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#openttd IRC Logs for 2008-02-15

---Logopened Fri Feb 15 00:00:35 2008
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01:50<Forked>Gonozal_VIII: compiled :)
01:51<Gonozal_VIII>yay :-)
01:52<Gonozal_VIII>first post updated
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03:42<Morloth>Morning :)
03:46<Morloth>Finally found the right IRC channel :)
03:46<Morloth>there is one too at, but there are only like 4 people :P
03:46<Gonozal_VIII>it says oftc on the website ;-)
03:47<Forked>meep meep
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03:51<DJ-Nekkid>nts nts
03:53<Gonozal_VIII>ntfs ntfs
03:54<globester>you're fat :(
03:54<Gonozal_VIII>i'm not!!!!11111132
03:56<globester>yes you are!!01100110 01100001 01110100 01101101 01100001 01101110 00001101 00001010
03:57<Morloth>definitely the correct channel ;)
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03:58<Gonozal_VIII>hi to the peter
03:59<@peter1138>Yes, for I am back.
03:59<@peter1138>With some kind of vengeance!
04:00<@peter1138>Oh, alright, maybe not...
04:00<Morloth>Btw, does any one know how to split code into several files using squirrel? I've read something about a require() method, but I don't know how to make this work
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04:01<Gonozal_VIII>you're making a new ai?
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04:02<Gonozal_VIII>that uses trains?
04:02<Morloth>No, not yet :). I'm competing in a programming contest where I'm only allowed to build roads
04:04<Gonozal_VIII>i've read about that contest... can't help you with your problem, i don't have the slightest idea about squirrel
04:05<Morloth>But I'd like to include trains once I've finished road vehicles, but it's 100 times harder :)
04:05<Gonozal_VIII>i know^^
04:06<Gonozal_VIII>original ai sucks terribly at that part
04:07<Morloth>It's a hard problem to solve :)
04:09<Morloth>I couldn't find a lot of AI's on the forms, are there any notable AI's out there besides of Wright's AI ?
04:11<Gonozal_VIII>ethan as a father O_o
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04:23<@peter1138>"To draw 32bpp graphics for OpenTTD you need to know how to model in 3D"
04:23<@peter1138>Wrong, wrong, and wrong...
04:24<Gonozal_VIII>well.. i wouldn't start drawing 32bpp stuff pixel by pixel.. or 8bpp with a 3d app...
04:24<@peter1138>You wouldn't, but there is no rule that says it needs to be done with a 3D modeller...
04:26<@peter1138>Conversely, Pikka's av8 was done with a 3D modeller...
04:27<Gonozal_VIII>well.. then change "you need" to "it helps" ;-)
04:27<@peter1138>No, I like to have a good moan now and then ;)
04:28<Gonozal_VIII>i don't think any automatic generated 8bpp stuff can look really good without manually fixing some pixels...
04:29<Gonozal_VIII>well ok... it can.. but that's luck then
04:37<Forked>note to self: water should not try to enter lungs when you drink
04:44<Eddi|zuHause2><Gonozal_VIII> that uses trains? <- afaik the API does not allow trains
04:44<Gonozal_VIII>bad api
04:44<Eddi|zuHause2>well, improve it ;)
04:52<Morloth>Well, you can work around the NoAI API, it's not mandatory to use it ;)
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05:52<CIA-1>OpenTTD: frosch * r12142 /trunk/src/newgrf_cargo.cpp: -Fix [FS#1766]: Callback 0x3D always gets a cargobit in var 0x18, independent of grf version.
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06:03<CIA-1>OpenTTD: peter1138 * r12143 /trunk/src/ (engine.cpp engine.h oldloader.cpp): -Fix (r8038): Engine::preview_player does not contain a Player ID. Rename this to preview_player_rank and change back to a uint8 to avoid confusion.
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06:28<foe>Am I mute?
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07:40<Gonozal_VIII>can't be more than 1 tile height difference between two tiles
07:42<@peter1138>There can... if you like artefacts :D
07:43<Gonozal_VIII>i know there can be from map array side... but there are no sprites for that
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07:47<Gonozal_VIII>oh, that's generated live?
07:50<Noldo>what is?
07:51<Gonozal_VIII>the link guru3 posted
07:52<Gonozal_VIII>reloaded it and got a diferent landscape
07:53<Noldo>so it seems
07:55<Gekz>I've had enough of homework
07:55<Gekz>and I'm only in my third week of year 11 lol
07:55<Gekz>this is not a good attitude.
08:00<guru3>yes it's generated live
08:01<Gonozal_VIII>guru, you can't just drop a link like that here and don't write anything about it^^
08:01<guru3> <--- check out the script i wrote to generate random landscapes complete with mini-towns
08:01<guru3>(trees and water in planning stages!)
08:02<Gonozal_VIII>is that for openttd or some other game?
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08:02<guru3>it's for fun really
08:02<guru3>i haven't thought of any other application for it yet
08:03<guru3>i just can't really see wanting to play openttd with such a rough landscape
08:03*guru3 's smoothing algorithm doesn't work very well
08:03<Gonozal_VIII>could you scale everything up?
08:04<guru3>it could be really massive if so desired
08:04<guru3>(line thickness doesn't scale though)
08:04<dragonhorseboy>rough landscape?
08:05<guru3> <--- check out the script i wrote to generate random landscapes complete with mini-towns (trees and water in planning stages!)
08:05<@peter1138>It's so slow ;(
08:05<Gonozal_VIII>ah now i know what it reminds me of
08:05<guru3>cause it's a 3900x2340 image
08:05<guru3>even as a gif that's a MB or two
08:05<Gonozal_VIII>that's like the lots in sims
08:05<guru3>and it's only a 40/50KB/s upload
08:06<guru3>actually generation of a map this size is only a few seconds
08:06<@peter1138>Sloped roads!
08:06<Gonozal_VIII>hehe yes
08:06<guru3>it's more like massive cheating on how roads are drawn
08:07<Gonozal_VIII>grey tile with a yellow line along the middle...
08:07<guru3>if you look carefully that doesn't quite work graphically
08:08<guru3>which goes with all the problems im having trying to figure out water
08:08<Gonozal_VIII>sim city... sims... they have maps exactly like that
08:08<guru3>if i made the tiles really massive and textured them
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08:08<guru3>it'd be exactly like openttd
08:09<guru3>should i take some of the new buildings and slap them on?
08:09<Gonozal_VIII>hmmm textures instead of terrain sprites
08:09<Gonozal_VIII>could be worth a try^^
08:09<guru3>do let me point out
08:09<guru3>that this would be a terrible rendering engine to use for a game
08:10<Gonozal_VIII>more like a proof of concept
08:10<guru3>watching step by step animation of the generation is pretty cool though
08:10<guru3>massive files though
08:11<guru3> <--- animation of a few versions back
08:12<Tefad>ack, my firefox is .. dying
08:12<Tefad>ok back.
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08:14<Gonozal_VIII>do you notice the grid?
08:14<remaxim>hi Belugas
08:14<Gonozal_VIII>somehow not really random
08:14<guru3>in the animation or already generated maps?
08:14<Gonozal_VIII>generates a grid of ridges
08:15<guru3>well yeah
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08:15<guru3>there's also random cliffs
08:15<guru3>as "rand" as it gets is rand()
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08:16<guru3>part of that could also be the only partial smoothing of the map that i do
08:16<guru3>i like a combination of rolling hills and rough terrain
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08:18<Gonozal_VIII>ridges seem ok... but that they run along both axis, crossing each other doesn't seem right
08:18<guru3>if the ridges were probably randomly distributed
08:18<guru3>they could be between you and things like the towns
08:19<guru3>and would look very odd
08:19<guru3>so i restricted them to one corner
08:19<guru3>or really, i didn't write the code for the other corner
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08:28<CIA-1>OpenTTD: peter1138 * r12144 /trunk/src/aircraft_cmd.cpp:
08:28<CIA-1>OpenTTD: -Codechange: Adjust aircraft slowing algorithm so that very fast
08:28<CIA-1>OpenTTD: aircraft slow down more rapidly than slower aircraft. This prevents them
08:28<CIA-1>OpenTTD: from reaching the end of the runway at high speed, and also stops slow
08:28<CIA-1>OpenTTD: aircraft from slowing down too much at the start of the runway.
08:29<@peter1138>essay :o
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08:30<Noldo>was the negative acceleration constant earlier?
08:31<@peter1138>it was current speed / 48
08:31<@peter1138>what happened was the max speed is limited to current speed - (current speed / 48)
08:32<@peter1138>it worked but not for very fast planes, because the limit is calculated once per tick
08:32<@peter1138>and by then it's already moved n pixels...
08:32<dragonhorseboy>peter...yeah true...too fast for typical ticks :p
08:32<@peter1138>so slower planes slowed down more rapidly because they travelled less distance and had more time to slow down
08:33<@peter1138>err, that explains it badly, but i know what i mean ;)
08:33<dragonhorseboy>seriously I always wondered why the default openttd planespeed was too fast :p
08:33<SmatZ>peter1138: nice change
08:33<Noldo>discrete simulation is a bitch
08:33<@peter1138>dragonhorseboy, i've not adjusted the plane speed, but that is coming...
08:33<dragonhorseboy>can't *even* see your own sonic jet for more than a blink of eye >_<
08:33<Gonozal_VIII>you'll change the planespeed to unrealistic again?
08:34<@peter1138>Gonozal_VIII, patch option of course
08:34<Gonozal_VIII>well... it's unrealistic anyways but i think it's a good thing that it's now in scale with the other vehicles
08:34<@peter1138>SmatZ, notice there is no mention of physics or realistic in there ;)
08:34<dragonhorseboy>gonozal...if that means I can actually be able to click on the plane, yes -_-
08:34<keyweed>we *can* change the laws of physics!
08:34<Gonozal_VIII>just open the vehicle list...
08:35<dragonhorseboy>otherwise as its been I often have to hope to catch it inside the airport (where its only crawling) or try find where it is in the vehicle list
08:35<dragonhorseboy>gonozal..doesn't work with the way numberings disappear when you use custom name somehow
08:35<@peter1138>now, do i make this plane_speed option a divisor, so that 1 is fastest, or a multiplier, so that it works like ttdpatch...
08:35<@peter1138>the former is simpler
08:35<Gonozal_VIII>numberings disappear?
08:35<@peter1138>and who cares about confusing ttdpatch players ;)
08:35<dragonhorseboy>peter.... I'll say the multiplier for sure
08:36<dragonhorseboy>gonozal...yeah when I rename a plane its suddenly not able to sort right in the list for some reason and so needs some hunting to find it (in the tiny print no less)
08:36<Gonozal_VIII>why didn't you report that then?
08:37<dragonhorseboy>did mention it a long time ago but seem that in several betas they're not bothering yet
08:37<@peter1138>if it's not on there, then it will be forgotten about.
08:38<@peter1138>(if it is on there, it may just get ignored, but at least you can complain ;))
08:38<Gonozal_VIII>and i would say divisor
08:39<Gonozal_VIII>no floaty point stuff...
08:39<dragonhorseboy>but either way I've rather been using planes more toward remote freight services these days tho (thanks a lot xussrplaneset :p ) as trying to get different planes to migate into a busy airport is just stressful enough to want to just use rails+ships alone instead at times hehe
08:39<dragonhorseboy>(for re cities that is)
08:40<Gonozal_VIII>planes didn't get any balancing when their speed was fixed...
08:40<Gonozal_VIII>income should be lowered
08:40<@peter1138>problem is income is only done on distance and time,
08:41<@peter1138>which doesn't happen in real life
08:43<Gonozal_VIII>what else? adjustable ticket prices?
08:43<Noldo>suply/demand based pricing
08:45<dragonhorseboy> would that work? a town of 1600 accepts goods just like a city of 21000 would
08:45<Gonozal_VIII>houses need stockpiling, i wrote that a lot
08:45<dragonhorseboy>I'm not so sure about that
08:45<Gonozal_VIII>stockpiling rocks
08:46<dragonhorseboy> how am I supposed to connect this large city station to a small town without having too much passengers sitting (and so killing the rating) at the city one? ;)
08:46<@peter1138>actually i think cargo income can be adjusted by newgrf...
08:46<@peter1138>in a dynamic "let the newgrf do the calculation" way
08:47<@peter1138>mmm, yes it can
08:47<@peter1138>Hmm, but it doesn't actually say anything about the transportation method...
08:47<Gonozal_VIII>connect the big one to multiple small ones or something like that
08:48<@peter1138>just distance, time and amount of cargo
08:48<dragonhorseboy>gonozal...doesn't really work when you're used to having towns:low in difficulty settings
08:48<Gonozal_VIII>big city should be happy with its only connection to a small town?
08:49<dragonhorseboy>gonozal..if thats what it takes to keep the station low or empty on loads then yes ^_^ (sometimes the trains only earn well one direction then barely cover their own expense on way back...especially in tropical too)
08:53<dragonhorseboy>anyway be back in a moment
08:54<@peter1138>Heeeee, really slow planes :o
08:54<@peter1138>I guess I've got used to fast aircraft.
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09:03<dih>at least now i know how everybody is doing :-P
09:06<SpComb>'tis nice weather, and excellent *potential* for a good day
09:06<dih>the potential is not dependant on the weather though :-P
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09:07<SpComb>well, the weather adds on to it
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09:08<SpComb>but just about every potential good-day-aspect failed
09:08<dih>poor Progman
09:08<dih>or did you mean the weather spoiled it?
09:09<keyweed>good day? someone invested 100 milion in SCO. this is not a good day.
09:09<keyweed>unless you're a lawyer
09:09<dih>or are on either side of that investment
09:10<Progman>dih: what?
09:10<keyweed>i don't think investing in SCO will make a profit. it will just make other peoples life miserable. i don't even think they want to make a profit, they just want to attack linux.
09:10<dih>[15:08] * Progman ( has joined #openttd
09:10<dih>[15:08] <SpComb> but just about every potential good-day-aspect failed
09:11<SpComb>heh, that as well
09:12<Forked>invested in sco? sounds like a sure way to lose it all
09:13<SpComb>"This significant financial backing is positive news for SCO's customers, partners and resellers who continue to request upgrades and rely upon SCO's UNIX services to drive their business forward," he said.
09:13<Progman>dih: dont get it
09:13<SpComb>"who continue to request [...] rely upon SCO's UNIX services to drive their business"
09:13<SpComb>I meant, "who continue to [...] rely upon SCO's UNIX services to drive their business"
09:14<dih>Progman: you joined the channel, and all of SpComb's outlooks for a good day vanish...
09:14<keyweed>who continue to rely upon SCO to sue their businesses?
09:14<SpComb>would you seriously want to invest 100M into a company that has *those kind of people* as customers?
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09:18<dragonhorseboy>dih..I was afk :p
09:19<dih>AuF Klo
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09:26<dragonhorseboy>so how're you eddi? ;)
09:26<dih>he is afk :-D
09:27<Eddi|zuHause2>yeah, that's a good idea actually ;)
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09:28<Eddi|zuHause2>better ;)
09:29<dih>thanks for the details
09:29<Eddi|zuHause2>it's your fault ;)
09:30<Eddi|zuHause2>i would never have mentioned anything ;)
09:32<dih>perhaps you should register the nick Eddi|aufKlo2 too
09:32<dragonhorseboy>well what both of you doing now?
09:33<dih>i am mainly chatting with TB
09:33<dih>and having a bigger pbs game
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09:34<dragonhorseboy>dih...pbs game?
09:34<Eddi|zuHause2>i am uploading,%2017.%20Okt%201981.png
09:35<Eddi|zuHause2>then i'm going to watch skins
09:35<dih>a game with pbs
09:35<dragonhorseboy>ah hm that 0.6.3-3 or something else?
09:36<Eddi|zuHause2>no PBS signals there... wasn't high priority
09:36<yorick>dragonhorseboy: you mean yapp?
09:36<Eddi|zuHause2>could make use of them, but the station works alright how it is
09:36<Eddi|zuHause2>should be 100% now
09:37<dih>12062 with the yapp patch
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09:37<dragonhorseboy>dih..oh ok
09:37<Eddi|zuHause2>i have 12066
09:37<Eddi|zuHause2>i win ;)
09:37<dih>is there a new yapp version out?
09:37<dragonhorseboy><only has either 0.6.3-beta3 and the last ever MiniIn builds here
09:38<Eddi|zuHause2>Tekky said michi_cc announced one for yesterday
09:38<dragonhorseboy>and then yet I might be stopping using both soon since its a bit tiring trying to keep borrowing the windows pc
09:38<Gonozal_VIII>but there wasn't one :-(
09:39<@Belugas>0.6.3 beta3 ?? wow... i've really been asleep for a long time !
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09:40<dragonhorseboy>belugas...what? :p hehe
09:40<Eddi|zuHause2>how does everybody like the picture?
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09:41<keyweed>looks good
09:41<Gonozal_VIII>well... missed the whole 0.6.0 release... then branchification and update to 0.6.1 and 0.6.2...
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09:41<keyweed>i had to reload it three times to get the bottom part form some odd reason but very sexy S curve
09:42<Gonozal_VIII>yep, only upper half loaded
09:42<Eddi|zuHause2>yeahm because i was not done uploading
09:42<keyweed>ah. good reason.
09:43<@peter1138>There is no 0.6.3 beta 3...
09:43<Eddi|zuHause2>the keys are like next to each other
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09:43<@peter1138>Eddi|zuHause2, that joke only works when they're not :o
09:44<Eddi|zuHause2>that's why i brought it up ;)
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09:44<Eddi|zuHause2>it's reverse irony ;)
09:44<Gonozal_VIII>so normal statements are funny now because they are not wrong?
09:45<Eddi|zuHause2>no, because they got taken so out of context that they are already back in the right context ;)
09:45<dih>what is actually wrong with the nightly page?
09:46<@peter1138>dih, we added code to it... "if ($remote_user == "dih") exit()"
09:47<dih>yeah right!
09:48<keyweed>$remote_user ne 'dih' || die;
09:48*keyweed ponders.
09:49<murray>throw new dihException()
09:49<Eddi|zuHause2>it's german, it's "die Bart" ;)
09:49<keyweed>only if Bart is a girl
09:49<Eddi|zuHause2>that's a simpsons quote
09:49<keyweed>hm. i don't watch cartoons.
09:50<keyweed>i only know one simpsons quote. 'doh'
09:51<DJ-Nekkid>hmm, why isnt this code working? it dont give any warnings or errors in nforenum ...
09:51<DJ-Nekkid>-1 * 0 02 00 00 81 40 00 FF 01 AA 00 00 00 AB 00 //<-- if first entity, use AA, else use AB
09:51<DJ-Nekkid>-1 * 0 02 00 01 81 10 00 FF 01 18 80 01 01 FF 80 //<-- the 18 is VehID
09:51<DJ-Nekkid>-1 * 0 02 00 02 81 0C 00 FF 01 00 00 16 16 01 00 //<-- Articulation
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09:51<Eddi|zuHause2>sure it shouldn't be "00 00 AA 00"?
09:52<DJ-Nekkid>nope :)
09:52<Eddi|zuHause2>if between '00' and '00', use 'AA 00'
09:52<DJ-Nekkid>as in FF 01 00 00 AA 00 AB 00 ?
09:53<Eddi|zuHause2>but don't take my word for it
09:53<DJ-Nekkid>ill try
09:53<Eddi|zuHause2>same reversal for the other ones, of course
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09:54<DJ-Nekkid>//!!Error (62): Offset 8: ID 00 has not been defined.
09:54<DJ-Nekkid>so i guess not, but brb
09:55<@peter1138>It is right...
09:55<@peter1138>Group (W), Low (B), High (B)
09:58<Eddi|zuHause2> 01 00 16 16 //Goto Set 01 wenn Callback zwischen 16 und 16
09:58<Eddi|zuHause2> 00 00 //Sonst Goto Set 00
09:59<Eddi|zuHause2>i think that one you got reversed
10:03<Gonozal_VIII>oh noes, german comments
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10:06<Eddi|zuHause2>have i ever mentioned that i dislike programming in assembler? ;)
10:06*dragonhorseboy pokes eddi with ASM links ;p
10:07<+glx>Eddi|zuHause2: how is you NFO compiler ? ;)
10:07<Eddi|zuHause2>i haven't had time for it lately
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10:18<DJ-Nekkid>back btw
10:21<DJ-Nekkid>btw, the symptome is that i only get the orignial sprite (SH40 sprite), and only one of them when i build the train
10:21<DJ-Nekkid>but; this way instead u mean?
10:21<DJ-Nekkid>-1 * 0 02 00 02 81 0C 00 FF 01 00 00 16 16 01 00 //<-- Articulation
10:21<DJ-Nekkid>-1 * 0 02 00 02 81 0C 00 FF 01 01 00 16 16 00 00 //<-- Articulation
10:22<DJ-Nekkid>but yea! that worked!
10:22<+glx>it uses 0001 for cb 16
10:22<+glx>0000 for others
10:24<DJ-Nekkid>now i "know" articulation :)
10:24<DJ-Nekkid>now the next trick would be callback 36 and the "additional info" callback
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---Logclosed Fri Feb 15 11:23:16 2008
---Logopened Fri Feb 15 11:23:18 2008
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11:23-!-Irssi: #openttd: Total of 97 nicks [4 ops, 0 halfops, 3 voices, 90 normal]
---Logclosed Fri Feb 15 11:28:56 2008
---Logopened Fri Feb 15 11:35:35 2008
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12:38<CIA-1>OpenTTD: belugas * r12145 /trunk/src/ (rail_cmd.cpp table/track_land.h):
12:38<CIA-1>OpenTTD: -Codechange: includes should be at the top of the source file
12:38<CIA-1>OpenTTD: -Codechange: undefine a defined macro once work is finished, just in case
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13:00<CIA-1>OpenTTD: frosch * r12146 /trunk/src/table/ (road_land.h station_land.h unmovable_land.h): -Codechange: Use macros to build DrawTileSeqStruct-tables in station_land and unmovable_land.
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13:21<CIA-1>OpenTTD: frosch * r12147 /trunk/src/table/ (station_land.h unmovable_land.h): -Codechange: Use macros to build DrawTileSprites-tables in station_land and unmovable_land.
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13:34<CIA-1>OpenTTD: frosch * r12148 /trunk/src/ (13 files in 2 dirs): -Codechange: Merge 'image' and 'pal' of DrawTileSeqStruct into one PalSpriteID
13:35<Noldo>I wonder if it would be worth it to make facade objects for the different pathfinders
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13:40<@peter1138>What is a façade object in relation to a pathfinder?
13:40<Gonozal_VIII>strange question :S
13:40*blathijs has never heard of the term
13:41<CIA-1>OpenTTD: frosch * r12149 /trunk/src/ (13 files in 2 dirs): -Codechange: Merge 'ground_sprite' and 'ground_pal' of DrawTileSprites into one PalSpriteID
13:41<yorick>what's that?
13:41<Gonozal_VIII>and the c is broken
13:41<@peter1138>The context is "<Noldo> I wonder if it would be worth it to make facade objects for the different pathfinders"
13:41<yorick>what's facade objects?
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13:42<Gonozal_VIII>abstract class or interface (java stuff)?
13:42<Noldo>object that has the interface to use a bigger contruct that is hidden behind it
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13:42<hylje>high-level interface*
13:43<hylje>makes a large complex thing a small black box
13:43<@Belugas>ho... i undestand Noldo's point
13:43<@Belugas>and they will become kinda pluggable devices
13:43<Gonozal_VIII>same methods are called no matter what pathfinder is in use...
13:43<@Belugas>since they all have the same entry in the system, same singature and such
13:44<Gonozal_VIII>basic oo stuff
13:44<@peter1138>Like the blitters and drivers...
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13:48*Belugas nods
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14:10<ln->hmm, a lesbian kiss in DS9.
14:11<@Belugas>so? lesbians cannot kiss too?
14:12<Gonozal_VIII>they can
14:12<Gonozal_VIII>and they should do it a lot^^
14:12<ln->i doubt the actresses are really lesbians.
14:13<Prof_Frink>Mmm, lesbians
14:14<@Belugas>i doubt the actresses are really in space ;D
14:15<Prof_Frink>Mmm, lesbians in space
14:17<Sacro>zero g boobs
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14:20<Prof_Frink>Can I say... rule 34?
14:21<Gonozal_VIII>for lesbians in space? are you kidding?
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14:24<Noldo>hmm, RoadFindPathToStop doesn't have any code for OPF
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14:55<Noldo>why on earth is that done with a goto
14:56<@peter1138>why not? heh
14:57<Noldo>RoadFindPathToDest functione
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15:04<ln->Belugas: of course they are not in space, they'd suffocate. they are on the space station.
15:04<Noldo>Maybe rvs aren't the best choice to do proof of consept on
15:04<Gonozal_VIII>unless they're vampire space lesbians, vampires don't breath
15:05<ln->Gonozal_VIII: +e
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15:06<@Belugas>hooo.. vampires.... me love!
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15:18<guru3> <--- it's got lakes now!
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15:25<dih>hello Belugas
15:25<Prof_Frink>Mmm, lesbian vampires in space
15:26<Noldo>guru3: so the generating doesn't take time?
15:26<guru3>not near as much as the time to load
15:26<@peter1138>Bah, original aircraft speeds are too slow
15:27<Gonozal_VIIIe>yep they are
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15:27<@Belugas>hey dih
15:28<dih>how are you?
15:28<@peter1138>Which makes implementing a plane speed patch awkward...
15:28<guru3>a 1024x1024 map took about 4.5 minutes then crashed because it ate all my memory trying to draw the image
15:28<guru3>not exactly aimed at massive maps
15:28<guru3>but theoretically possible
15:31<@Belugas>working like a *****
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15:39<dih>any outlook towards more calm working days?
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15:44<@Bjarni>hello Canadian dragon guy :)
15:44<@Belugas>ben oui, gar
15:44<@Belugas>don ca
15:45<@Belugas>hello Bjarni, danish deb
15:45*Belugas goes away
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15:47<dragonhorseboy>so either way what both of you doing now?
15:47<@Belugas>me? going away and working like a horse, at work
15:48<@Belugas>him? canot say
15:48*Bjarni reminds Belugas that OSX and debian aren't the same thing
15:49<@Belugas>i should have said Bjarni OSX ??
15:49<@Bjarni>Belugas: now that would be something
15:49<@Bjarni>what would it mean? :)
15:49<Prof_Frink>danish deb? aptitude install bacon-sarnie?
15:50<@Belugas>pffff.... me and my typos :S
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15:52<hylje>ill kill you
15:52<hylje>TO DEATH
15:52<@Bjarni>are you saying that I'm fat?
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15:55*SpComb summons chanop powers from the almighty ChanServ
15:56*dragonhorseboy wonders what to do now
15:56*Prof_Frink summons recover powers from the amighty NickServ
15:57<@Bjarni>dragonhorseboy: how about coding something unexpected and really nice?
15:57<dragonhorseboy>what you mean?
15:57<@Bjarni>some great feature for OpenTTD
15:57*SpComb patches openttd to replace all climates with toyland
15:57<@Bjarni>something so great that nobody thought of it yet
15:58*Bjarni slaps SpComb
15:58<SpComb>enforced five-minute play breaks every 10 minutes?
15:58<@Bjarni>it would be great, not a great disappointment
15:58<@Bjarni>SpComb: now that would be something
15:58<SpComb>serial port connection for multiplayer?
15:58<@Bjarni>in addition to the warning about being too close to the screen
15:59<Gonozal_VIIIe>built in time machine
15:59<@Bjarni>in fact it would use the webcam to verify that the user keeps a distance
15:59<Gonozal_VIIIe>that allows playing multiplayer with yourself
15:59<SpComb>a "go backwards" button next to the fast-forward one
15:59<dragonhorseboy>not my kind of coding but ty bjarni :p
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15:59<SpComb>a tool that costs $1,000,000 to use, and nukes a random tile on the map, irregardless of what's on it (your stuff, other player's stuff, town, factory, etc)
15:59<@Bjarni>dragonhorseboy: maybe this wasn't really what I had in mind in the first place :P
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16:01<@Bjarni><Xikaze> I believe my mom finally realized that calling my brother a son of a bitch was fairly stupid on her part <--- hahaha
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16:05<dragonhorseboy>bjarni heh
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16:05<dragonhorseboy>there is one thing I do wish someone from ttdpatch would code but meh as if
16:06<CIA-1>OpenTTD: smatz * r12150 /trunk/src/engine.cpp: -Fix (r12143): compiler warnings - possible use of uninitialised variable
16:06<@peter1138>MEH AS IF
16:08*dragonhorseboy pokes peter to let me be able to add 'stationgui.old on' to the cfg file
16:08<Morloth>Any Squirrel gurus around!? :)
16:08<@peter1138>You can add that if you like.
16:09<dragonhorseboy>peter...I dunno how to code these ttdp lines tho so
16:09<Prof_Frink>Squirrels! With tits!
16:09<dragonhorseboy>I took a look at the source+svn once and got lost quickly
16:09<@Bjarni>looks like Prof_Frink is possessed with Sacro o_O
16:10<Morloth>You think I can safely approach him?
16:10<@Bjarni>next he will start talking about lesbian squirrels
16:10<Prof_Frink>Bjarni: No, just JJ
16:11<@Bjarni>lesbian JJ letters?
16:11<Prof_Frink>JollyJack, a b3ta member
16:11<@Bjarni>leet is banned in here
16:11<dih>what you want to do with squirrel Morloth?
16:12<Prof_Frink>Bjarni: Well, b3ta is spelled b3ta
16:12<@Bjarni>what is b3ta?
16:12<@Bjarni>besides spelled in a stupid way
16:13<Prof_Frink>It's a website and newsletter
16:13<Prof_Frink>(And used to be a radio show too)
16:13<dih>after 4lph4 and before 3psilon
16:13<Morloth>dih: I read something about a 'require()' function. But I have no idea how to use it
16:13<Morloth>I want to split my main.nut into multiple files
16:13<dragonhorseboy>other than wanting ttdp to feature that parameter .. I guess I can't think of much else other than fully working ARVs, some ship routing tweak, and just a few misc craps :p
16:13<dih>did you check the squirrel website for docs?
16:14<+glx>we have our own require()
16:14<dih>i would expect require("file");
16:14<+glx>that's how it works :)
16:14<dih>glx: i think he is refering to within the *.nut files
16:14<Prof_Frink>Bjarni: A sample of JJ's art:
16:14<Morloth>dih: It's not in the squirrel reference manual
16:14<dragonhorseboy>dih hehe
16:15<+glx>Morloth: of course, we added it in NoAI
16:15<Morloth>glx: Thought so :)
16:15<Morloth>glx: But how to use it? If I try require('pathfinding.nut') the program crashes....
16:16<dih>and with "" instead of ''
16:16<+glx>can you give me your .nut so I can try (and fix the problem if any) ?
16:16<dih>glx wants Morloth's nuts :-D
16:17*dih giggles
16:17<Morloth>lol :)
16:17-!-mode/#openttd [+o glx] by DorpsGek
16:17<Morloth>glx: I've removed all require operations and put everything in one big main.nut file
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16:17<dragonhorseboy> about these files? crazy.nut am_a.nut the.nut
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16:18<@glx>dragonhorseboy: you can give them any name, you just need a main.nut
16:18<@peter1138>"<dragonhorseboy> other than wanting ttdp to feature that parameter" <-- PS, we're #openttd here...
16:18<Morloth>glx: But you don't know what the semantics are? I mean, do I need to use require("filename.nut") | require("filename") | require('filename') | require('path/to/filename') | ???
16:19*glx checks
16:20<dragonhorseboy>peter..I was just poking at bjarni re "coding" ^_^
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16:25<@glx>require() works for me
16:25<@glx>used require("test.nut");
16:26<Morloth>glx: Ok... And you put this where? In you start function or in the global scope?
16:26<@glx>global scope
16:26<Morloth>hmmz... ok. Thought the wiki warned about that... Let me try :)
16:26<@glx>begining of main.nut
16:26<Morloth>K, would be nice if I could split the file. It's getting quite large :)
16:31<@glx>it works when I put it in Start() too
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16:31<Morloth>that's weird...
16:32<Morloth>Oh well, I'll try it later on. Thanks for your help!
16:32<@glx>works in constructor too ;)
16:33<@glx>maybe you split it wrong
16:34<Morloth>lol :)
16:34<Morloth>Well I split at classes
16:34<Morloth>So each class gets its own file
16:36<ln->Blu-ray seems to be winning.
16:36<@glx>Morloth: <-- that's how I did
16:36<Sacro>ln-: HDDVD is dead
16:37<Morloth>glx: Hmmz... seems easy enough :)
16:37<@glx>was just a quick test
16:37<ln->has anyone tried OTTD in Full HD?
16:37<Sacro>ln-: yes :)
16:38*Sacro has 1920x1200
16:39<ln->i want one too
16:39*Belugas has 2560*1024
16:39*SpComb too
16:39<Morloth>glx: Thx for your help. I'll get back to you if it still refuses to work :P
16:39<SpComb>and yes, HD-DVD is dead
16:39<Forked>1920x1200 <3
16:39<@glx>I hope you use latest build Morloth (as we fixed potential crash)
16:40<Morloth>I downloaded the latest noai binary 5 days ago
16:40<dih>off to bed - good night
16:40<Morloth>Guess that's the latest
16:40<Morloth>nn dih
16:40*Belugas loves his dual head display
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16:41<dragonhorseboy>spcomb....I don't think so but then meh :p
16:42<@glx>Morloth: it's the latest :)
16:42<@glx>no recent changes
16:42<Morloth>good :)
16:43<Morloth>Btw, if you want to commit changes to the NoAI Api you must get access to the svn / cvs server I guess?
16:43<@glx>if you want yes :)
16:44<Morloth>Good, to who do I talk for that? :)
16:44<@glx>submit patches in (NoAI category)
16:44<Morloth>ok :)
16:45<@glx>and don't forgot to put doxygen comments if you add stuff (it's used to write noai api docs
16:46<@glx>indeed follow the style ;)
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16:46<Morloth>yeah yeah yeah :P
16:47<@glx>anyway any addition is welcome (if we like it)
16:48<Morloth>You're one of the devs on NoAI?
16:48<@glx>I made some things for it yes
16:49<Morloth>nice :). I like the abstraction layer, it's only a little inconsistent; Some methods I'd make static instead of member functions. But overal a nice implementation :)
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16:49<Morloth>To bad it doesn't include anything but 'StupidPathfinding' :P
16:49<@glx>thanks TrueBrain for that, he did most of the api
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16:50<@Belugas>not called Brain for nothing
16:51<Morloth>It's a nice and intuitive stepstone to develop an AI. But I'm working on an AI implementation at the moment, so I guess I'll be posting some patches :)
16:52<@glx>we like when AI writers add things they need in API :)
16:52<@glx>instead asking us to add them
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16:53*Belugas 's day is over , finally!
16:53<@glx>bye Belugas
16:53<@Belugas>i wish all a good evening :)
16:54<@Belugas>bye glx :)
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17:02<markmc>Haise guise, how do I get up the "cheating"-window?
17:02<markmc>I forgot :o
17:02<@glx>ctrl alt c
17:02<markmc>thx :)
17:02<@glx>or ctrl alt win c if the previous failed
17:02<markmc>It worked :)
17:03<markmc>Playing some old saves and want to change company ^^
17:04<markmc>But thanks :)
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17:14<remaxim>hi Belugas
17:14<@glx>he's gone
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17:16<remaxim>glx, thx... I have to reach him sometime!
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17:31<Morloth>Arg, I don't get it... I make changes to the source of NoAI, compile it... Then I want to use the new functions I created in Squirrel, but it complains it can't find those functions!?
17:31<Morloth>I checked the doxygen and they are documented there
17:32<Morloth>Is there some extra step I need to take in order for Squirrel to use these new functions?
17:32<@glx>you need to run in src\ai\api
17:32<Morloth>ah, ok :)
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17:43<Morloth>Whoohooo!!! All hail my powerfull AI! :)
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18:07<@glx>Morloth: you're lucky the function has not been removed with old AI ;)
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18:10<Morloth>glx: Yeah :)
18:17<@glx>hmm the @return seems wrong :)
18:19<Morloth>damn, letme fix :)
18:20<Morloth>or do you fix it yourself?
18:20<@glx>I'll fix it
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18:20<Morloth>k, thx :)
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18:24<SmatZ>hmmm malloc() won't let me allocate 10GB of RAM ... even on 64bit machine :-/
18:24<@glx>Morloth: I also noticed some type errors in return values in ai_tile.cpp
18:27<Morloth>glx: type errors?
18:27<Morloth>I didn't get any
18:27<@glx>int32 bla, return false
18:27<@glx>these kind of things :)
18:28<Morloth>hmmz... didn't notice it :X. I'll check it better next time :)
18:32<CIA-1>OpenTTD: glx * r12151 /branches/noai/src/ai/api/ai_tile.cpp: [NoAI] -Fix: use the correct types for returned values
18:33<Morloth>cool, thx :)
18:33<@glx>now your patch :)
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18:36<CIA-1>OpenTTD: glx * r12152 /branches/noai/src/ai/api/ (ai_tile.cpp ai_tile.hpp ai_tile.hpp.sq): [NoAI] -Add [FS#1772]: add AITile.GetCargoProduction() function (Morloth)
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18:37<SmatZ>hmm, ~8GB is limit for me :-x
18:37<Eddi|zuHause2>that's a weird limit
18:38<SmatZ>maybe it is sizeof(RAM) + sizeof(SWAP) :)
18:38<Morloth>glx: Thx :)
18:42<Eddi|zuHause2>hm... i'm lost...
18:42<CIA-1>OpenTTD: glx * r12153 /branches/noai/src/ai/api/ai_station.cpp: [NoAI] -Fix: unmodified catchment radius is 4 not 3
18:42<@glx>Morloth: I noticed another little error ;)
18:43<Morloth>Damned! :P
18:44<Morloth>glx: I'll pay closer attention to my next patches :)
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18:57<Morloth>I'm off to bed, cya later !
18:57<CIA-1>OpenTTD: glx * r12154 /trunk/src/ (7 files in 2 dirs): -Codechange: removed a magic number
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19:10<CIA-1>OpenTTD: glx * r12155 /trunk/src/ (ai/default/default.cpp airport_gui.cpp station_cmd.cpp): -Fix (r12154): some warnings (always compile before commit)
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19:47<CIA-1>OpenTTD: smatz * r12156 /trunk/src/core/random_func.hpp: -Fix (r11454): Chance16I was now biased towards zero - round to nearest now
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19:53<Jhs>hi. i'm trying to find the newgrf folder on linux, but can't locate it. do i have to create it? i've seen in ~/.openttd and /usr/share/games/openttd, but there's nothing there
19:54<Jhs>ah nevermind
19:54-!-XeryusTC [] has quit [Ping timeout: 480 seconds]
19:54<Jhs>"read the guide before asking" is a good idea
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19:55<@glx>it's data in these dirs ;)
19:55<@glx>one is for only you, the other is for all
19:56<Jhs>in other words, it doesn't mattere where i put it? ;)
19:57<@glx>it's easier to put them in your "personal" dir, as you usually don't have write access in the "global" one
19:58<@glx>but indeed it doesn't matter, openttd can find them in both
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20:05<Eddi|zuHause2>openttd will search all subdirectories of 'data'
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21:25<DJ-Nekkid>hi all!
21:26<UnderBuilder>question: can be the canals graphics be redone by using the leppka's water with the canals borders?
21:26<DJ-Nekkid>i have no idea!
21:26<DJ-Nekkid>gimme a year!
21:29<UnderBuilder>or the borders were taken also from the original game?
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21:33<toms>good job guys
21:33<toms>i was up till 3am playing openttd :D
21:33<DJ-Nekkid>oki, im kinda durnk here, but afaik is the lepekkas water made from scratch
21:34<DJ-Nekkid>toms: o3.32:40
21:34<DJ-Nekkid>that is
21:34<DJ-Nekkid>but is that late?
21:34<DJ-Nekkid>it isn't late until when the sun set ...
21:34<toms>but im normally in bed at 11pm
21:35<toms>i played network with a friend in the UK
21:35<DJ-Nekkid>thats the weekdays
21:35<toms>silky smooth
21:35<DJ-Nekkid>ottd is the new mmorpg!
21:35<toms>it is truly awesome
21:35<DJ-Nekkid>just that the "world" reset every 7th day or something
21:36<toms>resets ?
21:36<toms>as in the date?
21:36<DJ-Nekkid>and none of thoose epic armor, or choosen armor, or alien armor, or 8th tier ultrablaster or some shit isnt worth everything
21:37<toms>haha you must be drunk, i cant understand what you are on about :P
21:37<DJ-Nekkid>pint is toms;
21:37<DJ-Nekkid>yes im drunk*!
21:37<DJ-Nekkid>the point is;
21:37<CIA-1>OpenTTD: belugas * r12157 /trunk/src/ (table/unmovable_land.h unmovable_cmd.cpp):
21:37<CIA-1>OpenTTD: -Codechange: Remove a structure definition and replace it with another one closely matching
21:37<CIA-1>OpenTTD: -Codechange: Replace two magic numbers with according sprite names
21:38<DJ-Nekkid>in every mmorpg all you need to be uuba' is;
21:38<DJ-Nekkid>the best armor, best weapon and shit
21:38<DJ-Nekkid>in opencoop or whatever coop-server, what you need is skills to make the "best" station
21:39<DJ-Nekkid>or junction
21:39<DJ-Nekkid>or merge
21:39<DJ-Nekkid>or things
21:39<DJ-Nekkid>no "uber" items make you better
21:40<toms>that is true
21:40<toms>strategy is my type of game
21:40<DJ-Nekkid>it's just abot skills, and the ability to cooperte
21:40<toms>i used to play the original ttd for hours on end back in the day
21:40<DJ-Nekkid>ish word
21:40<DJ-Nekkid>didnt we all when we were 13 or 15, 10-12 years ago
21:41<toms>i installed windows 98 in a VM the other day hoping to play the original
21:41<toms>but it didnt work too well, then i found openttd and i was saved
21:41<DJ-Nekkid>then we played quake and plew eachother to pieces
21:41<DJ-Nekkid>and then some more ttd
21:41<toms>"teach you to steal my coal!"
21:41<DJ-Nekkid>or settlers 2
21:41<toms>settlers was also good
21:42<DJ-Nekkid>slettlers 2 > settlers 1
21:42<DJ-Nekkid>but settlers 2 > settlers 3+
21:43<toms>are you in norway?
21:43<toms>my mum is from norway
21:44<DJ-Nekkid>im norwegian
21:44<DJ-Nekkid>live and work in norway
21:44<DJ-Nekkid>and im from norway
21:45<DJ-Nekkid>tho; my dad is english... but he's liveed in norway as well the past ... 26ish years ... tho; his norweegian suck, i prefer to speak enlish to him
21:46<DJ-Nekkid>asl? *try to check you out*
21:48<toms>24 m australia
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21:53<DJ-Nekkid>so you are like late into sunday aleardy!
21:54<DJ-Nekkid>*drink some water from the friday partying*
21:54<toms>nah, 1:30pm on saturday
21:55<DJ-Nekkid>like hanvover-time?
21:55<toms>cause i dont get that drunk :)
21:56<DJ-Nekkid>wish i had the same tactic!
21:57<DJ-Nekkid>tho; im 2-3 years older; so i should know better
21:57<DJ-Nekkid>(tho, i don't)
21:59<Eddi|zuHause3><toms> i installed windows 98 in a VM the other day hoping to play the original <- try dosbox
22:01<CIA-1>OpenTTD: belugas * r12158 /trunk/src/newgrf.cpp:
22:01<CIA-1>OpenTTD: -Codechange: merge all the sprite recolouring mapping under a single function
22:01<CIA-1>OpenTTD: -Fix: Handle the bridge recolouring mapping as the other features. Although not specified by the specs, it seems to be implicit.
22:01<DJ-Nekkid>gl? hf=
22:01<DJ-Nekkid><3 ms windows "student version"
22:02<DJ-Nekkid>(and milk, and wife's pussy)
22:02<DJ-Nekkid>and, brown cheese
22:03<DJ-Nekkid>and ... salami "pølse" (sausage or someting) on ... round pieces
22:03<DJ-Nekkid>and star trek!
22:03<DJ-Nekkid>*not beeing steriotypical geekÆ
22:04<toms>ive never watched a single episode of star trek
22:04<toms>and i dont think ive seen a single episode of star wars from start to finish
22:05<DJ-Nekkid>SW dont come in episodes, thoose come in movies
22:07<DJ-Nekkid>star trek is a future prediction, and star wars is a saga compared to for example l.o.t.s
22:10<DJ-Nekkid>lotr that is
22:11<Eddi|zuHause3>star wars is a fairy tale, it starts with "once upon a time"
22:11<DJ-Nekkid>aka saga? right?
22:13<CIA-1>OpenTTD: belugas * r12159 /trunk/src/town_gui.cpp:
22:13<CIA-1>OpenTTD: -Codechange: Enumify some widget magical numbers
22:13<CIA-1>OpenTTD: -Cleanup: apply a bit of code style. Mostly re-indenting switch cases
22:13<DJ-Nekkid>kinda like 47 books, 300 pages, witchcraft housewife porn series*
22:13<@Belugas>Saga? good band
22:13<Eddi|zuHause3>"... und wenn sie nicht gestorben sind, dann leben sie heute noch"
22:14<DJ-Nekkid>(ref; sagaen om isfolket ... or ... the saga about the icepeople ... or something
22:15<UnderBuilder>I used to love civ2
22:16<Eddi|zuHause3>civ2 an TT, probably the games i spent the most time with
22:17<UnderBuilder>civ2 is a great game, TT too, why not make TTciv?
22:17<DJ-Nekkid>ociv2? ;) eithyerway. g'night
22:18<UnderBuilder>that's a bad thing from actual games...
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22:18<DJ-Nekkid>problem with civ2, once railroad is invented, the games gets either fun or too timeconsuming ...
22:18<DJ-Nekkid>but as i saied, gnight
22:19<UnderBuilder>they pick up two good games and from them they make one new that usually becomes a bullshit
22:19<UnderBuilder>most times they pickup totally different games
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23:55<PooFondu>I want to castrate a niggger and fry his balls before eating them. Then I can fuccck my little niggger biitch faaagg every night. ....Pumpin my dildo til he bleeds. Niggger eunuchs for my muff ohhh yeahh
---Logclosed Sat Feb 16 00:00:52 2008