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#openttd IRC Logs for 2007-07-12

---Logopened Thu Jul 12 00:00:35 2007
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02:42<dihedral>morning ladies :-)
02:42<ln->good morning, miss
02:48<Smoovious>are we there yet?
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02:49<Noldo>who we and where?
02:50<hylje>you, toyland
02:54<CIA-1>OpenTTD: rubidium * r10516 /trunk/src/newgrf_commons.cpp: -Fix: if doing a lookup for a ID, scan the whole range instead of only the "new" ones because the old ones could be overriden too.
02:55<CIA-1>OpenTTD: rubidium * r10517 /trunk/src/newgrf_industries.cpp: -Fix: the "closest distance to water/land" calculation gave the distance to the north-eastern border instead of the closest water/land.
02:57<CIA-1>OpenTTD: rubidium * r10518 /trunk/src/newgrf_industries.cpp: -Fix: use the location of the industry and not INVALID_TILE for production callbacks; makes looking at the environment of an industry a lot more useful.
03:10<CIA-1>OpenTTD: rubidium * r10519 /trunk/src/newgrf_commons.cpp: -Fix: when getting a "nearby" tile, make sure you never roam outside of the map.
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03:22<dihedral>toyland would be awsome
03:23<TrueBrain>only if you take it in a cup!
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04:16<CIA-1>OpenTTD: rubidium * r10520 /trunk/src/newgrf_industrytiles.cpp: -Fix: when a "can I build this industry tile here" callback did not fail, it doesn't automatically mean that the industry tile can be built there.
04:19<dihedral>TrueBrain: welcome back
04:19<dihedral>how was your holiday?
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04:29[~]dihedral slaps TrueBrain
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04:41<Chris82>Smoovious here?
04:44<Smoovious>trying locally?
04:44<Chris82>I have set my dedicated to 30 now
04:44<Chris82>and I don't get desyncs from there so far
04:44<Chris82>I will load your game there to see if that works as well
04:44<Chris82>I am in Berlin and the dedicated server is in Frankfurt
04:45<Chris82>so it's no LAN connection
04:46<myrka>is there any problems with r10498
04:47<Chris82>none that I would have heard of
04:47<Smoovious>I didn't have a remote player for the last one... couldn't tell ya
04:48<myrka>it compiles fine but game's windows is named norev000
04:48<Smoovious>ahh... VC
04:48<TrueBrain>dihedral: it was really good :)
04:48<Smoovious>you gotta do a #define somewhere to compile with the revision you want
04:48<Chris82>myrka: check network.h there you can change the title pretty much at the top
04:49<myrka>ok thx
04:49<Chris82>line 6
04:49<Chris82>Smoovious, something got bogus with the save I made of your game
04:49<Chris82>it only loads 139 kb and breaks the game
04:50<Chris82>ahhh damn the server doesn't have the trainset lol
04:50<Smoovious>ok... will save mine and DCC
04:50<Chris82>nah not necessary
04:50<Chris82>the problem is that I didn't load the trainset on the server
04:50<Chris82>gotta do that first
04:51<Smoovious>yeah, that'll do it
04:52<myrka>Chris82: yeah, changed norev to r10498
04:52<Chris82>:) be aware that if you want to play with someone else the person has to have the same .exe as you
04:52<myrka>i have linux
04:53<Chris82>then whatever the bin file is called on Linux :p
04:53<myrka>yeah :p
04:54<Smoovious>Chris82... try enabling some AI players too
04:55<Chris82>did you have New AI enabled or only AI in multiplayer?
04:55<Smoovious>New AI, and multiplayer enabled
04:56<Chris82>ok testing now :)
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04:57<Chris82>I first test a new game, if I get desyncs then I think it might be an AI problem
04:57<Chris82>be back in 5 mins :)
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04:58<Smoovious>might be worth t rying thhe same rev, without the extra patches too
04:58<Smoovious>for all we know, it might be in trunk instead
04:58<Chris82>I just opened 3 instances of OpenTTD and joined the game
04:58<Chris82>no desyncs yet
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05:00<Chris82>hmm I should have gotten a desync already, I will load the savegame now
05:01<Smoovious>maybe... deppending on where it is happening
05:01<Smoovious>I have road vehicles, ,trains, and planes going
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05:02<Chris82>I have 2 instances running one with my company and one with your company and I just start all vehicles that are in depots
05:02<dihedral>hello Chris82
05:03<Chris82>what kind of internet connection do you have?
05:03<Chris82>and was you CPU on full load with the game?
05:04<Smoovious>6mbps/384kbps... and doubtful
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05:04<Smoovious>it is prpetty hhigh now t hat I look at it
05:04<Smoovious>but it doesn't seem unusual... it always demanded the CPU
05:05<Ammler>is this assert fixed in actual nightly? src/industry_cmd.cpp:125: const IndustryTileSpec* GetIndustryTileSpec(IndustryGfx): Assertion `gfx < INVALID_INDUSTRYTILE'
05:05<Smoovious>averaging ~85-90%
05:05<Chris82>I think I read something in the log about it
05:05<Chris82>Smoovious, just got a desync with the player on your company
05:06<Chris82>it was exactly on the change from 9th to 10th october
05:06<Chris82>just retrying to verify it happens on a day change
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05:08<Chris82>hmmm no that was just random now I got it in the middle of the day
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05:08<Chris82>the second player with an empty company didn't get any desyncs tho
05:09<Chris82>I try lowering the setting from 30 to 3 or so and see if it fixes the desyncs
05:11<Chris82>yep still desyncs even with 1
05:11<Chris82>so the problem must be somewhere else
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05:13<Chris82>r10491 was the last desync fix
05:14<Chris82>AI has almost 1000 vehicles in this game, I think the problem can be found there
05:14<Chris82>I will clear the AI companies and see if the desyncs are gone then
05:15<Chris82>hmmm ERROR: Company is owned by AI :/ lol
05:15<Chris82>isn't it possible to kick an AI from a multiplayer game?
05:15<Smoovious>I got enough money... just enable buying shares and buy em out
05:16<@peter1138>Ammler: not yet
05:16<Smoovious>and no, it isn't
05:16<@peter1138>Ammler: just remove the offending newgrf ;)
05:16<Chris82>ah good idea
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05:16<Smoovious>transfer money to a dummy company first... buy em o ut with that... then wipe the dummy company
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05:17<Chris82>not old enough
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05:17<Chris82>can't buy shares
05:19<Chris82>I'll make a trunk multiplayer game with new AI and see if I get desyncs too
05:20<Ammler>peter1138: hmm, and how do I know which one?
05:20<@peter1138>ttrs3 probably
05:22<Chris82>is fast forward disabled in multiplayer games?
05:24<Chris82>Smoovious just got a desync in a new game after a few mins already =O
05:24[~]Smoovious nods.
05:24<Chris82>I think that definitely AI in multiplayer or new AI causes the desyncs
05:24<Smoovious>ChrisIN or trunk?
05:25<Chris82>Trunk this time
05:25<Chris82>I never played any multiplayer games with AI before and also never got so many desyncs in such a short time
05:26<TrueBrain>So let me remove the posibility to use NewAI in MultiPlayer...
05:26<Chris82>daylength 30 makes the problem worse, but even with trunk and AI I get the desyncs
05:26<TrueBrain>NoAI makes it obselete anyway
05:27<Smoovious>it isn't obsolete until there is actually something replacing i t yet
05:27<TrueBrain>true, but NoAI is there :p And NewAI is dead...
05:27<TrueBrain>but okay, you are right :)
05:28<Smoovious>get rid of NewAI once there is an actual, running, NoAI. :)
05:28<Smoovious>I always run with at least 1 computer player
05:29<Chris82>I think the problem is caused by the AI idle time calculation
05:29<Chris82>that's the only thing that would explain why daylength 30 would make the desyncs occur more often
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05:30<Chris82>Smoovious: The only reason you got this far with your game was that you hosted it by yourself
05:30<Chris82>when I join my dedicated I can't play for more than 2 mins
05:30<Smoovious>I usually host...
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05:55<Chris82>does anybody know what this has been relaced with... StringID GetPlayerNameString(PlayerID player, uint index)
05:56<Chris82>it's from around r7500
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06:24<Phazorx>any word on
06:24<Phazorx>openttd: /home/ottdcoop/svn-public/src/industry_cmd.cpp:125: const IndustryTileSpec* GetIndustryTileSpec(IndustryGfx): Assertion `gfx < INVALID_INDUSTRYTILE' failed
06:24<Maedhros>either don't fund banks, or don't use ttrs3
06:25<Phazorx>we dont fun banks...
06:26<Phazorx>it was happening when i was only player at server and being idle
06:26<Maedhros>ah. in that case it must have been when the game was trying to build a bank...
06:26<Noldo>some bank desided to fund it self?
06:26<Maedhros>in which case the only solution so far is not to use ttrs3 :(
06:27<Phazorx>Maedhros: is that some recent issue?
06:27<Phazorx>and is it possible to suppres industry building permanently?
06:27<Maedhros>not that i know of
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06:29<Phazorx>Maedhros: as i recall you were the one dealing with hard crashes when forcing certain era?
06:30<Maedhros>Phazorx: yes
06:30<Maedhros>(which involved changing the way action 0s in general were loaded, interestingly)
06:30<Phazorx>current settings are "0 5"
06:31<Phazorx>which means no default, mix all eras
06:32<Maedhros>this is completely different - recently a lot more newindustries data is being loaded, but it isn't finished yet
06:32<Maedhros>and ttrs3 doesn't check whether newindustries is enabled to so it tries to use it anyway
06:33<Phazorx>i recan that it has very likey nothing to do with your changes... but since you are the one looking into that perhaps you know more about it that others
06:33<Phazorx>will it help if i can produce a save that relivbly asserts at certain date?
06:33<Phazorx>or this is it remain an issue till newindustries are fully implemented?
06:34<Maedhros>no, a savegame won't help as we know how to reproduce it, and why it happens
06:34<Maedhros>but we should try to find a way of fixing it until newindustries support is finished
06:35<Phazorx>i have a feeling it wasnt happening before industry changes were introduced
06:35<Phazorx>rollback would be bad tho
06:36<@peter1138>trunk is not guaranteed to be stable
06:37<hylje>speaking of stability,
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06:39<dihedral>hylje: what kind of rubbish is that?
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08:25<CIA-1>OpenTTD: rubidium * r10521 /trunk/src/newgrf.cpp: -Fix: some NewGRFs did not check whether the newindustries bit was set, which breaks with a not-yet-finished-implementation of newindustries.
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08:30<farmerib>hey anyone here
08:33<farmerib>hmm øv
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08:38<dihedral>that farmerib was amusing :-P lol
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08:39[~]dihedral greets Sacro
08:39[~]Sacro waves hello to dihedral
08:40<Sacro>not a lot, just had a shower, and going climbing in a bit
08:40<CIA-1>OpenTTD: rubidium * r10522 /trunk/src/ (6 files): -Fix: the "build truck station" GUI showed that it would accept tourists when it does not, whereas the "build bus station" GUI did not show them when it did accept them.
08:41<dihedral>at work - really bored
08:42<Sacro>aww :(
08:42<dihedral>i need to do some work on OpenTTDLib and aint getting a lot of time...
08:42<dihedral>more like none :-P
08:43<dihedral>hey i did some nice linux thing on monday
08:43<dihedral>you know /dev/kmem?
08:43<dihedral>echo "foo" > /dev/kmem #warning - dangerous
08:50<Smoovious>why do they even have 'tourists'... they're just passengers
08:51<Smoovious>just seems silly
08:51<Maedhros>they pay more, there are fewer of them, they get generated specifically by certain industries...
08:51<Maedhros>in short, why not?
08:52<Smoovious>cuz passengers are just passengers...
08:52<Smoovious>where they're going or what they're doing, is irrelevant
08:54<@Belugas>i might disagree with you. Tourism bus serice cost more, since it is really an industry on its own. The clientele is not the same as the daily workers
08:54<@Belugas>Tourists are there to spend money
08:54<@Belugas>so money the have
08:55<@Belugas>while daily workers/commuter transport are often paying lower fair due to daily usage
08:55<@Belugas>so, in my opinion, it makes sens to have two kind of "passengers"
08:56<@Belugas>it cold even go further, with 1st class passengers etc... ;)
08:56<@Belugas>but tis is pure speculation on my pasrt
08:57<Sacro>dihedral: you shouldn't echo things to /dev/kmem
08:57<Sacro>with passenger destinations, it'd be more fun
08:58<@peter1138>what, echoing to /dev/kmem?
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09:00<Chris82>hi guys :)
09:00<Chris82>I just noticed that there is an overflow bug in the cargo payment rates
09:00<Chris82>I have a game that is at 2300+ and all values like runnings costs, buyings costs for vehicles etc. look fine
09:01<Chris82>but cargo payment rates are <20k which is nothing compared to running costs like >3 billion
09:01<Chris82>so I also know now why all AIs vanished while I kept the game running over night
09:02<Chris82>also max loan seems to have overflow bugs
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09:07<dihedral>i only echoed to /dev/kmem to see what possible outcome there was :-)
09:07<dihedral>+ it was a play around computer at school :-D
09:08<dihedral>damage to the hw would be no problem
09:08<dihedral>and my - the results were funny :-D
09:08<dihedral>not very computer friendly but funny
09:08<Brianetta>dihedral: You should grab a copy of another machine's kmem, and cat it over your own
09:09<Brianetta>see if you can't overwrite the kernel with a new one (:
09:09<Brianetta>or just grab one from earlier, when root was logged in to the console...
09:09<Brianetta>...see if you can't encourage there to be a root prompt...
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09:27<dihedral>Brianetta: after rebooting the machine i was not able to echo to /dev/kmem again
09:27<dihedral>got a permission denied
09:28<dihedral>worked once - gave a crackle in the computer
09:28<dihedral>the lights flashed and 3 other computers on the same power line went down
09:28[~]dihedral grins
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09:32<Chris82>does the stockpiling in UKRS work properly when you have one station delivering cargo to 3 factories at once
09:32<Chris82>so that you can basically triple accepted cargo by the station
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09:40<@peter1138>i think so
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09:52<CIA-1>OpenTTD: truelight * r10523 /branches/noai/src/ai/api/ai_vehiclelist.hpp: [NoAI] -Fix: typo in comment for AIVehicleList()
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09:53<CIA-1>OpenTTD: truelight * r10524 /branches/noai/src/ai/api/ai_vehiclelist.cpp: [NoAI] -Fix: follow coding-style
09:55<CIA-1>OpenTTD: truelight * r10525 /branches/noai/bin/ai/regression/ (regression.nut regression.txt): [NoAI] -Fix: the build-truck-param of BuildRoadStation was flipped
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10:03<Chris82>how can I turn on newcargos and new industries to load the UKRS grfs ?
10:04<CIA-1>OpenTTD: truelight * r10526 /branches/noai/src/ (27 files in 2 dirs): [NoAI] -Fix: a class with params for the constructor lost his instance when called from SQ (templates can be really useful ;))
10:04<Rubidium>newcargos is already on
10:04<Rubidium>newindustries isn't (completely) in trunk yet
10:05<Rubidium>isn't completely complete either
10:05<Chris82>oh hmmm I thought I've seen a server with the UKRS set
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10:05<Chris82>but when I try to use it, it fails to load telling me that I need new cargos/industries
10:05<CIA-1>OpenTTD: truelight * r10527 /branches/noai/ (12 files in 5 dirs): [NoAI] -Add: AIStationList(), which lists all your stations; useful to maintain routes
10:06<Rubidium>Chris82: UKRS != UKRSI
10:07<Chris82>ahh my mistake then :D
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10:19<alex__>whats the server option to turn on advanced loading?
10:19<alex__>on trains? so one train at a time gets loaded
10:19<alex__>rather than the whole lot at a station
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10:20<alex__>isnt there another?
10:23<alex__><SmatZ> gradual_loading = true
10:23<alex__><SmatZ> fifo_loading = true
10:23<alex__>thanks SmatZ
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10:26<alex__>should i put the fifo line anywhere in the config?
10:26|-|ammler changed nick to AmmAway
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10:28<+glx>it should be in th cfg already
10:28<alex__>its not
10:28<+glx>patches section
10:28<alex__>nope i search, couldnt find it
10:28<alex__>so im adding it manually
10:29<SmatZ>alex__ np
10:29<alex__>gradual_loading was already = true
10:29<alex__>so i should only have to add fifo_loading
10:29<alex__>and then trains will load one by one ?
10:30<SmatZ>so I suppose :)
10:32<alex__>anyone fre to play a little?
10:32<alex__>i need some testing on my new machine :)
10:33<alex__>join alexserver >> massive >> maxloan >> no brk
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10:51<CIA-1>OpenTTD: truelight * r10528 /branches/noai/src/ai/api/ai_vehicle.cpp: [NoAI] -Codechange: mark in comment static members as such in .cpp files
10:51<CIA-1>OpenTTD: truelight * r10529 /branches/noai/ (8 files in 4 dirs): [NoAI] -Add: added AIStation to gather information about stations directly by Id, which is used now by AIStationList
10:51<CIA-1>OpenTTD: truelight * r10530 /branches/noai/projects/ (openttd.vcproj openttd_vs80.vcproj): [NoAI] -Fix r10529: forgot to update MSVC project files
10:52<CIA-1>OpenTTD: truelight * r10531 /branches/noai/bin/ai/regression/regression.txt: [NoAI] -Fix r10529: forgot to update regression output
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11:09<@peter1138>alex_: improved_loading
11:09<@peter1138>there is such option as 'fifo_loading'
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11:19<alex__>im making a roll on roll off station
11:19<alex__>and its 12 platforms wide
11:19<alex__>im trying to get the most effiecenty out of it as LOADS of trains will be going through it
11:19<@peter1138>17:06 <@peter1138> alex_: improved_loading
11:19<@peter1138>17:06 <@peter1138> there is such option as 'fifo_loading'
11:20<alex__>anyone have any links on some good RoRo stations?
11:20<alex__>thanks peter1138
11:21<alex__>any links or threads on good roro designs?
11:22<@Belugas>plenty of examples on the forums and on wiki, iirc
11:24<@Belugas>General, on OpenTTD, has some good examples, to be precise
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11:33<@Belugas>hello Wolf01 :)
11:34<alex__>ive been looking over peoples RoRo stations
11:34<alex__>and they are rather simple
11:34<alex__>i want to implement bridges and tunnels
11:34<alex__>so it makes the system super effiecent
11:34<alex__>im going to be haivng around 10 trains arriving every few sectons to my station
11:36<@Belugas>enjoy the challenge :)
11:37<alex__>im gonna make my own :)
11:38<ln->does someone have an opinion about GGI? (General Graphics Interface)
11:39<@Belugas>i don't, since i have no idea what it is ;)
11:39<ln->"is a project that aims to develop a reliable, stable and fast graphics system that works everywhere."
11:40<Ailure>Is it something to replace the critizive x-server?
11:40<Ailure>or something along like openGL?
11:41<Ailure>I always wanted to do that with openTTD ;)
11:41<Rubidium>ln-: no MorphOS nor MSVC support
11:41<alex__>ive found it
11:41<alex__>tunnels and bridges
11:41<Ailure>Being able to split up the game in more than one main window I mean
11:41<alex__>ive found out how to make it by playing around
11:41<Ailure>for easy multiscreen support
11:41<alex__>but a goddam town in my way :(
11:42<ln->Rubidium: ok, that's a big minus.
11:42<Ailure>oh yeah, There's a way around of course
11:42<Ailure>start two clients
11:42<Ailure>and connect to same screen
11:42<Ailure>two windows :)
11:42<Rubidium>no sound either
11:43<ln->someone should fix SDL fullscreen mode, it does not really work as expected with Xinerama.
11:43<ln->(a problem in SDL itself, not OTTD)
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11:46<TrueBrain>Rubidium: ggi only does graphics, gsi does sound :)
11:47<TrueBrain>gii handles input
11:47<TrueBrain>every project his own task :)
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12:09<CIA-1>OpenTTD: miham * r10532 /trunk/src/lang/ (catalan.txt portuguese.txt russian.txt ukrainian.txt):
12:09<CIA-1>OpenTTD: -Update: WebTranslator2 update to 2007-07-12 19:08:41
12:09<CIA-1>OpenTTD: catalan - 3 changed by arnaullv (3)
12:09<CIA-1>OpenTTD: portuguese - 1 changed by izhirahider (1)
12:09<CIA-1>OpenTTD: russian - 6 fixed by Smoky555 (6)
12:09<CIA-1>OpenTTD: ukrainian - 6 fixed by fevral13 (6)
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14:06<Digitalfox_Desktop>I just tested the new cargo max at stations.. Pretty cool :) I only was able to get 80.000t of coal, but i already read someone had 150.000t of coal at a station.. Nice job :)
14:06<Digitalfox_Desktop>This was something i wanted since the TTD appear...
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14:11<SmatZ>really? I have rather very few cargo waiting because it means I am servicing it well
14:12<Digitalfox_Desktop>Yes, but the problem is that 4095 is very easy to hit.. So having a more wide limit is great :)
14:14<Digitalfox_Desktop>I said some days ago, and i say again. 0.6 is going to impress a lot of users from version 0.5.*. 0.6 It's full of big changes in limits.. :)
14:19<SmatZ>I am happy you are pleasured by 0.6 :)
14:19<SmatZ>even the branch has not yet started...
14:19<SmatZ>so there may be more upgrades done
14:19<@Belugas>since first release of 0.5,
14:19<@Belugas>wwe are in fact on the 0.6
14:20<@Belugas>alpha versions, if you wish
14:20<SmatZ>I meand - the current trunk is 0.6, so the 0.6 branch has not started
14:20<SmatZ>sorry for my terminology
14:20<@Belugas>the 0.6 branch will only be the bata in fact
14:22<SmatZ>are there any plans when 0.6.0 will be released?
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14:26<Osai>Rubidium: we have a strange assert from time to time
14:27<Osai>openttd: ../../svn-public/src/industry_cmd.cpp:125: const IndustryTileSpec* GetIndustryTileSpec(IndustryGfx): Assertion `gfx < INVALID_INDUSTRYTILE' failed.
14:28<Rubidium>let me guess: you're using TTRS and < r10521 ?
14:28<Osai>I expected that
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14:31<Phazorx>!openttd commit r10522
14:31<Phazorx>!openttd commitr10522
14:31<Phazorx>!openttd commit 10522
14:31<_42_>Commit by rubidium :: r10522 /trunk/src/ (6 files) (2007-07-12 13:40:24 UTC)
14:31<_42_>-Fix: the "build truck station" GUI showed that it would accept tourists when it does not, whereas the "build bus station" GUI did not show them when it did accept them.
14:31<Phazorx>!openttd commit 10521
14:31<_42_>Commit by rubidium :: r10521 /trunk/src/newgrf.cpp (2007-07-12 13:25:06 UTC)
14:31<_42_>-Fix: some NewGRFs did not check whether the newindustries bit was set, which breaks with a not-yet-finished-implementation of newindustries.
14:31<Phazorx>thanks Rubidium
14:32<Digitalfox_Desktop>SmatZ: You do realize that when a branch of 0.6 is made is for RC's, meaning no more big features, just small changes and bug fixes.. So for now we may say trunk is what will appear at 0.6 ;) After the branch who knows what version it will be.. 0.6.5 or 0.7 only the devs will know..
14:37<Phazorx>got link error on 10532
14:37<Phazorx>ai/ai.o:ai.cpp:(.text+0x100): undefined reference to `DoCommandP(unsigned int, unsigned int, unsigned int, void (*)(bool, unsigned int, unsigned int, unsigned int), unsigned int)'
14:38<Phazorx>gcc.exe (GCC) 3.4.2 (mingw-special)
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14:39<alexalex>hmm why cant i build bridges over diagonal tracks?
14:39<Rubidium>because you're using 0.5.2?
14:39<alexalex>ah.. :)
14:40<Phazorx>glx: you have mingw somewhere too ?
14:41<+glx>yes I have it
14:41<+glx>and no problem for r10532
14:41<Phazorx>gcc ?
14:41<Eddi|zuHause2><Phazorx> ai/ai.o:ai.cpp:(.text+0x100): undefined reference to `DoCommandP(unsigned int, unsigned int, unsigned int, void (*)(bool, unsigned int, unsigned int, unsigned int), unsigned int)' <- missing () on function call possibly?
14:42<Phazorx>Eddi|zuHause2: i'll check the code but then it wont compile anywhere
14:42<Rubidium>Phazorx: I guess something went horribly wrong compiling command.cpp
14:42<Phazorx>i'l make mrproper it
14:43[~]glx tries make clean && make to be sure
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14:45<alexalex>Rubidium: what about building briddes over tunnel entrances?
14:46<Phazorx>worked after propering
14:46<Eddi|zuHause2>why would a tunnel entrance be less special than a diagonal track?
14:47<Phazorx>my bad i guess - sorry
14:48<Anb><Phazorx> worked after propering | <Phazorx> weird -> Probably and old ai.o from your previous compile
14:49<Rubidium>alexalex: that's only available in trunk (if available, can't be bothered to check and I'm not sure)
14:49<Phazorx>Anb: i assumed make clean would take care of it 1st time
14:50<Anb>oh, ok my bad : this is weird then :)
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15:19<Wolf01>somebody knows an easy way to rename the filenames with lowercase letters for svn?
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15:22<Rubidium>for f in `find . | grep -v '^.$' | grep -v svn`; do svn mv $f `echo $$f | sed "s/\([A-Z]\)/\1/g"`; done
15:22<Rubidium>or something like that
15:26<Rubidium>off-topic: renaming files to lowercase only (or any rename that only changes the case of characters) makes Windows people who update your repository like you very much
15:26<Eddi|zuHause2>looks almost like 1337 :p
15:29<Anb>I think s/\([A-Z]\)/\1/g won't do it
15:30<Rubidium>uhm, yeah, you'r right ;)
15:30<Anb>instead you must use y/\([A-Z]\)/\([a-z]\)/ or something like that
15:30<Anb>(although i can't make it work here :s)
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15:56<Sacro>Rubidium: ye gad thats hideous
15:57<Rubidium>yeah, should've used tr ;)
15:58<Sacro>how warped a mind do you have to come up with stuff like that
15:58<Rubidium>what, he asked for an easy way
16:00<Rubidium>but what would you suggest?
16:00<ProfFrink>Isn't there a phrase along the lines of "Someone has a problem. They decide to solve it with sed. Now, they have two problems." ?
16:00<Sacro>i like it
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16:04<Rubidium>Sacro: and something that's hideous is the "hack" to still keep gcc 2.95 make executable binaries
16:04<Sacro>dare i read?
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16:17<Guest122>yeee haa
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16:34<Eddi|zuHause2>btw, something i stumbled upon:
16:34<Eddi|zuHause2>src/lzoconf.h:69:#define LZO_0xffffffffL 4294967295ul
16:35<Eddi|zuHause2>why not use hex there?
16:35<Eddi|zuHause2>(it's probably not your code anyway :P)
16:36<+glx>and probably pre r1
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17:26<eekee>Anyone up for playing in
17:26<eekee>TRauMa's Lair [nightly]
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17:58<Smoovious>eekee... what grf's
17:59<eekee>Smoovious: none
17:59<Smoovious>no thanks
18:00<eekee>I don't think there are any nightly + grf builds, unless you count old nightlys
18:00<Smoovious>even if no other grf's are loaded... I just can't play without Av8
18:00<eekee>what's av8?
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18:01<Smoovious>um... you add your own NewGRF's...
18:01<Smoovious>it is a replacement set of aircraft
18:01<eekee>oh well that's cool nuff
18:01<Smoovious>don't tell me you've never known about newgrfs... .. .
18:02<eekee>I didn't know what Av8 had in it :P
18:02<eekee>unlike "Serbian Tram Set" it's not obvious
18:02<Smoovious>Av8 ... aviate
18:02[~]eekee digs for it -- "I could start a server if you fancy"
18:04<Smoovious>while you're at it, get NART too
18:05<Smoovious>(on grfcrawler, av8 is 44440A01, and NART is 44440301
18:06<eekee>grf crawler just crashed my browser, lol
18:06<eekee>wait no it didn't. browser got freaky with the window manager by the looks of it. bah
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18:08<eekee>you got cantilever renewal?
18:10<Eddi|zuHause3>cantilever replacement might be a "safe" grf (i.e. one you can have in [newgrf-static])
18:10<eekee>Eddi you lost me
18:10<Smoovious>I don't have it... I don't usually get too grf-heavy...
18:10<Eddi|zuHause3>meaning you can have it locally, not on the server, and it does not cause desyncs
18:11<eekee>yeah should be I think
18:11<eekee>I don't either but I hate the original cantilevers :D
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18:11<Smoovious>I rarely use electrics, so don't matter to me
18:11<eekee>o ok
18:11<Eddi|zuHause3>Smoovious: you mean catenary :)
18:12<Eddi|zuHause3>catenary == wire over the rails
18:12<Eddi|zuHause3>cantilever == bridge
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18:13<Smoovious>thought i t was a typo
18:13<eekee>nupe. I never type catenary
18:14<eekee>except just then
18:14<Smoovious>well, I never use 'cantilever'...
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18:14<eekee>ah hehe
18:14<eekee>eh, I can live without that grf
18:15<Smoovious>no, we can do it
18:15<Smoovious>odds are I have i t already
18:15<eekee>o ok!
18:15<Smoovious>got more g rf's than I ever use... gotta organize them one of these days
18:15<eekee>any trams or other prefs?
18:15<Smoovious>if you're using nightly, trams should already be in...
18:15<Smoovious>I think
18:15<Smoovious>maybe not
18:16<Smoovious>up to you on the trams
18:16<eekee>ok. Adding Serbian
18:16<Smoovious>I'll get t he grf's from your server info page once you start up
18:16<eekee>oh you can do that? ok cool
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18:17<Smoovious>speaking of which... need an icon on the server list on the website, as well as in the game, to show games that are u sing at least 1 newgrf... it is a nightmare finding a server using some
18:18<DaleStan>Smoovious: Tram tracks are in, yes. But no trams exist outside of a newgrf.
18:18<Smoovious>thnx, DaleStan
18:18<eekee>ah, ya
18:18<eekee>um, what's a good start date for NARS?
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18:19<Smoovious>I usually start at 1920 with NARS and AV8
18:19<eekee>ok cool, same as UKRS.
18:19<Smoovious>no road v ehicles then, but won't be long before they come out
18:19<Smoovious>oh... please... no ships?
18:19<eekee>right, ya
18:19<eekee>ok server's up: eekee fu
18:19<Smoovious>they lag me too much
18:20<eekee>I only use ships when nothing else will make money on a route at the best of times. Or like, with tiny maps where there' no room for more train tracks
18:26<Smoovious>even only a few ships causes a lot of lag for me...
18:27<eekee>ok np
18:27<eekee>hey how do you disable them in game?
18:27<Smoovious>eekee... the server page for you shows no newgrfs
18:28<Smoovious>looking at trauma's lair
18:28<eekee>oh hehe
18:29<Smoovious>need a link for the bridges... the server info page doesn't e ven show a GRFID
18:30<eekee>that good?
18:30<Ailure>where is the openTTD cfg put by default again
18:30<Ailure>I'm having a hard time to find that n the documentation
18:30<eekee>1.1 not 1.0 btw.
18:31<eekee>ah fu.
18:31<eekee>that's the post.
18:31[~]eekee rolls eyes at link maze,lol
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19:08<Digitalfox_Desktop>NukeBuster: Crazy people ;)
19:15<Digitalfox_Desktop>But the strange thing is that is almost always at this hour that some strange users appear :\
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19:17<Eddi|zuHause3>it's an evil plot by cs :p
19:17<Eddi|zuHause3>like a DoS attack :p
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19:23<Digitalfox_Desktop>Eddi|zuHause3: Who knows lol
19:28<Smoovious>a DoS attack... nice...
19:29|-|mode/#openttd [+o DorpsGek] by ChanServ
19:30<Eddi|zuHause3>well, that's how a DoS attack works, right? you get some strange person to send senseless requests so the server is overloaded with rubbish and cannot deal with the important stuff
19:30<Eddi|zuHause3>although 1 request per night is probably a poor excuse of an "attack" :p
19:33<Smoovious>not a DoS one anyways... but still qualifies as an attack
19:34<Smoovious>one security site described something similar... site being probed slowly for v ulnerabilities
19:35<SmatZ>some slow portscan?
19:36<Digitalfox_Desktop>Eddi|zuHause3: Yes, most of the times by using zombies OS.. But for it to work it has be used 100% of all Server side power ( or almost 100%, depends if the server just serves that site/FTP's, etc..).. To make the server unavailable :)
19:36<Smoovious>trying to stay u nder t he radar... but h e got spotted
19:37<Eddi|zuHause3>well, even one irregular log entry may cause you to be spotted
19:37<Smoovious>if someone is looking
19:38<SmatZ>it is evening in the US now ... maybe people powering their home computers on ... releasing the zombies ;)
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19:38<Smoovious>most admins would be l ooking for quantity... a single innocuous entry would be missed... but t he dude started seeing it more than once... looking m ore familiar... then he decided t o check past logs...
19:38<SmatZ>Eddi|zuHause3: hard to say ... I am running an apache server - and there are irregularities (strange requests) very often
19:39<SmatZ>even I do not have any public website...
19:39<Eddi|zuHause3>Digitalfox_Desktop: meanwhile, most DoS attacks are distributed, using thousands of machines infected with IRC bots
19:39<Digitalfox_Desktop>But DoS is becaming obsolete and hard to cause, because of policies introduced in OS/Router/etc.. that makes a bigger selection of what can enter or not and at what time interval.. :)
19:39<Digitalfox_Desktop>Eddi|zuHause3: True :)
19:41<Digitalfox_Desktop>When i was taking MCSE/CCNP and HTI one of things we spend 2 weeks learning was that to be really prepared to have security we need to use attack tools and see what they did.. So we spent 2 weeks using attack tools and compromising Windows 2003 and some linux distros to see what policies were wrong.. :)
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19:43<Digitalfox_Desktop>We used almost everything in astalavista and attacks tools widely available on google.. Also one of our colleagues was a programmer and he made some pretty tools to check holes, on routers/switches and OS..
19:45<Digitalfox_Desktop>Security is always hard to get.. People don't want hard passwords.. Don't want to have to pass a finger-print check because it's strange etc...
19:45<Digitalfox_Desktop>It's more a compromise of security vs easy use
19:46<SmatZ>some of first lines of log -
19:47<Digitalfox_Desktop>And most of directors and presidents of company's think spending money on hardware to secure is a waste of money, since a mercedes is more fun :(
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20:02<Eddi|zuHause3>looks like a bot trying to go through a list of names
20:05<Eddi|zuHause3>you could probably easily write a script to detect this behaviour
20:07<SmatZ>Eddi|zuHause3: what nicks are problematic?
20:07<SmatZ>I am really confused, I would be happy to understand what you are talking about :)
20:07<Eddi|zuHause3>not nicknames, filenames
20:08<Eddi|zuHause3>that possibly contain executable stuff
20:08<SmatZ>at this channel?
20:09<Eddi|zuHause3>i mean the log you showed
20:09<SmatZ>sorry I didn't understand :)
20:10<SmatZ>maybe some problematic scripts or exploits
20:12<SmatZ>"POST /media/adxmlrpc.php HTTP/1.1" 406 349 The log entries may be related to a Nov 10 2005 phpAdsNew vulnerability announcement: ...
20:12<SmatZ>some people trying to exploit
20:12<SmatZ>yeah fun! :)
20:16<SmatZ>good night
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20:19<Gekko>Time to compile nmap
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20:30<Sacro>Gekko: don't let Eddi|zuHause3 hear about nmap
20:33<Sacro>wouldn't want those pesky germans getting hold of hacking tools
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21:58<Smoovious>was going to make a patch so the savegames would have the known passwords, so players in a network game don't lose their passwords, but it is a pain in the ass following how the load/save game stuff is doing its thing...
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---Logclosed Fri Jul 13 00:00:18 2007