjarni>isn't it too early to bury him?
19:12<Smoovious>he won't complain then
19:13<Smoovious>too late, I'd say
19:13<@Bjarni>maybe we played a bit too much with him tonight
19:13<Smoovious>nah, he'll be back
19:14<@Bjarni>I wonder if he ever figures out when he was banned and why
19:14<Smoovious>or if he was banned. :)
19:15|-|mode/#openttd [-b D!*@*] by Bjarni
19:15<Jerub>your banlist is empty
19:15|-|Sacro [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd
19:15<Jerub>I've run out of space on the banlist in #python before.
19:15<eekee>Hallo stranger
19:15<@Bjarni>Sacro has returned from the grave
19:15<Jerub>I've literally had to prune the list first before being able to ban an annoying person.
19:15<strstrep>Python is a slightly larger project. ;-)
19:16<@Bjarni>no it's not
19:16<@Bjarni>it's not as important as this one
19:16<Jerub>that's certaintly true.
19:16<strstrep>I didn't say anything about importance ;-)
19:16<Jerub>this project is far more important.
19:16<Sacro>i know i wasn't baned
19:16<@Bjarni>at one time we banned Diablo-D3 and forgot about it for months
19:16<@Bjarni>so much for a temp ban
19:16<Sacro>i grokked the logs for +b
19:16<strstrep>I use this a whole lot more than Python.
19:17<+glx><@Bjarni> at one time we banned Diablo-D3 and forgot about it for months <-- each time he comes here, he does everything to get banned :)
19:17[~]Smoovious grins.
19:18<@Bjarni>glx: yeah... it's much faster just to keep the ban
19:18<Smoovious>I extremely rarely put on a perma-ban... 97% of the time I add an expire time
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19:18<strstrep>Ahh... the politics of IRC.
19:18<@Bjarni>I never bothered to figure out how to set time limits on the bans. I ban people so rarely that it's not a hard task to unban them manually
19:19<Jerub>Smoovious: how do you add an expire time?
19:19<@Bjarni>that is what I was about to ask
19:20<@orudge>tis a client-side feature
19:20<Smoovious>well, I don't know if IRC allows expire times, although services should... but the /ban command in mIRC has a switch for # of seconds
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19:21<Jerub>I used to op on austnet, where an op could jus tdo `ban foo -expires never
19:21<Jerub>or something
19:21<Jerub>it's been a fair few years since then.
19:21<Smoovious>that would probably be services handling the ban
19:22<Jerub>oh, yes, it was the services that actually did the ban.
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19:22<Jerub>kinda neat because you just had to be identified, not wearing your @
19:26<CIA-1>OpenTTD: glx * r10383 /branches/0.5/train_cmd.c: [0.5] -Fix (r10373, FS#958): v->z_pos was wrong for trains on bridge
19:27<Sacro>glx: does that sort out the opening screen?
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19:28<+glx>what is the problem in intro?
19:28<Sacro>glx: watch the train coming out the tunnel at the top right
19:29<NukeBuster>broken down?
19:30<Sacro>NukeBuster: keep watching... :p
19:30<benc_>it lost its head :(
19:30<Sacro>benc_: indeed :(
19:30<Sacro>its quite sad...
19:32<+glx>which train exactly?
19:32<+glx>the food train?
19:32<NukeBuster>hmm... i don't see it...
19:32<Sacro>glx: yes
19:32<Sacro>NukeBuster: 0.5.3-RC1?
19:33<NukeBuster>hmm... watching trunk...
19:33<benc_>train is going "under" the bridge
19:33<Smoovious>load up the opening screen as a saved game... and look at the newgrf list... on my end, it looks like it had a grf loaded...
19:33<+glx>yes I just fixed that
19:34<+glx>Smoovious: color of icon?
19:36<SmatZ>glx: i fixed that too :D but in a different way :)
19:36<Smoovious>it may have been my fault too, now that I think about it... ruling that out
19:36<Smoovious>yeah, nvm... it seems to have been my own fault
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19:37<+glx>SmatZ: your fix was similar :) (but the comment style is wrong)
19:37<Eddi|zuHause3>the title screen is like savegame version 4 or something, it cannot have been saved with newgrfs
19:37<Smoovious>ok... hang o n
19:37<SmatZ>glx: yes, it is wrong, I just reverted what was removed :)
19:38<Eddi|zuHause3>more likely is that the game automatically loaded the grfs from the .cfg
19:38<Smoovious>I ran trunk, and loaded it, no grf's... then I ran 0.5.2, and loaded the opening screen that came with it, and it shows US Train Set with a green icon
19:38<strstrep>It needs to have one of the savegames from #openttdcoop --- bring the game to its knees on the title screen.
19:38<Smoovious>it shouldn't automatically add newgrf's with a saved game, should it?
19:39<Eddi|zuHause3>yes, with savegames from before the newgrf information it should load the grfs from the default config
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20:27<Elvis_Cooper>hi there
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20:56<elmz>what exactly does Giant screenshot do? :P
21:02<Tobin> It takes a giant screenshot.
21:03<Tobin>The image you'll get using the giant screenshot command covers the entire map.
21:04<elmz>541 MB
21:04<elmz>and the game froze for god knows how long :P
21:05<elmz>2048x2048 map ^^
21:06<elmz>4 am.....maybe I should stop playing ottd and get to bed?
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21:21<gerrh>hi, i got disconnected, so i'll dare repeat what i said in case i timed out before it got transmitted
21:22<gerrh>lads, another question. i've been toying around with the [news_display] section in openttd.cfg, trying to set some values to "none" without any luck. they simply get set back to full when the i end the server
21:22<gerrh>anyone know what the correct value would be in order to turn off the news spam?
21:27<gerrh>probably the only variation of the term "turn this off" i havent tried
21:27<NukeBuster>what did you put there?
21:27<gerrh>none, false
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---Logclosed Fri Jun 29 00:00:50 2007