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#openttd IRC Logs for 2008-01-08

---Logopened Tue Jan 08 00:00:29 2008
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02:49<Gonozal_VIII>hi peter
02:50<Gonozal_VIII>you really eat that stuff? :S
02:51<Gonozal_VIII>how much do you get paid for that?
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06:00<dih>looked like bigger planes dont slow down when circling over small airfields
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06:13<dih>does the HQ have any influence on any rating (player, station, local authority)?
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06:38<jp>sorry, wrong window :)
06:41<Rubidium>dih: could have, but thats an indirect effect
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06:53<dih>indirect in which way
06:53<dih>Rubidium: what affect 'could' it have, and how?
06:54<Rubidium>more passengers coming to a station probably causing more waiting passengers causing a lower rating
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06:55<dih>so it could not affect any other cargo and any other rating?
06:56<Rubidium>indirectly it can (more passenger trains -> more congestion -> more waiting cargo at other stations)
06:57<dih>right - ok
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07:48<holden>hi all
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08:23<dih>hey la
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08:48<Roujin>ah finally
08:48<Roujin>struggled hard to get irc working over the damn university internet access ><
08:48<Roujin>g'day everyone
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09:02<LA[lord]>hey Roujin
09:04<LA[lord]>hah...doesn't work here :(
09:06<Roujin>sorry, i don't understand what you wrote oO
09:06<Roujin>if that's some kind of insider joke then i'm probably on the outside :P
09:07<LA[lord]>it's a command in #openttdcoop
09:07<LA[lord]> <publicserver> Today's fish is Trout a la creme. Enjoy your meal.
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09:09<Roujin>i see ^^
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09:10<Roujin>anyone besides me been given a strange red message when autosave happens in the latest revisions?
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09:10<Roujin>"Saving still in progress, please wait until it is finished"
09:11<LA[lord]>does it happen only every month start?
09:11<Roujin>something wrong on my pc or is it a bug?
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09:11<Roujin>yep every month on the autosave..
09:12<dih>i dont use autosave, would not know :-D
09:12<dih>@OpenTTD youngest
09:12<@DorpsGek>dih: latest: r11781
09:12<dih>@OpenTTD thelog
09:12<@DorpsGek>dih: r11781 log: -Codechange: variable scope and initialization
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09:12<Roujin>appeared somewhen inbetween the latest 10 revisions
09:12<Roujin>for me that is
09:12<LA[lord]>but if you change the autosave e.g every week, does it happen then too?
09:12<dih>@OpenTTD commit 11781
09:12<@DorpsGek>dih: Commit by peter1138 :: r11781 trunk/src/build_vehicle_gui.cpp (2008-01-07 22:38:30 UTC)
09:12<@DorpsGek>dih: -Codechange: variable scope and initialization
09:13<LA[lord]>for every week or just every month start
09:13<LA[lord]>I might have an idea...
09:13<Roujin>if no one else encounters that its maybe some setting I acidentally broke or something
09:14<Roujin>lord: every week?? there's not such an autosave setting :P
09:14<dih>i dont even think there is a weekly loop
09:14<LA[lord]>some weeks/months devs forced autosave for tracking an ugly bug
09:14<LA[lord]>and this happens monthly
09:14<@Belugas>newhouse count been wrong
09:15<LA[lord]>even if you have autosave turned off
09:15<Roujin>eh.. so why does it display an error message for me? because i have autosave on anyways and it tries to autosave two times simultaniously?
09:15<LA[lord]>and maybe it tries to save twice, one for forced autosave and one for normal one
09:15<LA[lord]>at the same time...
09:16<Roujin>oh in fact
09:16<Roujin>turning off autosave lets the error not appear anymore
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09:17<Roujin>the forced autosave should disable the normal one then or something similar i think ;)
09:18<+glx>Roujin: disable autosave for now :)
09:19<Roujin>done ;) just wanted to inform you guys :P
09:20<+glx>we know it ;)
09:20<LA[lord]>but have you caught the evil bug?
09:21<Roujin>but i'm wondering why such a debug method is added to trunk...
09:21<dih>if they had - forced autosave would not be in the code anymore
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09:22<Roujin>only reason for that would be that users could help spotting it.. no?
09:22<+glx>because we don't have a way to reproduce, we only know what happens, but not how and when, so we check town pop monthly and asserts if internal and recalculated are different else we save it
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09:23<+glx>that way we have savegame and command logs to "replay" it
09:23<dih>what happens then?
09:24<+glx>the problem is for some yet unknown reasons, the town population is incorrect (usually less than real pop)
09:24<+glx>and we you delete houses you can get "negative" population
09:25<Roujin>uh, speaking of towns and population... could you give me a hint on how passenger and mail generation is handled?
09:25<Roujin>i guess it's the properties "population" and "mail_generation" and if they're > 0, it generates pax/mail.. right?
09:25<Roujin>*properties of HouseSpec
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09:29[~]glx needs to reboot, he gets random windows crashes
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09:30<@Belugas>Roujin, check on TileLoop_Town, town_cmd.cpp:396
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09:34<Roujin>thanks, one question about that:
09:34<Roujin>if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
09:35<Roujin>does this line differentiate between standard and newGrf houses?
09:35<@Belugas>not exactly
09:35<+glx>the check is done before that
09:35<@Belugas>a grf house can have the flag set, but it's not mandatory
09:36<Roujin>and standard ones?
09:36<+glx>they don't have any callbacks
09:36<@Belugas>standard ones never have th flag set, of course
09:36<Roujin>ok, that's what i kind of guessed ;)
09:37<hylje>having city-like industries came to me the other day
09:37<@Belugas>callbacks are code supplied by grf (roughly). so standard houses not being bound by grf, they have no callbacks
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09:37<@Belugas>hylje, as you can see, it's already there.
09:37<@Belugas>you just have to code them in grf ;)
09:38<hylje>that seems more like industry-like cities
09:38<hylje>ill elaborate
09:38<@Belugas>whatever you want :) it all comes down to producing stuff
09:38<hylje>industries would be very small at first (or randomly sized, much like towns)
09:38<@Belugas>and accept, of course
09:39<Roujin>but one thing seems strange to me.. the else part that handles all standard houses does the same thing for every house, is that right?
09:39<hylje>good service makes those small industries grow in size and production much like cities do
09:39<Roujin>there's no differentiation between big and small ones, just 1/8 chance every tile_loop? (if i got it right)
09:40<Roujin>oh, now i see it
09:40<@Belugas>in this context, we are talking abot a tile-house, Roujin...
09:40<@Belugas>not a complete house
09:42<hylje>Belugas: does newgrf support that kind of sprawling industries?
09:43<+glx>hylje: that means changing layout after construction
09:43<hylje>i read that as a no :)
09:43<Roujin>okay, one more noobish question (sorry): GB(r, 0, 8) <-- can't find this function or macro
09:44<+glx>it's a function, in core/bitmath_func.fpp
09:44<Roujin>thanks, will look it up
09:44<+glx>returns bits 0-7 from r
09:44<@Belugas>hylje, indeed, it's a no.
09:45<Noldo>how about houses that produce cargo?
09:45<@Belugas>as to if it can be made, i guess so, but ... i doubt it is really worth it
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09:45<Roujin>first is input, second offset, third length?
09:46<@Belugas>Noldo, it aleardy can, just loo at the sources
09:46<hylje>it'd be a different kind of city
09:46<hylje>instead of passengers producing e.g. coal
09:46<+glx>Roujin: read the comment in header file ;)
09:46[~]hylje adds that to his to-do-list, under heading "someday"
09:48<Roujin>i'm impressed by the bitmagic in ottd every time xD
09:54<Roujin>can a newgrf house have 256 production callbacks? O_O
09:55<Roujin>that's enourmous xD
09:55<Roujin>well thanks for all your kind help, I've learned a lot again :)
09:56<+glx><Roujin> can a newgrf house have 256 production callbacks? O_O <-- why not :)
09:59<hylje>that's just gonna run out any minute
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10:10<Roujin> *b++ = cargo;
10:11<Roujin>i hope this gives address b the value cargo first and then increase the pointer by one...
10:11<Roujin>if not i screwed something up now ^^
10:11<pv2b>Roujin: it does.
10:12<pv2b>if by "increase the pointer by one" you mean "increase the pointer by one tiems the size of the data type pointed to by said pointer
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10:14<Roujin>yes, that was an abbreviation :P
10:14<ludde>pv2b: the pointer is incremented by one, the underlying cpu register is incremented by sizeof(*pointer)
10:15<pv2b>ludde: uint32 *p = (uint32 *) 0x100; printf("%p\n", p+1); gives an output of 0x104.
10:16<pv2b>it all depends on the definition you have of "increments by one" :-)
10:18<ludde>++ increments by one
10:18<ludde>+= 1 increments by one
10:19<ludde>in my opinion
10:19<pv2b>by one "what" though? :-)
10:19<ludde>by one element
10:20<pv2b>mm. so "b" is incremented by one.
10:20<pv2b>but not "the pointer" ;-)
10:20<ludde>b is the pointer
10:20<ludde>it points to an element
10:20<pv2b>no, b is a variable containing the pointer :-)
10:20<pv2b>it's all semantics anyway
10:22<+glx>1 === sizeof(element)
10:22<ludde>p in 'void *p' is a pointer, as much as i in 'int i' is an integer
10:26<Roujin>okay, sorry for breaking off a discussion :P i have to go now, see you later :)
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10:27<UnderBuilder>I'm melting
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10:33<Lord>hey glx, are you still familiar with the town name generation code?
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10:34<+glx>a little (I wrote action F support)
10:34<Lord>good, I could use some info for a project I'm doing.
10:34<Lord>Am I right that name parts are more likely to be used the longer they are?
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10:36<+glx>I don't understand :/
10:37<Lord>:-) I'm sorry, I'll try again. The longer the name parts, the more likely they are to found in a town name, right?
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10:37<Lord>to _be_ found
10:37<frosch123>I doubt that, how do you come to such a conclusion?
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10:38<TrueBrain>GENERAL NOTICE: will be unavailable for the next 15 minutes
10:38<TrueBrain>(and all his related services)
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10:40<Lord>I might have to say that I'm referring to 0.1.4, because I need to know the original TTD behaviour
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10:42<+glx>Lord: you mean array size?
10:43<Lord>the name part arrays are onedimensional, meaning that the are just in sequence. MakeEnglishCityName (like others) then more or less randomly jumps into this sequence and thakes the one parts it hit.
10:43<+glx>the part is chosen randomly
10:44<Lord>well it looks like in openttd 0.1.4 not the actual part, but the array "position" (offset) is chose at random, which makes longer parts more likely to be chosen
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10:45<+glx>paste the line
10:45<Draakon>can anyone explain how can i remove Placment Limitations in ECS Vectors?
10:45<Lord>e.g.: AppendPart(&buf, GETNUM(4, NUM_ENGLISH_2), english_2);
10:45<+glx>Draakon: you can't unless you modify the grf
10:46<Lord>(line 134 in namegen.c of openttd-0.1.4)
10:46<+glx>Lord: a lot of thing changed since this version ;)
10:46<Draakon>glx: what should i edit there?
10:46<Lord>I know... :-)
10:46<+glx>Draakon: callbacks
10:47<Draakon>glx: what callback?
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10:48<+glx>callback 2F I think
10:48[~]Draakon doesn't know nothing about GRF Coding
10:48<TrueBrain>OpenTTD is back online. Have a nice day!
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10:49<Draakon>it has been here for 1h
10:49<Lord>anyhow, do you know where I can find the american town name parts (other than by hexediting the exe) which were available in original TTD? They seem to have gotten kicked out in OpenTTD
10:49<Draakon>or more
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10:51<dih>Draakon: openttd is on a vps, and i think TB knows a little more about that vps than you :-)
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10:58<Lord>glx: do you know Jango's email address?
10:59<Lord>he's not registred on the forums, is he?
11:00<Lord>ok, thanks for your help anyways, cya
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11:07<CIA-1>OpenTTD: peter1138 * r11782 /trunk/src/oldloader.cpp: -Codechange: e->type was used before being properly initialized (it relied on previous runs) but there is no need to invalidate window data during game load as the windows in question cannot be open.
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11:10<dih>hello Bjarni
11:12<LA[lord]>oh not again...:D
11:19<LA[lord]>good bye.. I think I'll be back in few hours
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11:32<BDS-Klaus>hi all
11:33<BDS-Klaus>i need help for config my linux server
11:33<Noldo>I'm updating FS#1114, If you have comments about it now would be a good time to share them
11:34<BDS-Klaus>i want to have max. 2 companies and per company max 2 players
11:34<BDS-Klaus>what do i have to change in config or set
11:34<+glx>you can specify max_players (a player is a company)
11:37<+glx>but you can't limit the number of clients in one company, only the total client amount
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11:41<BDS-Klaus>for help
11:41<BDS-Klaus>all ok... thanks for your help
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12:57<dih>Belugas: having fights in FS are we?
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12:59<+glx>dih: well you probably know how this user can be ;)
13:00<dih>glx: sure do :-)
13:00<dih>so you also know about this :-D
13:00<dih>wow - word spreads fast
13:01<@Belugas>peter__, talking about Sirkoz regarding
13:01<dih>i read it, dont get either point :-D
13:02<@Belugas>Sirkoz likes to use big phrases that mean little, most of the time
13:02<dih>well yes - i know that much :-)
13:02<dih>but he is trying to point out something, is he not - i dont know exactly what he is pointing out
13:03<@Belugas>yes, in a way
13:03<peter__>i think he's saying that he can do the operation with the patch off
13:03<peter__>but not with the patch on
13:03<peter__>and that is inverse to the perceived logic of the option
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13:04<peter__>however, the logic of that line does not do what he states
13:04<peter__>or does it?
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13:04<peter__>hmm, true if they're too close i guess...
13:05<peter__>no it's not
13:06<peter__>oh i don't know :p
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13:09<@Bjarni>oops I killed pv2b
13:09<peter__>oh well
13:09<@Bjarni>looks like that PM was pretty harmful
13:09<peter__>who's next?
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13:10<@Bjarni>how about dih?
13:10<@Belugas>what I read out of that line is that primary industries are not allowed when same_industry_close optin is set.
13:10<@Bjarni>he always acted suspicious anyway
13:11<@Belugas>when that patch is not set, it is the regyual scheme that goes on
13:11<dih>thanks for that
13:11<peter__>Belugas, not quite right
13:11<@Belugas>no... indeed...
13:11<peter__>that line means if it's set, then a primary industry can be anywhere
13:11<dih>Bjarni: i'll take that as a 'sign' of appreciation
13:12<dih>or is it supposed to mean that peter__?
13:12<peter__>so that line is not a problem at all. he's highlighted the wrong part.
13:12<murray>quick question: do you get all of the production from a mine/similar even if you cover just one square?
13:12<@Belugas>peter__, can't be... return true
13:12<@Belugas>unless the code and th function name is misleading...
13:12[~]Belugas checks
13:13<peter__>Belugas, it is
13:13<peter__>Belugas, see the error ones, they return false
13:13<@Belugas>hum... true...
13:13<peter__>basically in that function, setting the patch option cannot make it not do what it would do without the option
13:14<peter__>(careful of negatives there, heh)
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13:16<CIA-1>OpenTTD: peter1138 * r11783 /trunk/src/engine.cpp: -Codechange: compare engine type with its type property, not by its index
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13:23<@Belugas>hoo..... NOW i understand!
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13:23<peter__>the function or sirkoz?
13:25<dih>Belugas: care to enlighten us?
13:26<CIA-1>OpenTTD: peter1138 * r11784 /trunk/src/ (engine.cpp engine.h misc.cpp newgrf.cpp oldloader.cpp): -Codechange: set up initial engine data in one place
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13:34<Roujin>good evening
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13:47<LA[lord]>you are boring guys... no words in 10 minutes already...
13:47[~]LA[lord] goes off to do some more interesting stuff
13:47<@Belugas>the function indeed :D
13:48<dih>and? what did you find out Belugas?
13:48<@Belugas>Sirkoz just jumped on a conclusion
13:48<@Belugas>and not even cared to try
13:50<dih>yes - i know that of some people
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13:52<@Belugas>and i've got rerouted to a search that was not the subject of the initial problem....
13:52<@Belugas>that is typical of me too ;)
13:53<pavel1269>peter__: what about our game? :P
13:53<dih>peter and pavel play a game?
13:53[~]dih just does not want to know about this
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13:57<@Belugas>and in fact, the same_industry_close patch really means, as peter__ mentionned, that primary industries can be built close to each other
13:57<@Belugas>the type been the GENERAL type of industries
13:58<@Belugas>not the spcific type of indu, like... a coal mine, or a water tower
14:00<dih>but could it be that in the game it's acting differently
14:00<dih>i could not imagin him making a statement based on code he read
14:00<dih>but on something he noticed in a game
14:01<peter__>yes... which means he picked the wrong bit of code to bully, heh
14:01<+glx>as often ;)
14:02<dih>but none the less found something that is not supposed to act like that?
14:05<@Belugas>i more than anythng ele suspect indspec->conflicting[0]
14:05<@Belugas>water tower is conflicting with water supply
14:06<@Belugas>but with the same_industry_close, the same conflict is not tested while putting water supply o map
14:07<@Belugas>the behaviour is fine, but the wording and name of var is far from been right :S
14:08<dih>did not get that sorry
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14:14<@Belugas>next test is for conflicts. water tower conflicts with water supply (se build_industry.h). it is refused
14:15<@Belugas>so the same_industry_close (because of the CT_INVALID) does not affect secondary industries (the water tower)
14:15<@Belugas>therefore, it does not get out of the function on first test.
14:15<@Belugas>see? simple...
14:16<@Belugas>the name of the patch option is wrong. It should be primary_industry_close, or something like that
14:16<@Belugas>as well as the labeling on the settings option
14:17<@Belugas>am i making more sens?
14:17<dih>thank you Belugas :-)
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14:23<@Belugas>so... now... time to do some house cleaning...
14:30[~]Belugas mogwaies
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14:42<peter__>Belugas, no
14:42<peter__>Belugas, the patch option is used further on too
14:42<peter__>so it's not just for primary industries
14:43<dih>you wanna explain? :-)
14:44<peter__>no :)
14:45<dih>c'mon, dont be a spoil sport
14:50[~]dih is clueless
14:51<dih>don't hesitate to enlighten me :-)
14:51<LA[lord]>hmm... I won't hesitate to say good night Good night
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14:58[~]Bjarni logs dih's statement
14:59<@Bjarni>well... at least you aren't alex_fili
15:00<Rubidium>Bjarni: are you sure of that?
15:00<@Bjarni>he managed to produce a diff
15:00<@Bjarni>and it's not insane
15:01<@Bjarni>Alex didn't even understand what header files for libraries are used for and presumed that just ignoring them when installing a lib didn't matter
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15:05<@Bjarni> <-- found him
15:05<dih>what are you logging Bjarni?
15:05<dih>which statement do you mean
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15:05<dih>and are you taking it out of context :-P
15:05<@Bjarni>[20:50:51] * dih is clueless
15:05<@Bjarni>[20:51:02] <dih> don't hesitate to enlighten me :-)
15:05<dih>yes - you answered my last question :-D
15:06<@Bjarni>you really are demanding
15:06<@Bjarni>and now you laugh at yourself... you really are clueless
15:07<@Bjarni>but at least you are trustworthy
15:07<dih>put it into connection with SirkoZ, peter__ and Belugas (last conversation)
15:07<dih>thanks for that
15:07<dih>trustworty in the sense that i will always laugh at myself i take it :-P
15:07<Gonozal_VIII>i'm here, worship me
15:07<@Bjarni>hey that's my line
15:08<@Bjarni>you are following a false developer
15:08<ludde>i'm here, worship me
15:08<@Bjarni>can't argue with that
15:09<@Belugas>we all do, Lord Ludde ;)
15:09<dih>i'll not argue with the "i'm here" part :-)
15:09<Rubidium>Bjarni: I think we should call him His Excellency Lord ludde
15:09<@Bjarni>not a bad idea
15:10<@Belugas>trye, Lord is reserved to Darkvater ^_^
15:10<dih>create an alias in DorpsGek
15:10<dih>to return the full His Excellency Lord ludde
15:11<dih>that's just nasty
15:11<@Bjarni>Gonozal_VIII: are you making fun of the lord???
15:11<Gonozal_VIII>no, i'm making fun of dih
15:11<@Bjarni>you will end up in Robot Hell for that
15:12<dih>kick him :-P
15:12<Gonozal_VIII>where i have to follow black lines and avoid boxes until eternity?
15:12<@Bjarni>hey I'm not evil enough to send anybody to Robot Hell
15:12<dih>until eternity <--- makes a bunch of sense
15:12<dih>may i may i?
15:12<@Bjarni>except AlexFili because that wouldn't be evil to do
15:13<@Bjarni>dih: yes... you can go to the bathroom if you have to
15:13<Gonozal_VIII>hf kicking me :P i have to reboot anyways
15:13<@Bjarni>if you are late then YOU clean up
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15:17<Gonozal_VIII>2 more windows security updates installed... i feel so protected now...
15:17<@Bjarni>5 new backdoors opened
15:18<@Bjarni>specially the one you got from is a nasty one
15:19<@Bjarni>けんぼうしょう <--- hehe... couldn't really remember this one... oh the irony (means amnesia)
15:19<Gonozal_VIII>japanese again?
15:19<ludde>what does けんぼうしょう mean?
15:19<@Bjarni>ludde: amnesia
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15:20<ludde>just amnesia? nothing else?
15:20<ludde>it's so long
15:20<@Bjarni>健忘症 <-- you can also write it like this but then you have to be Japanese to read it
15:21<@Bjarni>the "long" word is phonic letters explaining how to pronounce it
15:21<Gonozal_VIII>Donaudampfschifffahrtsgesellschaftskapitän is also very long but only means "guy with ship" ^^
15:21<@Bjarni>it's pronounced "Kenboushou"... not that long to say
15:22<@Bjarni>Gonozal_VIII: it means a bit more than that... it tells that it's a steamer on Donau... and it's not a guy but the captain
15:22<ludde>Gonozal_VIII: it means a bit more than that :p
15:23<@Bjarni>and even more than that
15:23<@Bjarni>ludde: nice to see that you know German too :)
15:23<@Bjarni>better than Gonozal_VIII it seems
15:24<@Bjarni>I mean... he misread it xD
15:24<Gonozal_VIII>nice thing with german is that you can extend it endlessly and it's still a valid word
15:24<@Bjarni>try making a valid word with at least 100 chars then
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15:25<@Bjarni>make it readable too :P
15:26<Gonozal_VIII>readable? that's how you write it^^
15:26<Gonozal_VIII>you have to start at the back
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15:27<Gonozal_VIII>the words get more important the closer you get to the end
15:28<Gonozal_VIII>probably because most people have already forgotten the first part when they reach the end
15:29<@Bjarni>basically it's a clothing shop owner who sells to captains of steams ferries on Donau only.... I don't think that's a business I want to invest in :P
15:29<Gonozal_VIII>hehe not clothing shop, it's worse ;-)
15:30<dih>funny one
15:32<Gonozal_VIII>owner of a factory that produces tools to sharpen the keel of feathers to put on the hat of the first officer of a steam ship on the danube
15:32<Gonozal_VIII>or something like that^^
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15:34<Gonozal_VIII>and there are no rules to how many word you can attach there, you can create valid words of any length
15:34<@Bjarni>so... can you make a valid word of that length that actually makes sense to use?
15:35<@Bjarni>"Sporvognsskinneskidtskraber" <--- this is the official name of a tool in Danish
15:35<@Bjarni>I don't think you can get valid words longer than that
15:37<Gonozal_VIII>valid words as long as you want... actually used words is "Donaudampfschifffahrtsgesellschaftskapitän" the longest i know
15:39<Noldo>that's the longest one in Finnish
15:39<hylje>Gonozal_VIII: that's a triple F
15:39<Gonozal_VIII>yes, that's a triple f
15:39<Gonozal_VIII>we have those
15:39<Gonozal_VIII>and triple s
15:39<@Bjarni>is that a ß with an extra curve?
15:39<Gonozal_VIII>and triple e..
15:39<Gonozal_VIII>ß is not the same as ss
15:40<@Bjarni>it's not?
15:40[~]Bjarni requests his school money back
15:40<Gonozal_VIII>ß is sz :-)
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15:40<@Bjarni>is that an Austrian thing or ?
15:41<@Bjarni>I mean it could be dialect
15:41<Gonozal_VIII>no... when you want to write ß but don't have the right letters (like in crosswords where only a-z is valid) you use sz for ß
15:42<+glx>Gonozal_VIII: you really need to fix your encoding
15:42<@Bjarni>so Spaß and Spass isn't the same
15:42<@Bjarni>glx: it decodes perfectly here
15:42<+glx>I see nice squares (but japanese was ok)
15:42<Gonozal_VIII>you would pronounce the a longer in spaß
15:42<@Bjarni>glx: ß
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15:43<+glx>Bjarni: yeah I understood what was the squares ;)
15:43<@Bjarni>so you can see my encoding....
15:43<@Bjarni>and from my point of view Gonozal_VIII is using the same encoding for this char
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15:44<@Bjarni>Gonozal_VIII: you are doing a great job at convincing me to forget all the German I learned :P
15:44<@Bjarni>but I*m not falling for your trick
15:44<+glx>my client is set to utf8 only, maybe yours use both, Bjarni
15:44<@Bjarni>I can still understand you guys when you try to trick me
15:45<Gonozal_VIII>trick you?
15:45<@Bjarni>it wasn't long ago that a bunch of German speaking guys went to Denmark and tried to take over
15:46<@Bjarni>it worked for a few years though
15:46<Gonozal_VIII>they didn't use ß
15:46<@Bjarni>no... they used machine guns
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15:47<Gonozal_VIII>machine guns are extremely powerful in civ 4
15:47<@Bjarni>actually the German soldiers in Denmark had this interesting problem. When speaking to a local they never understood German. When speaking with each other while a local could hear them then the local could understand German
15:48<@Bjarni>German soldiers were informed of this before entering Denmark
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15:50<@Bjarni>btw there is one thing I'm wondering about. Germany took over Denmark and France. In both places a resistance movement turned up and worked until Germany lost (so kind of similar)... however in France all nazi stuff is banned and they even tried to ban an auction in USA selling German stuff from the war
15:51<@Bjarni>In Denmark that's not illegal and we even have a Nazi party.... and noone really cares
15:51<@Bjarni>they get like 70 votes during each election and then what? :)
15:51<Gonozal_VIII>banning stuff usually makes it more interesting
15:51<@Bjarni>as long as they aren't violent or committing any other crimes they should be free to go
15:52<@Bjarni>and yes some people watch them to report every little incident to the police so they can't break the law undetected
15:53<@Bjarni>some Jewish politicians once said about them that it's better to have them in the open so we know that they only get 70 votes... then we know that it's only a few people... banning would make us lose the count
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15:55<Gonozal_VIII>banning a party in a democracy is a bad idea anyways
15:55<@Bjarni>we can do that with our constitution if their method or goal is to hurt or kill other people
15:56<@Bjarni>so if they talk about killing all Jews or whatever then it's a whole different story
15:56<@Bjarni>needless to say, they don't ;)
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15:57<@Bjarni>in fact the risk to Jews appears to be greater from the Muslims
15:58<@Bjarni>I mean they said on the news that Jews are now hiding the fact that they are Jews in public because organised attacks started o_O
15:58<@Bjarni>in our little peaceful country.... wicked
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16:02<@Bjarni>it's still ok to say something
16:11<@Belugas>can anyone try a google search for me? anyting.... just to see if it works the same as in here
16:13<dih>Your search - warchnotf - did not match any documents.
16:13<dih>Did you mean: warchant
16:14<Gonozal_VIII>Es wurden keine mit Ihrer Suchanfrage - warchnotf - übereinstimmenden Dokumente gefunden.
16:14<@Belugas>so.. it worked correctly...
16:14<@Belugas>ok, tahks
16:14<@Belugas>it's on our side, once more
16:16<@Bjarni>I think he is getting commercials only
16:17<@Bjarni>and stores selling warchnotf (whatever that might be)
16:17<Gonozal_VIII>what who where?
16:17<@Bjarni>icecream icecleam guy Brazil
16:17<@Bjarni>*icecream guy
16:25<Gonozal_VIII>i'm first in google for gonozalviii :-)
16:25<Gonozal_VIII>and 2nd
16:25<Gonozal_VIII>and soon the only hit for warchnotf
16:27<dih>is it intentional that one can bridge 'owned' land?
16:28<Gonozal_VIII>why not? you own the land, not the air above it^^
16:29<dih>and what if you own the land to buld a station there?
16:29<dih>but cannot anymore because it's bridged
16:29<Gonozal_VIII>bad luck then ;-)
16:29<dih>besids, if you own land you would deff not have your neightbour bridge it :-)
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16:30<Gonozal_VIII>allow stations under bridges
16:30<peter__>yeah, where did my patch for that go, i wonder...
16:31<dih>so you have a patch to allow bridging stations?
16:31<dih>perhaps depots and small town buildings?
16:32<peter__>you can also buy land under a bridge...
16:34<Gonozal_VIII>a special bridge that acts as a station :-)
16:34<dih>yes - but that is something else peter__
16:35<dih>buying underneath the bridge, the bridge was there first
16:35<dih>you're a butt Gonozal?
16:36<Gonozal_VIII>i have one
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16:36<dih>a big fat ugly one
16:36<Gonozal_VIII>those are most comfy to sit on
16:37<dih>but not to be sat on with :-P
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16:37<dih>peter__ was making a point and has not completed it
16:38<Gonozal_VIII>there's such a thing as a halfpoint?
16:38<Roujin>i'm off, cu
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16:39<dih>there was halftile :-P
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16:51<Eddi|zuHause><dih> so you have a patch to allow bridging stations? <- you certainly did not stick around here long enough to learn that peter__ practically has a patch for everything, just he tends to lock them away where noone can find them
16:53<Gonozal_VIII>maybe one day he'll commit 50 big new features at once into trunk without a warning
16:53<peter__>as "-Codechange: codestyle"
16:58<ln->"Codechange: removed extra newlines"
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16:58<Eddi|zuHause>what exactly is tgcc.grf?
16:58<dih>a file
16:58<Gonozal_VIII>"Codechange: removed all newlines and spaces everywhere"
16:59<Gonozal_VIII>a grf file
16:59<Eddi|zuHause>that directory used to be a lot more crowded...
16:59<peter__>quick, ignore those files
17:00<Gonozal_VIII>i threw out all those unused grf files yesterday
17:01<peter__>tgcc is "town growth challenge cargos"
17:01<Gonozal_VIII>hmm town growth challenge
17:02<peter__>i did the cargos but nothing else
17:02<Gonozal_VIII>sounds a bit like anno0815^^
17:02<peter__>idea was to make it mostly newgrf
17:03<peter__>instead of korenn's hardcoded fork
17:03<Gonozal_VIII>those growing rules could be nice in trunk too
17:04<peter__>all optional of course
17:04<Eddi|zuHause>such gameplay refinements all scream "difficulty option" to me
17:05<peter__>some of his choices are odd
17:06<Gonozal_VIII>4 times faster with power... isn't that a bit too much?
17:06<peter__>like making refittable wagons able to carry any cargo type...
17:06<Eddi|zuHause>easy games have very little gameplay diversification, and you can optionally enable more complex simulations for higher difficulty levels (e.g. passenger destinations, complex signalling (with crashes if done wrong), ...)
17:06<peter__>Gonozal_VIII, depends how slow you make it without ;)
17:06-!-Purno [] has quit [Read error: Connection reset by peer]
17:07-!-helb [~helb@] has quit [Read error: Connection reset by peer]
17:07<Eddi|zuHause>the category steps are odd...
17:07-!-helb [~helb@] has joined #openttd
17:07<Eddi|zuHause>they should be some kind of exponential
17:08<Gonozal_VIII>i think they are ok
17:08<Eddi|zuHause>Once at or over 15500 inhabitants, it can no longer grow. <- and that is totally weird
17:09-!-jonisdead [] has quit [Ping timeout: 480 seconds]
17:12<Gonozal_VIII>allow all vehicles that are refittable to refit to all cargo types <-- i think he means support for the cargo types in use
17:14-!-TinoM [] has quit [Read error: Connection reset by peer]
17:14<peter__>either way that's all controllable by newgrf
17:14<peter__>which is nice
17:17*peter__ idly uploads
17:17<peter__>"just in case"
17:17<Prof_Frink>peter__! newwhateveritisyouredoing!
17:18<peter__>that's what i'm doing
17:18<peter__>(see engines3.png, heh)
17:18<peter__>which is oldish and has already been seen here
17:19<Gonozal_VIII>is that a tank :S
17:20<Gonozal_VIII>ge steeplecab looks like a tank
17:20-!-Diabolic-Angel [] has joined #openttd
17:21<peter__>i need an old ttd game, though
17:22<peter__>to test
17:24-!-jonisdead [] has joined #openttd
17:28<Prof_Frink>peter__: holy moly
17:28<Prof_Frink>That's a fair bit of choice
17:29<Digitalfox>peter__: Where can i find engines3.png ?
17:30<Digitalfox>thanks Prof_Frink :)
17:30<Eddi|zuHause>dbg: [misc] German Townnames are buggy (-1895311447) <-- ???
17:33<Eddi|zuHause> <- this looks like a very old TTD(P?) game of mine
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17:38<peter__>yeah, that works :D
17:40<Eddi|zuHause>something is weird... water below bridges is converted to canals
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17:46<Eddi|zuHause>man, seeing this half-evolved building style is weird...
17:47<peter__>the old "did i really used to do that?" trick?
17:47-!-Zothar [] has joined #openttd
17:48<Gonozal_VIII>you mean weird like that?,%2012.%20Mai%201939.png
17:49<Eddi|zuHause>not even close ;)
17:50<Eddi|zuHause>stuff like 90° turns
17:50-!-Cai [~chatzilla@] has joined #openttd
17:50<Eddi|zuHause>(which was most of the times a workaround, since turning in stations was ... unreliable
17:50<Gonozal_VIII>wooden bridges with catenary look really strange
17:52<Eddi|zuHause>yeah, wooden bridges are what disturbs me the most, but no other ones were available
17:52<Eddi|zuHause>meanwhile that is a suspension bridge, but they are much too small
17:52<Gonozal_VIII>that's what the brick viaduct is for
17:52<Eddi|zuHause>but it is not compatible with newbridges/combroads
17:53<Gonozal_VIII>make it compatible
17:53<Gonozal_VIII>i did
17:53-!-jp473 [] has quit [Quit: jp473]
17:53<Eddi|zuHause>also, i don't like the red colour
17:53<Gonozal_VIII>change it..
17:53<Cai>I like red
17:53<Eddi|zuHause>i like blue ;)
17:53<Gonozal_VIII>blue bricks?
17:54<Cai>:O how did u get emoticon!
17:54<Gonozal_VIII>you should play brickland^^
17:54<Eddi|zuHause>doesn't mean i want to have a bridge in that colour
17:55-!-Cai [~chatzilla@] has left #openttd [User is away.]
17:55<Eddi|zuHause> <- this is what a brick viaduct should look like
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17:58<Eddi|zuHause> <- or this (same track, a few km away)
18:00<Gonozal_VIII>shouldn't be too hard to tweak the colour to be less reddish
18:00<Eddi|zuHause>these are the largest and the second largest brickstone viaduct in the world, respectively
18:02<Prof_Frink>One word. Ribblehead.
18:03<Eddi|zuHause>anyway, "Ziegelstein" is a perfectly valid word, imho
18:03<Gonozal_VIII>ziegelstein is, brickstone isn't ;-)
18:03-!-mindlesstux [~mindlesst@2001:470:1f07:16c:240:f4ff:fe52:a74e] has joined #openttd
18:04<Gonozal_VIII>bridgestone is...
18:05<Prof_Frink>a tyre.
18:05<Gonozal_VIII>i know
18:06<Eddi|zuHause>btw. they recently decided to electrify the track over these two bridges
18:06<Gonozal_VIII>but those are not wooden bridges
18:07<Eddi|zuHause>it's on the main line {Leipzig, Dresden} - Reichenbach - Plauen - Hof - Nürnberg
18:07<Gonozal_VIII>ok... they are... replacing the string doesn't work
18:08<Eddi|zuHause>öltzschtalbrücke_Größenvergleich_mit_Auto.jpg <- when looking at that picture, my thought was: "where the fuck is the car?"
18:09-!-peter__ [~petern@] has quit [Quit: peter__]
18:10<Gonozal_VIII>seems like the lower part is stone, not bricks
18:11<Eddi|zuHause>Ziegelmauerwerk 52%, Werksteinmauerwerk 36%, Bruchsteinmauerwerk 12%
18:12<Eddi|zuHause>Baukosten ca. 2,2 Millionen Taler (6,6 Millionen Goldmark)
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18:15<Eddi|zuHause>so early?
18:15<Gonozal_VIII>have to wake up at 7 :-/
18:16<Eddi|zuHause> <- another brick viaduct (this time a road bridge)
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18:17<Eddi|zuHause>or rather stone bridge
18:17<Gonozal_VIII>not bricks
18:17<Gonozal_VIII>looks like a lot of work
18:17<Eddi|zuHause>building of this bridge started in 1937 (as part of the Autobahn project)
18:18<Eddi|zuHause>was halted in 1940
18:18<Eddi|zuHause>and continued after 1990
18:18<@Bjarni>well... Australia just finished the railroad to Darwin. It took 84 years to complete without breaks
18:19<@Bjarni>sometimes stuff can't be build overnight
18:19<Eddi|zuHause>well, it was close to The Border, there was no use to finish a bridge leading "nowhere"
18:20<@Bjarni>build time and lifetime tend to go hand in hand so you shouldn't cause too much at slow build times
18:20<dih>i met a person who was given a binary compiled to be '0.6.1-alpha' :-D
18:21<@Bjarni>hehe... sounds like the "Japanese bridge" in Kanchatka. The Russians used Japanese POW to build a railroad bridge during WW2 and since it wasn't finished at the end of the war they never finished it
18:21<@Bjarni>the thing is... there is NOTHING on either side of the river and the closest railroad is more than 1000 km away
18:21<@Bjarni>it's really in the middle of nowhere
18:21<@Bjarni>and very far away even by Russian standards
18:22<@Bjarni>dih: huh?
18:22<Eddi|zuHause>well, after 1990, there was suddenly "somewhere" to go
18:22<@Bjarni>we never made an alpha
18:22<dih>someone compiled it with --revision=
18:22<dih>and who knows what else is in there
18:23<dih>you never made an 0.6.1 either
18:23<dih>and now that poor sod is sitting in #openttdcoop and wants to join the server :-D
18:23<@Bjarni>I wouldn't trust that binary at all
18:23<Gonozal_VIII>i said night!
18:23<Gonozal_VIII>and now i go
18:24<@Bjarni>so soon?
18:24<@Bjarni>there is at least 5 hours until you realise that you are going to skip sleeping tonight
18:25-!-XeryusTC [] has quit [Quit: May the ducttape be with you]
18:25<Eddi|zuHause>man, there are no pictures of the unfinished bridge to find anywhere...
18:25<Eddi|zuHause>it was a so common picture when i grew up...
18:25-!-NamedNubcake [~chatzilla@] has joined #openttd
18:26<Eddi|zuHause>people made sightseeing tours just to see "the unfinished bridge"
18:26<@Bjarni>now you sound like my mom. Talking about the stuff she never took pictures of because it was common and now it's gone
18:26<NamedNubcake>so know i found the grfs, do i put them in nightly?
18:27-!-stillunknown [] has quit [Ping timeout: 480 seconds]
18:27<NamedNubcake>Hey it works now
18:27<NamedNubcake>now for coop grfs
18:28-!-Brianetta [] has quit [Quit: Tschüß]
18:28<Ammler>NamedNubcake: don't ask about coop grfs here, join #openttdcoop
18:28<@Bjarni>yeah I coded a self correcting code. It's meant to deal with missing file issues on it's own... after a few attempts it can fix itself
18:28<NamedNubcake>but they just said for me to join this irc channel
18:28<Ammler>:), I know
18:29<dih>you were failing to get openttd to run, so i sent you here
18:29-!-Pikita [~qwertypop@] has joined #openttd
18:29<Ammler>Bjarni: next step is a self creating code
18:29<Pikita>I thought you were going to sleep
18:29<@Bjarni>already working on that... it's a bit more tricky though
18:30<dih>why do screens not have an airbag
18:30<@Bjarni>I don't like the speed of the code it generates... almost like java code
18:30<Ammler>Pikita: I am slow on doing things :)
18:30<dih>if something nasty happens (is done by a user) trigger the airbag :-D
18:31<@Bjarni>Ammler: I don't remember telling my self coding code to code you.....
18:31-!-Wezz6400 [] has quit [Quit: Zzz]
18:31<dih>it did it by itself
18:31<dih>Ammler is a creation of Bjarni's self coding code
18:32<@Bjarni>beta software.... go figure
18:32-!-Gonozal_VIII [] has quit [Ping timeout: 480 seconds]
18:32<Ammler>hmm, if its beta like openttd, then I am happy
18:33<Ammler>but don't program me like a stable windows
18:33<@Bjarni>you are more like a first version of autoreplace
18:33<@Bjarni>crashes whenever networking is used
18:34<dih>did autoreplace gain strength when appearing with multiple numbers of l's ?
18:35<@Bjarni>first version of autoreplace could try to replace a train after it left the depot if the game lagged too much
18:36<dih>that is awsome
18:36<@Bjarni> <-- interesting... my plan about making a zero noise computer is getting closer and closer
18:36<Rubidium>zero noise? that's never going to happen
18:37<Prof_Frink>My libretto's close to zero noise
18:37<Rubidium>close, but not zero noise
18:37<@Bjarni>well... with no moving parts at all
18:38<@Bjarni>I know the PSU and stuff can still generate a bit of noise but nothing compared to HD engines and fans
18:39<Rubidium>a computer with no moving parts will still make a noise (only not hearable)
18:40<Rubidium>the amount of dBs is just too low
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18:42<@Bjarni>my point is that the stress level in the blood increases if exposed to constant noise of 15 dB or more
18:43<@Bjarni>so it's advised to keep all noise below that level
18:43<@Bjarni>it should be possible to make a max 10 dB computer
18:44<Rubidium>I guess mine is very close to that
18:45<ben_goodger>is it possible to tell how loud a system is without resorting to painfully expensive equipment?
18:45<ben_goodger>also, is 10dB not the sound of a watch tick?
18:45<@Bjarni>could be tricky
18:45<NamedNubcake>10 db?
18:45<@Bjarni>I would borrow it as I know where I can borrow not only noise level but also noise direction detection hardware
18:46<NamedNubcake>Just use a micro phone INSIDE and record for 1 minute then use a sound editing program to measure it
18:46<NamedNubcake>I know my computer pumps out 21.35 Db average
18:46<NamedNubcake>On full load :P
18:50<ben_goodger>my system never drops below a load of 1.4, so I have no idea if it gets quieter :D
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18:55<Sacro>NamedNubcake: dB
18:55-!-roboman [] has joined #openttd
18:56<@Bjarni>Sacro: actually you didn't really tell us where you moved except that your window is facing south and that you are moving away from the Chinese girl
18:56<@Bjarni>so... where do you move TO? :)
18:57<Rubidium>from Hull to Hell?
18:57<Sacro>Bjarni: hu52az
18:57<ben_goodger>not far to go...
18:57<@Bjarni>Rubidium: I thought it was the same thing
18:57<@Bjarni>two names started by a typo
18:57<@Bjarni>or somebody mishearing the name
18:58-!-Stoffe [~mirc@] has quit [Ping timeout: 480 seconds]
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18:58<Sacro>we're on the road, to hull!
18:58<@Bjarni>you live on the road?
18:59<Rubidium>in a cardboard box
18:59<@Bjarni>with a window?
18:59<Sacro>haha :p
18:59<Rubidium>ofcourse... but without glass
18:59<@Bjarni>sophisticated homeless guy
19:00<Rubidium>just a little cling film
19:00<@Bjarni>I read about a homeless guy in the US... he lived under a bridge, but he had a TV and a playstation and stuff
19:00<@Bjarni>and furniture
19:01<@Bjarni>I thought homeless people didn't own more than they could carry
19:02-!-Mucht [] has joined #openttd
19:03<@Bjarni>Sacro: do you have a playstation?
19:03-!-Pikita [~qwertypop@] has quit [Ping timeout: 480 seconds]
19:05-!-DeGhost [] has quit [Ping timeout: 480 seconds]
19:06<Sacro>Bjarni: only emulation
19:06-!-DeGhost [] has joined #openttd
19:06<@Bjarni>you haven't fallen to the dark side
19:07<ln->btw, is blu-ray dark side or not?
19:07<@Bjarni>that's a good question
19:07<@Bjarni>I'm still wondering about that question
19:08<dih>it is
19:09*dih thinks it defiantely is
19:09<ln->dih: have you counted how many 'a' letters are in that def... word?
19:09<Sacro>ln-: enough
19:09<@Bjarni>why is it the dark side?
19:09<dih>probably none but hey
19:10<dih>or should i say 'but hay'?
19:10<Sacro>the n is in the wrong place though
19:10-!-UnderBuilder [~chatzilla@] has quit [Read error: Connection reset by peer]
19:10<@Bjarni>what's so bad about blue-ray?
19:10<ln->how many 'e' letters are there in blu-ray?
19:11<@Bjarni>I don't know
19:11<ln->close to zero
19:11-!-Vikthor [] has quit [Quit: Leaving.]
19:12<@Bjarni>what's bad about it?
19:13<NamedNubcake>Blu-ray ftw
19:13<@Bjarni>so you prefer HD-DVD?
19:13<ln->yeah, dih, what's bad about it?
19:13<NamedNubcake>The insanely huge price?
19:13<dih>they are making too much money with it :_D
19:13<NamedNubcake>So its the insanely huge price ?
19:15<@Bjarni>but what is the alternative?
19:15<@Bjarni>if everybody picks HD-DVD instead then the companies behind that one will make a lot of money instead
19:16<NamedNubcake>uhm Choose Fibre Optic HD TV?
19:16<ln->and one company behind HD-DVD is Microsoft.
19:17<@Bjarni>I read about the format war the other day
19:17<LeviathNL>how is this for a openttd icon :P
19:17<@Bjarni>the industry wants to avoid MS due to royalties for every disc release in the future
19:17-!-TX [] has joined #openttd
19:18<@Bjarni>LeviathNL: interesting
19:19<Eddi|zuHause>what's wrong with the old icon?
19:19<@Bjarni>it's.... orange
19:20<ln->Eddi|zuHause: it has a symbol of a monetary unit soon worth less than the paper it's printed on.
19:20<@Bjarni>oh it's not your work
19:20<@Bjarni>then that's an issue
19:20<Eddi|zuHause>ln-: then they should print it on gold paper ;)
19:21<@Bjarni>you see.... we need permission from the owner and I'm not going to ask Märklin to use their images because I already know the answer
19:21<@Bjarni>Alltaken made an image kind of like this once
19:22<ln->it has too much detail to look good at 16×16 or 32×32
19:22<ln->besides the copyright issue
19:22<LeviathNL>It wasn't a serious suggestion, i stumbled upon it and found it rather interesting :)
19:23<@Bjarni>Alltaken's version had less detail to avoid this issue
19:23<ln->this is a serious channel
19:23-!-mindlesstux [~mindlesst@2001:470:1f07:16c:240:f4ff:fe52:a74e] has quit [Ping timeout: 480 seconds]
19:24<@Bjarni>ohh... speaking of Alltaken... his real name is Doug and at one time when he got pizza he couldn't get the bill. The pizza guy looked at it and wouldn't show it... in the end Alltaken caught a look at it and the pizza was not for Doug but for "Dong".... how the hell can you write that??? and about a customer
19:26<ln->a pen will do
19:27-!-mindlesstux [~mindlesst@2001:470:1f07:16c:240:f4ff:fe52:a74e] has joined #openttd
19:28<@Belugas>whoooo... Tortoise 1.4.7...
19:28*Belugas goes installig
19:30*Sacro hands Belugas an n
19:30<ln->btw, is PSP3 the cheapest blu-ray player?
19:30<+glx>it is
19:30<dih>openttd: 0.6.0-beta2/src/station.cpp:193: uint Station::GetPlatformLength(TileIndex) const: Assertion `TileBelongsToRailStation(tile)' failed.
19:31*Belugas catches the n and woders where it should be goig
19:31<dih>i have no idea what happened, if you need the last save, there is one (proabably)
19:32<+glx>does it always assert with the save?
19:32<dih>i have not tried...
19:32<ln->err, actually, PSP stands for portable SP, doesn't it.. what i meant was PS3, as expected.
19:33<+glx>well indeed it is PS Portable ;)
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19:36<dih>glx: i have a save from about 5 mins before crash
19:37<dih>just trying it now
19:37<+glx>try in nightlies too :)
19:37<dih>shall do
19:38<dih>if it crashes another time at least i shall
19:41<@Belugas>Eddi|zuHause : nice shot,%2012.%20Mai%201939.png <--- i love the catenaries
19:42<Eddi|zuHause>it's the dutchcatw.grf
19:42-!-Tlustoch [] has quit [Quit: Leaving]
19:53<dih>glx: it's reproduceable
19:53<dih>SirkoZ did something and can reproduce it
19:53<ln->beware, Bjarni is going to push the button!
19:54-!-Bjarni [] has quit [Quit: Leaving]
19:54-!-LeviathNL [] has quit [Remote host closed the connection]
19:55<ln->exactly the kind of time of night when Bjarni tends to push the button, and so he did.
19:58<+glx>dih: and what did he do?
19:59-!-SirkoZ [~Voodoo_Ma@] has joined #openttd
19:59<dih>i'll let him explain what he did - he knows best :-)
19:59<SirkoZ>I have a great repeatable crash to report
19:59<SirkoZ>I'll make 2 saves
19:59<SirkoZ>and explain how to reproduce
20:00<SirkoZ>"teleporters" are the culprit so to speak
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20:01<Sacro>Belugas: I have that installed
20:01<NamedNubcake>anyone know if theres a way to save favourite servers?
20:01<Sacro>NamedNubcake: yes
20:01<dih>we know if there is a way :-)
20:01*Sacro knows 2 people :p
20:02<Sacro>NamedNubcake: i learned it
20:02<Sacro>and as for the 2nd person, he just informed me
20:02<Rubidium>Belugas: but do you want to pay for it?
20:02<Sacro>unless he said yes presuming he knew that i know
20:02<NamedNubcake>Lemme rephrase that, How do u save favourite servers?
20:02<Rubidium>because that's what you have to do (after 30 days)
20:02<Sacro>i add the IP address
20:02<Sacro>Rubidium: you don't *have* to
20:02*Sacro coughs
20:03<Rubidium>on the other hand... Belugas can request a free license
20:03<Sacro>as he likes kittens?
20:04<SirkoZ>could you upload the saves?
20:04<NamedNubcake>wats in the latest nightly?
20:04<dih>which ones?
20:04<SirkoZ>first in the 0.6.0
20:04<SirkoZ>beta 2
20:04<Sacro>zomg a SirkoZ!
20:04<Rubidium>NamedNubcake: today's nightly
20:04<dih>SirkoZ: which saves do you want?
20:05<dih>LOL Rubidium
20:05<SirkoZ>I have made them
20:05<Sacro>heh, you need to proof (sic) that you are a dev
20:05<SirkoZ>one without orders and 1 with
20:05<NamedNubcake>i meant what are the changes?
20:05<@Belugas>Rubidium, i can? Sacro, is it good and usefull?
20:06<Sacro>Belugas: yes it is, it basically embeds tortoisesvn into VS
20:07-!-Stoffe [~mirc@] has quit [Ping timeout: 480 seconds]
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20:09<NamedNubcake>Blah blah blah
20:09<Sacro>thats not the one i use
20:12<@Belugas>thanks , me checks
20:13<Sacro>i don't know how well it'll work for a dev
20:13<Sacro>but for someone like me it seems more than enough
20:15-!-jonisdead [] has quit [Quit: ChatZilla 0.9.79 [Firefox]]
20:15<Sacro>who is jon?
20:15-!-NamedNubcake [~chatzilla@] has quit [Quit: ChatZilla 0.9.79 [Firefox]]
20:18-!-dihedral [] has joined #openttd
20:21<Eddi|zuHause>apparently someone who is dead
20:22<Eddi|zuHause>like karl ranseier
20:22-!-joosa_ [] has joined #openttd
20:22-!-joosa [] has quit [Read error: No route to host]
20:22-!-Osai is now known as Osai^zZz
20:23-!-dihedral [] has quit []
20:23<dih>g'night ladies
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21:29<@Belugas>ankhsvn is really interesting :)
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22:07<Sacro>Belugas: indeed itis
22:08*Belugas hands a space char to Sacro ;)
22:08<Sacro>Belugas: cheers :) i'll use it wisely
22:15*Belugas hates debuging ecs :(
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22:29<@Belugas>getting param on callback 22 :(
22:30<@Belugas>problem, our routine for var 7f tries to fetch an industry, which can not be there
22:30<@Belugas>since... it's querying for availabilioty
22:31<@Belugas>so... big question... does it crash the same in ttdp
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22:53<DaleStan>Belugas: Why does 7F need an industry? 7F is GRF parameter, isn't it?
22:55<@Belugas>but our code tries to extract the type out of the industry ptr
22:55<@Belugas>an unprotected fnct
22:55<@Belugas>fixing it now
22:58<@Belugas>i have "protected" var 61, 62 and 7F in our getvariable fnct
22:59<@Belugas>the others are refering to industrie, or so i think
22:59<@Belugas>rough patch, needs caring a bit
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23:05<DaleStan>While you're at it, it might be a good idea to make sure that 7E doesn't try to find its grf via its object either. I'm not aware of any use of it, unfortunately.
23:07<@Belugas>ok, will work on it :)
23:07<@Belugas>by teh way, prop 24... a bitch on our side :S
23:08<DaleStan>Hmm. Maybe I don't understand "protected", but I wouldn't think that 61 or 62 require protection; they require a current industry.
23:10<DaleStan>Patch's solution (and this is documented somewhere, I believe) is that if a variable (any of the variables, for advanced 2s) is requested that requires a structure, but the structure is not present, the varaction automatically chooses the first choice.
23:10<@Belugas>if you can find that piece of code, it would be very appreciated
23:11<DaleStan>The code, or the documentation?
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23:13<@Belugas>both ^_^
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23:13<@Belugas>usually, i read the doc over and over, then follows the code after that
23:15<DaleStan>The code starts at newsprit.asm:1080, esi is either 0 or a pointer to the structure.
23:16<@Belugas>0 meaning no struct, i guess
23:16<@Belugas>thanks :)
23:17*Belugas opens, prints and goes to sleep
23:17<@Belugas>good night
23:19<DaleStan>Belugas: And the documentation is at VariationalAction2#Variable : "When displaying a vehicle (etc.) in the purchase list, the game will show those variations based on external variables (dates etc.) correctly, but variations based on vehicle variables (variables 40+x, 60+x and 80+x) will always show the first (not the default) cargo-ID unless otherwise specified for the given variable. If you do a calculation, the first cargo
23:19<DaleStan>-ID will be selected if any of the needed variables is inaccessible."
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---Logclosed Wed Jan 09 00:00:03 2008