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#openttd IRC Logs for 2008-01-28

---Logopened Mon Jan 28 00:00:41 2008
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01:20<murray>can't he decide?
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01:28<DJ-Nekkid>murray: know any .nfo?
01:29<DJ-Nekkid>-1 * 0 00 00 \b27 01 40 00 \w2007-01-01 02 \b05 03 \b20 04 \b255 05 00 06 07 07 \b25 08 01 09 \w130 0B \b950 12 FD 13 01 14 \b125 15 00 16 \b47 17 10 19 28 1B \w950 23 \b22 1C 00 1D 05 1F \b20 20 20 22 30 27 06 28 \w3 29 \w461
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01:29<DJ-Nekkid>correct afaik, but i keep getting this:
01:30<DJ-Nekkid>.//!!Invalid escape sequence.
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01:33<murray>.nfo ?
01:33<murray>sorry i'm not a developer
01:33<DJ-Nekkid>ahh... nvm, i found the bug
01:33<murray>i'm just here to annoy people
01:34<murray>oki :)
01:34<DJ-Nekkid>im no developer either, but i try to code a newgrf set
01:34<DJ-Nekkid>bemerk: _try_
01:34<murray>ohh cool
01:34<DJ-Nekkid>no wait, i didnt find it anyway
01:34<murray>don't give up ^^
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01:35<DJ-Nekkid>too late/early
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01:35<DaleStan>DJ-Nekkid: \b950 950 doesn
01:35<DaleStan>'t fit in a byte.
01:35<DJ-Nekkid>thand DaleStan!
01:35<Phoenix_the_II>yea, unless you PC does ternary computing :P
01:36<DJ-Nekkid>as i say, too late/early :)
01:36<Phoenix_the_II>which frankly
01:36<Phoenix_the_II>hasnt been invented yet
01:36<DJ-Nekkid>you wish huh?
01:36<Phoenix_the_II>i mean
01:36<DJ-Nekkid>33% more output? :)
01:37<Phoenix_the_II>(8 ^ 3) / (8 ^ 2) = 25x greater
01:37<DJ-Nekkid>too early for this kinda thinking
01:37<DJ-Nekkid>well, another train bites the dust...
01:38<Phoenix_the_II>25x more Hz, 25x more bandwidth, 25x more HDD space
01:38<Phoenix_the_II>err, memory bandwidth :)
01:39<Phoenix_the_II>don't even think about 'bytes' that can use 4 values :D
01:39<DJ-Nekkid>so, philosoficaly speaking, we talk 1000's of times faster
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01:40<DJ-Nekkid>i guess thats what they talk about in star trek when they talk about "quads" :)
01:40<DJ-Nekkid>tho, they arent any higher then gigaquads...
01:42<murray>soon the digital world inside the computer becomes analog
01:42<murray>so instead of having 2 values, one signal can have thousands
01:42<murray>depending on the voltage
01:42<Phoenix_the_II>yea :D
01:43<DJ-Nekkid>we kinda sorta have that already lots of places
01:43<DJ-Nekkid>look at DSL-technology for instance
01:43<DJ-Nekkid>1.5mhz can carry 24mbit
01:43<DJ-Nekkid>atleast in theory
01:43<DJ-Nekkid>but 20 is obtainable
01:43<Phoenix_the_II>but look: if they'd implement it, the current IT world as we know won't like it
01:44<Phoenix_the_II>because frankly, who wants that 500GB binary HDD anymore? :P
01:44<Phoenix_the_II>prolly they IT maffia just kills anyone who comes with this idea
01:45<DJ-Nekkid>kinda like the USofA is against renewable energy/fuels, as it's against their economy
01:45<Phoenix_the_II>i think this happened to jan sloot....
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01:45<Phoenix_the_II>fyi :P
01:45<murray>the IT mafia
01:46<murray>i imagine this cliché mafia picture, just with geeks
01:46<murray>"say hello to my little friend"
01:46<murray>and he comes out with an iphone
01:46<Phoenix_the_II>if its about money
01:46<Phoenix_the_II>we are all the same
01:46<DJ-Nekkid>scary shit
01:47<DJ-Nekkid>yea, about the same here...
01:48<murray>me too soon ^^
01:48<murray>but a complete movie on 8kb
01:48<DJ-Nekkid>8mb perhaps, but kb?
01:49<murray>no way :p
01:49<murray>probably some wiki trolls going loose with imagination
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01:50<murray>notice how he does that exactly every 5 minutes
01:51<DJ-Nekkid>*turn on timestam
01:52<murray>they banned mucht for doing sorta the same thing
01:52<murray>should ban orudge too ^^,
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01:59<murray>anyway, laterz
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02:35<Singaporekid>What's with the Google logo today?
02:35<hylje>lego brick
02:36<hylje>the alt text reveals a lot
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02:42-!-mode/#openttd [+b orudge!*@*] by peter1138
02:42<@peter1138>naughty little man
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05:55<Ammler>mucht_work: Bjarni did ban you, ask him why...
05:56<SpComb>Logs: (old: )
05:57<Ammler>hmm, not available
05:57<@peter1138>04:17:17 -!- Mucht [] has quit [Excess Flood]
05:57<@peter1138>03:54:25 -!- Mucht [] has quit [Excess Flood]
05:57<@peter1138>03:29:46 < ln-> that map isn't particularly good, btw. actually bad.
05:57<@peter1138>03:30:01 -!- Mucht [] has quit [Excess Flood]
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05:57<@peter1138>02:44:17 -!- Mucht [] has quit [Excess Flood]
05:57<@peter1138>etc ;)
05:57<Ammler>why only he?
05:57-!-mode/#openttd [-b *!*Mucht@*] by peter1138
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05:58<Ammler>most coopers use the Bouncer
05:58<@peter1138>who knowx
05:58<@peter1138>who knows
05:58<@peter1138>STUPID KEYBOARD
05:58<Sacro>that article has a nice heading, but tails off when you get into the content
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07:03<DJ-Nekkid>hi SmatZ
07:07<SmatZ>hello DJ-Nekkid
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07:34<labria>hey ppl
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07:35<labria>i wanted to ask about yapf/NPF
07:37<labria>which of them is really smarter? cpu is no concern, i have a dedicated server running the game
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07:40<SmatZ>labria: YAPF
07:40<CIA-1>OpenTTD: smatz * r11998 /trunk/src/road_cmd.cpp: -Fix [FS#1692](r10053): possible remote assert by setting bit 6 of p1 for CMD_REMOVE_ROAD
07:41<SmatZ>but do not enable it for shipds
07:41<SmatZ>the CPU may become a problem
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07:42<labria>so the default config uses the optimal PF, right?
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07:43<SmatZ>you could enable new_pathfinding_all
07:43<SmatZ>so ships use it
07:43<SmatZ>but I am not sure how CPU consuming it is
07:44<labria>ok, thanks
07:45<blathijs>labria: NPF will make CPU usage as issue for you, if you have a lot of ships :-p
07:45<labria>well, i rarely have a lot of ships, but i've got a lot of spare cpu on my dedicated box =)
07:46<SmatZ>think about your clients, too
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07:47<labria>em... is'n pathfinding done server-side?
07:47<SmatZ>blathijs: NPF was disabled for ships in 0.4 branch, but not in trunk...
07:47<SmatZ>labria: all clients have to compute paths, too
07:48<SmatZ>simply said, everything is computed by server and all clients
07:49<labria>isn't it double work?
07:49<labria>anyway, thanks for the info
07:50*Sacro sniggers
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08:00<SmatZ>NPF for ships was disabled in 0.4 branch, but not in 0.5 nor 0.6 - blathijs do you know why?
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08:32<blathijs>SmatZ: No, perhaps because people would use YAPF anyway?
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08:32<blathijs>labria: Yes, it's double work, but it would need a lot more network traffic to communicate all decisions from the server to the client
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08:47<labria>yeah, good point.
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08:52<hylje>greetings frosch
08:52<frosch123>hello hylje
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09:25<DJon>hi guys.. I started a server and after the year 2050 (or more, I dont exactly know) the amounts of planes and all are starting to lower
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09:26<DJon>enough that amounts could be negative
09:26<DJon>so I make money buy planes
09:26<DJon>Someones aware of this ?
09:27<+glx>DJon: version?
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09:37<CIA-1>OpenTTD: frosch * r11999 /trunk/src/station_cmd.cpp: -Fix: Do entrance-slope-check for every tile of railstations.
09:38<frosch123>flying trains :)
09:38<hylje>sloped stations?
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09:41<DJon>glx : 0.5.3
09:42<+glx>ok known and fixed in 0.6.0
09:42<globester>heh, that's silly :P
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09:43<DJon>ok fine, should I install the 0.6 even if it's still in beta (enough stable)?
09:44<DJon>Another question : In multiplayer mode, is there a way to change the game speed ?
09:44<DJon>(I would like to slow the time)
09:46<@Belugas>DJon, there are only two speeds, no matter the mode: normal and fast
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09:46<+glx>fast is disabled in MP anyway
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09:47<DJon>because my point is : when you let the game play 24/24, the vehicules are getting old too much fast
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09:47<DJon>(like during the night)
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09:48<+glx>0.6.0 has autopause when no players
09:48-!-mode/#openttd [-b orudge!*@*] by peter1138
09:48<DJon>glx.. ah fine.. I have to run my server as dedicated to get this ?
09:48-!-mode/#openttd [-b orudge!*@*] by peter1138
09:48<@peter1138>silly client
09:49<+glx>DJon: yes, because non dedicated always has a player
09:49<DJon>ok thanks.. I think I will upgrade then
09:50<+glx>but you can set the player limit to autopause
09:51<DJon>a last question : there is an autoreplace feature for trains, but it doesn't seem to be able to change to the same one (when their old)
09:51<+glx>use autorenew (in configure patches menu)
09:51<@peter1138>that is automatic when autorenew is enabled
09:51<Eddi|zuHause3>DJon: there's a separate "autorenew" option
09:52<DJon>I know, but I don't want to activate this because players have to do it themselves
09:52<DJon>but if there could be a menu as the autoreplace
09:52<DJon>maybe there is one and I didn't see it
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09:53<DJon>any way, i will try the newest version and see with the autopause feature if this is more playable on 24/24 games
09:53<DJon>Thanks for all your answers
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09:58<Eddi|zuHause3>hm... 2'1A1 engine... that looks kind of weird
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10:19<CIA-1>OpenTTD: frosch * r12000 /trunk/src/water_cmd.cpp: -Fix (r11926): If no river NewGRF is loaded, use sloped water from locks.
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10:21<@Belugas>next interesting number, 12345
10:23<hylje>then 13337?
10:24<SmatZ>32767, then jump to -32768
10:26<Eddi|zuHause3>12007 is prime
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10:39<Gonozal_VIII>eddi, autist?
10:40<Gonozal_VIII>why do you know 5 digit prime numbers?
10:41<hylje>the internet
10:42<SpComb>1337*2^533416-1 is prime
10:42<blathijs>31337 is one too I think :-)
10:42<SpComb>too small to be interesting
10:42<blathijs>Ah, that was already mentioned
10:43<hylje>it wasnt
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10:44<Gonozal_VIII>anybody got a good algo to calculate 150 digit prime numbers in a short time?^^
10:45<frosch123>150 digits? normaly people talk about primes, which fill an A0 sheet of paper with fontsize 6pt.
10:45<hylje>which are barely adequate for some IM encryption
10:56<CIA-1>OpenTTD: frosch * r12001 /trunk/src/newgrf.cpp: -Fix: When skipping Action 11 or 12, also skip belonging sprites.
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10:57<Gonozal_VIII>the game skips stuff without an action 7 or 9?
10:57<DaleStan>If a 7 or 9 skips into the middle of a data block (controlled by 1, 5, A, 11, or 12, that's an error in the GRF, not something that the game needs to deal with.
10:57<Gonozal_VIII>that's what i meant dalestan
10:58<Gonozal_VIII>when does the game skip stuff on its own?
10:58<+glx>Gonozal_VIII: there are different stages when loading a grf
10:58<@peter1138>loading stage
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11:01<Gonozal_VIII>i don't understand why... but of course you know better
11:01<Eddi|zuHause3><Gonozal_VIII> why do you know 5 digit prime numbers? <- i could tell you, but then i would have to shoot you
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11:01<Gonozal_VIII>007 is prime
11:02<+glx>no 007 is bond
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11:02<hylje>not mutually exclusive
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11:05<Gonozal_VIII>i understand the test stage... but i think the rest could be done in one go
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11:06<Gonozal_VIII>even the test could be in the same run... read everything and store it in a class system :-)
11:07<frosch123>Gonozal_VIII: Think of multiple grfs interacting with each other.
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11:07<Gonozal_VIII>objects like interacting very much^^
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11:12<@peter1138>and it's done like that because that's how it's specified
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11:36<yorick>I had Chinese till 16:15 :)
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11:41<keyweed>i'm having apache config untill ..erh i'ts finished.
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12:28<dih>hello ladies
12:28<orudge`>why hello ;)
12:29<dih>why not?
12:29<yorick>well then...goodbye orudge`!
12:29<yorick>hello all the other people here!
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12:30<dih>orudge: wanna have a laugh?
12:30<orudge`>dih: could do
12:30<dih>i trached my servers os....
12:30<orudge`>not a server in active use, I hope?
12:30<dih>i had ispcp installed to have a look at it
12:30<dih>just a feshly setup
12:31<dih>when running make install all files were copied to /tmp/something
12:31<dih>which one has to copy from there to /
12:31<dih>after deciding i did not like it, i wanted to remove all files
12:31<yorick>del ./?
12:31<dih>find /tmp/something -type f
12:31<dih>add -exec rm '/{}' ';'
12:32<dih>add -exec rm -rf '/{}' ';'
12:32<dih>and managed to forget the -type f
12:32<dih>/tmp/something had a etc usr and var folder
12:33<dih>i was at home
12:33<dih>ssh connection was still open
12:33<dih>yet i could not open new connections
12:33<dih>wget still worked
12:33<dih>so i tried on a nother debian server to run debootstrap
12:34<dih>tar, put into web roor, wget and untar
12:34<dih>then my dsl connection dropped
12:34<dih>and i could not get back in
12:34<orudge`>that's not so helpful
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12:34<yorick>and now?
12:35<dih>now i am sitting next to the box
12:35<dih>also wondering if a via c3 is i486 or i686
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12:36<SpComb>whenever I use a bash for loop together with some processing on the files, I usually do "echo cmd args" before I remove the echo and do "cmd args" in the body of the for loop
12:36<hylje>yay for heavy cargo on narrow gauge
12:36<SpComb>leading to `for f in *.jpg; do echo jpegtran $f > $f; done;`...
12:37<yorick>"VIA C3 isn't pure i686 processor. AFAIK it's i386. And openVZ templates are created on base of distribution, which relies on i686 platform."
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12:41<dih>hello Ammler
12:42<Ammler>Hey :)
12:42<+glx>"Killed (NickServ (Too many failed password attempts.))" nice one Ammler :)
12:42<Ammler>I do not auth with password
12:42*yorick uses the SSL auto-identify on matching key
12:52<CIA-1>OpenTTD: peter1138 * r12002 /trunk/src/ (4 files in 2 dirs): -Cleanup (r11981): Remove obsolete code to skip sprites from indexed GRFs.
12:53<yorick>@openttd commit 11981
12:53<@DorpsGek>yorick: Commit by peter1138 :: r11981 /trunk/src (6 files in 2 dirs) (2008-01-25 13:48:39 UTC)
12:53<@DorpsGek>yorick: -Fix [FS#1698]: Use unicode glyph mapping to fix up missing/shuffled sprites in original data files instead of shuffling or skipping
12:53<@DorpsGek>yorick: sprites directly. Some required glyphs were not loaded.
12:53<@DorpsGek>yorick: -Fix: Large capital U with grave (?\195?\153) along with some other glyphs are broken in the original data files, so do no display them.
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13:09<Phoenix_the_II>did you read the PM's?
13:10<Phoenix_the_II>hey, ._>
13:10<Phoenix_the_II>it's still about that problem from yesterdays
13:10<@DorpsGek>I'm a bot
13:10<Phoenix_the_II>"tuurlijk" (right....)
13:10<Gonozal_VIII>not very convincing that way ;-)
13:12<Phoenix_the_II>and yet, the server doesnt appear in the server list
13:12<Phoenix_the_II>and isn't connectable
13:12<Phoenix_the_II>trough manual add
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13:31<yorick>[19:10] <@DorpsGek> I'm a bot :D
13:32<Gonozal_VIII>see, he admitted it and you're still pretending to be human
13:33<yorick>I'm a self-learning human ;-P
13:33<Gonozal_VIII>humans can't learn
13:35<yorick>they can if they write files to remember certain things
13:35<Wolf01>bots too
13:35<yorick>yes, but they just use their memory
13:36<Wolf01>put the log files on a pendrive and is not the same memory :P
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13:45*dih smiles
13:46<dih>Phoenix_the_II have a question for you - regarding your server...
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13:46<Phoenix_the_II>? :o
13:46<dih>why raid 0 ?
13:46<Phoenix_the_II>because i only have 2 sata slots
13:46<dih>raid 1?
13:47<dih>at least if one disk fails not all your data is lost
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13:47<Phoenix_the_II>then its raid 1 :p
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13:47<Phoenix_the_II>they are mirrored so :p
13:47<dih>well then - that sheds a different light on it all :-P
13:47<Phoenix_the_II>i always confuse the raid 0 and 1 :p
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13:48<dih>i was scared for a moment
13:48<dih>Osai was telling me about your server
13:48<dih>after all specs were mentioned he added raid 0
13:48<dih>i though - oh my word...
13:48<Phoenix_the_II>its 2x250gb disks
13:48<Phoenix_the_II>and that gives me a 250gb volume :P
13:49<Phoenix_the_II>+ almost double read speeds
13:49<yorick>the new favorite quote, [19:09] <Phoenix_the_II> DorpsGek [19:09] <Phoenix_the_II> did you read the PM's?!
13:49<Phoenix_the_II>than just a single
13:49<Phoenix_the_II>yorick ._.
13:49<yorick>I just like it too much ;-)
13:49<dih>what kind of raid controller do you have?
13:49<Phoenix_the_II>how the hell would i have known being a bit new here :P
13:49<dih>lol :-P
13:51<Phoenix_the_II>which /proc what that controller again? :p
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13:51<dih>did you buy the hardware yourself?
13:52<Phoenix_the_II>no, i said, i need that CPU, that kind of RAM, and these HHD's
13:52<Phoenix_the_II>you go figure my mainboard :P
13:52<Phoenix_the_II>and then i build the server myself
13:53<Phoenix_the_II>never looked at the raid controller
13:53<dih>is it an onboard sata controler?
13:53<Phoenix_the_II>been 18 months :p
13:53<Phoenix_the_II>oh, yes
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14:32<Gonozal_VIII>strange... i can't find the function HandlePlacePushButton(blabla) but it's used all over the place
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14:35<dih>line 125
14:35<Gonozal_VIII>aaah right thanks
14:36<yorick>always look in main_*.cpp or misc_*.cpp first ;)
14:36<Gonozal_VIII>was just about to find it, opening all files and strg+f ing^^
14:36<dih>grep HandlePlacePushButton *.h
14:36<Gonozal_VIII>no idea what grep is
14:37<dih>google it
14:37<dih>grep exists for windows also :-P
14:37<yorick>I have the grep file from mingw
14:37<SmatZ> first link
14:37<yorick>I had to patch msys-1-0.dll to make it work first...
14:37<yorick>it doesn't use dynamic memory allocation
14:38<dih>SmatZ, that's great :-P
14:39<Gonozal_VIII>another stupid question... what does "dirty" mean in the code... everywhere
14:40<yorick>good question, not stupid!
14:41<Maedhros>Gonozal_VIII: it means that it should be redrawn
14:41<Gonozal_VIII>aaaaah i see, it means that it has changed
14:42<Gonozal_VIII>good, good :-)
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15:07<dih>hello peter1138
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15:21<CyrusDK>Can anyone help me with this little problem I'm experiencing. I'm playing OTTD 0.6.0 beta3 with ECS Town and Basic vectors, both beta 4. Whenver I generate a new map or scenario, no coal mines and sand pits are placed and neither can I build them myself.
15:21<hylje>the map is likely unsuitable for them
15:22<Gonozal_VIII>there are lots of vector versions called beta 4
15:22<Gonozal_VIII>the ones from yesterday/3 days ago?
15:23<CyrusDK>Both are from the 25th of Januaray, George's ECS vectors v1 beta 4
15:23<Gonozal_VIII>try to update the town vector
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15:25<CyrusDK>I will. I tried to use the old basic vector and that solved the problem
15:25<Rubidium_>CyrusDK: make sure the town vector is the first ECS vector to load
15:25<CyrusDK>Rubidium_: It is
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15:26<yorick>no, that had to be Yorick!
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15:28<Gonozal_VIII>does it work with the new vectors now?
15:28<yorick>I gottago
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15:30<CyrusDK>nope, still no coal mines, sand pits and I can also add gold mines
15:30<CyrusDK>If I try to build, it just says "site unsuitable".
15:30<CyrusDK>I have no other GRFs loaded at the moment
15:31<Gonozal_VIII>maybe the site is unsuitable then :-)
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15:31<CyrusDK>yeah, that might of course be... but since the map is autogenerated one should think that at least one of the three industries would be created somewhere on the map
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15:32<Gonozal_VIII>seen a lot of tourist centers lately?^^
15:32<Gonozal_VIII>but yes... mines should work
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15:34<CyrusDK>you can see a screen dump of the map here:
15:35<@Bjarni>use png
15:35<Gonozal_VIII>it works for me... but not with beta 3, i have r11992M
15:35<hylje>png is hueg
15:35<dih>hey Bjarni
15:35<Gonozal_VIII>i guess there was some bug that got fixed
15:35<@Bjarni>jpg is totally unsuitable for game screenshots
15:35<hylje>it aint that bad
15:35<Gonozal_VIII>or the new vectors use a new feature...
15:35<hylje>no artifacts to be had there
15:36<CyrusDK>I could try with a nightly
15:36<dih>[21:35] <hylje> it aint that bad <-- still implies that it aint that good either
15:36<@Bjarni>ahh... my browser resized the jpg so it looked bad
15:36<@Bjarni>really bad
15:37<Gonozal_VIII>or it's a vista bug because vista sucks and such^^
15:37<CyrusDK>Bjarni: just for you ;) ->
15:37<Gonozal_VIII>(i know it has nothing to do with vista but i just have to say "vista sucks" now and then)
15:38<CyrusDK>I was close to booting XP there, just to prove it :-p
15:38<Gonozal_VIII>now make a png in the ttd palette out of it :P
15:39<dih>CyrusDK: that domain is slow....
15:39<Gonozal_VIII>was ok at the beginning... i guess too many people clicked the link^^
15:40<dih>assume everybody has a 2M dsl link
15:40<dih>and that 10 people clicked the link...
15:40<CyrusDK>equals slow
15:41<dih>compare that to my server :-P
15:41<Gonozal_VIII>and dsl upload usually sucks
15:41<dih>yes - because you use upload when _down_loading an image...
15:41<CyrusDK>and since there are now two versions of the screen shot, everyone is looking at both to compare. And that uses double bandwidth
15:41<dih>you run that server at home?
15:42<Gonozal_VIII>what's wrong with that? good enough for uploading a screenshot now and then
15:44<dih>because www. is pointing to his server located at home... which is sitting on a dsl link
15:45<Gonozal_VIII>hmmm i guess todays nightly build won't work either
15:45<dih>may i assume that that is also the same link you use for your own interent connection?
15:45<CyrusDK>it won't?
15:45<CyrusDK>you may assume that yes
15:45<dih>do you not ever find it get's damn slow?
15:46<Gonozal_VIII> Commit by belugas :: r11997 /trunk/src/newgrf_industries.cpp:
15:46<Gonozal_VIII>-Fix(FS#1712, r11985): Remove the code temporary, until a better scheme is implemented.
15:46*Prof_Frink /.s CyrusDK
15:46<CyrusDK>almost never. I have speed limiters enabled to control upload speed.
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15:48<CyrusDK>Gonozal_VIII: Better just stay with the old basic vector then. Thanks.
15:48<Osai>hi all
15:48<Gonozal_VIII>yesterdays nightly + new vectors should work :-)
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15:58<CyrusDK>another question... How come it remembers settings from one installation of the game to another? I though it was saved in a .cfg-file in the game directory.
15:58<CyrusDK>Gonozal_VIII: Worked with yesterday's nightly. Thanks a lot.
15:58<Gonozal_VIII>it can also use global cfg
15:59<Gonozal_VIII>if there is none in the game dir
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16:22<dh2k3>I'm trying to join a server and it says you are banned
16:22<dh2k3>how to fix that?
16:22<Gonozal_VIII>what server?
16:22<dh2k3>one of my friends
16:23<Gonozal_VIII>ask him to unban you...
16:23<dh2k3>he can't
16:23<dh2k3>says it's a bug
16:23<dh2k3>2 kicks = ban
16:23<dh2k3>he can't find it
16:24<dh2k3>there isn't one for him
16:24<dh2k3>and he reinstalled
16:24<dh2k3>and no openttd.cfg in the default directory
16:24<Gonozal_VIII>there can be a global cfg file that's not in the gamedir
16:25<dh2k3>we're using 0.6.0b3
16:25<Gonozal_VIII>under windows that's in my documents/openttd
16:25<dh2k3>under his bans in the cfg it says None
16:26<dh2k3>yet game auto bans upon connect to said server
16:27<Forked>if windows.. check My Documents\openttd\openttd.cfg .. if linux check ~/.openttd/openttd.cfg
16:27<dh2k3>k but no bans are listed
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16:27<dh2k3>now everytime I connect it says you are banned from the server
16:27<Gonozal_VIII>that's strange
16:28<Gonozal_VIII>sure that he's looking in the right cfg?
16:28<Forked>what if he types: banlist .. in console, anything there?
16:28<Forked>Gonozal_VIII: is the cfg written to only when you exit the game?
16:29<Forked>ah, so if he didn't kill the server after ban was set..?
16:29<Gonozal_VIII>and any modifications that you make while the game is open are reverted when you close it
16:29<dih>saveconfig would also do the trick
16:29<dh2k3>what console? and how do yu get it up?
16:30<Gonozal_VIII>the key above tab
16:30<Forked>(or use the question mark next to the news paper icon .. second option I think)
16:31<dh2k3>I've got the config file if needed
16:31<dih>and why were you kicked 2 times from the server? :-P
16:31<dh2k3>because friend was being a douche
16:32<Forked>if the ban is active now it should be in the banlist.. that you can see through the console?
16:32<dh2k3>your IP is on the banlist
16:32<dih>well - looks to me like your friend does not know the console and managed to click on the wrong list item in the client list :-P
16:32<dh2k3>now what
16:32<Forked>the next command to try is ... unban :)
16:32<Forked>..same place, the console.
16:33<Forked>- Unban a player from a network game. Usage: 'unban <ip | client-id>'
16:33<Forked>- For a list of banned IP's, see the command 'banlist'
16:33<Forked>anyway.. off to bed. good night, good people and .. people
16:33<dh2k3>k now he do we prevent it from happening again or disabled number of kicks until banned?
16:33<Forked>don't kick :p
16:33<dh2k3>and thanks
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16:35<dh2k3>what is your client-id dave?
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16:51<Gonozal_VIII>trying to understand the source is kind of like searching a way through a labyrinth in the dark...
16:51<Prof_Frink>Gonozal_VIII: You must become One with the Code.
16:52<Prof_Frink>Transcend the mere ascii representation and see the true Source.
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16:53<Gonozal_VIII>do i have to take any pills?
16:54<Prof_Frink>Either that or meditate on a mat made from printouts of the Linux Source.
16:57<Prof_Frink>Sacro: Well, that's the "pills" option
16:57<Wolf01>[22:56:24] <Sacro> s/mediate/dine/ <- 0 instances found
16:59*Prof_Frink sets mode: +fail Sacro
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16:59<Sacro>Wolf01: you silly italian
17:00<Sacro>how was your christmas?
17:01<Wolf01>what is it christmas? can i eat it?
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17:06<Wolf01>bah, the dsl gremlin came again
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18:11<Gonozal_VIII>yay i made a working patch :D
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18:42<Tefad>tschuess meh
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18:50<Gonozal_VIII>i made a patch that draws grass on player owned tiles instead of bare land and lets you toggle the visibility of the sign :-)
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18:51<+glx>Gonozal_VIII: there's a grf for that on forums IIRC
18:51<Gonozal_VIII>nah, that grf just replaces ALL bare land sprites with grass
18:53<Gonozal_VIII>but yes, that's where i got the idea
18:53<Gonozal_VIII>well... not really, i always thought the bare land stuff looks ugly
18:53<Gonozal_VIII>but i got the idea to change it from there :-)
18:54-!-egladil [~egladil@] has quit [Ping timeout: 480 seconds]
18:55<Gonozal_VIII>any chance for that to get into trunk some time?
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18:57<Gonozal_VIII>i could try to make it optional to draw bare land or grass...
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19:03<Eddi|zuHause3>hm... i definitely need shunting
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19:03<Eddi|zuHause3>i hate having diesel engines run on 80% electrified track
19:04<Eddi|zuHause3>instead i should have an electric engine run on the 80%, and a diesel engine run on the other 20%, with the same wagon set
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19:07<Gonozal_VIII>or electrify the 20% ?^^
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19:10<Eddi|zuHause3>nah ;)
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19:27<CIA-1>OpenTTD: rubidium * r12003 /trunk/src/ (5 files in 2 dirs): -Codechange: don't declare InteractiveRandom[Range] in multiple places.
19:27<CIA-1>OpenTTD: rubidium * r12004 /trunk/src/ (6 files in 3 dirs): -Codechange: refactor the random functions to reduce code duplication.
19:29<CIA-1>OpenTTD: rubidium * r12005 /trunk/src/spritecache.cpp: -Fix [FS#1717]: possible reading from an invalid pointer. Patch by PhilSophus.
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19:31<Eddi|zuHause3>Double Patch! Multi Patch! Patch Spree!
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19:31<christoph>is there a way to tell openttd to use a specific directory for the data files? the problem is that I don't have write access to something like /usr/share/games/openttd
19:31<Eddi|zuHause3>the devs are OWNING!
19:32<Rubidium_>christoph: what version of OpenTTD?
19:32<Eddi|zuHause3>christoph: 0.6 can use ~/.openttd
19:32<christoph>it says 0.5.2
19:32<christoph>oh, hm.
19:33<Eddi|zuHause3>latest stable is 0.5.3, btw.
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19:34<christoph>yes, I know. it's not my machine where I'm trying to run that version
19:34<Rubidium_>makefile.config (or something like that) allows you to specify it
19:34<christoph>is there a command line parameter or something for 0.5.* to use a different data location?
19:35<christoph>openttd is already installed by the sysadmin
19:35<Rubidium_>slap him to install 0.6.0-beta<something> ;)
19:35<christoph>but it doesn't run because of the missing data files :(
19:36<+glx>compile it in your local dir
19:36<christoph>and apparently it I can't get it to use the data files in my home dir
19:36<+glx>and start it from ther
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19:37<CIA-1>OpenTTD: rubidium * r12006 /trunk/src/ (4 files): -Fix: implement FS#1697 without the nasty side effects as specified in FS#1712.
19:37<christoph>do you know how much disk space this'll need (approximately, just because I have quotas here)?
19:38<Rubidium_>depends on the way you get the sources and such
19:38<Rubidium_>less than 100 MB
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19:40<Eddi|zuHause3>~/spiele/OpenTTD> du -s .
19:40<Eddi|zuHause3>424634 .
19:41<Eddi|zuHause3>but that's kind of a worst case
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19:41<Rubidium_>lots of savegames and 'mess' of compilations
19:42<Eddi|zuHause3>218700 bin/save
19:43<+glx>my biggest openttd dir is 658MB (but contains object files for debug and release with gcc and msvc)
19:43<Rubidium_>glx: now imagine to add the Win64 object files to that ;)
19:43<+glx>I can't compile win64 ;)
19:44<Rubidium_>hmm... express?
19:44<Eddi|zuHause3>71900 src
19:44<Eddi|zuHause3>8168 objs/release
19:44<Eddi|zuHause3>4234 objs/lang
19:45<CIA-1>OpenTTD: glx * r12007 /trunk/src/video/win32_v.cpp: -Fix (r12003): win32 compilation was broken again ;)
19:45<Rubidium_>40 MB is needed for beta3 from an svn export
19:45<Eddi|zuHause3>a lot of src is used for svn stuff
19:46<Eddi|zuHause3>which isn't necessary
19:46<Eddi|zuHause3>yay, prime ;)
19:46<+glx>179 MB for beta3 (msvc and gcc release object files)
19:48<Eddi|zuHause3>oh, aside of those 200MB in bin/save i also have 500MB in ~/.openttd
19:50<Rubidium_>hmm... ~/.openttd is nice ;) makes me remember the arghs and sighs when doing the final testing of a release (after you locally already made the tag)
19:51<+glx>yes with this dir I can fully try the installer
19:51<+glx>no need to copy ttd files
19:51<Gekz>anyone want a game of freeciv?
19:53<Rubidium_>... if only I had time for playing games ...
19:55<Rubidium_>maybe in two months
19:56<GoneWacko>I never have time for playing games but somehow I do still play
19:56<GoneWacko>Maybe that's why I always have to rush my school work :p
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19:59<Gonozal_VIII>sooo unmovables have no idea if they're on grass, snow, desert or on the moon?
20:01<Eddi|zuHause3>they should have, otherwise you could change desert to rainforest that way
20:01<Eddi|zuHause3>(owned land is "unmovable", too, i believe)
20:03<Gonozal_VIII>yes i know
20:04<Eddi|zuHause3>there is usually some bit indicating desert/snow [depending on climate]
20:04<Gonozal_VIII>but they don't use the ground sprite, just always the same
20:04<Eddi|zuHause3>that is a totally different thing
20:04<Eddi|zuHause3>having the data and making use of it
20:04<Gonozal_VIII>i know :-)
20:04<Eddi|zuHause3>i have that issue right now with my project
20:04<Gonozal_VIII>me too
20:05<Eddi|zuHause3>i collect lots of data, but am not properly able to use it
20:05<Gonozal_VIII>grass on player owned tiles works for temperate, rainforest and low altitude arctic... but no snow or desert
20:05<Gonozal_VIII>and no coasts...
20:08<Gonozal_VIII>coasts are the most tricky part
20:08<Eddi|zuHause3>some semaphores are really hard to see among the catenary
20:09<Gonozal_VIII>i'm even thinking about disallowing buying of coast tiles...
20:09<Eddi|zuHause3>i think this steel randomness is a bug
20:09<Eddi|zuHause3>if the train loads the first time, everything is random
20:09<Eddi|zuHause3>if the train loads later again, all wagons share the same graphics
20:10<Eddi|zuHause3>the latter should be correct, i believe
20:10<Gonozal_VIII>same graphics happen to be the ones the last wagon used in the first run?
20:11<Eddi|zuHause3>no, it's properly random each time
20:11<Eddi|zuHause3>just all wagons the same
20:12<Eddi|zuHause3>and like i said, that is the correct behaviour
20:12<Gonozal_VIII>strange, how do the trains know if they have already loaded something before
20:12<Eddi|zuHause3>if i understood this right, the graphics is determined on unloading
20:13<Eddi|zuHause3>the new wagons have not unloaded yet, so they get a random cargo on building, which is not affected by the other wagons
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20:13<Eddi|zuHause3>but i'm not really sure
20:14<Eddi|zuHause3>it's just a wild theory, and it's late, and i got up early, and i should go to sleep
20:14<Gonozal_VIII>sleep is overrated
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20:17<Gonozal_VIII>i could add founations to owned land, coasts wouldn't be a problem then^^
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20:31<Gonozal_VIII>now owned land has the same ground sprites as the other unmovables and a foundation...
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20:31<Gekz>something just blew up under my feet
20:31<Gekz>I know because it's all hot down there now
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20:37<GoneWacko>Are your feet still in place?
20:37<Gekz>in theory
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20:44<Gonozal_VIII>hmm unmovable sets m2 to 0
20:45<Sacro>god, housemate is banging around the house cos he's unhappy about being charged council tax
20:46<Gekz>tell him to stfu and get a job
20:46<Sacro>Gekz: no, its the fact he has a job that is the problem
20:46<Sacro>if you are unemployed then the government both charge and pay it
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20:49<Sacro>someone has removed the russian -> english translations XD
20:50*Sacro cannot understand the dialogue
20:51<Sacro>oh good
20:51<Sacro>now the russians are talking english
20:55<robotboy>how quickly are they speaking it
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21:18<Sacro>robotboy: quicker than i can pick up on it
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---Logclosed Tue Jan 29 00:00:17 2008