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#openttd IRC Logs for 2008-01-16

---Logopened Wed Jan 16 00:00:09 2008
---Daychanged Wed Jan 16 2008
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02:54<Nite>morning ...
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02:57<Forked>ello :)
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03:41<SquireJames>hello all
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03:53<SquireJames>I was wondering, asked it on the other chat, if someone could walk me through a little compiling
03:54<Noldo>how mysterious is it to you?
04:03<SquireJames>(sorry for long gaps, trying to tech support for a friend, yes at 3 in the morning, some friend)
04:03<SquireJames>Basically, I have Tortoise or whatever its called,
04:04<SquireJames>and I downloaded the (then) current version of trunk through the program
04:04<SquireJames>but, beyond that I am a little clueless
04:06<Noldo>could that be helpfull?
04:07<SquireJames>I think I have that, but I will re-install and have a look through that thread
04:07<SquireJames>While I am a fairly competent programmer, making any edits to OTTD myself is white mans magic
04:07<SquireJames>but all I want to do is add the ChrisIn diff and then the programmable waypoints
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04:08<SquireJames>(i'd love to fix the annoying flooding train crash on corner tiles issues but, again, beyond me)
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04:17<SquireJames>using BuildOTTD how to I select more than one diff to add?
04:26<Rubidium>you can't
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04:36<SquireJames>well, it barfed up again when i tried to compile 0.6.0 with ChrisIns Diff anyway
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04:44<Rubidium>SquireJames: you have to compile ChrisIN's diff with the revision he made that diff against
04:44<Rubidium>not any 'recent' trunk version as that is NOT going to work
04:47*Forked cries
04:48<Forked>progwaypoints.diff (0.6) doesn't patch correctly vs rev 11834 :\ such a nice idea too
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04:53<Forked>oh wait, I messed up
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04:55<Forked>like always.. *shuts up and does some work*
04:58<Forked>ah right, compiles fine in linux.. but fails with both builottd and vc++ 2008 express
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06:25<CIA-1>OpenTTD: rubidium * r11874 /trunk/src/ (6 files in 2 dirs): -Fix [FS#1655]: all wagons of maglev/monorail trains would get the livery colour of the engine instead of their wagon type.
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07:11<Roujin>good day!
07:13<Roujin>anyone interested in drag&draw for terraforming?
07:16<Roujin>either no one's interested or no one's here... hmmm :P
07:17<dih>or noone has time to respond
07:18*dih tries to erase that last line
07:18<Roujin>meh :P
07:18<Roujin>actually i don't have time to make patches either.. i should be sitting in a lesson right now ... so what
07:20<Roujin>if someone told me that my patches are utter crap, i could live with it. but just getting close to no response is kinda sad :P
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07:22<Roujin>well i'll post it in the forums (after i've updated to newest rev) and then see if anyone's interested this time :P
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07:27<Nukebuster>you should reverse the question...
07:28<Nukebuster>anyone not interested in drag&draw for terraforming?
07:29<Roujin>ah ^^ heh, that would at least make me feel better if no one answered :P
07:31<Roujin>hope devs are interested as well ^^ :P
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07:36<Nukebuster>well whats the difference with normal landscaping?
07:36<Nukebuster>As it is now I mean...
07:37<dih>Roujin: could be good for the scn editor
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07:47<Roujin>well, try it ;)
07:47<Roujin>works with scn editor, only when size=1 selected tho..
07:48<Roujin>i've also attached a nice screenshot in that thread, so you can see the new feature in action ;)
07:49<Nukebuster>hmm... I will...
07:50<Nukebuster>brb rebooting to my Linux box
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07:55<dih>Roujin: i would do following
07:55<dih>rather than leveling +1 at starting point and then everything to that level when moving
07:56<dih>level every tile +/- 1 where the cusor is moved to
07:57<Gonozal_VIII>yes, the oter can be done with raise once and default leveling tool
07:57<Roujin>what to do with multiple raise then?
07:58<Roujin>if i stay on a tile, is it raised and raised and raised?
07:58<dih>say you want to do +1 with that 'draw' patch
07:58<dih>and you move your mouse over a slope
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07:58<Gonozal_VIII>sim city does that raise and raise and raise thing
07:58<dih>you dont level everything to the same level
07:58<dih>but level every tile separately +1
07:58<dih>from wherever they are at at that moment
07:59<dih>@seen Bjarni
07:59<@DorpsGek>dih: Bjarni was last seen in #openttd 11 hours, 23 minutes, and 7 seconds ago: <Bjarni> goodnight
07:59<Roujin>that leaves me with one issue
07:59<Gonozal_VIII>when the mouse button is pressed it raises the current cursor position by one every x ticks
07:59<dih>that is good too
07:59<Roujin>ok what gonozal says is possible to do...
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08:00<Roujin>could be an issue tho while in fast forward mode (i think)
08:00<Gonozal_VIII>then use real time instead of ticks
08:00<Roujin>then you suddenly have a huge mountain because the ticks are faster (amiright?)
08:01<Gonozal_VIII>the arrows to change values in the configure patches menu have that speedup with fast forward too
08:03<dih>would fast forward not be 'detectable'?
08:03<dih>i.e. you can ceck and base the number of ticks on that
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08:04<Gonozal_VIII>fast forward has a different speed depending on the map and the hardware
08:04<Roujin>if i do it "one raise every x ticks", i think it would not be comfortable if you want to raise a row or something
08:04<dih>would be more like drawing though
08:04<dih>think of the 'spray can tool' in ms paint ^^
08:05<Gonozal_VIII>but less random^^
08:05<dih>and less colorfull
08:07<Gonozal_VIII>i guess you just shouldn't do it in fast forward...
08:08<Gonozal_VIII>are there ticks in pause?
08:08<Gonozal_VIII>i guess not
08:09<Gonozal_VIII>would be best with real seconds i guess
08:09<dih>how does 'building in paused mode' work then?
08:09<Roujin>terraforming is disabled in pause anyways
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08:09<Roujin>oh yes theres that cheat..
08:09<Roujin>lemme check
08:10*dih knows nothing about the cheats ^^
08:10<Dominik>what revision is beta 3 based on?
08:10<Roujin>well my current version works with build in pause mode
08:11<Roujin>i'll note your comments about my patch but wait until i've got more feedback. personally i don't dislike the current behavior that much :P let's see what others say..
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08:22<NukeBuster>@Roujin Is it supposed to level if you drag the raise land tool over... perhaps a mountain or uneaven land?
08:22<Forked>whoever asked if there was a way to apply more than one diff/patch to buildottd .. you can, indirectly. Download the source using tortoiseSVN (spelling?) .. apply all patches that you want to the wanted rev .. then just use the same turtleSVN to make one .diff (I think I got that right..)
08:25<Forked>I suck at explaining though :)
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08:25<@Bjarni>did you script that behaviour?
08:26<Roujin>NukeBuster: yep, that's intended behavior.. it works like the area terraform i did, just continiously for one tile each..
08:26<NukeBuster>hmm.... woulden't it be nicer if it would raise every tile?
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08:26<Roujin>the problem with that is you would have to remember the whole map somehow i think
08:27<Gonozal_VIII>trillian doesn't do scripts^^
08:27<NukeBuster>what i remember from the diagonal patch is that it would go about every tile
08:27<Roujin>or make a 2d bool array with the size of the map and check there if a tile has been already raised
08:27<NukeBuster>and make that tile the same height as the height of the tile the drag originated from
08:28<Gonozal_VIII>just start at the lowest
08:28<Roujin>eh? i'm confused now
08:29<NukeBuster>well thats what level land drag does...
08:29<NukeBuster>or at least how it worked diagonally
08:30<Roujin>well with raise and lower there are some issues.. right now they do "level to source tile height +/- 1" for both area terraform and my new drag-draw terraform
08:30<Gonozal_VIII>level land shoud level but raise should only raise every tile by 1
08:31<NukeBuster>raise land now levels if heigher than 'originating tile height' +1
08:31<Roujin>you see, the problem with that is that it would have to remember the whole map array to know which edge has already been raised by 1
08:31<NukeBuster>only the selection...
08:31<NukeBuster>you could do that with a for loop
08:31<NukeBuster>you need to now the start tile and the end tile...
08:31<Gonozal_VIII>you could sort the tiles by height in a list, then pop and raise from the lower side
08:31<NukeBuster>and i think thats already covered in the level land functions
08:32<Roujin>what about the drag-and-draw one @NukeBuster?
08:32<Gonozal_VIII>they shouldn't get double raised that way
08:32<NukeBuster>i thought i downloaded that one...
08:32<Roujin>if you raise a tile at a cliff
08:32<Eddi|zuHause2><NukeBuster> raise land now levels if heigher than 'originating tile height' +1 <- i'd rather see 'lowest tile height' +1 [afaik the scenario editor worked like that]
08:32<Roujin>it will raise several other tiles aswell
08:33<Gonozal_VIII>it isn't a cliff anymore if the lower tiles were raised before
08:33<NukeBuster>Eddi thats what i ment...
08:33<Roujin>and the new drag-and-draw?
08:34<Roujin>you drag and draw on a cliff, after that on a tile that was raised by raising the cliff
08:34<NukeBuster>ill download and compile that one as well...
08:34<NukeBuster>but i think dragging the raise land tool should raise all the tiles in the selection by one.
08:34<Eddi|zuHause2>and the raise land tool should not under any circumstance ever lower a tile
08:34<Gonozal_VIII>doesn't happen if it starts with the lowest
08:35<NukeBuster>thats exactly the point I am trying to make Eddi
08:35<Gonozal_VIII>(btw i'm talking about raise area)
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08:35<NukeBuster>me too
08:35<Eddi|zuHause2>yeah, i support that part of the point ;)
08:35<Roujin>okay we have to seperate talk about raise/lower area and raise/lower draw
08:35<NukeBuster>The problem is...
08:35<Gonozal_VIII>that should raise every tile by one, same landscape shape but one tile higher
08:36<Gonozal_VIII>that works when it starts with the lowest
08:36<NukeBuster>the 'Raise land tool' lowers everything higher than "its starting height +1"
08:36<Gonozal_VIII>lower bad^^
08:37<NukeBuster>so that does work in the other patch?
08:37<NukeBuster>i will try that as well
08:37<NukeBuster>and i made som screenshots...
08:38<Roujin>ok i didn't know that current behavior has so much opposition :P why didn't you all post something in the thread "area terraform" when it was done?
08:38<NukeBuster>I'll post them @the forum
08:38<NukeBuster>hmmm.... because I tried this one :)
08:38<Gonozal_VIII>because i'm too stupid to apply a patch and compile^^
08:38<Roujin>i mean, dev's even accepted it into trunk, didn't know so much disliked how it works... :/
08:38<Roujin>(the area raise/lower)
08:38<NukeBuster>well its just strange behavior....
08:39<Eddi|zuHause2><Gonozal_VIII> that works when it starts with the lowest <- the main part of that problem is a) you have to loop over the area to find the lowest tiles, for each level, and b) you have to remember which tiles you already raised, to not raise them again when starting the next level
08:39<dih>you dont need b
08:39<NukeBuster>if I wanted to level... I would use the level tool...
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08:39<dih>even users have a brain - or are suppose to have
08:39<NukeBuster>couldn't you just do something like tile_height++
08:40<Eddi|zuHause2>dih: context?!?
08:40<Eddi|zuHause2>this is not about "users"
08:40<NukeBuster>just loop about every tile
08:40<dih>Eddi|zuHause2: you are talking about the drag 'n draw thing right?
08:41<dih>then in the code you dont need to remember which tile was raised already
08:41<Eddi|zuHause2>specifically Gonozal_VIII's thought about what it should do
08:41<dih>again - it reminds me of the 'spray can tool' in ms paint
08:41<Eddi|zuHause2>meaning "raise every tile by 1, keep original shape"
08:42<Gonozal_VIII>eddi, that's why i said it should make a list of the tiles before it starts raising them
08:42<Gonozal_VIII>a list sorted by height
08:42<NukeBuster>for(x=origin_tile_x;x<end_drag_tile_x; x++;){for(y=origin_tile_y;y<end_drag_tile_y; y++;)tile_height++;}
08:43<Eddi|zuHause2>NukeBuster: bad idea...
08:43<Eddi|zuHause2>a) you have to adjust the edges of the surrounding area
08:44<Eddi|zuHause2>b) you have to check for unmovable tiles
08:44<Eddi|zuHause2>c) you have to calculate the cost
08:44<NukeBuster>just use a docommand "raise height"
08:44<Eddi|zuHause2>d) before you implement all that again, just use the existing raise land function
08:44<Gonozal_VIII>could be done while creating the list, no harm done then
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08:45<NukeBuster>thats how the level diagonal land tool works...
08:45<NukeBuster>or diogonal drag level land tool
08:45<NukeBuster>somthing like that...
08:46<Gonozal_VIII>it just raises tile_heigt without any checks?
08:47<NukeBuster>it uses a docommand....
08:48<NukeBuster>end in fact it does the loop twice to detirmine the cost....
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08:49<@Bjarni>isn't there a problem if you raise one tile and the tile next to it is raised in the process and then you loop to the now raised tile and wants to raise it?
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08:50<Roujin>because of what bjarni mentioned i did the area terraform like it is now...
08:50<Gonozal_VIII>that doesn't happen if you create a sorted list first and start with the lowest :-)
08:50<@Bjarni>well.. the issue could be with cost estimation
08:51<Roujin>and yes, cost estimation was and is off with level land (and thus now too with area raise /area lower)
08:51<@Bjarni>Roujin: sounds sensible... I haven't read the diff though. I just have my share of unintended DoCommand issues ;)
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08:52<Roujin>well i have to catch another lesson today so i'm off for now. wouldn't mind further comments about my patch in the thread tho ;) see you later
08:53<Gonozal_VIII>why does nobody say something about the sorted list :S
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08:56<NukeBuster>so why doesn't the level land tool as it is implemented now have the problem you mentioned Bjarni?
08:56<NukeBuster>as it does use a DoCommand
08:57<NukeBuster>Also I never heard any complaints about the cost estimate in the CrissIN
08:58<dih>how many ChrissIN servers are there?
08:58<Gekz>I'm always watching
08:58<Gekz>one s.
08:58<NukeBuster>don't know didn't check...
08:58<dih>how many people play there
08:58<NukeBuster>but it the only place the patch is really implemented...
08:58<Gonozal_VIII>i stopped playing that when vehicles started crashing on coasts
08:59<dih>there are currently no ChrissIN servers
08:59<CIA-1>OpenTTD: bjarni * r11875 /trunk/src/aircraft_cmd.cpp: (log message trimmed)
08:59<CIA-1>OpenTTD: -Fix: automatically sending aircraft to depot for autoreplace/renew is now triggered by the correct conditions
08:59<CIA-1>OpenTTD: Now it triggers by the following conditions:
08:59<CIA-1>OpenTTD: - aircraft is old enough for renew or needs to be autoreplaced
08:59<CIA-1>OpenTTD: - player has 2*cost of new aircraft+autorenew money (we don't want to send many aircraft to hangars when there is only money for replacing one)
08:59<CIA-1>OpenTTD: - aircraft has no hangars in it's order list
08:59<CIA-1>OpenTTD: - new aircraft is buildable (imagine autorenewing a retired design)
08:59<@Bjarni> This triggers right after a helicopter takes off or when a plane touches the ground while landing
08:59<@Bjarni> Another effect of this change is that this functionality no longer generates network traffic
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09:00<@Bjarni>CIA-1 cut it short :/
09:03<NukeBuster>@Bjarni why doesn't the current leveling system have the cost estimate problems?
09:03<ln->NukeBuster: @ is not part of his nick.
09:03<Gonozal_VIII>description OpenTTD SVN - trunk
09:03<Gonozal_VIII>owner OpenTTD
09:03<Gonozal_VIII>last change Mon, 14 Jan 2008 18:19:29 +0000
09:04<Gonozal_VIII>strange, last change 43h ago
09:04<NukeBuster>so how do you do the nice yellow marking thingy?
09:04<Gonozal_VIII>nice yellow marking thingy?
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09:06<+glx>he means highloght I think :)
09:06<Digitalfox>Good afternoon :)
09:07<NukeBuster>just by typing the nickL
09:07<keyweed> /hilight <word>
09:07<Gonozal_VIII>we did nothing, your client does
09:07<keyweed>and any sentence with that word hilights. (if you're using irssi)
09:07<NukeBuster>Bjarni why doesn't the current leveling system have the cost estimate problems?
09:08<Gonozal_VIII>it does
09:08<NukeBuster>hmm Opera doesn't know it...
09:08<NukeBuster>but I still wonder about the way level land works...
09:09<NukeBuster>as its just 2 for loops...
09:09<Gonozal_VIII>that could also work better with a sorted list
09:10<NukeBuster>sam diagonally?
09:13<NukeBuster>doesn't keeping a list require more memory?
09:13<Gonozal_VIII>it can be freed after it's done
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09:17<Gonozal_VIII>for leveling you could just loop through the selected area, ignore every tile that has the right height and sort the others into the list.. then if there are tiles higher than the target height, you start with lowering the highest tile by one, removing it, if it reaches the right hight or resorting it if it didn't... continue that until all high tiles are gone and start with the lowest
09:17-!-Sacro [~Sacro@adsl-87-102-119-5.karoo.KCOM.COM] has joined #openttd
09:17<dih>hello Sacro
09:17-!-murr4y_ [murray@2001:5c0:8fff:fffe::78a9] has joined #openttd
09:18<NukeBuster>hmm... but levelling just sets a height...
09:18-!-Netsplit <-> quits: murr4y
09:18<NukeBuster>(probably the function behind it)
09:18<Gonozal_VIII>that's why the cost is wrong
09:19<NukeBuster>hmm I was wrong....
09:19<NukeBuster>it lowers or heighers every tile until its at the height wanted
09:19<Gonozal_VIII>ok... then it should do that sorted
09:20<NukeBuster>what would be the benefit?
09:20<NukeBuster>less action?
09:20<Gonozal_VIII>only one tile at once, that makes it possible to calculate
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09:20<NukeBuster>but the loops also do tile at a tile...
09:20-!-murr4y_ is now known as murr4y
09:21<Gonozal_VIII>no, if you raise a tile that's not the lowest it could also raise others
09:21<dih>hello Belugas
09:23<NukeBuster>is it cheaper to raise tile for tile.. from lowest to highest... or just lower a big dip and afterwards lower smal differences?
09:23<NukeBuster>or doesn't that make any difference...
09:23<Gonozal_VIII>it should be cheaper
09:24<NukeBuster>well if you'd like you could always try it diagonally ;)
09:25<NukeBuster>I've got some source for ya :)
09:25<Gonozal_VIII>well... not if you only lower and the result looks the same, then it should also cost the same
09:25<@Belugas>diagonal what?
09:26<NukeBuster>Still haven't finished the function stuff...
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09:26<@Belugas>i know, i've asked you ^_^
09:27<NukeBuster>would love to but... am afraid its nasty....
09:27<NukeBuster>some parts are needed for one operation and not for another...
09:28<NukeBuster>So I guess thats why the original author choose to have a big macro
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09:29<@Belugas>and that is why it have not got into trunk, mainly
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09:31<NukeBuster>perhaps a lot of different 'switch case' 's
09:32<@Belugas>refactoring using another approach, maybe?
09:32<@Belugas>i don't know, i have nothing to suggest
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09:34<Gonozal_VIII>switch case? no, why?
09:34<dih>case switch?
09:35<Gonozal_VIII>list works for everything
09:35<NukeBuster>lets say i have a piece of code witch is scattered serveral times around the patch
09:35<Gonozal_VIII>even diagonal
09:35<NukeBuster>but is different in every place
09:35<NukeBuster>but also al whole lot is the same
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09:37<Gonozal_VIII>well yes... then switches sound ok... or classes :-)
09:38<NukeBuster>is it allowed.... to do something like 'action = CMD_LANDSCAPE_CLEAR' ... 'DoCommand(TileXY(x, y), 0, 0, flags, action);'
09:38<NukeBuster>in that case I would probably just need 1 switch case....
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09:40<NukeBuster>Belugas: Would something like that be accepted?
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09:43<@Belugas>highlighted... going back
09:43<@Belugas>why docommand?
09:44<@Belugas>classes might be interesting idea, in fact
09:44<NukeBuster>because thats what level land does.... (and the diagonal leveleling aswell)
09:45<Eddi|zuHause2>hmzzz... conflict...
09:46<NukeBuster>and from what i see....
09:46<NukeBuster>the original 'clear area' code has that same do command....
09:48<Eddi|zuHause2>alright, that was easy to solve
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09:51<Dominik>!seen Rubidium
09:51<NukeBuster>Belugas: So I should make the selection stuff a class?
09:51<Dominik>what's that command again? ^^
09:51<dih>_42_ aint here
09:51<Dominik>ah, ok
09:51<dih>oh - sorry _42_ aint ever here
09:51<dih>user @
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09:52<dih>@seen Rubidium
09:52<@DorpsGek>dih: Rubidium was last seen in #openttd 5 hours, 7 minutes, and 52 seconds ago: <Rubidium> not any 'recent' trunk version as that is NOT going to work
09:52<@Belugas>NukeBuster, you cold, if it makes the code clearer
09:53<NukeBuster>But that would also include all other area tools...
09:55<@Belugas>NukeBuster, i'm not in a position to judge an architecture right now.
09:55<@Belugas>but if classes would allow selction tools to be more user firendly,
09:56<@Belugas>coding wise,
09:56<@Belugas>why not?
09:56<@Belugas>if it only applies to your patch, why not?
09:56<@Belugas>it was merely a suggestion
09:56<@Belugas>you know the stuuf more than i do, by the way ;)
09:58<NukeBuster>I would still have the same problem though...
09:58<blathijs>NukeBuster: Patches reducing duplicated will probably accepted, if implemented properly
09:58<SpComb>Logs: (old: )
09:58<blathijs>Patches reducing duplicated code using a ton of #defines, on the other hand, would probably not :-)
09:59*dih 's logs are nicer ^^
09:59<NukeBuster>the action stuff should be handed to the function....
09:59*Belugas nods at blathijs, forgot to say that ^_^
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10:00<NukeBuster>or i should make functions like clear_area...... and use that in the class.... but that would make it dependible wouldn't it?
10:02<NukeBuster>now a list would be handy :P
10:02<@Belugas>std::list ? or something,,,
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10:02*Belugas heads down on work@work
10:04<NukeBuster>Gonozal_VIII, is there anywhere in the openttd code where a list has already been used?
10:05<blathijs>NukeBuster: You could grep for "lst"
10:05<blathijs>Hmm, I meant to say "list"
10:05<NukeBuster>ok thanks :)
10:07<CIA-1>OpenTTD: frosch * r11876 /trunk/src/industry_cmd.cpp: -Fix: Start industry tile animation also for overridden industry tiles. (Will only apply to new games or newly build industries.)
10:07<Gonozal_VIII>does that matter if it has been used?
10:07<NukeBuster>I'm not used to lists :)
10:07<blathijs>Gonozal_VIII: It's good to have an example
10:08<blathijs>Both for his coding as well as keeping a consistent style
10:08<Gonozal_VIII>i don't know
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10:09<Gonozal_VIII>and i'm used to automated allocation and garbage collector, so i would probably things up a lot^^
10:10<NukeBuster>I will look into the list stuff(already am) and than decide what to do with the diagonal level land patch (be it a selection class or a function)
10:11<Gonozal_VIII>i guess you could also use an array
10:12<Gonozal_VIII>and either make it big enough to sort the tiles in without problems or loop it several times for every height level
10:14<@Belugas>bad idea, in my opinion
10:14<Gonozal_VIII>you could just loop through the section of the map array 15 times...
10:14<NukeBuster>the idea was... to let the diagonal algorithm select the tiles to be levelled or cleared and then execute it when returned the (list or array) will be looped to level or clear
10:14<Gonozal_VIII>but i guess the list would be the fastest
10:16<Gonozal_VIII>15 times would be worst case.. you can change lowest and highest in one run so best case would be 8 loops...
10:18<Gonozal_VIII>you know what i mean?
10:19<@Belugas>classes are nice when using virtual and polymorphic stuff
10:19<@Belugas>functions a nice for small and not too complex stuff
10:19<@Belugas>my opinion
10:19<Gonozal_VIII>i think in that case classes (list) would be faster
10:21<Gonozal_VIII>but it's much easier to just loop throug a part of the array 8-15 times
10:22<NukeBuster>I will try a function first... as creating a class would probably involve a lot more time... It would just be for use by the patch but could be altered for use in more applications.
10:23<Gonozal_VIII>first loop you change height 0 to 1 and 15 to 14 and so on until everything is at the right height...
10:23<Gonozal_VIII>should be easy
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10:48<CIA-1>OpenTTD: smatz * r11877 /trunk/src/train_cmd.cpp:
10:48<CIA-1>OpenTTD: -Fix: another way to crash competitors' train in a station
10:48<CIA-1>OpenTTD: -Codechange: increase the speed train is approaching line end/semaphore in non-diagonal direction a bit
10:50<@peter1138>that last one doesn't parse, heh
10:54<dih>hello peter1138
10:56<rave>can you view the diff from irc?
10:57<@Belugas>better use
10:57<+glx>or host the file somewhere
11:04<LA[lord]>DaleStan, you here?
11:05<DaleStan>It works better just to ask the question. Then you don't wait for me to respond when there are others who could respond to your question while I'm busy informing you that I'm awake.
11:07<dih>nice one DaleStan
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11:07<LA[lord]>:) ok.. As I understand you were the one who helped to code combined airport set.. I try to make one similar thing for skidd13.. But I stumble on parameters and things.. SO I decoded the grf
11:08<LA[lord]>but because it doesn't have any comments, I can hardly understand
11:08<LA[lord]>so I was wondering if you have the commented version somewhere..
11:08<+glx>LA[lord]: try using grf2html
11:09<+glx>it helps a lot to understand
11:09-!-skidd13 [] has joined #openttd
11:09<skidd13>Hi folks
11:09<LA[lord]>I was just talknig about you behind your back :D :P
11:09<SpComb>Logs: (old: )
11:10<DaleStan>Um... *google* I don't recall having anything to do with that set.
11:11<LA[lord]>BIG THANKS
11:11<LA[lord]>- to all the artists
11:11<LA[lord]>- to DaleStan for his help with my NFO coding
11:12<skidd13>LA[lord]: DaleStan's help ->
11:12<DaleStan>Ah. I did provide hints on how to code things.
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11:38*Belugas mogwais his ears with You don't know Jesus
11:38<@Belugas>astral atmospheric song, if one can be :D
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11:44<NukeBuster>where do screenshots end up?
11:45<skidd13>NukeBuster: Which OS?
11:45<+glx>same dir as openttd.cfg
11:46<NukeBuster>CentOS (Redhat EL)
11:46<NukeBuster>ah :)
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11:55<CIA-1>OpenTTD: peter1138 * r11878 /trunk/src/group_gui.cpp: -Fix: Crash in MP in vehicle group window if the currently selected group is deleted by another player.
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12:07<@Belugas>poor soul :
12:07<hylje>oh well
12:07<murr4y>at least he tries :D
12:08<Sacro>Forked: why do you use VMWare to compile for windows? why not mingw?
12:08<Forked>Sacro: I had it up and running for other things anyway.. and I couldn't quite figure out mingw
12:09<Sacro>Forked: ahhh
12:09<Forked>I wont be using vs again though :)
12:10<@Belugas>murr4y, he tried the wrong thing, he tried asking and not searching
12:11<@Belugas>and it does not even have to be a forum's search...
12:11<Forked>my first post beats that one :)
12:12<@Belugas>Sacro, by the way, anhkSVN is great. Not the Jack of all trades (?), but a usefull tool for sure
12:12<Sacro>Belugas: does enough for me, but you could apply for a few free licences of the other one
12:12<Sacro>being a leading dev on a GPL project
12:14<NukeBuster>Belugas, what do you think of small patches....
12:14<@Belugas>few free licences?
12:14<@Belugas>NukeBuster, maybe, maybe not, surely not while i'm at work :P
12:14<NukeBuster>gehe :)
12:15<Sacro>Belugas: that other non-free one said they'd do free licences for GPL projects
12:15<@Bjarni>attention everybody. Now we will have a nice little competition
12:15<@Belugas>the VisualSVN?
12:15<@Bjarni>who can write the best readme on how to install the TTD files on OSX
12:16-!-NukeBuster [] has quit [Read error: Connection reset by peer]
12:16<@Bjarni>best as in "most possible users should be able to read and do this without making it seem overly complicated"
12:16-!-NukeBuster [] has joined #openttd
12:16<@Bjarni>the winner gets the chance of getting his written work published
12:16<@Bjarni>aka committed to svn ;)
12:16<hylje>1) RTFM 2) see 1
12:17<SpComb>Logs: (old: )
12:17<@Bjarni>but this is the fucking manual that people should read
12:17<hylje>you didn't catch the self-reference
12:17-!-Gonozal_VIII [] has quit [Ping timeout: 480 seconds]
12:17<@Bjarni>like... right now nobody will use /Library/Application Support/OpenTTD because this is an undocumented feature
12:18<Sacro>Bjarni: could you not code an installer?
12:18<Sacro>in like... GTK or something?
12:19<@Bjarni>for copying the TTD files?
12:19<@Bjarni>I can code an installer but then the installer would contain the TTD files in order to work and then distribution is out of the question and then the whole point in it dies
12:20<@Bjarni>now when I think about it
12:21<@Bjarni>I could code an installer
12:21<@Bjarni>I once had my hands on some software that could turn a shell script into an executable binary file for distribution
12:21<Sacro>that looks for the files?
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12:22<@Bjarni>but then I need to code all this in bash
12:22<Sacro>actually, does OSX contain a C# framework?
12:22<Eddi|zuHause2>1. RTFM
12:22<Eddi|zuHause2>2. ???
12:22<Sacro>cos I could probably rattle something up on that
12:22<Eddi|zuHause2>3. Profit!!
12:22<@Bjarni>I guess so
12:22<Sacro>that would run on Linux/Windows
12:22<Sacro>but not sure about OSX
12:22<@Bjarni>Sacro: we could make a quick test
12:23<Eddi|zuHause2>did i win?
12:23<@Bjarni>Eddi|zuHause2: no :P
12:23<@Bjarni>your solution is even worse than mine
12:24<@Bjarni>I wrote half of the stuff I thought I needed to write and then... "damn if I download some software and needs to read a doc like this just to get it to work then I will discard it and move on"
12:24<@Bjarni>it looked way more complicated than it is
12:24<Sacro>Bjarni: Yeah, i'll rattle up something in a bit
12:24<Sacro>it'd need to detect the OS
12:24<Sacro>and have some kind of folder selection
12:25<@Bjarni>let's skip the fancy OS detection and such for now
12:25<Sacro>mmm, treu
12:25<@Bjarni>we need to ensure that we can get C# to run first
12:25<Sacro>lets just see if i can do a hello world in a gui
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12:27<Prof_Frink>Bjarni: For debian-based distros, a quake2-data workalike would probably be the best option
12:27<Eddi|zuHause2>since when is OSX a debian-based distro?
12:27<LA[lord]>any idea why nforenum gives this?
12:28<LA[lord]> //!!Fatal Error (41): All action Ds are 5 or 9 bytes long.
12:28<Prof_Frink>Eddi|zuHause2: Was I referring to OSX?
12:28<LA[lord]> 2 * 5 0D 00 80 FF 00 //Action0D -> set default parameter0 to 0
12:28<LA[lord]>it IS 5 bytes long...
12:28<@Bjarni><EddizuHause2> since when is OSX a debian-based distro? <-- I don't know :/
12:28<@Bjarni>is it?
12:28<@Bjarni>it looked a whole lot different the last time I checked
12:28<Prof_Frink>Besides, do you really want Depends: mono?
12:28<Eddi|zuHause2>how should i know, i have neither debian nor OSX
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12:30<Sacro>Prof_Frink: well GNOME already uses mono now
12:30<LA[lord]>anyone wants to answer my question? Dalestan?
12:30<Prof_Frink>Sacro: Well KDE doesn't
12:30<Prof_Frink>Sacro: Well XFCE doesn't
12:30<Sacro>Prof_Frink: so?...
12:31-!-pavel1269 [] has joined #openttd
12:31*Prof_Frink shall play about with quake2-data and see how it works and what he ca do with it
12:31<@Belugas>LA[lord], what is the char right after "2 * 5"?
12:32<LA[lord]>ummm.. space?
12:32*DaleStan starts the debugger.
12:32<@Belugas>sure LA[lord] ?
12:33<LA[lord]>pretty much..
12:33<@Belugas>, it's fine... it must be a tab
12:33<LA[lord]>.. ok.. it's tab.. it was done by renum
12:33<LA[lord]>it was space before
12:33<DaleStan>Oh, wait. Never mind. NFORenum is right, if a little non-descriptive. That action D needs 9 bytes, since one of the <source>s is FF
12:34<LA[lord]>hmm... never make a copy-paste...
12:34<LA[lord]>but why does this work? 3 * 9 0D 00 80 FF 00 \d6
12:34<LA[lord]>it's from the airport grf
12:34-!-Lego- [~Miranda@] has quit [Ping timeout: 480 seconds]
12:35<LA[lord]>or.. how is it 9 bytes?
12:35<LA[lord]>wait a mom...
12:35<DaleStan>\d means "this is a doubleword"
12:35<Eddi|zuHause2>\d is 4 bytes
12:36<LA[lord]>yup.. I missed it
12:36<LA[lord]>my fault.. thanks
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12:36<LA[lord]>hello draakon
12:37<+michi_cc>Rubidium: 50ac826aaf90741909291a880946dc62 (and
12:38*LA[lord] starts encoding
12:39<murr4y>beta3 !!
12:40<Draakon>after the fix of town bug :)
12:40<Sacro>ooh, libjit
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12:42<LA[lord]>beta3? beta 3!
12:42<Eddi|zuHause2>"beta 3!" == "beta 6"?
12:42<LA[lord]>and my GRF WORKS!!! today is happy day
12:42<LA[lord]>Eddi|zuHause2: ?
12:42-!-Greysc[a]le is now known as Greyscale
12:43<Eddi|zuHause2>3! == 6
12:44<CIA-1>OpenTTD: peter1138 * r11879 /trunk/src/group_gui.cpp: -Fix: Only update group action drop down list when clicking on the dropdown text/button. Other times is not needed and caused a double free.
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12:44<dih>LA what grf?
12:45<@Belugas>dih is curious! dih is curious! dih is curious! dih is curious! dih is curious! dih is curious!
12:45<dih>Belugas repeats himself Belugas repeats himself Belugas repeats himself Belugas repeats himself Belugas repeats himself Belugas repeats himself Belugas repeats himself
12:45<Digitalfox>Oh boy...
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12:46*dih slaps Sacro
12:46<Digitalfox>Oh no...
12:46<@Belugas>man, is you do not mind :P
12:46<Eddi|zuHause2>(that is the short version of a famous song text)
12:46-!-ben_goodger [] has joined #openttd
12:47<Digitalfox>And the virus spread.. Now people should run the anti-virus..
12:47-!-yorick [] has joined #openttd
12:47*dih graps his av and goes for a run
12:47<yorick>what was the last commit?
12:47<LA[lord]>dih: One cursors one.. for Skidd13..
12:47<dih>@openttd youngest
12:47<@DorpsGek>dih: latest: r11879
12:47<yorick>!svn 11879
12:47<dih>@openttd commit r11879
12:47<@DorpsGek>dih: Invalid arguments for _commit.
12:48<dih>@openttd commit 11879
12:48<@DorpsGek>dih: Commit by peter1138 :: r11879 trunk/src/group_gui.cpp (2008-01-16 17:43:46 UTC)
12:48<@DorpsGek>dih: -Fix: Only update group action drop down list when clicking on the dropdown text/button. Other times is not needed and caused a double free.
12:48<Ammler>hmm, is the patch not needed anymore for using multible grfs?
12:49<Digitalfox>Ammler: It still is
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12:50<Digitalfox>Ammler: Last one
12:51<Sacro>is it going to get commited?
12:52<+glx>michi_cc: done :)
12:53<@Belugas>yes, no, maybe, one day, who knows
12:53<dih>"not in the near future" :-P
12:54<@peter1138>Digitalfox, there's a 16a now
12:54<Prof_Frink>Hmm, this postinst isn't the simplest
12:55<Digitalfox>Oh damn peter, why do you still update it... :( Just put it in trunk and we all be happy...;)
12:55<@peter1138>in fact
12:55<@peter1138>i'll make a new one
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12:55<@peter1138>so ner ;P
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13:25<CIA-1>OpenTTD: peter1138 * r11880 /trunk/src/group_gui.cpp: -Codechange: Generate vehicle group action dropdown dynamically, and assign an enum for the function return codes.
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13:30<dih>@seen Bjarni
13:30<@DorpsGek>dih: Bjarni was last seen in #openttd 1 hour, 2 minutes, and 15 seconds ago: <Bjarni> it looked a whole lot different the last time I checked
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13:35<CIA-1>OpenTTD: peter1138 * r11881 /trunk/src/newgrf_station.cpp: -Cleanup: Code style for global variables.
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14:13<Nite>s' going on
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14:21<NukeBuster>XerusTC, The dialog will only show when a player starts a new company.
14:23<NukeBuster>if they have a password set in openttd.cfg, that will be used. Using the password from openttd.cfg is default in the present nightly).
14:23<NukeBuster>I posted the same in the topic.
14:24<LA[lord]>good bye
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14:44<LA[lord]>hello again
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14:45<SpComb>Logs: (old: )
14:46<LA[lord]>does anyone know what is needed to replace sprites from openttdw.grf?
14:46<LA[lord]>similar to action0A for trg1r.grf
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15:02<LA[lord]>ok.. I'll try again tomorrow
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15:34<Gonozal_VIII>only 2nd :-(
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15:34<Wolf01>second on two...
15:35<Wolf01>verrrrry difficult XD
15:35<Gonozal_VIII>you see the first?
15:36<Gonozal_VIII>16:03 <@Belugas> warchnotf
15:36<Gonozal_VIII>16:11 <@ Belugas> can anyone try a google search for me? anyting.... just to see if it works the same as in here
15:36<Gonozal_VIII>16:12 < dih> ?
15:36<Gonozal_VIII>16:13 < dih> Your search - warchnotf - did not match any documents.
15:39<Gonozal_VIII>there's something about owned land too... reminds me of: why does owned land use the bare land sprites and not the normal grass ones?
15:41<@peter1138>to make it look ugly to stop you buying up too much land
15:41<@peter1138>maybe ;)
15:41<NukeBuster>is it possible to add a p3 to a commandproc? or how should i go about it if p2 is already in use?
15:41<@peter1138>NukeBuster, bitstuffing, assuming p2 is totally used
15:42<NukeBuster>its just used by -1 and 1 for terraforming...
15:42<SmatZ>NukeBuster: why?
15:42<NukeBuster>while i used ctrl_pressed on that position...
15:42<NukeBuster>which generates a conflict...
15:43<SmatZ>for what command?
15:43<NukeBuster>(Diagonal level land patch(
15:44<SmatZ> * @param p2 height difference; eg raise (+1), lower (-1) or level (0)
15:44<SmatZ>you have only 2 bits used there
15:45<NukeBuster>jep, mine read * @param p2 0 if leveling a normal rectangle, 1 if leveling a 45° rotated (diagonal) rectangle
15:45<Gonozal_VIII>strg pressed (-2) :-)
15:45<Gonozal_VIII>ok... bad^^
15:46<NukeBuster>(_ctrl_pressed) ? 2 : 0; ?
15:46<SmatZ>you may use, say, the lowest bit for _ctrl_pressed
15:47<NukeBuster>the lowest bit... b0
15:47<SmatZ>DoCommandP(end_tile, start_tile, 1, CcTerraform, CMD_LEVEL_LAND | CMD_MSG(STR_0808_CAN_T_RAISE_LAND_HERE));
15:47<SmatZ>will change into
15:47<NukeBuster>thats 0 or 1...
15:47<SmatZ>DoCommandP(end_tile, start_tile, 1 * 2 + (uint)_ctrl_pressed, CcTerraform, CMD_LEVEL_LAND | CMD_MSG(STR_0808_CAN_T_RAISE_LAND_HERE));
15:47<SmatZ>and then
15:47<SmatZ> h = oldh + p2;
15:48<SmatZ> h = oldh + (int)p2 / 2;
15:48<SmatZ>bool ctrl = HasBit(p2, 0);
15:49<NukeBuster>hasbit is the same as & 0x01?
15:50<NukeBuster>I am a bit lost here..
15:50<NukeBuster>what does this do exactly?
15:50<NukeBuster>as 1*2 wil always be 2?
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15:51<@peter1138>SmatZ, actually that's one place where << and >> are prefered
15:51<SmatZ>peter1138: true
15:52<SmatZ>what I wrote is wrongs
15:52<NukeBuster>so i should bitshift....
15:52<SmatZ>h = oldh + ((int)p2 >> 1);
15:52<@peter1138>it is
15:52<@peter1138>i think the sign bit might get confused somewhere
15:52<@peter1138>so might be better as a 2 bit enum value, heh
15:52<SmatZ>I prefer bitshifts, but nobody likes them :)
15:53<@peter1138>we prefer bitshifts if that's the meaning
15:53<@peter1138>if you want a number multiplied by four, * 4 is better than << 2
15:54<@peter1138>if you want a number shifted two places, << 2 is better than * 4
15:54<@peter1138>tis quite simple, i think
15:54<SmatZ>compiler will optimise it anyway
15:54<NukeBuster>ok so what bit should i use? lsb?
15:54<SmatZ>the only problem comes with signed values that are not fully optimised - (int / 4 is different than int >> 2) - like in this case
15:55<SmatZ>NukeBuster: I would use LSB, but it is your code :)
15:55<@peter1138>hence avoiding it as different systems may have different behaviour... i dunno though
15:58<NukeBuster>p2 is an unsigned or signed value?
15:59<@peter1138>which is why we stuff -1 into it :D
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16:00<NukeBuster>how can an unsigned value hold -1 thats where i lose it
16:02<@peter1138>(using 8 bit ints for brevity) a signed int -1 is represented, bitwise, as 11111111
16:02<@peter1138>cast that to an unsigned int, and it stays as 11111111, which represents 255
16:03<@peter1138>and vice versa
16:03<hylje>choo choo
16:11<NukeBuster>so by adding 255 to oldh i'm in effect performing -1
16:11<NukeBuster> /* compute new height */
16:11<NukeBuster> h = oldh + p2;
16:12<Gonozal_VIII> <-- wow, great idea, i didn't think of that
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16:15<SpComb>Logs: (old: )
16:15<hylje>peter1138: cross-channel pong
16:16<@peter1138>Gonozal_VIII, looks ugly as hell
16:17<Gonozal_VIII>doesn't matter how it looks, but the idea is great
16:17<@peter1138>i wonder how it looks with 32 cargo types... hehe
16:17<CIA-1>OpenTTD: smatz * r11882 /trunk/src/ (8 files): -Codechange: introduce MarkSingleVehicleDirty() and simplify the code at some places
16:18<Gonozal_VIII>maybe a dropdown would be better
16:18<Gonozal_VIII>as you only need one cargo type..
16:18<@peter1138>ah, MarkSingleVehicleDirty(), nice to meet you
16:18<NukeBuster>hmm.... i think i got it :)
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16:20<Gonozal_VIII>remove the "sort by" text, triangle only, then there's enough space for an additional dropdown "cargo type"
16:20<NukeBuster>p2 is 32bits so shifting right is no problem... i get my value from lsb, than shift it left and oldh will still get 255 added?
16:21-!-Belugas is now known as Zelugas
16:22<hylje>it'Z more aweZome that way
16:22<Gonozal_VIII>i zee
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16:23<drguildo>openttd$ file core
16:23<drguildo>core: ELF 32-bit LSB core file Intel 80386, version 1 (SYSV), SVR4-style, from './openttd'
16:24<Ammler>peter1138: but its a nice idea (Gonzolas Link)
16:24<@Zelugas>mm... problem... i'm not highlighted :S
16:24<Gonozal_VIII>yes it is rammler :P
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16:27<drguildo>this is 100% reproducible
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16:27<drguildo>select the railway building tools
16:27<drguildo>click on the bulldozer icon
16:27<BlueRider>hello i know i am going to ask a stupid question, but can you tell me where the OpenTTD .cfg file is? i can't find it. i just installed the new version and want to arrange the fonts
16:27<drguildo>use it on a house
16:28<@Belugas>which OS BlueRider?
16:28<Gonozal_VIII>it is generated when you launch it the first time and where it is placed depends on os
16:28<Gonozal_VIII>and i guess every os has a search function :-)
16:28-!-Greysc[a]le is now known as Greyscale
16:29<Gonozal_VIII>my documents
16:29<BlueRider>that's confusing, why didn't you keep it in the openttd directory
16:29<Gonozal_VIII>you can put it there
16:29<BlueRider>i never save stuff in windows' folders
16:29<@Belugas>you can, you just have to move it there
16:29<BlueRider>ok dokie :)
16:30<BlueRider>can't wait to test the trams
16:30<drguildo>great, another bug tracker that expects me to jump through hoops to file a bug report
16:30<@Belugas>you'll need to find trams grf, thoughg....
16:30<BlueRider>there are some on the forum
16:30<Gonozal_VIII>if there is one in the game dir it will use that, the version in my documents is if you want to use multiple versions of the game with the same settings/grfs
16:32<Gonozal_VIII>grfcrawler is great
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16:33<BlueRider>i firstly noticed the nice touch with one way roads
16:33<BlueRider>and road tool
16:33<BlueRider>maybe they're older..
16:33<BlueRider>i haven't played in a while
16:33<Gonozal_VIII>one way roads were there for some time with ctrl
16:35<Gonozal_VIII>you can build diagonal rails and even signals under bridges ;-)
16:35<BlueRider>yeah i can hardly wait
16:38<Wezz6400>I like that the settings and saves can now be in My documents, other games do it aswell and I have it located on a seperate partition so I don't need to copy it when I reïnstall
16:38<Gonozal_VIII>btw i just reproduced drguildos bug
16:38<drguildo>it looks like somebody started adding assertions while they were high on glue
16:39<drguildo>i am guessing when you click on a tile it just calls GetTileOwner
16:40<drguildo>let's see...
16:40<drguildo>looks like i'm right
16:40<BlueRider>can you specify a bold font in the configuration?
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16:41<drguildo>try doing it on an industry tile, same thing happens
16:41<Gonozal_VIII>the fonts are sprites
16:41<NukeBuster>Peter1138, how is this regarding to coding style?
16:41<NukeBuster>DoCommandP(end_tile, start_tile, -1 << 1 +_ctrl_pressed
16:42<Gonozal_VIII>yes... same !IsTileType but with (tile, MP_INDUSTRY)
16:42<drguildo>i need debugging synmbols but it looks like it got built without them, lame
16:43<+glx>drguildo: compile yourself if you want to debug :)
16:43<drguildo>that's what i do, duh
16:44<drguildo>didn't even make install and it stripped the binaries. lame.
16:45<+glx>configure --enable-debug
16:45<drguildo>--enable-debug looks like it just outputs more verbose messages
16:45<drguildo>let's try this again...
16:46<Maedhros>believe it or not, glx does know what he's talking about...
16:46-!-murr4y is now known as murray
16:46<+glx>and configure --help gives useful info too
16:46<drguildo>knowing what you're talking about isn't an absolute
16:48<Maedhros>fine. he's a developer. he knows how to enable debugging symbols
16:48<Maedhros>*openttd developer, at that
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16:49<+glx>and it's always better to use --enable-debug=3
16:51<drguildo>(gdb) frame 4
16:51<drguildo>#4 0x08139ec2 in CmdRemoveSingleRail ()
16:51<drguildo>(gdb) l
16:51<drguildo>No symbol table is loaded. Use the "file" command.
16:51<drguildo>frigging c++
16:52<drguildo>anyway, looks like that's where it's getting called
16:52<@peter1138>BlueRider, yes you can
16:53<nicfer>whould be nice if the openttd's multiplayer becomes massive
16:54<drguildo>so can somebody file that bug for me?
16:54<drguildo>i can't be bothered signing up for yet another bug tracker account
16:54<BlueRider>peter1138, how?
16:55<@peter1138>, Bold or just Bold, somewhere...
16:55<BlueRider>and can i use a custom size?
16:55<@Belugas>drguildo, do so, or the bug will not get reported nor fixed. savegame, way to reproduce it etc
16:55<Gonozal_VIII>nicfer, there was(is) wwottdgd with more players but really massive is not possible with the current system because everything runs on every client, not only on the server
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16:57<nicfer>the trouble with wwottdgd is that there are only eight companies
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16:59<Desolator>hello folks?
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17:00<@Belugas>what a courageous young man :S
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17:02<nicfer>the wiseous and corageour knight
17:02<nicfer>you feel stronght welling into your body
17:02<nicfer>challenge again
17:05<NukeBuster>Belugas, did you see this patch?
17:05-!-mode/#openttd [+b *!~drguildo@*] by peter1138
17:10<Desolator>ban for what reason?
17:11<@peter1138>being a cock
17:11<Desolator>oh...I see
17:11<Desolator>kinda...quiet in here
17:12<Desolator>mircea@mircea-opensuse:~/Documents/Projects/OpenTTD/trunk> make
17:12<Desolator>bash: make: command not found
17:13-!-SquireJames [] has joined #openttd
17:14<SquireJames>Hello there gentlemen
17:14<Desolator>so opensuse 10.3 got GCC installed, but it doesn't have make, by default?! jeez...
17:15<Desolator>brb, gotta restart KDE, it doesn't want to show me the nice bloated effects
17:15<+glx>Desolator: maybe it has gmake
17:15<SquireJames>I know I bother you all with my questions but this compiling business is confusing me
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17:15<NukeBuster>Windows or Linux?
17:16<NukeBuster>sorry, can't help you...
17:16<SquireJames>Using BuildOTTD but I may go back and try Tortoise again
17:16<NukeBuster>why not using buildOTTD?
17:16<SquireJames>basically, first things first how do i tell if it has compiled correctly
17:16<+glx>tortoise can't help to compile ;)
17:16<NukeBuster>doesn't buildOTTD make a log?
17:17<SquireJames>somewhere I think
17:18<SquireJames>Is it foolish to expect BuildOTTD to output an exe or some form of data files somewhere
17:18-!-Desolator [~mircea@] has joined #openttd
17:18<NukeBuster>no it should... looking in the topic :)
17:19<SquireJames>just, I can't interpret the outputs it gives, and I dont know if its working
17:19<SquireJames>or if it isnt working, what i am doing wrong or whether the patch im using is defunct
17:19-!-dih [] has quit [Quit: Leaving]
17:19<NukeBuster>hmm... doesn't it put the build in a directory inside the buildOTTD dir?
17:20<NukeBuster>New in 0.2.0
17:20<NukeBuster>The finished build is now copied to a userdefineable destination along with the buildlogs. This is only implemented for the new make system though.
17:21<NukeBuster>so i'd check the options :)
17:21<Desolator>peter1138, glx, do you know any portable GUI libs? I don't want to require Windows users to install GTK+ or Qt. I took a peek at FLTK, although I'm not sure if it's contained in a DLL for Windows, or it's installed separately.
17:21<+glx>Desolator: wxwidgets
17:21<SquireJames>well ive checked both places, neither "My OTTD Builds" or C: BuildOTTD has anything in it
17:21<SquireJames>does this mean anything to anyone ->
17:21<SquireJames>Hunk #1 FAILED at 1.
17:21<SquireJames>1 out of 1 hunk FAILED -- saving rejects to src/progsignal.cpp.rej
17:21<SquireJames>patching file `src/main_gui.cpp'
17:22<@peter1138>Desolator, swing? ;)
17:22<Desolator>glx: thanks!
17:22<Desolator>peter1138: I'll check it
17:23<+glx>SquireJames: patching failed, now you need to check the .rej to find why
17:23<SquireJames>Why does everyone else find this so easy and I find it so hard
17:24<+glx>anyway progsignal.cpp is not an openttd file
17:24<Desolator>because we have experience
17:24<NukeBuster>because they already did it al lot... I guess
17:24<SquireJames>Well look, I have the programmable signals patch and I want to compile it into the latest 0.6.06 Beta 2
17:25<SquireJames>or whatever it is, now others seem to press the buttons and kablam, she rides, me, it just outputs what looks to me like an error, and I can't fathom it
17:25<NukeBuster>hmm thats probably not going to work.... unless the author stated that the patch is written for beta 2
17:25<SquireJames>it must work else the patch maker and others wouldnt have got it working
17:25<SquireJames>so the fault is with me
17:25<+glx>pathes are meant to be applied to the "right" rev
17:26<NukeBuster>you should set BuildOTTD to match the revision the patch is created from
17:26<SquireJames>right okays, apparently the programmable waypoints is for "This patch is for 11834"
17:26<SquireJames>Okay, done that, what svn should I use
17:27<NukeBuster>without the trailing slash
17:27<NukeBuster>my fault
17:28<SquireJames>Just to check, 11834 does have NewIndustries on it right?
17:28<NukeBuster>and then selecting the patch file on your computer should do it
17:28<SquireJames>(been out of the lopp for a while)
17:28<NukeBuster>as far as I know it does..
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17:28<SquireJames>Thanks :) sorry to bother you all, but as I've said i'm a rookie at this
17:28<SquireJames>NFO I can just about code
17:29<NukeBuster>Your welcome :)
17:29<SquireJames>but, programming revisions, over me head
17:30<SquireJames>Also, just a brief history lesson here, when did trunk/nightlies introduce this "Flooding" Disaster
17:30<SquireJames>(the one ChrisIn has errors with)
17:30<CIA-1>OpenTTD: smatz * r11883 /trunk/src/rail_cmd.cpp: -Fix (r11864): assert when trying to remove rail from a house or industry tile
17:30<NukeBuster>I've probably missed that... although I know there was a flood patch...
17:31<SquireJames>Well, I had an oooold version of ChrisIn and an even older version of standard (the first nightly that had NewIndustries)
17:32<SquireJames>and when i came back and updated them yesterday to play again, suddenly all my trains crash when travelling over foundations build on coasts
17:32<SquireJames>so, somewhere, somehow, they implemented a flooding disaster, either as a patch or as part of a nightly
17:33<NukeBuster>hmm... I don't know about that.... I have also been out of the running for a while.
17:33<SquireJames>Well, okay now back to my compiling woes
17:33<SquireJames>it appears, superficially to have worked
17:34<SquireJames>But again, My OTTD Builds folder is empty
17:34<Desolator>anyone on opensuse?
17:35<NukeBuster>have you tried purging before updating?
17:35<SquireJames>Will do
17:36<SquireJames>okay, purged twice, although second time said it couldn't find a part of the path
17:37<SquireJames>I went into where it said, and deleted the unwanted diffs, and the unused downloaded code of 0.6.0
17:37<SquireJames>so I have a home folder with an empty folder of my username
17:38<SquireJames>currently compiling :) lets hope she works
17:38<SquireJames>(he says as the "compile failed" box appears
17:39<SquireJames>me/ sighs
17:40*SquireJames sighs
17:41<NukeBuster>why did it fail? got some output?
17:41<NukeBuster>your not using vista?
17:42<SquireJames>Windows XP SP2
17:42*SquireJames spits at the idea hes using vista
17:42<NukeBuster>no spaces in path to buildOTTD
17:42<SquireJames>i'll purge again and try again
17:43<SquireJames>its installed at C:\BuildOTTD
17:43<+glx>and where is the source?
17:44<SquireJames>where should it be?
17:44<SquireJames>I've just selected the svn as svn://
17:44<SquireJames>selected my patch
17:44<SquireJames>purged it, for good measure
17:44<SquireJames>and then pressed compile
17:48<Sacro>@seen Bjarni
17:48<@DorpsGek>Sacro: Bjarni was last seen in #openttd 5 hours, 19 minutes, and 49 seconds ago: <Bjarni> it looked a whole lot different the last time I checked
17:48<SquireJames>right shes compiling again and i hope to either say "yay shes worked" or produce some output to help figure out why she failed
17:49<NukeBuster>have you looked in this thread if your problem is already mentioned?
17:50<SquireJames>Looked, but I can't see anything really relating to this
17:51<SquireJames>apart from another guy named pavel who seems to have the same trouble, but no resolution
17:53<SquireJames>okay, so, shes done, and it tells me that compilelog already exists
17:53<Gonozal_VIII>openttd is female?
17:54-!-helb_ [~helb@] has quit [Ping timeout: 480 seconds]
17:54<NukeBuster>no BuildOTTD
17:54-!-XeryusTC [] has quit [Quit: May the ducttape be with you]
17:54<SquireJames>right ive deleted the logs, and purged and compiling again
17:56-!-Maedhros [] has quit [Quit: leaving]
17:56<SquireJames>compile failed
17:57<SquireJames>which log do you need the data from to help me Nuke?
17:58<NukeBuster>pfew... I havo no idea actually...
17:58<NukeBuster>if there is a build log, that would be nice
17:58<Brianetta>#tycoon is really boring tonight
17:59<SquireJames>theres compile, svn , config and patch
17:59-!-Farden [] has quit [Quit: ( :: NoNameScript 4.02 :: )]
18:00<BlueRider>wow you can see the loading of the trains without opening the train window *drools*
18:01<SquireJames>so which log would tell us why she failed?
18:01<NukeBuster>i would guess compile
18:03<Sacro>Rubidium: you discovered real life? that's not gonna help development much
18:04<SquireJames>okaays, so she says the following (first error report I can find)
18:04<SquireJames>c:/buildottd/mingw/bin/../lib/gcc/mingw32/3.4.2/../../../../include/winsock2.h:771: error: `typedef unsigned int GROUP' redeclared as different kind of symbol
18:06<NukeBuster>I think you should post this in the thread I handed to you earlier, as this seems to be a mingw problem...
18:07-!-divo [] has quit [Quit: ( :: NoNameScript 4.2 :: )]
18:08-!-Rexxars [] has quit [Read error: No route to host]
18:09<SquireJames>What causes these mingw errors?
18:09<+glx>well lines around this one may help :)
18:10<SquireJames>Last post on this thread
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18:11-!-Osai is now known as Osai^zZz
18:12<+glx>I'd say it's an error in the patch
18:12<+glx>but it's also looks like the patch has been applied many times
18:12<NukeBuster>shouldn't the purge undo that?
18:13<Gonozal_VIII>hehehe "doppelt hält besser"
18:13-!-helb_ [~helb@] has joined #openttd
18:13<+glx>if it does svn revert, then added files are not removed
18:14<+glx>anyway this patch seems to use an already used identifier on windows
18:14<SquireJames>Well, one ponders the question then, how do I remove these duplicates, and if its the patch at fault, why have others got it to work
18:14<+glx>it is patch's fault
18:15<SquireJames>Then how have others got it working
18:15<+glx>on windows?
18:16-!-Zahl [] has quit [Quit: Windows shutdown) ((~_~]"]
18:16<SquireJames>I assume
18:17-!-Wezz6400 [] has quit [Quit: Zzz]
18:17<SquireJames>ah, apparently there are some issues
18:18<SquireJames>perhaps the program and the patch somehow don't like working together
18:21-!-stillunknown [] has quit [Ping timeout: 480 seconds]
18:21<BlueRider>the computer just built a 30 square long bridge ON TOP of my railroad lol
18:21<BlueRider>it's wooden, of course
18:22<nicfer>will be interesting this patch
18:22<nicfer>transport sim and city sim in one same game
18:22<SquireJames>Does anyone have any other patches (programmable signals etc) that would perform similarly to that one
18:22<SquireJames>or if anyone can rewrite the patch so that it actually works
18:23-!-Brianetta [] has quit [Quit: Tschüß]
18:26<nicfer>and it can be extended to other types of simulations
18:26<+glx>SquireJames: try version 0.6 of this patch
18:27<SquireJames>Will do
18:27<nicfer>eg you can put also industry sim also
18:28<+glx>because it works for me (just compiled with r11834)
18:28<nicfer>and why not mix with areas suggestion?
18:29<SquireJames>okays, i'll give her a go
18:30<SquireJames>so, copy the progwaypoints.diff to C;\BuildOTTD (just to make it simpler)
18:30<SquireJames>then puuuuuurge
18:30<SquireJames>then compile, and it should work (if set to force revision to patch)
18:30<+glx>remove src\progsignal.[h|cpp] too
18:30<SquireJames>from where
18:31<+glx>I don't know where buildottd puts files
18:31<+glx>maybe in home/trunk
18:32<@Bjarni>nice tip... "Do not put electronics in or on heating devices such as microwave ovens"
18:32<@Bjarni>why would anybody do that???
18:32<@Bjarni>hey... I want to cook my camera
18:32<Desolator>bye guys
18:32<Sacro>Bjarni: what if you are building a microwave with said parts?
18:32-!-Desolator [~mircea@] has quit [Remote host closed the connection]
18:33<@Bjarni>this is regarding consumer electronics
18:33<@Bjarni>looks like they aim this at people not knowing how microwave ovens works
18:33<BlueRider>uhm, i think this is a SERIOUS bug. and it's a bug in design
18:33<@Bjarni>looks pretty much like it's written for US citizens XD
18:33<Gonozal_VIII>like: small dog is wet? dry it in the microwave!
18:34<@Bjarni>BlueRider: explain
18:34<BlueRider>you can basically just build a railroad on top of other railroad
18:34<BlueRider>with the new bridges
18:34*Bjarni kicks his nick colouring device
18:34<@Bjarni>BlueRider is painted yellow :(
18:34<Gonozal_VIII>what's the bug in that?
18:34<BlueRider>did you see it happen?
18:34<@Bjarni>don't you want to do that?
18:34<BlueRider>it looks horrendous
18:35<BlueRider>i would with my own tracks, maybe. but i wouldn't want the adversary to do it
18:35<Gonozal_VIII>you can have two lines above each other with bridges and tunnels and signals every 5 tiles
18:35<+glx>we all like this feature
18:35-!-|Bastiaan| [] has quit [Quit: KVIrc 3.2.6 Anomalies]
18:35<SquireJames>okay, glx, at what point do i delete this cpp
18:35<+glx>you can build over AI too
18:36<@Bjarni>sure they could be a few graphical glitches but overall it works pretty well
18:36<SquireJames>Just, I can't find any file of that name right now
18:36<+glx>SquireJames: after purge, before patching and compiling
18:36-!-NukeBuster [] has left #openttd []
18:37<SquireJames>I haven't got a trunk folder right now
18:37<BlueRider>how do the new bridges work? they simply ignore what's under them? like layers or something. or is there such thing as "allowed" tracks under the bridge. in the latter case you might have an option for being able to build only diagonally or orthogonally but not along an existing track
18:37<Gonozal_VIII>why would you restrict it that way?
18:38<BlueRider>cause i am horrified by what i am seeing
18:38<Gonozal_VIII>then don't build it
18:38-!-Chrill [] has joined #openttd
18:38<BlueRider>i didn't build it! the computer built a 30 squares long wooden bridge on top of my railroad
18:38<Chrill>the computer isn't very trustworthy IMO :P
18:39<Gonozal_VIII>30 square wooden bridge, nice^^
18:39<SquireJames>my msys/home folder is blank
18:39<Chrill>Loading a Top Gear episode to your iPod takes time..
18:39<+glx>BlueRider: bridges are like tunnels, they are black holes
18:39<BlueRider>well you could do it in multiplayer to other players, right? then where's the strategy of building?
18:40<BlueRider>i mean that was the real challange, that guy already built it so find another route
18:40<Gonozal_VIII>strategy of building = blocking other players?
18:40<BlueRider>does this happen in real life?
18:40<BlueRider>a whole track on top of the other
18:40<Gonozal_VIII>nope, they would share tracks
18:41<SquireJames>Happens with roads though
18:41<SquireJames>those double decked highways they have over in California
18:41<Gonozal_VIII>rail track parallel above road happens too
18:41<BlueRider>and it's not about blocking, think of it like the game of go
18:42<BlueRider>you don't have to be in an open conflict with someone to make it clear whose a territory is
18:42<SquireJames>glx, im still puzzled about this file removal
18:42<SquireJames>my ottdscr folder didnt appear until after i pressed update and compile
18:42-!-Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
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18:43<+glx>SquireJames: search for progsignal.h or progsignal.cpp
18:44<SquireJames>Ah, strange, I compiled again and she worked
18:44<@Bjarni><Chrill> Loading a Top Gear episode to your iPod takes time.. <-- not as long as it takes to recover from watching on such a small screen :P
18:44<SquireJames>tis that normal glx?
18:44<+glx>maybe purge removes everything :)
18:44<Chrill>Bjarni, it wouldn't run anyway, .avi was not supported by the crap :P
18:45<@Bjarni>using it as an external HD
18:46-!-ben_goodger [] has quit [Quit: Ex-Chat]
18:46<SquireJames>well, either way, thanks for your help, all of you :)
18:46<@Bjarni>isn't that kind of expensive?
18:46<SquireJames>I dont think i'll ever figure this patch buisness but
18:46<Gonozal_VIII>crap comes cheap?^^
18:46<@Bjarni>I mean it has a high price for each GB compared to HDs or flash memory
18:47<CIA-1>OpenTTD: peter1138 * r11884 /trunk/src/settings_gui.cpp: -Cleanup: leftover use of widget numbers instead of enum
18:48<Chrill>who's Bjarni talking to..?
18:49<Gonozal_VIII>you obviously
18:49<Chrill>using what as an external HD how where when!? :O
18:50<Sacro>Chrill: wtf are you doing in here
18:50<Chrill>Let's try putting the show in the mp3 the proper way then..
18:51<Chrill>I did it my way and it disapproved :(
18:52<Chrill>you damn iRiver add-on crap that will not install, albeit I managed to install it just fine once..
18:52-!-jonisdead [] has quit [Quit: ChatZilla 0.9.80 [Firefox]]
18:53<Sacro>Chrill: iriver ftw
18:53<Chrill>Sacro, not when iRiver plus wont install :(
18:54*Chrill tries to re-install for the 2nd time
18:55<Sacro>Chrill: i had a H340
18:55<Chrill>why did it work this time :/
18:55<Sacro>was a bog standard HDD
18:55<Chrill>anyway, reboot
18:55-!-Chrill [] has quit []
18:55<@Bjarni>who is Chrill?
18:56<@Bjarni>looks like he totally missed what I just said :/
18:56<Gonozal_VIII>looks more like he missed what he said
18:56<@Bjarni>that too
18:58<@Bjarni>Sacro: I wonder about one thing... you said that you are sending your rice cooker back to China. Why don't you keep her in the basement like everybody else?
18:58<@Bjarni>they are more than a billion people. They will not notice if it's one more or less :p
18:58<Sacro>Bjarni: i would if i could
18:58<Sacro>but i'm after her friend now
18:58<@Bjarni>besides you would do her a favour. According to human rights movements China is a bad country to be in
18:59<Gonozal_VIII>btw, billion is 10^12 here
18:59<@Bjarni>here too
18:59<@Bjarni>but not in English
18:59<@Bjarni>it's not like it should be too easy
18:59<@Bjarni><Sacro> but i'm after her friend now <-- that's the Sacro I know
18:59<@Bjarni>did you make a reservation for her at the hospital?
19:02<@Bjarni>you have like 10 months to ensure they have room for her :P
19:03<@Bjarni>one months to get her and... you know
19:06<CIA-1>OpenTTD: peter1138 * r11885 /trunk/src/widget.cpp: -Cleanup: Remove gotos from widget drawing code. A side affect is that it is now possible for any widget type to be shown disabled.
19:10<@Bjarni>Sacro: btw how is it going with hello world?
19:10<Sacro>Bjarni: ...
19:10*Sacro didn't bother
19:10<@Bjarni>you started almost 7 hours ago
19:11<@Bjarni>nice of you to inform me
19:11<Sacro>well, can OSX run C# apps?
19:11<@Bjarni>I certainly didn't wait for testing it all night :p
19:11<Sacro>do you want me to rattle up a binary?
19:12<+glx>Bjarni: do you have a virus scanner ?
19:12<@Bjarni>good point
19:12<@Bjarni>Sacro: we are dropping the idea
19:13<Gonozal_VIII>7h for hello world^^
19:13<Sacro>Gonozal_VIII: it'll take me 2 mins
19:14<Gonozal_VIII>hmmm it could take that long with that strange shakespeare language thingy
19:15<@Bjarni>I remember when we were supposed to code hello world in C. The assignment was written so strange that we (two people) didn't get it and just skipped it and moved on to a way more complex assignment
19:16<@Bjarni>afterwards the teacher almost yelled at us for not writing hello world
19:16<@Bjarni>we did write an app with input and output in the terminal though
19:17<Gonozal_VIII>our first assignment with java (actually it was assignment 0) was to read a sourcefile containing hello world and to figure out how it works
19:18<@Bjarni>our teacher said that if the guys behind hello world had charged for each time it's used then they would be rich
19:19<@Bjarni>however I think if it wasn't for free then people would have done something else
19:19-!-lekro [] has joined #openttd
19:19<@Bjarni>I remember my hello world code
19:19<ln->goood mooorrrrrniiiingg!
19:19-!-Vikthor [] has quit [Quit: Leaving.]
19:19<@Bjarni>written for velocity engine
19:20<@Bjarni>why one should use altivec for printing text is beyond me though but it did work
19:20<@Bjarni>printing text to STDOUT that is
19:21<CIA-1>OpenTTD: glx * r11886 /trunk/src/ (settings_gui.cpp strings.cpp strings_func.h strings_type.h): -Add: sort the strings in languages dropdown
19:26-!-Sacro [~Sacro@adsl-87-102-119-5.karoo.KCOM.COM] has quit [Remote host closed the connection]
19:28-!-peter1138 [~petern@] has quit [Quit: bwaaahahaha, te eeeh eeehee boingk!]
19:30<@Bjarni>LOL.... just saw a great online poll
19:30<@Bjarni>"do you vote in online polls?"
19:30<@Bjarni>it's impossible to say no
19:31<@Bjarni>basically there is only one option
19:31-!-Progman [] has quit [Remote host closed the connection]
19:31-!-MDGrein [] has quit [Quit: wrpesod08]
19:32-!-roboboy [] has joined #openttd
19:32-!-Sacro [~Sacro@adsl-87-102-119-5.karoo.KCOM.COM] has joined #openttd
19:33<Sacro>roboboy: !password?
19:33*Andel TITWANK
19:33<Gonozal_VIII>add !players to the script
19:33<+glx>was thinking about that ;)
19:35<+glx>done :D
19:42<@Bjarni> <-- you dared to try this one again?
19:42<@Bjarni>@ Sacro
19:43<Sacro>Bjarni: nope
19:43<Sacro>anywho, !password
19:43*Andel buggers Sacro up the arse without any lube.
19:44<@Bjarni>glx: your script fails when the user speaks Australian :P
19:45<Gonozal_VIII>bjarni, what was that supposed to be? it was an A with ^ on top followed by an upside down ! and password here
19:45-!-KritiK [] has quit [Quit: Leaving]
19:45<@Bjarni>it should be an upside down ! and then password
19:45<@Bjarni>hence the Australian reference
19:45<@Bjarni>"land down under"
19:46<ln->Gonozal_VIII: see topic. "UTF-8 is mandatory"
19:46<Sacro> haha
19:46<@Bjarni>ln-: thanks for reminding me
19:46<Gonozal_VIII>hmmm it decoded the ! thingy right but added A with ^ in front of it... strange
19:46-!-Gonozal_VIII was kicked from #openttd by Bjarni [UTF-8 is mandatory]
19:46-!-Gonozal_VIII [] has joined #openttd
19:47<@Bjarni>maybe I should script this
19:47<+glx>hard to do
19:47<@Bjarni>however writing correct trigger events is a bit more tricky than with glx's script
19:48-!-mode/#openttd [+o glx] by DorpsGek
19:48-!-mode/#openttd [-o glx] by DorpsGek
19:48<Sacro>@kick Gonozal_VIII
19:48<Sacro>!kick Gonozal_VIII
19:48<@Bjarni>Sacro: going down?
19:48<+glx>@kick Sacro
19:48-!-Sacro was kicked from #openttd by DorpsGek [glx]
19:48<Gonozal_VIII>@kick Sacro in the face
19:48<@DorpsGek>Gonozal_VIII: Error: Sacro is not in #openttd.
19:48-!-Sacro [~Sacro@adsl-87-102-119-5.karoo.KCOM.COM] has joined #openttd
19:49<Sacro>Bjarni: only if you pay me
19:49<Sacro>and more than you did last time
19:49<Gonozal_VIII>[01:48:52] Gonozal_VIII: @kick Sacro in the face
19:49<Gonozal_VIII>[01:48:52] DorpsGek: Gonozal_VIII: Error: Sacro is not in #openttd.
19:49<@Bjarni>@kick Sacro
19:49<@Bjarni>stupid bot
19:49-!-Sacro was kicked from #openttd by Bjarni [stupid lies]
19:49<+glx>it just doesn't know you
19:49-!-Sacro [~Sacro@adsl-87-102-119-5.karoo.KCOM.COM] has joined #openttd
19:49<@Bjarni>hi DorpsGek
19:49<Sacro>stupid Bjarni
19:50<@Bjarni>I'm Bjarni
19:50<Sacro>DorpsGek: he's gay
19:50<@Bjarni>glx: now that issue is fixed ;)
19:55<roboboy>grr I can not stay on the OpenTTD Coop public server at all as soon as I connect my connection gets lost
19:56<roboboy>if I mannage to get on when it saves I often get disconnected then
19:56<roboboy>the console leaves no disconnection message
20:02-!-Sacro was kicked from #openttd by DorpsGek [Please stop harassing Bjarni]
20:02-!-Gonozal_VIII [] has quit [Ping timeout: 480 seconds]
20:03*roboboy blames his connection problems on sacro
20:03*Andel rogers Sacro up the arse
20:03<@Bjarni>we all do
20:04<@Bjarni>@ roboboy
20:04<@Bjarni>Andel: wtf is up with you?
20:04<@Bjarni>you just sound so gay saying stuff like that
20:05-!-Sacro [~Sacro@adsl-87-102-119-5.karoo.KCOM.COM] has joined #openttd
20:05<Sacro>i love him really
20:05*Sacro hugs Bjarni
20:06*roboboy wants to kick Sacro
20:06<@Bjarni>me too
20:06<@Bjarni>but DorpsGek will not do it for me
20:06*roboboy runs then jumps on the back of Andel's wheelchair and speeds off from Sacro
20:08<@Bjarni>Sacro: now I know why you aren't keeping your rice cooker in the basement
20:08<@Bjarni>you want to hug men o_O
20:08<@Bjarni>that's one reason
20:09<@Bjarni>of many
20:10<Sacro> XD
20:11-!-Mucht [] has joined #openttd
20:13*roboboy wonders why chanserv isnt opping him in his channel
20:14<Eddi|zuHause2>blame Sacro :p
20:14<roboboy>i set it up so I have three masters my bot is the original master and I am one of the others
20:14<roboboy>I have to ask chanserv for ops
20:15<ln->Sacro: have you been to Elephant & Castle?
20:15<Sacro>ln-: i really want to :(
20:15<Sacro>such an awesome name
20:16<ln->you'll be badly disappointed...
20:16<ln->but the name is cool, yes
20:30-!-Eddi|zuHause3 [] has joined #openttd
20:32<@Bjarni>first mac scareware
20:33<@Bjarni>well... it's based on user stupidity. No OS security can prevent that
20:33<Sacro>that's true
20:33<@Bjarni>I mean... if you really want to not only download this but also pay for it and then give the root password so it can break your OS then you are a fool
20:34<@Bjarni>I never pay for anything unless I have cross references from known valid sources that it's ok
20:36<@Bjarni>besides according to the news there are porn sites with malware discussed as quicktime plugins that fakes people to enter root passwords. I guess it takes a certain degree of stupidity to give the root password to something downloaded from a porn site
20:36<@Bjarni>isn't that something that should get all the warning bells to activate?
20:36<Sacro>Bjarni: if you want free porn, first you have to install this software as admin!
20:37<@Bjarni>I don't want porn
20:37-!-Eddi|zuHause2 [] has quit [Ping timeout: 480 seconds]
20:37<@Bjarni>and I don't care if it's free or not
20:38<@Bjarni>basically it's not only a waste of time but it also gives wrong ideas about what reproduction and love is in real life
20:38<roboboy>they do the same thing on windows except with audio downloads
20:38<@Bjarni>after those issues comes the price for it
20:39<ln->Bjarni: i.e. in real life neither of those happen.
20:39<@Bjarni>that's due to the internet
20:40<ln->i think i'm old enought to know that porn is not an accurate description of of love and reproduction.
20:40<Sacro>was it ever?
20:41<ln->Bjarni: still, i guess you watch (normal) movies even though you know they aren't true and not even realistic?
20:41<@Bjarni>but when you are of a certain age everybody goes "whoa... boobs"
20:41<@Bjarni>and some people don't grow out of that
20:41<Sacro>mmmmm boobs
20:41<@Bjarni><ln-> Bjarni: still, i guess you watch (normal) movies even though you know they aren't true and not even realistic? <-- not if they lack a story
20:41<ln->Bjarni: at the age of about [12, 110), that is ...
20:43<@Bjarni>some people will not grow out of it
20:43<@Bjarni>and some people can have a completely natural relationship with boobs
20:43<Sacro>i'd love a natural relationship with boobs
20:44<@Bjarni>that can be read the wrong way :P
20:44<ln->Bjarni: so you're saying that if there are nice boobs right in front of you which you *are* allowed to touch, you just turn away and say "booriiiing!"?
20:44<Sacro>ln-: no, you lean forward and rub yourself between them
20:44<@Bjarni>ln-: then they are in real life... that's different from miss .jpg
20:45<@Bjarni>I wouldn't considered it boring... I would either consider it interesting or inappropriate
20:45<@Bjarni>depending on who is in front of me
20:46<ln->someone you like, obviously.
20:46<@Bjarni>that's not obviously
20:47<@Bjarni>at one time a girl wanted to fuck with me... and it's not like I knew her
20:47<ln->it is. i specified them to be "nice boobs".
20:47<@Bjarni>she knew me though
20:47<@Bjarni>I ended up running away thinking "I'm not going where so many has gone before"
20:47<ln->and you didn't? ... it would have been a great opportunity to get to know her.
20:48<@Bjarni>not to mention an STD
20:49<ln->you can get an STD from someone you know, too.
20:49<@Bjarni>but then it will not be as bad as if it's from somebody more or less random
20:50<@Bjarni>besides if she wanted to fuck me based meeting her a few minutes earlier then odds are that I wouldn't be the first one she tried to get involved with and that increases the risk of STDs
20:50<Sacro>Bjarni: breasts are never inappropriate
20:50<@Bjarni>they are once in a while
20:51-!-roboboy [] has quit [Read error: Connection reset by peer]
20:51<@Bjarni>imagine your grandmother... that's a nono
20:51<ln->there are certain devices you can use to avoid STD.
20:51<@Bjarni>or maybe not in your mind
20:51-!-roboboy [] has joined #openttd
20:52<@Bjarni><ln-> there are certain devices you can use to avoid STD. <-- I saw on the news that there is a very painful one spreading rapidly because we are told that condoms protects us and they will not protect against this one
20:52<@Bjarni>and it will not go away by itself
20:52<ln->you're catholic?
20:52<@Bjarni>the only solution is to physically cut it away
20:52<@Bjarni><ln-> you're catholic? <-- no
20:53-!-SmatZ [] has quit [Remote host closed the connection]
20:53<@Bjarni>but that reminds me of a catholic girl I once knew (the only one I knew to be catholic). She wanted to go to bed with me too o_O
20:53<ln->and you didn't???
20:54<@Bjarni>it didn't seem right
20:54<@Bjarni>you see... she was bullying me at the same time
20:54<@Bjarni>and we were like 14 years old at the time
20:54<@Bjarni>she tried for like half a year though
20:54<@Bjarni>or maybe even more
20:55<ln->in denmark 14 years is old enough for anything.
20:55<ln->in the rest of the world it's not quite enough.
20:55<@Bjarni>you have to be 15
20:56<@Bjarni>thinking back I was interested in a girl back then and I learned that she was interested in me so it would have been interesting to start talking
20:56<@Bjarni>but we both chickened out and none of us made the first move...
20:56<@Bjarni>oh well
20:56<Sacro>ln-: in Hull its about 11
20:56<@Bjarni>we were children
20:57<ln->Bjarni: but old enough to buy tobacco and beer?
20:57<@Bjarni><Sacro> ln-: in Hull its about 11 <-- I'm talking about the law, not how people act
20:57<@Bjarni><ln-> Bjarni: but old enough to buy tobacco and beer? <-- no
20:57<ln->what, you've got some age limit on those?
20:58<@Bjarni>16 and 18 and they are talking about setting the age to 18 for both
20:58<@Bjarni>I support that
20:58<Sacro>Bjarni: oh...
20:58<@Bjarni>in lack of a higher age
20:58<@Bjarni>like 130 for tobacco
20:58<ln->but that was not always the case, was it?
20:59<@Bjarni>it was
20:59<@Bjarni>but they changed the penalty for not obeying the law
20:59<@Bjarni>so in reality it changed
20:59<ln->i thought there was no age limit for tobacco?
21:00<@Bjarni>there is no age limit for using it
21:00<@Bjarni>there is for buying
21:00<@Bjarni>but it's legal to buy it and give it to underage people
21:00<ln->anyway, how do you explain a group of 10..12-year-olds drinking beer from a 24-case on a ferry?
21:01<@Bjarni>I consider that a loophole in the law
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21:01<@Bjarni><ln-> anyway, how do you explain a group of 10..12-year-olds drinking beer from a 24-case on a ferry? <-- once again somebody broke the law?
21:02<Rubidium>ln-: international waters
21:02<@Bjarni>if a disco or similar sells alcohol then they can be shut down if there are people under 18 inside
21:03<@Bjarni>btw what ferry? :)
21:03<@Bjarni>it's not like we only have one
21:05<ln->could have been Tycho Brahe.
21:05<Sacro>ln-: a cool guy
21:05<@Bjarni>because they are not allowed to buy in Danish waters
21:06<@Bjarni>Tycho Brahe sails between Helsingør and Helsingborg
21:07<@Bjarni>The ferries between those two places are Tycho Brahe, Hamlet, Aurora, Mercandia IV, Mercandia VIII and one more I can't remember the name of right now
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21:08<@Bjarni>Hamlet was the one that broke when I wanted to get home from Sweden last time... added another 20 minutes waiting time in Sweden :(
21:09<CIA-1>OpenTTD: rubidium * r11887 /trunk/src/ (ai/default/default.cpp order.h): -Fix [FS#1658]: segmentation faults/wrong frees due uninitialized memory in the AI.
21:10<ln->"WF Prins Richaard" or something like that.
21:10<@Bjarni>damn I can't remember the name of the last ferry :(
21:10<CIA-1>OpenTTD: glx * r11888 /trunk/src/ (newgrf.cpp settings_gui.cpp strings.cpp): -Codechange: simplify sorting of the strings in town names dropdown
21:11<CIA-1>OpenTTD: rubidium * r11889 /trunk/src/openttd.h: -Change: small inconsistency between documentation and code. Patch by Yexo.
21:11<@Bjarni>I should be asleep now
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21:13<CIA-1>OpenTTD: rubidium * r11890 /trunk/.gitignore: -Change: ignore some files for git too. Patch by bruce89.
21:13<bruce89>That was quick
21:16<Rubidium>I was too lazy to make one myself ;)
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21:22<CIA-1>OpenTTD: rubidium * r11891 /extra/masterserver_updater/src/ (11 files in 2 dirs): [MSU] -Fix: compilation due to reworks in trunk (and the fact that we directly include some network code from there).
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21:45<Vallu>I found a severe bug in 0.6.0-beta3 but I'm not sure if it's legitimate
21:46<Vallu>That's because it's very obvious and easy to reproduce. :/
21:47<Vallu>Click any building or industry with track removal tool -> crash
21:47<Vallu>openttd: /openttd-0.6.0-beta3/src/tile_map.h:124: Owner GetTileOwner(TileIndex): Assertion `!IsTileType(tile, MP_HOUSE)' failed.
21:47<@Belugas>it has already been fixed in trunk
21:48<Vallu>Ok, nice. :)
21:49<@Belugas>r11883, to be precise
21:49<+glx>nice we released a "have fun killing servers" build ;)
21:49<Sacro>glx: thanks, that gives me something to do tommorow!
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23:28<robotboy>anyone arround
23:29<robotboy>my coppy of OTTD says my default grfs are corrupted or missing yet it loads fine
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23:36<Vallu>You probably should be a bit more specific about what you are doing and with what version(s). :)
23:36<robotboy>im using the openttdcoop nightly
23:39<Vallu>Maybe you should ask in #openttdcoop as well?
23:40<robotboy>but thats not there problem
23:40<robotboy>they are using last nights nightly
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---Logclosed Thu Jan 17 00:00:26 2008