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#openttd IRC Logs for 2008-01-13

---Logopened Sun Jan 13 00:00:15 2008
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02:04<Draakon>how can i get american town names in my game?
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02:09<DaleStan>Draakon: New game, or existing?
02:09<Draakon>new game
02:11<DaleStan>Game options. If you meant the names that come with the USSet, you'll have to load the newgrf too.
02:13<Draakon>only Latin-American there, you mean this then?
02:15<DaleStan>That's the correct dropdown. If you don't like the choices, you'll need a town names grf.
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02:17<roboman> to get the ones DaleStan mentioned
02:17<Draakon>i have that set
02:17<roboman>i was sure there was a names download
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03:23<Draakon>why my game makes autosave but autosave is turned off?
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03:24<Rubidium>cause we forced that in order to find a bug, and when we found that bug to have any chance of reproducing it locally thus fixing
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03:25<Draakon>you mean that population bug?
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03:34<jonty-comp>no u
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03:37<Draakon>so do i get this population bug right: if you have TTRS loaded and blow some buildings up, then population will be wierd?
03:38<Rubidium>well... if it was *that* simple it would've been solved by now
03:39<Draakon>so there needs do be other NewGRF loaded too?
03:40<Rubidium>*IF* we know what's happening, it would've been solved by now
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03:46<Draakon>hmm intresting bug
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05:28<SmatZ>hello Wolf01
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05:47<SpComb>Logs: (old: )
05:50<pavel1269>can anyone recomend me some train set?
05:53<Digitalfox>UK set
05:53<Digitalfox>NA set
05:53<Digitalfox>Or japan set..
05:53<valhallasw>'yes.' :P
05:53<toet>cant u use all in 1? :o
05:53<Digitalfox>But with peter patch just use all of them at the same time o_O
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05:56<Digitalfox>And in openttd.cfg change dynamic_engines = true
05:56<Digitalfox>That's it..
05:56<pavel1269>lol :)
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05:59<pavel1269>i will stick with DBSet and CSD then :)
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06:09<Gonozal_VIII>is it possible (and easy) to remove certain bridgetypes from the gui of a railtype?
06:10<Gonozal_VIII>without changing the code of course, only newgrf..
06:10*Hendikins grumbles
06:11<Hendikins>The resident slacker is taking a sickie tomorrow
06:11<Hendikins>And because I've already got 24 hours overtime up this fortnight, they won't let me extend to 12 hours
06:12<Gonozal_VIII>you use strange words... but i think i got most of it..
06:12<Gonozal_VIII>but what's a resident slacker?^^
06:12<Hendikins>Slacker = somebody who does less than their fair share of work
06:12<Hendikins>(Or doesn't do enough work)
06:13<Gonozal_VIII>yes but in combination mit resident?
06:13<Hendikins>Just means they're /our/ slacker
06:13<Gonozal_VIII>ah i see i see
06:14<Hendikins>A sickie is taking a day of sick leave without actually being sick
06:14<Gonozal_VIII>and fortnights are really in use, i thought that was some very old system
06:14<Hendikins>A fortnight is 14 days
06:14<Gonozal_VIII>i got that sickie thing^^
06:14<Gonozal_VIII>and i know what a fortnight is
06:15<Gonozal_VIII>but i didn't know that people still use it
06:15<Hendikins>And overtime is additional hours on top of what I'm supposed to be rostered.
06:15<Gonozal_VIII>hehe and i certainly know what overtime is
06:16<Hendikins>I've had 2 overtime shifts + 2 extends this fortnight
06:16<Hendikins>So they're not going to get me to extend
06:16<Gonozal_VIII>extend = 12h?
06:16<Hendikins>Extend = >8 hours.
06:16<Gonozal_VIII>that's a normal shift
06:17<Hendikins>Although in this case, both the extends were to 12 hours, which is the limit
06:17<Gonozal_VIII>ah >
06:17<Hendikins>8 hours is a normal shift. An extend is anything above 8 hours.
06:17<Hendikins>Generally to 12, but doesn't have to be.
06:17<Gonozal_VIII>i thought you used = and > together as an arrow^^
06:18<Hendikins>I work for Rail Corporation New South Wales. We use fortnights. :P
06:18<Hendikins>Not in Australia
06:19<Gonozal_VIII>are they synced with month or the year? so sometimes longer or shorter?
06:19<Hendikins>A fortnight is pretty much the standard pay period here.
06:19<Hendikins>They're not synced with anything. They're just blocks of 14 days.
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06:21<Hendikins>Gonozal_VIII: I'm station staff. I'm supposed to work 19 days out of every 28. Lately I've been working 23 - 24.
06:21<Gonozal_VIII>i thought they were only used as pranks nowadays, to measure speed in picoparsec per terafortnight or stuff like that
06:22<Rubidium>nah... furlong per fortnight is much better
06:22<Gonozal_VIII>furlong? :O
06:23<Gonozal_VIII>the length of fur of a special animal?^^
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06:27<Gonozal_VIII>sooo.. does anybody know something about disabling certain bridgetypes for one railtype?
06:27<Gonozal_VIII>i want to disable all but one bridge for monorail
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06:28<Gonozal_VIII>disable as in remove them from the gui..
06:31<Gonozal_VIII>i replace my monorail with transrapid tracktype and want to have only one bridge for that
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06:33*Bjarni feels like a bar regular when being greeted like that
06:33<@Bjarni>not good
06:33<Gonozal_VIII>hi norm
06:37<Gonozal_VIII>do you know how to remove all but one bridgetype from the gui for one railtype with a newgrf?
06:38<dih>hello Bjarni :-)
06:39<@Bjarni>hi dih
06:39<dih>how are you today?
06:39*Bjarni detects a dih patch in the trunk
06:39<dih>what? where? which one?
06:40<@Bjarni>@openttd commit 11829
06:40<@DorpsGek>Bjarni: Commit by rubidium :: r11829 /trunk/src (5 files in 2 dirs) (2008-01-13 01:39:22 UTC)
06:40<@DorpsGek>Bjarni: -Feature: allow reloading openttd.cfg when starting a new game on a dedicated server. Patch by dihedral.
06:40*dih thanks Rubidium a bunch
06:41<dih>i dont know why - but i am seeing an awful lot of desyncs on my games
06:41<@Bjarni>figure out why and fix it
06:42<dih>search for desync on #openttdFairPlay
06:42<@Bjarni>you keep asking for useful stuff to do... now you got it
06:42<dih>i would need both savegames (raw) from client and server, right?
06:42<dih>and find out as of when they differ
06:43<dih>adding a autosave to the daily loop
06:43<@Bjarni>in single player
06:43<Rubidium>no, we need to know how to reproduce the desync
06:43<Rubidium>not that two savegames differ
06:43<dih>Rubidium: they are sporadic
06:43<Rubidium>because that is usually useless information
06:43<@Bjarni>yeah it has to be a savegame that desyncs on it's own every time
06:43<dih>but when they are there, it usually hits everybody
06:44<@Bjarni>first try to get a savegame that reproduce the desync a a certain date
06:44<dih>i'll do my best
06:44<dih>i have enough autosaves ^^
06:44<@Bjarni>then it's possible to work on why it desyncs... but it's too hard if it's completely random
06:44<dih>funny thing though is, the desyncs are occuring on the games that dont have additional grf's loaded
06:44<Rubidium>s/too hard/completely impossible/
06:45<@Bjarni>I wouldn't say that
06:45<dih>i'll do my best
06:45<@Bjarni>but we would really need to be lucky
06:45<@Bjarni><dih> how are you today? <-- hungry
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06:47<peter__>dih, good news, i think i've found a solution for that bug i was talking about
06:47<pavel1269>what bug? :)
06:48<peter__>in the enginepool patch
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06:48<peter__>well, not a bug because i commented it out ;)
06:49<dih>peter__ refresh my mind please ^^
06:53<peter__>i never told you what it was, it was just that bug i was staying up late for
06:53<dih>oh - ok
06:53<dih>i remember ^^
06:56<dih>Rubidium: TB used to talk about making squirrel the console language, what is your thought to that?
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06:59<peter__>woo, it compiled ;)
07:00<dih>"if it compiles, ship it"
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07:03<Gonozal_VIII>how to make a stone sculpture of a lion: take a big stone, remove everything that doesn't look like a lion, ready
07:03<ln->was that Leonardo's idea of it or whose...
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07:04<Gonozal_VIII>i don't know... i read it somewhere some years ago
07:04<Gonozal_VIII>i also don't know why i wrote it now
07:04<dih>perhaps because you had nothing else to say ^^
07:05<ln->the same goes for making a transportation simulation game; take 5MB file filled with 0xFF, then zero each bit that doesn't look like a transportation game.
07:05<Gonozal_VIII>yes :-)
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07:06<Gonozal_VIII>and you all act as if it was a hard thing to do... tststs
07:09<CIA-1>OpenTTD: rubidium * r11830 /trunk/src/roadveh_cmd.cpp: -Fix [FS#1625]: road vehicles would not wait in line, but at a single point on bridges. Based on a patch by SmatZ.
07:09<Gonozal_VIII>they stopped doing that a long time ago
07:09<Gonozal_VIII>was that reverted?
07:10<Rubidium>Gonozal_VIII: no, they just didn't do it correctly
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07:10<Gonozal_VIII>they run through each other after some time... i was told that's a feature
07:11<Rubidium>that is a feature
07:11<peter__>that's also turn on and offable
07:11<Gonozal_VIII>then what was the bug?
07:11<peter__>it's the "road vehicle queue (with quantum effects)" patch
07:11<Rubidium>but in some cases on bridges (and tunnels, though you can't see that), they would move all to the same spot on the bridge
07:12<Rubidium>Gonozal_VIII: just take a look at the savegame in flyspray in < r11830
07:12<Gonozal_VIII>i believe you :-) but it did work for me since the last fix
07:13<Rubidium>Gonozal_VIII: it did not in ALL cases
07:16<dih>how can i force a game to write crash infor to crash.log?
07:18<Rubidium>on what OS?
07:18<Rubidium>there's not crash.log there
07:19<Rubidium>you can run openttd in gdb though
07:19<dih>anything i can do to get one?
07:19<dih>i mean - the game runs in autopilot
07:19<Rubidium>attach gdb to it
07:19<dih>and for some very odd reason, the game 'died' but autopilot remained running
07:20<dih>which never happened before
07:20<dih>what is the maximum client id?
07:20<Rubidium>I guess 65535
07:21<dih>ok - i deff did not reach that ^^
07:21<Rubidium>it's at least more than 255
07:21<dih>but i dont restart my servers
07:21<dih>that one was running since 0.6.0-beta2 came out
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07:38<dih>by the way - i dont think the desyncs are based on user actions...
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07:50<Ammler>dih: I had that on my server too
07:51<Ammler>(server breaks and ap didn't
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08:12<CIA-1>OpenTTD: smatz * r11831 /trunk/src/train_cmd.cpp: -Fix: call TrainConsistChanged() when removing crashed train part to be consistent with saveload process
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08:16<UnderBuilder>I think that in temperate the towns should require goods
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08:17<Gonozal_VIII>they do^^
08:17<Gonozal_VIII>ah you mean for growth?
08:17<UnderBuilder>best said, goods and transport of mail and coal to nearby power stations
08:18<Gonozal_VIII>did you read my topic in the suggestions forum about the zones? :-)
08:18<UnderBuilder>instead of being station served based, it should be cargo received based
08:19<UnderBuilder>because for me the goal in openttd is to grow cities
08:19<Gonozal_VIII>each town building represents a lot of buildings and has a stockpile :-)
08:19<UnderBuilder>that looks a bit simcity-ish
08:20<Gonozal_VIII>only the names for the area types
08:20<Gonozal_VIII>rest has nothing to do with sim city
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08:20<UnderBuilder>and I think that residential and commercial should be merged
08:21<UnderBuilder>I will explain better...
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08:22<UnderBuilder>light residential has got high quantity of houses, low quantity of small commerces and no tall buildings
08:23<UnderBuilder>medium residential has got low quantity of houses, high quantity of small commerces and some high buildings (5-6 floors)
08:25<UnderBuilder>heavy residential has got no houses, and high quantity of tall buildings (10-20 or in exceptional cases monstruosities like 50 floor ones)
08:25<Gonozal_VIII>i tried to avoid changes in the accepted cargo types during growth
08:25<UnderBuilder>it should be like a mix of TTD and simcity
08:26<UnderBuilder>similar for industries
08:26<UnderBuilder>there are lire
08:26<Gonozal_VIII>but the cargo types could stay the same and stockpile sizes vary..
08:26<UnderBuilder>there are light industries like farms that does not generate pollution
08:27<UnderBuilder>and forests
08:27<hylje>would these areas be 1x1 or 2x2 or more
08:27<hylje>or variable
08:27<Gonozal_VIII>every area is 1 tile
08:28<Gonozal_VIII>that's the 2nd assumption :-)
08:28<UnderBuilder>medium industries like iron ore mines, coal mines that generate some pollution
08:28<Gonozal_VIII>Areas with maximum population are likely to spawn minimum population areas of same type on empty tiles in their surroundings;
08:28<Gonozal_VIII>Areas with minimum population can be changed to a different type (e. g. from residential to industrial) by neighbouring maximum population tiles;
08:29<Gonozal_VIII>what does pollution do?
08:29<UnderBuilder>and heavy industries (processing ones) like factories or steel mills that generate high pollution
08:29<hylje>would this practically mean cities would be part passenger part (secondary) industry?
08:30<Gonozal_VIII>If you supply a type of area in a part of a town but not the others, it will expand and slowly replace the other areas which leads to clusters of same area type next to each other like industrial or commercial districts in real cities.
08:30<Gonozal_VIII>Lots of small sources with low output and destinations with small stockpile sizes increase the usefulness of trucks, hubs and milk runs.
08:30<UnderBuilder>but the difference with simcity is that the zones are built automatically
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08:31*peter__ ponders testing multiple engine sets on a server...
08:31<Gonozal_VIII> <-- you can read it there hylje :-)
08:31<hylje>yes yes
08:34<UnderBuilder>each city has got one residential zone (the city) and an industrial zone (only one of them per city) and the maximum size of the cities is inversally proportional to the number of cities
08:35<Gonozal_VIII>you mean at map generation?
08:35<Gonozal_VIII>it will change a lot with supply...
08:36<UnderBuilder>yes, but the industries will not be generated randomly
08:36<CIA-1>OpenTTD: rubidium * r11832 /trunk/src/ (22 files in 2 dirs): -Codechange: get rid of (quite) some VARDEFs.
08:36<Gonozal_VIII>right, only spawn new ones nearby if you grow them
08:37<UnderBuilder>the industrial zone needs passengers (workers) from cities and the residential zone needs goods from the processing industries
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08:37<Gonozal_VIII>yes i wrote that :-)
08:37<UnderBuilder>no, you also can't spawn industries yourself
08:37<UnderBuilder>they already come with each city
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08:38<Gonozal_VIII>only one tile? that's not much
08:38<Gonozal_VIII>i was thinking about a relatively small stockpile per tile even at maximum population
08:39<UnderBuilder>I mean one group of tiles
08:39<Gonozal_VIII>ah i see...
08:39<UnderBuilder>ah, you mean one tile = one industry?
08:39<Eddi|zuHause3>how do you think of simulating raw industries like coal or ore mines, which typically use up a rather big area?
08:39<Gonozal_VIII>the areas are big
08:40<Eddi|zuHause3>1 tile == big?!?
08:40<Gonozal_VIII>yes :D
08:40<pavel1269>you play 64x64, dont you? :)
08:41<Gonozal_VIII>i don't know how big the tiles are when you compare it to vehicle speed but i think it's about 2km
08:41<Gonozal_VIII>(read that somewhere)
08:41<UnderBuilder>residential should be houses, apartments, offices, shops, etc.
08:41<UnderBuilder>commercial should be renamed to turism places
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08:43<Gonozal_VIII>tourism places doesn't seem to be such a good name^^
08:44<UnderBuilder>yes, atractions is right, I'm bad at english
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08:45<Tefad>i am by far no master ; )
08:45<UnderBuilder>however, this should be a fork of openttd, because this is a massive change of the gameplay and it will not like to everyone
08:46<Tefad>while i can master some parts of grammar, i am miserable at others. and my vocabulary has notches and plateus all over.
08:46<Gonozal_VIII>i was hoping it could be done with a newgrf
08:47<Prof_Frink>Gonozal_VIII: If you calculate from vehicle speed, each tile is several thousand km square
08:47<Gonozal_VIII>then where did i get that 2km thing from?
08:48<peter__>scale is something to be ignored
08:48<Gonozal_VIII>t matter
08:48<Eddi|zuHause3>cities should scale with vehicles, not with distances
08:48<Eddi|zuHause3>(very roughly)
08:49<UnderBuilder>I think that instead of population of the area you should say level of the area, as the industries and atractions also can have got that feature
08:49<Gonozal_VIII>i want big cities with millions of people... with areas
08:49<Forked>so some of the good people in the ttd towns live in a 2x2km house? nice
08:49<Eddi|zuHause3>if 1 tile == 2 wagons, then 1 tile is around 50m
08:50<Tefad>scale in ttd is never correct ; )
08:51<Eddi|zuHause3>and a city with 1 million inhabitants should cover a rather big part of the map
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08:51<Gonozal_VIII>it would
08:51<Eddi|zuHause3>not an area of 10x10 tiles, like in your suggestion
08:52<Gonozal_VIII>only at maximum population density
08:52<Eddi|zuHause3>25600*10*10 = 2.5M
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08:52<UnderBuilder>I smell Transport City
08:52<Gonozal_VIII>you only get that with a constant supply of everything
08:52<Eddi|zuHause3>"constant" is even unrealistic
08:53<Gonozal_VIII>Population decreases three steps towards the minimum every 256 ticks if the stockpile is empty;
08:53<Gonozal_VIII>Population doesn't change if the area has something in its stockpile but not everything;
08:53<Gonozal_VIII>Population increases one step if there are units of everything the area needs in its stockpile and the population is below maximum;
08:53<Eddi|zuHause3>say you go along with this "zones" idea, scale to be discussed, you can have different density levels, but on higher density levels you need very high supply to even maintain the level
08:54<CIA-1>OpenTTD: bjarni * r11833 /trunk/config.lib:
08:54<CIA-1>OpenTTD: -Cleanup: changed save_params_array into one item for each line in config.lib
08:54<CIA-1>OpenTTD: This should increase readability and conflict solving
08:54<Gonozal_VIII>yes eddi... if the stockpile runs empty the population goes down
08:55<Eddi|zuHause3>yes, but on higher density level, the stockpile must go down faster
08:55<Gonozal_VIII>yes it does... it processes/consumes more
08:55<Eddi|zuHause3>and i would not say "empty", you need supply within certain limits
08:55<Eddi|zuHause3>if you go below, you have slight chance of decrease
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08:56<Gonozal_VIII>empty is good enough
08:56<Eddi|zuHause3>if you go above (on all required slots) you have slight chance of growth
08:56<Gonozal_VIII>the stockpile is a buffer
08:56<Eddi|zuHause3>the further you are away from the "optimum", the bigger the chances are
08:57<Gonozal_VIII>every 256 ticks the stockpile of every cargo is reduced by an ammount that's calculated from the population
08:57<Eddi|zuHause3>also, not all input variables should be "required", if you only supply certain cargo types, you can push development into certain directions
08:58<Eddi|zuHause3>256 ticks? that's like a week...
08:58<Gonozal_VIII>if the reduction would bring the remaining supply of nothing below 0, the population grows, if anything is not 0 population stays the same, everything 0, population down
08:58<Gonozal_VIII>half week
08:58<Eddi|zuHause3>can't you just say each day?
08:59<Gonozal_VIII>that would be too fast
08:59<Eddi|zuHause3>this number of 256 is really random
08:59<Eddi|zuHause3>apart from "each day" you have "each tileloop"
08:59<Tefad>2 4 8 16 32 64 128 256
09:00<Eddi|zuHause3>Tefad: 4 8 15 16 23 42?
09:00<Gonozal_VIII>ecs industries have 256 tick intervals
09:00<Gonozal_VIII>but doesn't matter, can be 72 ticks too
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09:01<Gonozal_VIII>but that would require more steps for the population
09:01<Gonozal_VIII>because then you could grow to maximum in 256 days instead of 3 years
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09:02<Gonozal_VIII>i thought about the numbers a lot^^
09:05<UnderBuilder>one question, in your countries is there some isp that supports gnu/linux?
09:05<Sacro>Bowling Green, Ohio student Robert Ricketts, 19, had his head bloodied when he was struck by a Conrail train. He told police he was trying to see how close to the moving train he could place his head without getting hit.
09:06<UnderBuilder>I mean, that gives support to users using linux distributions
09:06<Eddi|zuHause3>what do you mean "support"?
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09:07<UnderBuilder>technical support
09:08<Eddi|zuHause3>why would an ISP have to give support for linux distributions?
09:08<peter__>arrr, too many engines :o
09:08<Eddi|zuHause3>you don't ask the baker for support of carpet cutters
09:08<Draakon>peter: hehe i know what you mean
09:09<Draakon>peter: you could make a organizing system for it
09:10<Gonozal_VIII>hmm you can sort them by all kinds of values, that should also be enough to find the right engine if there are hundreds available
09:10-!-Ammler [] has quit [Ping timeout: 480 seconds]
09:11<Eddi|zuHause3>sorting is not enough, you need filtering
09:11-!-|Bastiaan| [] has quit [Ping timeout: 480 seconds]
09:12<peter__>SELECT * FROM engines WHERE power > 4000
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09:13<UnderBuilder>idea: automatic bulldozer
09:13<Sacro>actually, would that work...
09:13<Gonozal_VIII>ORDER BY power
09:14<UnderBuilder>when you want to build something like an airport over the middle of a city, if your ratings are good enough, you don't have to destroy half of the city, you just have to overbuild it and voila!
09:15<Draakon>not possibile
09:15<Gonozal_VIII>only if you're an OverBuilder
09:15<Draakon>not possible in the game either
09:15<Gonozal_VIII>don't be so lazy, airports are cheap enough :P
09:16<Gonozal_VIII>at least they require some work to make space for them
09:16*Draakon download more train sets
09:17<Draakon>where can i redownload ECS vectors beta 3?
09:17<Gonozal_VIII>why do you want old grfs?
09:17<Gonozal_VIII>ah no... wood and agricultural are still beta 3
09:17<Draakon>dont like new ones
09:19<LA[lord]>I need a link which explains well, why ong and not JPG, but I can't find it.. I need to post it to one place... :P Any help?
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09:19<Gonozal_VIII>jpg changes pixels all over the place
09:19<LA[lord]>I know it was in the wiki.. but where
09:20<Gonozal_VIII>that's reason enough
09:20<LA[lord]>I want that wiki page, so I don't have to rewrite everything
09:20<Draakon>still where i can get ECS Vectors Beta 3?
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09:23<Gonozal_VIII>he wants old versions
09:23<Draakon>i dont want basic vectors beta 4
09:23<Draakon>i want old
09:23<LA[lord]>there is betaa 3 too
09:23<LA[lord]>ECS vectors v1 beta 3
09:24<Draakon>but not basic, machinery and town
09:24<LA[lord]>below the beta 4
09:24<Eddi|zuHause3>hm... what is a BR 140 useful for?
09:24<LA[lord]>oh.. wait a mom
09:25<Gonozal_VIII>as a buffer to stop real trains :-)
09:25<ln->do english-speaking peoples ever use month numbers when expressing a date?
09:25<Eddi|zuHause3>it is slower than E 16 and has less tractive effort than E 94
09:26<Eddi|zuHause3>i don't speak english
09:26<Gonozal_VIII>yes but they mix up the order of day and month all the time
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09:28<LA[lord]>Draakon: Doesn't the coop pack have beta3, or they have beta4?
09:28<Eddi|zuHause3>i think something is not quite realistic with the realistic acceleration...
09:29<Draakon>they have much older versions
09:29<Eddi|zuHause3>an E 94 easily pulls a 3500t coal train
09:29<Eddi|zuHause3>but a VT 95 with trailer cannot reach its maximum speed
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09:32*peter__ ponders food
09:32<peter__>or drink
09:32<peter__>or somesuch
09:32<Gonozal_VIII>little endian form 13/01/2008
09:32<Gonozal_VIII>big endian form 2008-01-13
09:32<Gonozal_VIII>middle endian form 01/13/2008 <-- totally messed up
09:33<peter__>good ol' US
09:33<hylje>middle-endian :)
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09:33<peter__>ln-, not I, certainly
09:33<Sacro>Draakon: #tycoon is very rarely on topic
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09:34<hylje>peter__: foodstuffs!
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09:34<Gonozal_VIII>so when you read stuff like 08/09/2007 you never know for sure what it means
09:35<Sacro>for sure for sure
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09:37<CIA-1>OpenTTD: rubidium * r11834 /trunk/src/ (58 files in 3 dirs): -Codechange: only include settings_type.h if needed.
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09:41<GoneWacko>I don't know what I fear more, people from #openttd coming into #tycoon and expecting a very formal/on-topic channel, or people from #tycoon coming into #openttd and being annoying :>
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09:42<CIA-1>OpenTTD: smatz * r11835 /trunk/src/train_cmd.cpp: -Fix: mark depot, viewports, vehicle lists and vehicle details dirty when a train crashes
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09:43<Gonozal_VIII>what a random thing to say
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09:44<@Bjarni>he can code... so why should we argue against his outbursts? :)
09:44<Gonozal_VIII>random comments all over the code^^
09:45<hylje>that'd be amusing
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09:46<Eddi|zuHause3>ah, i have found a use for the BR 140
09:46<Draakon>BR 140?
09:47<Draakon>what's that?
09:47<Eddi|zuHause3>i have some small hilly passenger routes that use E 52 and two axle wagons
09:47<Draakon>from what set?
09:48-!-stillunknown [] has joined #openttd
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09:49<nadine>Hello there :)
09:49<Eddi|zuHause3>although the colours of the bavarian engines with matching wagons is funny, they are just too old now...
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09:50<nadine>Little question: My selfcompiled version of openttd runs quite slow. So i wonder if there are any flags to disable debug stuff or something, that could slow down the current SVN releases?
09:51<nadine>Espacially the zoomed out overview starts to lag when moving on the map
09:51<ln->And your operating system is ...?
09:51<Draakon>we dont support patched games
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09:51<nadine>it's not patches, just svn
09:51<Gonozal_VIII>zoomed out is always slow
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09:52<nadine>So the problem is probably my system with only 1ghz?
09:52<Draakon>is it slow even at the begginning of the game?
09:52<Eddi|zuHause3>1ghz can be too little for very big maps
09:52<Draakon>like nothing yet done
09:52<Gonozal_VIII>depends on map size, number of vehicles, compeditors, ships with yapf, lots of things
09:53<nadine>I just start a 512x512 map, zoom out and when then moving the map lags
09:53<Eddi|zuHause3>i always pause before zooming out
09:54<nadine>hmm...i just tried to pause before scrolling, doesn't change anything (at least i can't feel an improvement)
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09:57<Eddi|zuHause3>what may also slow things down is starting in 32bpp mode
09:57<Eddi|zuHause3>which shouldn't be default, but you never know...
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09:58<nadine>how to find out about the 32bpp thing?
09:58<Gonozal_VIII>cfg file
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09:59<Eddi|zuHause3>openttd -h for command line settings
09:59<Gonozal_VIII>32bpp blitter
10:01<Eddi|zuHause3>Gonozal_VIII:,%2029.%20Dez%201955.png <- current city scale does not by far match my railway scale...
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10:04<Gonozal_VIII>those guys pretending to be female all the time... tststs...
10:04<hylje>how random
10:05<Gonozal_VIII>everybody knows that there are no females on the internet...
10:05-!-Tefad [] has quit [Ping timeout: 480 seconds]
10:08<Eddi|zuHause3>,%2021.%20Seo%201956.png <- unrelated, i just think it is a nice shot
10:09-!-aKra [] has joined #openttd
10:09<aKra>Anyone in for a game of OpenTTD? :P
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10:10<LA[lord]>no females?
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10:11<Gonozal_VIII>Most active forum: Off-Topic
10:11<Gonozal_VIII>[ 10 Posts / 100.00% of user’s posts ]
10:11<Gonozal_VIII>Most active topic: Break up's
10:11<Gonozal_VIII>[ 6 Posts / 60.00% of user’s posts ]
10:12<Gonozal_VIII>hehe ok.. that one could be real
10:12<Sacro>Gonozal_VIII: who?
10:12<reto_>pavel1269: hey, any news on your server problem?
10:12<Sacro>oh she is real, i've met her
10:12<ln->LA[lord]: i'd be especially suspicious about "females" who have "girl" or something like that in their nick.
10:12<LA[lord]>Gonozal_VIII: SAC was female too
10:13<LA[lord]>ln-: But I have seen posts where both andel and davemcmahon confirm to have those gf's :P
10:14<Sacro>that is Andel's fiancee
10:14<LA[lord]>Sacro: How come you have met andels girl? Veery suuspiicious...
10:15<Sacro>LA[lord]: tt-forums meet last june
10:16<LA[lord]>you were there? then I guess yes...
10:16<LA[lord]>I wasn't even a member at that time :P
10:17<ln->where was that?
10:17<Gonozal_VIII>north pole
10:17<ln->i would have noticed that
10:17<Gonozal_VIII>easy to find for everybody, just head north :-)
10:18<Sacro>ln-: Birmingham
10:19<Gonozal_VIII>north pole makes perfect sense to gather people from all over the world... you don't need to set any waypoints :-)
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10:20<Eddi|zuHause3>birmingham is not that far away from north pole :p
10:20<@orudge>Birmingham has about as much charm as the North Pole
10:20<Sacro>what if you get a boat
10:20<Sacro>it'll be damned laggy
10:20<@orudge>maybe a bit less cold
10:22<Eddi|zuHause3>*mental note* do not try to scroll on screenshots
10:22<Gonozal_VIII>i think that's a thing everybody tries from time to time
10:23<Eddi|zuHause3>i do that pretty much every time ;)
10:24<pavel1269>16:12 <reto_> pavel1269: hey, any news on your server problem? <--- no
10:24<pavel1269>you got some idea?
10:24<Eddi|zuHause3>anyway, realistic acceleration is unrealistic
10:24<Gonozal_VIII>i think it's good
10:24<Eddi|zuHause3>"2000t mit 85 km/h in der Ebene" <- i pull twice that
10:25<Eddi|zuHause3>"600t mit 50 km/h bei 25 Promille Steigung" <- and i hardly slow down on slopes
10:25<Sacro>Eddi|zuHause3: we all do
10:25<Gonozal_VIII>i can't pull 2000t :-(
10:25<Gonozal_VIII>use weight multiplier eddi
10:26<Gonozal_VIII>i always set that to 5
10:26<Eddi|zuHause3>i have 720t trains with x4 multiplyer
10:26<Eddi|zuHause3>total weight: 3502t
10:26<Eddi|zuHause3>E 94 + 18 Hoppers
10:27<Gonozal_VIII>breakdown while on a slope.. baaad thing
10:27<Eddi|zuHause3>i play with breakdowns off
10:27<Gonozal_VIII>cheater :P
10:28<Eddi|zuHause3>they are unrealistic
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10:28<Gonozal_VIII>and signals in front or shortly after a slope are also bad... trains should never have to stop there
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10:29<Eddi|zuHause3>but still, while the E94 pulls insane amounts of cargo, a VT 95 with unpowered trailer (standard combination) does not even reach its max speed on a straight line
10:29<Gonozal_VIII>i sometimes split track in front of a slope and lead two parallel tracks up to compensate for the bigger signal distance
10:30<pavel1269>lets start private MP game :P
10:31<Gonozal_VIII>your mp doesn't work :P
10:31<pavel1269>hamachi :)
10:31<reto_>pavel1269: no, no news
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10:32<Gonozal_VIII>i'm woking on a grf atm, no time to play
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10:32<pavel1269>eddi and you? :P
10:33*peter__ is up to reviison g of enginepools today :o
10:33<Sacro>zomg Bjarni
10:34<Eddi|zuHause3>i don't usually do MP
10:35<Gonozal_VIII>hmmm floating stations
10:35<reto_>hmmm I'm trying to update a patch which used to use 'LoadGrfFile()' to load a spirte, as far as I can see in recent versions this isn't a prefered way anymore
10:35<reto_>but I can't determine how to port that
10:37<peter__>action 5 is the preferred way
10:37<reto_>action 5 :)?
10:40<Gonozal_VIII>ah action 5... got a question for that too, maybe someone knows
10:40<Gonozal_VIII>autorail tool for maglev is 69
10:40<Gonozal_VIII>what's autorail tool for monorail?
10:41<Eddi|zuHause3>the icon in the toolbar
10:41<Eddi|zuHause3>4 rail directions + autorail
10:41<Gonozal_VIII>the directions are in trg1r
10:41<Eddi|zuHause3>dynamite, depot, waypoint, station, signal, bridge, tunnel, bulldozer, convert
10:42<Gonozal_VIII> 652 * 4 05 95 06 45
10:42<Gonozal_VIII> 653 sprites/landscape_infra.pcx 338 3336 09 13 20 0 4
10:42<Gonozal_VIII> 654 sprites/landscape_infra.pcx 370 3336 03 36 56 0 0
10:42<Gonozal_VIII> 655 sprites/landscape_infra.pcx 434 3336 01 20 20 0 0
10:42<Gonozal_VIII> 656 sprites/landscape_infra.pcx 466 3336 01 32 32 0 0
10:42<Gonozal_VIII> 657 sprites/landscape_infra.pcx 514 3336 09 20 20 0 0
10:42<Eddi|zuHause3>autorail is an openttd invention
10:42<Gonozal_VIII> 658 sprites/landscape_infra.pcx 546 3336 03 32 32 0 0
10:42<Gonozal_VIII>that replaces maglev autorail button to maglev depot cursor
10:43<Gonozal_VIII>i need the offset for monorail autorail button
10:43<Eddi|zuHause3>i have no idea...
10:43<Gonozal_VIII>where can i find that out?
10:44<Gonozal_VIII>.. i'll just try
10:45<peter__>decoding ottd's grf would tell you
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10:45<Eddi|zuHause3>if infra is designed for TTDP, i kinda doubt that it has a autorail icon at all
10:45<Gonozal_VIII>i made that grf, i'll draw the icon
10:48<Gonozal_VIII>ha, i guessed right with first try
10:50<peter__>worked for NASA?
10:50<Gonozal_VIII>they guess a lot?
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10:59<Eddi|zuHause3>Murphy worked for NASA...
11:00<Tefad>my grandmother worked for a contractor under NASA
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11:20<Forked>pavel1269: got a minute, please? :)
11:21<Gonozal_VIII>just say no
11:21<Forked>gonozal gives good advice :\
11:21<pavel1269>your minute is almost gone :)
11:22<Forked>openttd/src/date_func.h:18: warning: inline function 'uint16 DayLength()' used but never defined .. when compiling your update to the daylengt patch
11:22<pavel1269>it have to be defined in date.cpp
11:22<Forked>with rev 11814 :)
11:22<pavel1269>*it should :)
11:22-!-Lego- is now known as Lego--
11:23<pavel1269>thats that one from me?
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11:23<Forked>yes, I'll just doublecheck I didn't mess anything up first
11:23<pavel1269>mom, i will try :)
11:24<pavel1269>but i have compiled version .. everything okay ...
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11:24<Forked>retrying now
11:24<Forked>with redownloaded patch :) .. bleh same. I'll see if I can figure it out
11:26<pavel1269>replace declaration with definition
11:26<pavel1269>try if it will work :P
11:28<Forked>uhm, wherewhat? :\ I'm still a newbie at reading code .. for now!
11:28<Forked>(and I really do try not to be too annoying.. honest)
11:28<Forked>in the patchfile under date.cpp?
11:28<dih>[17:27] <Mr_Console|1> Mark has left the game (could not load map)
11:28<dih>when does that show up ^^
11:28<dih>never seen that before :-P
11:28<+glx>let me search in code
11:29<dih>glx: dont worry - just about to do that too ^^
11:30<pavel1269>Forked: i just compiled taht ,... everything okay :D
11:30<Forked>pavel1269: hum. ok. thanks .)
11:30<pavel1269>i will change sth ...
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11:32<pavel1269>openttd - 140 error(s) ... ithought that :D
11:33<+glx>dih: probably the client doesn't have zlib
11:33<dih>the client is connected most of the time
11:33<dih>and reconnected right after that
11:34<dih>thanks for looking at it glx
11:34<dih>perhaps i should have said thank you first :-)
11:35<+glx>then it's a transmission error and it got a corrupted save
11:35<dih>that could be
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11:35<dih>Mark seems to have connection issues
11:35<dih>thank you a lot glx
11:36<pavel1269>everything is included everywhere and i not where i need that :X
11:36<dih>glx: will there actually be a beta3 before a final release?
11:36<pavel1269>and if i include that ... lots of errors
11:36<dih>or will there be a bunch of rc's
11:37<Forked>pavel1269: I didn't mean to cause a headache ..
11:40<pavel1269>with what are you compiling?
11:40-!-bumblebee [] has joined #openttd
11:41<Forked>linux, 64bit (ubuntu)
11:41-!-Brianetta [] has joined #openttd
11:42<Forked>can try in windows using vc2005 express
11:42<pavel1269>that's where i am atm
11:43<pavel1269>lol i removed some includes and it dont shout at me ^^
11:43<peter__> < too many vehicles?
11:44<UnderBuilder>I have an idea: dual type rails
11:44<reto_>dbg: [sprite] Tried to load non-existing sprite #6030. Probable cause: Wrong/missing NewGRFs
11:44<UnderBuilder>for example railway+monorail
11:44<reto_>I defined the grf in the tables.grf
11:44<reto_>I defined the grf in the sprites.c
11:44<reto_>but .. how can I get it loaded propperly?
11:44<peter__>UnderBuilder, what?
11:44<UnderBuilder>may be useful for replacement time
11:45<UnderBuilder>a railway that can handle two types of rail
11:45<peter__>rail / elrail already do that
11:45<UnderBuilder>but not elrail/monorail
11:45<pavel1269>Forked ?
11:45<peter__>yeah, cos they're incompatible
11:46<Forked>2 sec
11:46<pavel1269>try this one :P
11:46<peter__>but you could if you really wanted make it all compatible
11:46<peter__>src/table/railtypes.h, heh
11:48<UnderBuilder>the idea may be helpful for rail replacement time
11:48<Gonozal_VIII>i have rail, elrail, transrapid track, narrow gauge now :-)
11:48<Forked>pavel1269: compiling now :) mmm dualcore
11:48-!-Gonozal_VIII [] has quit [Read error: Connection reset by peer]
11:49<pavel1269>and no internet :)
11:49-!-Lego-- [~Miranda@] has quit [Read error: Connection reset by peer]
11:49-!-Gonozal_VIII [] has joined #openttd
11:50<Forked>well no errors on compile
11:50<UnderBuilder>for prevent abuse of the feature those rails should slow down a 10% the trains
11:50<pavel1269>Forked: so okay now?
11:51<Forked>yep, works :) days go really slow
11:51*pavel1269 updating on forums ...
11:51-!-Lego- [~Miranda@] has joined #openttd
11:51<Sacro>Gonozal_VIII: zomg, multiple tracktypes?
11:51<Sacro>and can you restrict certain trains to a certain tracktype?
11:51<Forked>pavel1269: big thanks =) .. (game crashed on autosave though :p)
11:52<Gonozal_VIII>hmmm whathow?
11:52<Gonozal_VIII>i misunderstood what underbuilder wants
11:52<Forked>openttd: /home/kjetil/ottd/openttd/src/saveload.cpp:465: void SlSaveLoadConv(void*, VarType): Assertion `x >= 0 && x <= 65535' failed.
11:52<pavel1269>read forums ... you are not alone
11:52<pavel1269>i dont know whats that
11:53<UnderBuilder>it's for helping replacing rails to monorail
11:53<Gonozal_VIII>yes i understood after your explanation
11:53<Forked>pavel1269: I think I might have too high a value (using 10) .. will try with 5
11:54<pavel1269>Forked: lol i play ONLY with 30 :o)
11:54<Gonozal_VIII>you want to convert the whole network while trains are still running
11:54<Gonozal_VIII>daylength? always 30!
11:55<Forked>meh, crashed with 5 too :P ok 30!
11:55*pavel1269 is gonna figure out, what x is :)
11:55<Gonozal_VIII>ok, maybe not 30!... that would be 2,6525285981219105863630848e+32
11:56<Forked>manual saving works.. now for the auto (this might take some time.. even with fast forwarding) :)
11:56-!-|Bastiaan| [] has joined #openttd
11:57<pavel1269>i think ... 39 727 would be real enought :P
11:57<pavel1269>1 day_in_game ~= one day in rl :D
11:57<Gonozal_VIII>that would be cool
11:58<Gonozal_VIII>but no new vehicles then..
11:58<pavel1269>later ^^
11:58<Eddi|zuHause3>i played a game with daylength 32 once, it took forever to even reach 1925
11:58<pavel1269>but you shoould start at 2008 and for 13days, leave 1 :))
11:58<pavel1269>32? max is 30 :P
11:58<Sacro>w00t daylength
11:59<Sacro>pavel1269: 32 on /me's
11:59<pavel1269>hehe :)
11:59<Eddi|zuHause3>pavel1269: the version in miniin was 32
11:59<Gonozal_VIII>i played a multiplayer game on daylength 30 with a friend from 1920 to ~2100 :-)
11:59<Eddi|zuHause3>but with 100 trains it was really slow due to PBS and stuff
11:59<pavel1269>i played with friends ... 3 years ... :)
11:59<peter__>Born_Acorn, newpbs!
11:59<pavel1269>what? new pbs?
11:59<pavel1269> :)
12:00<pavel1269>i dont like breakdowns, changing locomotives and stufflike that since depots just sux
12:00<Gonozal_VIII>we need drive through depots
12:01<Eddi|zuHause3>we need shunting
12:01<peter__>manual control!
12:01<Forked>damn it.. crashed on autosave again
12:01<pavel1269>and depot on 2tiles ... max train length <= 2tiles :P
12:01<Eddi|zuHause3>to send engines to depot while keeping the wagons moving
12:01<pavel1269>Forked: send me openttd.cfg
12:02<Gonozal_VIII>depots that work the same way as stations..
12:02<pavel1269>almost ^^
12:02<pavel1269>and train will never be able to rotate :P
12:02<pavel1269>all time forward :)
12:02<Eddi|zuHause3>engine yards with turntable, and shunting tracks to assemble the wagons
12:02<Gonozal_VIII>and new trains come from a factory or from a ship over a special dock with rail on it :-)
12:03<pavel1269>you will buy train and wait year to get it? :P
12:03<pavel1269>especialy with daylength ^^
12:03<Gonozal_VIII>not a year... spips could arrive every month if they are needed or something like that
12:04*peter__ plays by himself on his server
12:04<pavel1269>omg :/
12:04<Gonozal_VIII>or some days after you ordered
12:04<Eddi|zuHause3>Gonozal_VIII: you mean like in C&C where the vehicles are brought by planes? :p
12:04<Gonozal_VIII>i don
12:04<Gonozal_VIII>t know
12:04<Forked>pavel1269: link in msg :)
12:05<Gonozal_VIII>and when you sell a train it goes to that dock, waits for the ship and boards it :-)
12:06<pavel1269>Gonozal_VIII: play simcity and watch ships ...
12:07<pavel1269>18:05 [Forked DCC reply]: REJECT GET openttd.cfg --- wtf :)
12:08<Forked>pavel1269: you didn't accept the dcc so I closed it :)
12:08<Gonozal_VIII>to sell a train you give it the order to go to the factory or the dock and select sell or replace or sell wagons
12:08<pavel1269>no, it didnt asked
12:08<Forked>ah well, I put it on web as a .txt file :)
12:08<pavel1269>Gonozal_VIII: go to #stupidottddreams :)
12:08<dih>peter__ i'd join you ^^
12:09<Gonozal_VIII>i don't think that's impossible
12:09<Eddi|zuHause3>for DCC send you have to have to have certain ports open
12:09<pavel1269> have to have to have
12:09<Eddi|zuHause3>Gonozal_VIII: "impossible" != "stupid"
12:09<Eddi|zuHause3>pavel1269: whatever ;)
12:09*dih needs a decent hostname...
12:09<Forked>my ports should be fine, was sending files np yesterday :)
12:10<pavel1269>dont look at me :D
12:10<dih>hostname - not domainname
12:10<@Bjarni>somebody actually shared savegames on a domainname somewhat like that
12:10<Gonozal_VIII>so yesterday all your troubles seemed so far away?
12:10<@Bjarni>and asked us to download them to check for a specific bug
12:11-!-Draakon [] has joined #openttd
12:11<Sacro>Gonozal_VIII: now it looks like they are here to stay
12:11*dih still is looking for a _decent_ hostname
12:12<Draakon>dih: hostname? what are you hosting?
12:12<@Bjarni>best part is that when he got feedback on the URL he instantly said "it belongs to a friend"
12:12<@Bjarni>gee... what kind of friend? :P
12:12<Rubidium>what about ?
12:12<Forked>Bjarni: ..boyfriend?
12:13<@Bjarni>it's a possibility
12:13<pavel1269>Forked: problem, id dont want to crash :))
12:13<Forked>pavel1269: what?
12:13<pavel1269>it didnt crashed :D
12:14<pavel1269>for me
12:14<Forked>I'll try it in windows
12:14-!-UnderBuilder [~chatzilla@] has quit [Quit: ChatZilla 0.9.79 [Firefox]]
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12:19<dih>[18:12] <Draakon> dih: hostname? what are you hosting? <--- what do you mean?
12:20<dih>why do you want to know what i host?
12:20<Draakon>helps us and others to thing a name for you
12:21<@Bjarni> <-- are you considering this or ?
12:21<@Bjarni> <-- this is possible too
12:21<dih>i just want a silly funny nonsense name for the reverse lookup ^^
12:22<dih>as more than one domain and more than one 'thing' will be hosted
12:22*peter__ is hosting
12:22<peter__>but using "the patch"
12:23<peter__>not *that* patch, mind you
12:23<Forked>pavel1269: if it works in windows and not on my linuxsystem I'm gonna start crying and then go play some nintendo wii :\
12:23<dih>i thought of 'gnat' as the appliance is about the size of a 19" switch
12:24<peter__>4-4-0 express with usset carraiges :o
12:24<dih>and of 'anhedral' as that is the 'opposite' of dihedral
12:24<@Bjarni> <-- use this and ask people to look at it each time the server fails
12:24<dih>single word would be great though
12:26<LA[lord]>bjarni, are you guys considering supporting long vehicles w/o clipping? So when the 32bpp Project will get somewhere and GeekToo finishes his extra zoom-in patch, the scales could be normal...
12:27<pavel1269>long vehicles sux :)
12:27<pavel1269>glitch everywhere
12:27<LA[lord]>I'm not talking about a grf
12:27<@Bjarni>ln-: o_O
12:27<@Bjarni>somebody stole my name :(
12:27<hylje>serves you right
12:27<LA[lord]>Rejse Thailand Januar 2006
12:27<@Bjarni>and is travelling to somewhere where I would never go (too hot)
12:28<Wezz6400>just a question: where does the openttd.cfg file go when using the deb package on ubuntu?
12:28<Forked>(I'm pretty sure..)
12:29-!-jonisdead [] has quit [Quit: ChatZilla 0.9.79 [Firefox]]
12:29<Wezz6400>you're right, thanks :)
12:32<@Bjarni>Forked: are you the Kjetil who used to be called Kjetil in here?
12:33<reto_>hmmm, 11834 broke osx comilation
12:33<Forked>Bjarni: hmm no, pretty sure I'm not. afaik I can't recall having been here before yesterday(ish)
12:33<+glx>reto_: know
12:34-!-Lego- [~Miranda@] has quit [Ping timeout: 480 seconds]
12:34<reto_>glx: a fix underway?
12:35<@Bjarni>Forked: ok in that case: welcome :)
12:35<+glx>reto_: ask Bjarni ;)
12:35<Forked>Bjarni: thank you :)
12:35<@Bjarni>reto_: yeah I'm testing my fix right now
12:35<reto_>Bjarni: ah, perfect
12:35<Forked>I've been following openttd on and off for years, figured it was time to join the ircchannel too :p
12:35-!-Frostregen [] has quit [Quit: und weg]
12:35<Draakon>pavel: lv rules
12:37<@Bjarni>reto_: here you go
12:37*Bjarni kicks CIA-1
12:37*Sacro wants some openttd cake
12:37<CIA-1>OpenTTD: bjarni * r11836 /trunk/src/video/cocoa/ -Fix [r11834]: [OSX] fixed compilation
12:39<reto_>compiles again )
12:39<reto_>thanks Bjarni!
12:39<@Bjarni>now I can actually test the stuff I'm working on :)
12:39<LA[lord]>Bjarni, you didn't answer my question...
12:40<@Bjarni>LA[lord]: I considered fixing the code to be more important
12:41<LA[lord]>hmm... you are right..
12:41<@Bjarni>oh that question
12:41<Forked>pavel1269: ok I'm gonna go cry, thanks for the help :)
12:42<@Bjarni>LA[lord]: well.... I don't know of anybody working on that specific feature at the moment
12:42<reto_>hmm.. btw. is there a way to get rid of the 'aging' messages?
12:42<LA[lord]>yes, turn messages off
12:42<reto_>i've got about 50 helicopters I can't replace due to the fact that there's no helicopter after 2050
12:42<LA[lord]>advice/information about your vehicles
12:43<LA[lord]>at message settings
12:43<reto_>hmm LA[lord], does this also include messages about vehicles which have lost their way?
12:43-!-Nukebuster [] has joined #openttd
12:43<LA[lord]>you can turn them just to be summary...
12:43<LA[lord]>then you see these messages, but they don't cover half of your screen
12:45<reto_>hmm since some time I get the 'Save in progress' message I havent seen before
12:45<CIA-1>OpenTTD: bjarni * r11837 /trunk/ (config.lib src/fileio.cpp):
12:45<CIA-1>OpenTTD: -Feature: [OSX] added "/Library/Application Support/OpenTTD" to the search paths (based on patch by pv2b)
12:45<CIA-1>OpenTTD: It is possible to set this to something else setting shared-dir with config
12:45<CIA-1>OpenTTD: This works on other OSes as well but it's off by default (and not really tested)
12:46<@Bjarni>the next guy to complain about where OSX searches for grf files will be kicked!
12:46<reto_>why does it use /Library/ ???? :) noo just kidding
12:46<dih>Bjarni: i noticed that grf files located in ...
12:47<+glx>reto_: known, disable autosave (we added an autosave thing to try to find the cause of FS#1335)
12:47<@Bjarni>because when you look at the file from the system's point of view it's always called /Library. Finder translates it though but we can set a path that works with all languages of OSX
12:47<reto_>library is fine!
12:48<@Bjarni>I know
12:48<@Bjarni>I picked that location ;)
12:48-!-UnderBuilder [~chatzilla@] has joined #openttd
12:48<dih>did you close the tt-forums post?
12:48<dih>just to stop that from flooding any further with unneeded posts ^^
12:48<@Bjarni>now for a forum post.... I wonder about starting it with "after reading what you had to say I decided to disagree with you and do something else"
12:49<@Bjarni>or "your decisions sucks"
12:50<@Bjarni>now I know
12:50<dih>TB was interested getting squrrel to become the console language, what do you (the other devs) think of that idea?
12:51<@Bjarni>"as usual in modern times we had an election and when the results showed up the one to start the election discarded it and decided on something else"
12:51-!-Progman [] has quit [Remote host closed the connection]
12:51<@Bjarni>dih: can I eat it?
12:51<@Bjarni>does it taste good?
12:51<dih>depends what you consider to be food
12:52-!-orudge` [] has joined #openttd
12:52-!-mode/#openttd [+o orudge`] by ChanServ
12:52<dih>perhaps you will want to sprinkle some salt over your keyboard and note: chew well
12:52<Draakon>we need smile support in OpenTTD :D
12:52<@Bjarni>you just ran over my bus :(
12:52<@Bjarni>like that?
12:53-!-orudge` [] has quit []
12:54<SmatZ>hello orudge... :-x
12:55<UnderBuilder>Gonozal_VIII: should I make a game based in your areas suggestion?
12:55<CIA-1>OpenTTD: smatz * r11838 /trunk/src/water_cmd.cpp: -Fix (r11320): draw correctly canal next to half flooded rail tile
12:56<UnderBuilder>or is better to fork openttd?
12:56-!-Grew [] has quit []
12:56<@orudge>Hello, SmatZ
12:57*orudge 's irc proxy kicks him off when he does /list, he needs to tweak some values probably
12:57-!-Progman [] has joined #openttd
12:58<hylje>you should just use irssi :-)
12:59<@orudge>I'm happy enough with mIRC and ircproxy, really
12:59<@orudge>ircproxy does SSL and IPv6 now, too
12:59<@orudge>although, my ISP doesn't do IPv^
12:59<@Bjarni><UnderBuilder> or is better to fork openttd? <-- most likely not because a fork would split development resources which is usually a really bad thing
12:59<@orudge>so that's a bit less useful
13:00<@Bjarni>forking should only be done if the developers can't stand each other or other similar reasons where continued cooperation really isn't possible
13:00<SmatZ>orudge: aha :)
13:00<hylje>Bjarni: or "they didn't like my patch"
13:02<@Bjarni>hylje: already wrote something
13:02<UnderBuilder>what about a game based on the engine of openttd?
13:02<hylje>one would have to modularize ottd a bit first
13:03<hylje>as far as i know its fairly monolithic at the moment
13:03<@Bjarni>that's like starting over
13:03<Gonozal_VIII>oh i was afk...
13:03<hylje>thats like rebuilding
13:03<hylje>not from scratch
13:03<Gonozal_VIII>hmm i was hoping for a newgrf or patch solution
13:03<@Bjarni>but almost
13:04<@Bjarni>I think I would start over and then copy pieces of code over instead of fixing the code
13:04<@Bjarni>I think that would produce the best result and it would take less time
13:06<Draakon>a best game will be if modding is not through C++ but instead games own scrippting language
13:07<Eddi|zuHause3>you mean like NFO?
13:08<dih>udp packets tell me openttdcoop game has 179 busses, in game there are only total of 100 rv's
13:08<LA[lord]>Draakon.. WML..Heard of that? It's the scripting language for
13:09<LA[lord]>A game I used to play if I was younger :P
13:09<hylje>most of the trams are indeed articulated
13:09<hylje>also, what about a routes list?
13:09<hylje>list shared orders per vehicle type
13:10<Draakon>LA: no
13:10-!-TinoM| [] has joined #openttd
13:11-!-skidd13 [] has joined #openttd
13:11-!-svip_ [] has joined #openttd
13:12<LA[lord]>why did I get Skidd15's ping?
13:12<LA[lord]>in private..
13:12<LA[lord]>I would've thought he says something
13:12<LA[lord]>but only ping and whois
13:13-!-skidd13 [] has left #openttd [Ping timeout: Hmm ping sucks :D]
13:13-!-svip_ [] has quit []
13:13<Gonozal_VIII>hehe you still say 15
13:14<dih>Bjarni: you ok with giving me a hint with the network code?
13:15<dih>udp packets state that the openttdcoop company has more rv's than there are in the game
13:15<@Bjarni>it's not that I don't want to inform you
13:15-!-TinoM [] has quit [Ping timeout: 480 seconds]
13:15<@Bjarni>it's more like... I ported the game and codes vehicle stuff... other people code network stuff
13:17<Eddi|zuHause3>dih: maybe it counts articulated vehicles multiple times?
13:18<Gonozal_VIII>[19:08:51] Gonozal_VIII: articulated?
13:18<dih>sorry - did not see that Gonozal
13:18<dih>for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
13:18<dih> packet.Send_uint16(_network_player_info[player->index].n
13:19<+glx>dih: any trams?
13:19<dih>a bunch
13:19<+glx>add rv + trams
13:19<dih>trams are counted in the game as rv's right?
13:19<dih>so all in all there is 100 rv's in the game
13:19<dih>what is what the rv vehicle list states
13:20<dih>max_roadveh was 100 too
13:20<Draakon>LA: i found a better game
13:20<dih>but if articulated is counted double
13:20<dih>Draakon: then play it
13:20<@Bjarni>isn't it a bug to count articulated vehicles more than once?
13:20<LA[lord]>draakon: which one?
13:20<dih>if that was the case would not the in game number of rv's be wrong also?
13:21<+glx>not if it is calculated before being displayed in the window
13:22*dih checks
13:22<pavel1269>18:41 <Forked> pavel1269: ok I'm gonna go cry, thanks for the help :) ---- hehehehehehehehehehhh
13:23*LA[lord] checks out Draakon's suggestion
13:27*LA[lord] starts Vuze
13:29<hylje>azureus thingy
13:29-!-Osai [] has joined #openttd
13:29<LA[lord]>Azureus Vuze
13:29<LA[lord]>for torrents
13:30<Draakon>so you are going to take it from the internet and play?
13:31<LA[lord]>but Vuze crashed :(
13:31-!-Ammler [] has joined #openttd
13:33*dih greets the Ammler
13:33<+glx>dih: I think I know why :)
13:33-!-tneo [] has joined #openttd
13:33<dih>enlighten me glx ^^
13:34<LA[lord]>hello tneo
13:34<dih>tneo is having a seg fault issue, so i sent him here ^^
13:34*Ammler doesn't know, if he should greets back :)
13:34<tneo>dih did that indeed to ask which debug level to run :)
13:34<+glx>network_server.cpp:1311 dih
13:35<@Bjarni>Ammler: you don't have to. It' just dih :P
13:35*dih is checking
13:35<tneo>Ammler doesn't like seg fault issues :P
13:35*dih slaps Bjarni
13:35<dih>_just_ dih???
13:35<Ammler>oh yes, right :)
13:35*LA[lord] laughs
13:36<Ammler>it seems, your desync is still not solved...
13:36<@Bjarni>dih: I'm an op so I can fool around like that
13:36<@Bjarni>you can't :P
13:36<dih>you think 'power' scares me?
13:36<@Bjarni>it should
13:36<dih>and missuse thereof just shows immaturity
13:36<@Bjarni>you could get electrocuted
13:36<@Bjarni>don't touch possible hot wires
13:36*Draakon double laughs
13:37<@Bjarni>like catenary
13:37*dih sticks an old smelly sock down Draakon's throat
13:37<LA[lord]>and I still don't get if dih took it seriously
13:37<Draakon>erm dih, it wasnt me, you just killed a random person no
13:37<tneo>Which debug level is best to get a debug report for a segmentation fault?
13:37<dih>Draakon: your responses are LAME
13:37*Bjarni once pulled some kids down from a catenary pole
13:38-!-LA[lord] is now known as LA[lKoRn]
13:38-!-LA[lKoRn] is now known as LA[KoRn]
13:38<Draakon>so are your slapping and other like theses.
13:38<@Bjarni>well they had climbed like half a meter but they were continuing upwards
13:38<LA[KoRn]> / Bjarni is evil/
13:39<@Bjarni>afterwards I considered just letting Darwin rule
13:39<@Bjarni>but I don't think I would be popular by doing so
13:39<LA[KoRn]>Draakon: It has finished downloading
13:40<@Bjarni>LA[KoRn]: what does LA stand for?
13:40<reto_>which is the default blitter?
13:40<@Bjarni>here it stands for "Langsam Abfahrt" (slow driving)
13:40<Forked>pavel1269: seems to be random, doesn't happen at every save =p
13:41<@Bjarni>so I just wondered if you named yourself after your skills ::P
13:41<LA[KoRn]>Bjarni: I was LordAzamath all the time until (it was tneo or LittleMikey I guess) at #openttdcoop people started to call me LA
13:42<tneo>Yeah so much easier in game :P
13:42<Draakon>its shorter
13:42<tneo>Can someone tell me which debug level is best to get a debug report for a segmentation fault?
13:43<LA[KoRn]>and KoRn is because Korn is coming to Estonia and they rock those smelly socks what dih sticked to Draakon's throat.. And I'm listening to Korn atm....
13:43<Tefad>if you can reproduce it, make a save right before the bug
13:43<Tefad>then crank debug all the way up, eh?
13:43<Tefad>i've had to run it via valgrind once ; )
13:44<Draakon>LA: dih dint succeed on that
13:44<LA[KoRn]>but atleast he tried.. though sadly failed
13:45<tneo>Tefad what is the console command for that ?
13:45<Draakon>nothing, keep continuing what you were doing
13:45<tneo>And I don't do anything, OTTD just quites out of the blue
13:45<LA[KoRn]> /Dih is preparing new pair of smelly socks/
13:45<hylje>depoting vehicles with passengers in FTW
13:46<dih>Draakon: has anybody ever said to you "shut the **** up?"
13:46<Draakon>i was not talking to you, ****
13:46<tneo>Draakon, no good to keep on doing what I was doing, if OTTD just quits and I want to deliver a descent bug report to the dev team
13:46<Eddi|zuHause3>Bjarni: there is something i noticed
13:46<Tefad>don't make me get the chainsaw
13:46<@Bjarni>Eddi|zuHause3: what?
13:47<@Bjarni>I was about to leave :/
13:47<Eddi|zuHause3>Bjarni: do you remember the feature "if breakdowns and servicing is off, send trains to depot when autoreplace is set"?
13:47<Eddi|zuHause3>i think it is not working
13:47<Draakon>tneo: i was not talking to you either
13:47<Eddi|zuHause3>my trains are not going to depot
13:47<Eddi|zuHause3>and when i manually send them to service, the order gets cancelled
13:47<@Bjarni>Eddi|zuHause3: I'm not sure it was ever committed
13:47<@Bjarni>I think it had issues
13:47<@Bjarni>or something
13:48<Eddi|zuHause3>i think it was...
13:48<Draakon>there is no such feature in nighlys
13:48<+glx>dih: try
13:48<Eddi|zuHause3>i have no other explanation for the cancelling of service orders
13:48<dih>glx: i'll give it a try
13:48<@Bjarni>Eddi|zuHause3: anyway make a bug report and post a savegame where it's clearly visible (saves me for setting it up) and I will take a look
13:48<Eddi|zuHause3>and it does not seem to be happenning without autoreplace
13:48<@Bjarni>when I get time (tomorrow?)
13:49<Eddi|zuHause3>hm... savegame... my savegame is really big...
13:49<@Bjarni>I presume that you use zlib to compress it (default setting)
13:49<Eddi|zuHause3>that still makes it 4MB
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13:51<@Bjarni>then start a new game on a 64x64 map and set it up to trigger this issue. Saves me a lot of time trying to recreate this based on your words
13:51<+glx>dih: hmm it doesn't compile ;)
13:51<@Bjarni>you know what you mean by this
13:52<dih>glx: i need a few mins to read - bit busy here ^^
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13:52<dih>cu Bjanri
13:52-!-Bjarni [~Bjarni@] has quit [Quit: Leaving]
13:53<tneo>Can someone tell me which debug level is best to get a debug report for a segmentation fault?
13:53<reto_>-d 2?
13:53<Eddi|zuHause3>tneo: for segmentation faults you should link with debug symbols, and run in gdb
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13:54<dih>hello skidd13
13:55<tneo>Can you give more details on how to do that Eddi|zuHause3 ?
13:55<skidd13>hi dih
13:55<Eddi|zuHause3>./configure --help?
13:55<reto_>Eddi|zuHause3: well, not that easy, right?
13:55<reto_>Eddi|zuHause3: if he uses a binary
13:55<reto_>tneo: do you know how to compile your openttd?
13:56<tneo>I did that once with 0.60 beta
13:56<tneo>svn export svn:// cd 0.6.0-beta2 && ./configure && make
13:57<reto_>yeah, more or less that
13:57<reto_>in which version do you have the segfault?
13:57<tneo>nightly 11719
13:57<UnderBuilder>will be added the recent features of nightlies in the final 0.6.0?
13:57<Eddi|zuHause3>UnderBuilder: yes
13:58<reto_>tneo: can you reproduce it?
13:58<+glx>dih: compilation fixed, diff refreshed
13:58<Eddi|zuHause3>LA[KoRn]: you have the backwards R backwards
13:58<UnderBuilder>other thing, will be there beta3 of 0.6.0?
13:58<tneo>reto_ I think I can. don't have to do too much it just happens at a certain time
13:58<LA[KoRn]>I can't have cyrillic here Eddi|zuHause3
13:58<LA[KoRn]>I think...
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13:59<reto_>tneo: hmm, okay, then I'd suggest you use the latest version of openttd and compile it with debug symbols
13:59<Eddi|zuHause3>yeah, i know
13:59<reto_>Eddi|zuHause3: --enable-debug[=LVL] enable debug-mode (LVL=[0123], 0 is release)
13:59<reto_>Eddi|zuHause3: which 'debug level' includes the symbols?
13:59<Tekky>Hi, is anyone here using MS Visual C++ 2003 for compiling OpenTTD? I haven't been able to compile the last few nightlies using it.
13:59<Eddi|zuHause3>reto_: all except 0
14:00<Eddi|zuHause3>reto_: higher debug levels also disable optimisations and stuff
14:00<dih>i like the look of that diff glx ^^
14:00<+glx>but for debugging 3 is better
14:00<reto_>tneo: okay, configure it using --enable-debug 1, 2 or 3
14:00<tneo>I'll give it a shot
14:00<reto_>tneo: then, instead of just type ./bin/openttd you type 'gdb ./bin/openttd'
14:01<+glx>Tekky: what error do you get?
14:01<reto_>and then run
14:01<reto_>when the program now crases it should print out a stack trace
14:01<Tekky>I get the following error message when compiling yesterday's nightly using MS VC++ 2003:
14:01<Tekky>c:\utils\extract\r11818\src\newgrf.cpp(2349) : error C2143: syntax error : missing ')' before ';'
14:01<Tekky>c:\utils\extract\r11818\src\newgrf.cpp(2349) : warning C4018: '<' : signed/unsigned mismatch
14:01<Eddi|zuHause3>and after the crash, you type "bt"
14:01<reto_>(not sure if you have to type bt get one)
14:01<reto_>ah right
14:01<tneo>thx reto_ :)
14:01<reto_>tneo: and be asured that this will make the bug report perfect! :)
14:01<+glx>Tekky: any patch applied?
14:01<reto_>well.. quite good at least :)
14:02<reto_>tneo: well, perhaps the latest version doesn't include the bug anyway
14:02<Tekky>no, I downloaded the source code freshly from yesterday's nightly.
14:02<Eddi|zuHause3>well... "perfect" would include a patch to fix ;)
14:02<tneo>most likely, it also seems I'm the only one having it during Internet Game play
14:03<reto_>whats that? I just started a game in 1800
14:03<Tekky>glx: The compiler is complaining about the following line:
14:03<Tekky> for (uint i = 0; i < num_sets * (num_ents; i++) {
14:03<reto_>and the map is terraforming itself :)
14:03<ln->syntax error
14:03<Tekky>whoops, I mean the following line:
14:03<Tekky> for (uint i = 0; i < num_sets * num_ents; i++) {
14:04-!-|Bastiaan| [] has quit [Quit: KVIrc 3.2.6 Anomalies]
14:04<+glx>I have only the warning with 2005
14:04-!-skidd13 [] has left #openttd [Ping timeout: Hmm ping sucks :D]
14:04<Tekky>yes, it is a warning here in 2003, too. But the project file for 2003 is configured to treat warnings as errors.
14:04<Eddi|zuHause3>reto_: AI player
14:05<+glx>Tekky: but you pasted an error too ;)
14:05<UnderBuilder>I still miss the challenge spinoff
14:05<reto_>Eddi|zuHause3: no ai player
14:05<Tekky>ah, sorry... I didn't read it. Whoops.... I pasted the wrong error message, sorry. Just a moment...
14:06<Tekky>c:\utils\extract\r11818\src\newgrf.cpp(2349) : error C2220: warning treated as error - no object file generated
14:06<Tekky>c:\utils\extract\r11818\src\newgrf.cpp(2349) : warning C4018: '<' : signed/unsigned mismatch
14:06<reto_>Eddi|zuHause3: could it be some type of catastrophe?
14:06<Eddi|zuHause3>reto_: no, it's an AI player
14:06<LA[KoRn]>Eddi|zuHause3: I just tried to put ja instead of R, but it said erroneous nickname
14:06<+glx>Tekky: anyway I know why :)
14:07<Eddi|zuHause3>LA[KoRn]: i know, you can't use "special" characters in nicknames
14:07<Tekky>Strangely, when you multiplay a uint8 with a uint16, you get a signed integer as a result? Is that normal?
14:07<reto_>Eddi|zuHause3: there havent been any ai players, it was seconds after the game started
14:07<reto_>Eddi|zuHause3: at least not as far as I was aware of
14:07<Tekky>multiplay = multiply
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14:09<Tekky>glx: I can go around the warning by changing the line to the following:
14:09<Tekky> for (uint i = 0; i < (uint32)(num_sets * num_ents); i++) {
14:09<Tekky>however, then I get an assertion error in spritecache.cpp at runtime.
14:09<Tekky>This does NOT happen with yesterday's nightly if I download it as a binary.
14:10<reto_>something is wrong..
14:11<Tekky>glx: I get an assertion error on line 469 of spritecache.cpp
14:11<reto_>no news when new companies start
14:11<reto_>companys are named 'unknown'
14:14<Tekky>glx: I will now test whether I also get that assertion error when I compile with "Release" instead of "Debug".
14:15<Eddi|zuHause3>reto_: companies are named "unknown" until they build something
14:15<Eddi|zuHause3>(i believe)
14:15-!-dns` [~dns@] has joined #openttd
14:15<Tekky>However, it is very surprising for me that MS VC++ considers the product of a uint8 and a uint16 to be a signed type. I would have expected the result of the multiplication to be unsigned if both operands are unsigned.
14:16<Tekky>However, if I use uint32, the result of the multiplication is unsigned. Is that normal?
14:17<reto_>Eddi|zuHause3: you're right
14:18<reto_>Eddi|zuHause3: it apperas it has to do with the start year :)
14:19<Eddi|zuHause3>reto_: you can't build anything in 1800
14:19<peter__>they're promoted to int
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14:19<Draakon>Eddi: one can build something in 1800
14:19<peter__>which happens to be signed
14:20<reto_>Eddi|zuHause3: I think you're right :)
14:21<reto_>Eddi|zuHause3: it's terra forming again :)
14:21<reto_>any idea why?
14:21<reto_>the oponents are probably, but why :)?
14:21<Eddi|zuHause3>reto_: AI players do that
14:21<Eddi|zuHause3>the AI is stupid
14:22<Tekky>hehe, I can't compile the Release Build either, this time for a different reason:
14:22<Tekky>Generating code
14:22<Tekky>c:\utils\extract\r11818\src\command_func.h(41) : fatal error C1001: INTERNAL COMPILER ERROR (compiler file 'f:\vs70builds\6030\vc\Compiler\Utc\src\P2\main.c', line 148)
14:22<Tekky> Please choose the Technical Support command on the Visual C++
14:22<Tekky> Help menu, or open the Technical Support help file for more information
14:22<Tekky>LINK : fatal error LNK1257: code generation failed
14:24<Tekky>I am using the latest Service Pack for MS VC++ 2003, is anyone else having trouble compiling OpenTTD using MS VC++ 2003?
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14:28<Eddi|zuHause3>why is there always something missing...
14:29-!-yorick [] has joined #openttd
14:30<Tekky>hi Yorick.
14:30<Eddi|zuHause3>now that i have V 200 (express passengers, diesel) and BR 110 (express passengers, electric), i am still missing BR 150 (heavy freight, electric) and V 100 (light diesel)
14:30<yorick>does anybody have the grf's needed for server
14:30<yorick>I cant find the long vehicle's version that's used
14:31<Ammler>yorick: "Google ppcis grf"
14:31<yorick>tried that
14:31<yorick>but it doesn't include LVv2
14:32<yorick>I know where to find it, but the LVv2 I download isn't compatible
14:33<Ammler>if you google that, you found "our" GRF Pack
14:33<Ammler>hmm, and Brians
14:34<yorick>I know
14:34<yorick>but these arent in:
14:34<yorick>Long vehicles. Scania trucks. Scania GA 4x2, Scania CB 6x4, Scania DB 4x2. 4D656F02 B0CDF5AB98D7B8B3364C5E06BE6910DE
14:34<yorick>Long vehicles. Volvo trucks. Volvo FH16 610. 4D656F03 380E73C6E0627AF7AD474923D970ECE2
14:35<Ammler>yeah, because they are in 4LV
14:36<yorick>yes, but I need THAT grf's for joining that server
14:38<LA[KoRn]>hehe.. I found a strange bug :D If I make a cursor replacement grf, start a game with it, and leave game then the default cursor at main screen goes crazy :D
14:39-!-Mucht [] has quit [Quit: Konversation terminated!]
14:40<yorick>hmm... does anybody have a grf with the exact name "Long vehicles. Scania trucks. Scania GA 4x2, Scania CB 6x4, Scania DB 4x2."?
14:40<Ammler>yorick: the server admin
14:41<yorick>xD yeah, but I cant reach him if I cant join his server
14:42<Ammler>I am not happy about that words "Google ppcis grf"
14:43<LA[KoRn]>Gonozal_VIII: it comes like this
14:44<LA[KoRn]>and I took the grf from main screen not during the game..
14:44<Gonozal_VIII>did you try static?
14:45<Gonozal_VIII>newgrf static in the cfg
14:45<LA[KoRn]>..erm.. I didn't touch cfg
14:45<LA[KoRn]>I might look what it is there though
14:45<Ammler>yorick: because it seems like you should take the coop grf pack, but doesn't work
14:45<Ammler>and I know, that Brianetta also don't have those GRFs
14:46<Ammler>or he added it receantly
14:46<yorick>I checked
14:46<LA[KoRn]>it's just under [newgrf]
14:47<yorick>he doesn't
14:48<yorick>I want to reach the owner to say he's using old GRF's
14:49<Gonozal_VIII>hmmm the sprites for the front side of the bridges are shared for all railtypes and road? that's bad
14:49<Ammler>we never used those
14:49<Ammler>and if he like to use "our" GRFs, he should register on our wiki, so we could inform him
14:50<yorick>the problem with registering that you use the pack is that you have to register on the wiki first
14:50<yorick>and for registering on the wiki, you need an e-mail adress
14:51<Gonozal_VIII>you don't have an e-mail adress? O_o
14:51<yorick>yes, I do
14:52<yorick>but I don't like giving it to anyone
14:52*yorick is proud of recieving NO spam
14:52-!-tneo [] has quit [Remote host closed the connection]
14:52<Gonozal_VIII>and no mails ;-)
14:52<yorick>and the captcha, how can we be sure that it's not used by spammers
14:54<LA[KoRn]> /yorick is spammer/
14:54<LA[KoRn]>you don't recieve spma..
14:54<LA[KoRn]>that means you spam yourself :D
14:55<LA[KoRn]>no other way possible
14:55<reto_>an somebody try that with HEAD: start in 2050, highest difficulty, 128x128,
14:55<reto_>the competitors build a track, and then remove it right again
14:55<reto_>no vehicels are built
14:56<Gonozal_VIII>they do that, they suck
14:56<reto_>the competiters then stop being active right after that
14:56<reto_>ah loh,
14:56*LA[KoRn] is going to rewatch "Interview with a vampire: The Vampire Chronicles"
14:56<reto_>I think the inflation is already to high to be able to build the latest trains :)
14:56<LA[KoRn]>which means bye
14:57<yorick>I still don't have any clue how to get to the server with
14:57<Gonozal_VIII>more inflation means mor loan
14:57<yorick>wrong link
14:57<reto_>Gonozal_VIII: no, but they dont have enough cash to build even one eninge,
14:57<yorick>Long vehicles. Scania trucks. Scania GA 4x2, Scania CB 6x4, Scania DB 4x2. 4D656F02 B0CDF5AB98D7B8B3364C5E06BE6910DE
14:57<yorick>Long vehicles. Volvo trucks. Volvo FH16 610. 4D656F03 380E73C6E0627AF7AD474923D970ECE2
14:57<LA[KoRn]>yorick: that was my link
14:58<Gonozal_VIII>he does not only spam, he also steals links
14:58<LA[KoRn]>I think it is a bot
14:58<LA[KoRn]>not a human
14:58<Gonozal_VIII>yes, you're right
14:59<yorick>I just pressed ctrl-V
14:59<yorick>and my client auto-copies all links given
14:59<Gonozal_VIII>every bot would say that to defend himself
14:59*yorick disengages bot-program
15:00<LA[KoRn]>but I found a strange bug or overflow.. he has made similar posts..
15:00<LA[KoRn]> <yorick> Long vehicles. Scania trucks. Scania GA 4x2, Scania CB 6x4, Scania DB 4x2. 4D656F02 B0CDF5AB98D7B8B3364C5E06BE6910DE
15:00<LA[KoRn]> <yorick> Long vehicles. Volvo trucks. Volvo FH16 610. 4D656F03 380E73C6E0627AF7AD474923D970ECE2
15:00<LA[KoRn]>two times
15:00<LA[KoRn]>before and now
15:00<Gonozal_VIII>yes, a spambot
15:00<yorick>he does that when he gets no answer
15:00<yorick>he tries again later
15:01<LA[KoRn]>I don't believe... burn the spambot, burn it
15:01*yorick reprograms bot
15:02<LA[KoRn]>and for the /me commands its two most common wrds are bot and programs..
15:02<LA[KoRn]>and then it uses strings like dis- , re- etc..
15:02<LA[KoRn]>and that's how we think it is a human
15:03*yorick gets inspiration from ELIZA
15:04<LA[KoRn]>Although I must admit, he is far more advanced than any other bot
15:04<yorick>why do you think I use strings like dis- , re-, etc..
15:04<yorick>and why do you think I am far more advanced than any other bot
15:04<LA[KoRn]>HA! copying my text and having some random questions in begining.. I tell you, it's a bot
15:05<yorick>you can tell me
15:05<yorick>there is nothing wrong with telling me why do you think I'm copying your text and having some random questions in beginning
15:05<LA[KoRn]>@Yorick what is ELIZA
15:05<Gonozal_VIII>see.. it reacts to "i tell you" with "you can tell me"
15:05<Ammler>[20:50] <yorick> the problem with registering that you use the pack is that you have to register on the wiki first <-- you can also ask someone to write your server on that page
15:06-!-Zothar [] has quit [Quit: ChatZilla 0.9.79 [Firefox]]
15:06<LA[KoRn]>and there is nothing wrong
15:06<yorick>Ammller: already tried that
15:07<yorick>Gonozal_VIII: Do you wish to tell me?
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15:09<Gonozal_VIII>tell you what?
15:09<LA[KoRn]>yorick: please go on
15:09<Ammler>after upgrading to current nightly: openttd: /home/ottdcoop/svn-public/src/date.cpp:282: void IncreaseDate(): Assertion `t->population == town_pop[t->index]' failed.
15:10<Ammler>(no patches merged :)
15:10<yorick>Gonozal_VIII: Oh, I what
15:10<LA[KoRn]>yorick: Can you elaborate on that?
15:11<Gonozal_VIII>that's the bug they want to track, paste autosave thingy on flyspray
15:11<Ammler>[21:06] <yorick> Ammller: already tried that <--- tried what?
15:11<LA[KoRn]>ok.. Bye guys
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15:12<yorick>once... I tried asking someone to include maarten 6
15:12<yorick>Perhaps you would like to be able to elaborate on that?
15:15<+glx>Ammler: was it a new game?
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15:19<Ammler>glx: no
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15:21<UnderBuilder>there is one problem with the small UFO, it destroys only the vehicle with the lowest ID available
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15:31<Ammler>glx: I am not here anymore, try to debug it later... :)
15:32<+glx>Ammler: this assert is there because qe are trying to fix FS#1335 :)
15:32<dih>glx: i think it was loading a sav from r11719
15:33<+glx>an already "corrupted" save I think
15:33<Draakon>no developers have a idea why there is a such bug?
15:33<dih>could a corrupted save be a reason for desyncs?
15:34<Draakon>as i would suggest to take every revision and test on what revision this bug started
15:34<+glx>Draakon: but we only know what happened, but not when and why
15:35<+glx>and the assert has been added to catch the corruption when it happens
15:35<Draakon>on what revison this has been reported? IMO it is better to know on what revision this bug started
15:37<+glx>the reporter was using chrisin r11204, and the first 'real' report is for r11744
15:37*Draakon checks for savegames
15:38<+glx>Draakon: the problem is it's usually too late in savegames
15:38<Draakon>but problem for me is that, that assertion error you added, it has not happend to me never
15:39<Draakon>even if game has run for 100
15:39<Draakon>but i have a question: if i do get that assertion error, what should i do?
15:41<dih>that is a pretty good question
15:41<dih>Draakon: there are a lot of 'assert' calles in the code
15:41<+glx>if you get the assert, give us the latest save/autosave/dmp_cmds_xxx.sav and save/autosave/commands-out.log
15:41<dih>idealy you could _not_ get them
15:42<+glx>but that's valid for the population assert
15:42<dih>glx: i dont think i ever saw those files
15:42<+glx>if you use a recent nightly, you have them :)
15:43<Draakon>but i have got that assertion before in a savegame, and have clicked ignore button and nothing happens besides able to continue, so next time i click retry or ignore?
15:43<+glx>it happened after a month?
15:43<Draakon>in a savegame, that i got from FS#1335
15:44<Draakon>as nothing this has not happened in a new game or scenario
15:44<+glx>it's already too late in these savegames
15:44<Draakon>so this bug happens after a month?
15:45<+glx>each month we check if town population is correct, and we assert if it's not
15:45<+glx>if the savegame has already incorrect town population it will assert in the begining of next month
15:46<dih>not at loading the sav?
15:46<Draakon>well hopefully i get this bug then, i made a new game with no grfs
15:47<+glx>the goal is to get a "correct" save, and steps to make it "incorrect"
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15:49<Draakon>hmm, interesting, population increases without no passengers being delivered, but if there are, population increases by the amount of passengers that are being dropped and if indicator says 100% to 77% population increases that much too'
15:49<Draakon>note that no buildings are being constructed
15:51<Draakon>though when 77% is left to drop, the thing i descriped is not going to continue
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15:55<dih>can anybody convert a flash video to mp3?
15:57<Gonozal_VIII>only the audio part
15:57<Draakon>hope that his helps
15:58<Draakon>note! sharewhare
15:59<Gonozal_VIII>some primitive audio recorder like the sound recorder in windows to get the .wav, convert to mp3, yay
15:59<Draakon>another one
15:59<Draakon>shareware again
16:00<Gonozal_VIII>well... or direct
16:00<Gonozal_VIII>but i guess there are much more wav - mp3 converters and wav recorders... or even mp3 recorders :-)
16:00<Draakon>a list*
16:01<Draakon>anyway gnight all
16:01<Draakon>hope that was helpfull dih
16:01<dih>thanks ^^
16:01<Draakon>if not, check google:
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16:40<UnderBuilder>one question... is possible to create a patch for doing irregular sizes of maps (eg 96x96 maps) and maps like 4096x1024?
16:41<CIA-1>OpenTTD: rubidium * r11839 /trunk/src/ (13 files in 5 dirs): -Codechange: move some variables from variables.h to a more logical location.
16:41<Rubidium>will it be efficient?
16:41<Rubidium>that's something completely different
16:42<blathijs>The latter should be doable
16:42<Gonozal_VIII>only powers of 2 afaik but up to very, very much * 64
16:42<blathijs>The former probably less
16:43-!-skidd13 [] has joined #openttd
16:43<skidd13>@seen LA[la]
16:43<@DorpsGek>skidd13: seen [<channel>] <nick>
16:44-!-jonisdead [] has joined #openttd
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16:44<skidd13>@seen LA[*]
16:44<@DorpsGek>skidd13: seen [<channel>] <nick>
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16:52<CIA-1>OpenTTD: rubidium * r11840 /trunk/src/ (8 files in 3 dirs): -Codechange: split network.h so not everything in there needs to be included when wanting to know whether we are a server.
16:55<+glx>skidd13: DorpsGek doesn't like []
16:56<skidd13>glx: Ahh... :) So some people are not searchable
16:56<+glx>@seen LA*
16:56<@DorpsGek>glx: LA* could be LA[KoRn] (1 hour, 45 minutes, and 2 seconds ago), LA[lord] (3 hours, 19 minutes, and 11 seconds ago), Lachie (13 hours, 22 minutes, and 36 seconds ago), LA[lord]_ (6 days, 2 hours, 6 minutes, and 39 seconds ago), LA[Stop_spam] (1 week, 0 days, 2 hours, 21 minutes, and 40 seconds ago), LA[Azamath] (1 week, 1 day, 1 hour, 34 minutes, and 52 seconds ago), LA|Eater (1 week, 1 day, 5 hours, 5 minutes, (2 more messages)
16:56<@DorpsGek>glx: and 31 seconds ago), LA[lallalala] (1 week, 1 day, 5 hours, 8 minutes, and 19 seconds ago), LA[STOP_SPAM|AWAY] (1 week, 1 day, 5 hours, 19 minutes, and 53 seconds ago), LA[stop_tab-spam] (1 week, 1 day, 5 hours, 48 minutes, and 0 seconds ago), LA[stop_nick-spam] (1 week, 1 day, 6 hours, 19 minutes, and 44 seconds ago), LA[AL] (1 week, 1 day, 7 hours, 2 minutes, and 41 seconds ago), laz0r (1 week, 6 days, 2 (1 more message)
16:56<@DorpsGek>glx: hours, 28 minutes, and 9 seconds ago), LA[I_want_Orange_Box] (2 weeks, 2 days, 5 hours, 50 minutes, and 51 seconds ago), lag (19 weeks, 2 days, 0 hours, 26 minutes, and 38 seconds ago), or laci (24 weeks, 4 days, 11 hours, 1 minute, and 11 seconds ago)
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16:58<skidd13>glx: Thanks that's enough :D
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17:04<fjb>libtimidity.cpp is broken.
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17:07<CIA-1>OpenTTD: glx * r11841 /trunk/src/video/win32_v.cpp: -Fix: win32 compilation
17:08<Rubidium>fjb: broken in what manner?
17:10<fjb>#include "../sound.h" has to be replaced by #include "../sound_type.h"
17:10<Rubidium>and that's all?
17:10<fjb>At least it compiles then.
17:10<ln->it's not worth fixing such a minor brokenness.
17:11<CIA-1>OpenTTD: rubidium * r11842 /trunk/src/music/libtimidity.cpp: -Fix: libtimidity.cpp did not compile anymore.
17:11<fjb>Why not? I always have to fix it by hand when I'm compiling OpenTTD.
17:11<fjb>And for a comitter it is just one fix.
17:11<fjb>Thank you.
17:12<+glx>fjb: why didn't report it sooner ?
17:12<CIA-1>OpenTTD: smatz * r11843 /trunk/src/ (direction_type.h water_cmd.cpp): -Fix: mark dirty canal tile even in diagonal direction from flooded tile
17:12<ln->when one waits until a file is broken in ten locations, the fixes per commit ratio keeps high.
17:12<fjb>I noticed it today.
17:13<fjb>Last compile was r11688 some weeks ago.
17:14<fjb>Today I wanted to experiment with the new pbs patch. So I noticed that ibtimidity.cpp was broken.
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17:27<CIA-1>OpenTTD: glx * r11844 /trunk/src/network/network_server.cpp: -Fix: road vehicle count was incorrect in network lobby window
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17:39<dh2k3>hi who can help me?
17:40<GoneWacko>That's a bit of a weird question to ask if we don't have any indication of your problem
17:41<dh2k3>I'm trying to join a multiplayer game and I always get either "Network Game connection lost" or You are banned from this server.
17:41<dh2k3>also I have no openttd.cfg in the main folder
17:41<dh2k3>using OTTD 0.6.0 beta 2
17:41<Gonozal_VIII>seems like you are banned from that server
17:41-!-lws1984 [] has joined #openttd
17:41<dh2k3>and the person who banned me has no openttd.cfg file
17:42<dh2k3>how do we fix it so I can get back in?
17:42<Gonozal_VIII>openttd doesn't work without cfg, you have it but in a different directory
17:42<dh2k3>it's not in the main folder anymore?
17:43<Gonozal_VIII>it is there if you put it there
17:43<Gonozal_VIII>if you're using windows, look in "my documents"
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17:44<dh2k3>k that file is there
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17:45<dh2k3>it is safe to copy & paste it back into the main folder?
17:46<Gonozal_VIII>yes but do it fast and run out of the room, hide there and if your pc didn't explode after 5 minutes it was safe
17:47<Tekky>dh2k3: I did that and I had no trouble.
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18:22-!-mode/#openttd [+o Bjarni] by ChanServ
18:25<SpComb>Logs: (old: )
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18:26<@Bjarni>you guys talk too little :p
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18:27<SpComb>spam spam spam spam spam spam egg with spam
18:27<GoneWacko>we're all talking in #tycoon now! Muahahaha
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18:27-!-mode/#openttd [+o orudge`] by ChanServ
18:27<Gonozal_VIII>lots of orudges
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18:28-!-mode/#openttd [+o orudge] by ChanServ
18:31<@Bjarni>nobody wants to say anything interesting :(
18:31<@Bjarni>I guess I have no choice but to code then
18:31<SpComb>something interesting?
18:31<Rubidium>that's the spirit (as long as you fix bugs)
18:31<Gonozal_VIII>it's hard to get those grfsies to work as i want them to
18:31<SpComb>ever listened to The Chemical Brothers?
18:32<@Bjarni>wtf is chemical brothers?
18:32<@Bjarni>are they related to chemical Ali?
18:32<SpComb>an artist, of course
18:32-!-Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
18:32<SpComb>seems to go under the genre of trip-hop
18:32-!-KritiK [] has quit [Quit: Leaving]
18:32<SpComb>and Big beat, house, electronica
18:33<SpComb>the kind of music that would be best enjoyed at 6kW in a ~100m² room
18:33<@Bjarni>sounds like it's not my kind of music
18:34<SpComb>hmm, perhaps slightly more than 100m²
18:34<@Bjarni>then this channel isn't big enough
18:34<@Bjarni>quick talking about them then
18:34<SpComb>headphones will do as well
18:35<@Bjarni>you want to be deaf?
18:35<@Bjarni>or maybe you already are
18:35<SpComb>of which, the Koss Porta-pro are the best in the ultra-portable category
18:35<SpComb>to a mild degree
18:35<SpComb>and I don't meant 6kW headphones
18:35*Bjarni regrets starting up SpComb
18:35*Bjarni wonders how to stop it again
18:35<SpComb>you asked for discussion, and you got what was currently on my mind :(
18:36<@Bjarni>sorry. Should have been more specific
18:36<@Bjarni>like asking for the usual talk in here ;)
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18:36<@Bjarni>not wicked music talk
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18:38<SpComb>MZO, music should be evil
18:38*Bjarni shoots music
18:39-!-mode/#openttd [+b music!*@*] by Bjarni
18:39<@Bjarni>we don't want evil intruders
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18:40<SpComb>I've got samples:
18:40-!-mode/#openttd [+o orudge] by ChanServ
18:40<SpComb>worth a listen, etc
18:41<Rubidium>isn't it illegal to upload licensed music?
18:41<SpComb>MZO publishes their music on their website
18:42<Rubidium>that doesn't mean you may redistribute it
18:42<SpComb>I probably don't have a license to distribute it myself, but I don't really think it's an issue
18:42<ln->they're hosting their site at
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18:43<Rubidium>SpComb: I 'know' (as in their name) people who will not like it when you redistribute their work without them knowing it
18:43-!-mode/#openttd [+o orudge] by ChanServ
18:44<SmatZ>isn't it illegal to post screenshots from a licensed game?
18:45<SmatZ>TTD, TTDPatch, OTTD - all screenshots show licensed sprites
18:45<SpComb>I think I'll continue living under the assumption that if this did annoy anyone, a friendly C&D letter would take care of it
18:45<SmatZ>maybe even savegames are product of licensed software, so you shouldn't be able do redistribute it...
18:46<Rubidium>SmatZ: in that case you may not redistribute text files either
18:46<Rubidium>(when made on Windows with notepad)
18:47<SmatZ>Rubidium: maybe EULA allows it... some software forbids the usage for 'commercial purposes'
18:47<SpComb>(but before anyone gets the wrong impression of my tastes in music, it should be noted that electronic music is not the only thing I listen to, and things like MZO are from the extreme end)
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18:53<CIA-1>OpenTTD: smatz * r11845 /trunk/src/train_cmd.cpp: -Codechange: simplify train collision detection a bit
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18:59<fjb>Oh, trains can simpler collide now. :-)
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18:59<SmatZ>fjb: I hope they can't :)
19:00<fjb>I had some train collisions today...
19:00<@Bjarni>just press the ignore signal button
19:00<fjb>I'm toying with the new prealpha pbs patch.
19:00<@Bjarni>then you asked for it
19:01<ln->wouldn't it be a good idea that trains could randomly ignore signals sometimes?
19:01<fjb>Yes, but besides that it is great fun.
19:01<fjb>Hm, a drunken driver emulation? I would vote for car acccidents.
19:02<@Bjarni>ln-: well... if they do that then the risk should be greater if you place the signal in a poor location like in a curve where the train is close to the signal before being able to see it
19:02<ln->Drunken, tired or driving-in-fog.
19:02*Bjarni knows a few not well placed signals
19:03<Wezz6400>car accidents, aren't busses bad enough for you?
19:03<fjb>I'm up for an accident component in the game.
19:03<@Bjarni>they all have a signal in front of them telling if there is a permission to pass it or not though
19:03<@Bjarni>due to visibility
19:03<Gonozal_VIII>planes crash, rvs get hit by ufos and trains... trains and ships need accidents
19:03<ln->fjb: Because nowadays the disasters are something like airplane crashes, road vehicle & train collisions, but trains *never* collide without human player interaction.
19:03<fjb>Busses only get run over by trains sometimes. That gets boring. :-P
19:04<fjb>Or with a prealpha pbs patch... :-)
19:04<@Bjarni>at one time one guy decided on enabling ships to sink
19:04<fjb>But the workings parts of the patch are great.
19:04<@Bjarni>he stopped before even coding a single line
19:04<fjb>Oh, a ship sinking patch?
19:04<Wezz6400>trains get accidents
19:04<@Bjarni>he realised that he didn't even have sinking sprites
19:04<Gonozal_VIII>just remove the instant stop at red signals... enough crashes then :-)
19:04<Wezz6400>every time I'm trying to change tracks without stopping traffic
19:05<fjb>Wezz6400: You need more experince in changing the tracks.
19:05<ln->Wezz6400: what part did you not understand in "without human player interaction"?
19:05<@Bjarni>besides ships hitting each other would kill both... really bad as they aren't aware of each other
19:05<Wezz6400>ln- I read over it :X
19:05<Gonozal_VIII>maybe he's not human
19:05<ln->"[not] without..."
19:05<@Bjarni>so it would happen all the time
19:05<Wezz6400>fjb heh yeah well sometimes I screw up ;)
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19:07<fjb>I had patchday today. I mixed the pbs patch and the passenger destination patch into r11838.
19:08<@Bjarni>and then you expect me to solve all issues overnight, right?
19:08<@Bjarni>you are a funny guy
19:09<@Bjarni>also you complain whenever something goes wrong
19:09<fjb>Why did you fix them all by now?
19:09<fjb>I always complain, you should know.
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19:50<Sacro>@seen Tekky
19:50<@DorpsGek>Sacro: Tekky was last seen in #openttd 2 hours, 2 minutes, and 59 seconds ago: <Tekky> dh2k3: I did that and I had no trouble.
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20:05<fjb>Does going bankrupt in single player mode have any effect?
20:06<Sacro>fjb: yes, you fail it
20:06<roboboy>all your tracks get ripped up
20:07<roboboy>and you get sent to the title screen
20:07<fjb>No, I only get a box telling me that everything got sold. But I don't see anything else happen.
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20:07*HendikinsAtWork pads in
20:09<HendikinsAtWork>Now to play ottd at work
20:10<Sacro>HendikinsAtWork: skiving
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20:15<HendikinsAtWork>Sacro: I don't have enough work to do
20:15*HendikinsAtWork puts his feet up and announces a train
20:17<Gonozal_VIII>announce it wrong... platform as far away from the right one as possible
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20:24<Sacro>Gonozal_VIII: i like doing that on simsig :p
20:25*Bjarni waits for HendikinsAtWork to announce that the railroad lost a train
20:25<@Bjarni>lost as in they don't know where it is
20:25<Gonozal_VIII>stupid action colours
20:26<Sacro>Bjarni: done that too
20:26<@Bjarni>the railroad here did it in real life
20:26<@Bjarni>and not only that they also told the passengers why they cancelled the train
20:26<HendikinsAtWork>Bjarni: And that would not be a normal day how?
20:27<@Bjarni>now they all has GPS... I wonder why :p
20:27<HendikinsAtWork>And my duty manager is fascinated by ottd :P
20:27<@Bjarni>I tried something odd yesterday
20:28<fjb>Bjarni: Did you try to be polite?
20:29<@Bjarni>I showed up to a meeting (planning meeting regarding the vintage trains) and when I entered like 30 people had already showed up. They talked but stopped when I entered
20:29<@Bjarni>and they all just stared
20:29<@Bjarni>at me and the other guy who just entered
20:30<Gonozal_VIII>palconvert doesn't remove water cycle?
20:30<Sacro>Bjarni: wearing a dress?
20:30<@Bjarni>turns out that it was the high visibility jackets that resulted in that reaction
20:30<@Bjarni>but... we all have those... so it's not like they haven't seen them before
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20:30<@Bjarni>I was like wtf... why that reaction?
20:32<@Bjarni>the reason for wearing them was that we went to check out something regarding a wagon we had at the station on the way to the meeting and then because we spent too long we hurried to the meeting without taking them off
20:32<@Bjarni>but it's odd to enter a room and then everybody stops talking
20:33<Gonozal_VIII>can't talk about you behind your back, if you're right in front of them
20:35<@Bjarni>so you mean that they all talked about me before I showed up?
20:35<@Bjarni>I don't think so
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21:04<Gonozal_VIII>got rid of the action colours :D
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21:20<Sacro>Gonozal_VIII: zomg simutrans
21:21<SmatZ>it looks like stone age
21:21<Gonozal_VIII>stone age :S
21:21<SmatZ>stone rails, stone roads
21:21<Gonozal_VIII>that's transrapid track^^
21:22<Gonozal_VIII>and the roads are from european roadset
21:22<Gonozal_VIII>and the terrain is from newterrain
21:22<Gonozal_VIII>and the water is from newwater
21:22<Gonozal_VIII>and the trees are from stolentrees
21:22*fjb has an almost working pbs. :-)
21:22<Gonozal_VIII>yay pbs
21:22<SmatZ>and depots are from newdepots :-D
21:23<Gonozal_VIII>that's the transrapid depot
21:23<Gonozal_VIII>took me forever and some days more to get all of that to work together^^
21:24<Sacro>Gonozal_VIII: PBS?
21:25<Gonozal_VIII>are you ignoring fjb?
21:25*fjb is using PBS right now.
21:25<SmatZ>Public Broadcasting Service (PBS)
21:26<Sacro>pubic broadcasting service?
21:26<fjb>We are broadcasting to the public on this chanel. :-)
21:26<Gonozal_VIII>my grfcollection grf has now 999 sprites^^
21:26<Gonozal_VIII>no action 7s or redundancy
21:27<Gonozal_VIII>well... some redundancy because buffers didn't want to work otherwise
21:28<Gonozal_VIII>oh noes misaligned bridge ramp
21:28<fjb>And I'm having fun with the new PBS. It's great to have signals only where they would be in reality.
21:29-!-SmatZ [] has quit [Quit: Konversation terminated!]
21:29<Sacro>fjb: does it work for bidi?
21:30<fjb>But the patch is still prealpha quality. Trains tend to lock them selfs into the depots, fearing the world outside.
21:30<Gonozal_VIII>default red?
21:30<fjb>Default is red.
21:30<Gonozal_VIII>depots have presignal entry built in, bad
21:30<fjb>Like it should be.
21:30<Sacro>zomg orly?
21:31<fjb>Depots are a problem, maybe bridges and tunels, too.
21:31<Gonozal_VIII>change the virtual signal in the depot to pbs
21:31<fjb>I just play around with it. It is definitly not ready for a serious game yet. But it is really fun to wath.
21:32<Sacro>yes, hopefully it is quite tweakable too
21:32<Sacro>i want to get yellow signals and double yellow too
21:32<Sacro>maybe allow 2,3,4 aspect on differing lines
21:32<Gonozal_VIII>what is yellow and double yellow?
21:32<Sacro>double yellow means next signal is yellow means next signal is red
21:33<fjb>You mean real presignals, not what TTD calls presignals.
21:34<Sacro>not really presignals, but yeah
21:35<Gonozal_VIII>depending on what the pathfinder does with that information
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21:52<Eddi|zuHause2> <- that looks awfully close to an escher drawing...
21:54<Gonozal_VIII>i removed the bridge ramps because they would destroy the illusion
21:54<Eddi|zuHause2>they destroy the illusion anyway...
21:54<Gonozal_VIII>why? it just goes from high to a bit higher
21:55<Eddi|zuHause2>and a rail of same height underneath it...
21:55<Gonozal_VIII>i guess i'll avoid situations like that
21:56<Eddi|zuHause2>plus the bridge pillars are too low
21:56<Gonozal_VIII>won't build complicated transrapid networks anyways
21:56<Eddi|zuHause2>and the curves are definitely missing a supporting pillar
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21:57<Gonozal_VIII>well... i didn't draw that
22:00<Gonozal_VIII>i think rvs will break the illusion even more, when they jump over the track at the crossings^^
22:02<Gonozal_VIII>hehe that looks straaange
22:04<Gonozal_VIII>buuut i got the tracks working as good as i intended them to... now i can modify the dbset transrapid to run on them :-)
22:04<Eddi|zuHause2>that shouldn't be difficult ;)
22:04<Gonozal_VIII>i know
22:04<Gonozal_VIII>just change a 2 to a 1...
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22:05<Eddi|zuHause2>err... more like 3...
22:05<Gonozal_VIII>then i'll mess with the cargo table.. and then i'll find other stuff to do and won't play ever again... :-/
22:06<Gonozal_VIII>monorail is 1, maglev is 2 :-)
22:06<Eddi|zuHause2>engine, passenger wagon, cargo wagon
22:06<Eddi|zuHause2>that makes 3 2s
22:06<Gonozal_VIII>right, i need wagons too^^
22:07<Eddi|zuHause2>what would you possibly do without me?!?
22:07<Gonozal_VIII>i would have noticed that eventually :P
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22:08<Gonozal_VIII>with the maglev wagons on narrow gauge rails^^
22:10*fjb would prefer a monorail maglev.
22:11<Gonozal_VIII>i have the transrapid tracks on maglev and my maglev is narrow gauge
22:11<Gonozal_VIII>i have the transrapid tracks on monorail and my maglev is narrow gauge
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---Logclosed Mon Jan 14 00:00:55 2008