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#openttd IRC Logs for 2008-03-27

---Logopened Thu Mar 27 00:00:49 2008
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01:15<CIA-1>OpenTTD: rubidium * r12437 /branches/noai/ (7 files in 4 dirs): [NoAI] -Add: functions to get the current date and to determine the year/month/day from that date.
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03:44<Celestar>whats new?
03:44<Celestar>did anything break? :P
03:45<@peter1138>i know nothing
03:46<Celestar>at least Endeavour landed safely (=
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04:07<TheJosh>hey all
04:07<Tekky>but the Endeavour had two big flames coming out of it after landing :)
04:07<Tekky>hi Josh
04:07<TheJosh>whos josh?
04:08<Tekky>the one and only Josh, you :)
04:09<TheJosh>ung how did you manage to decipher my nickname to determine my real name?
04:10<TheJosh>so is it worth downloading rc1?
04:11<Celestar>Tekky: two fmales?
04:11<Tekky>no idea, I am using the nighty build with the PBS patch.
04:12<Tekky>yes, did you not see the video?
04:12<Tekky>it looked quite spectactular, like the shuttle was on fire :)
04:12<Tekky>spectactular = spectacular
04:13<Tekky>however, it was no real concern, it just looked spectacular :)]
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04:14<Celestar>I have yet to watch the video
04:15<Celestar>it happened in the middle of the night, as the first landing attempt on Orbit 248 was scrubbed due to weather concerns at the SLF
04:16<Tekky>yes, because of it being night, the flames were very visible and they looked dangerous :)
04:17<Celestar>what was it? St. Elmo's fire?
04:18<TheJosh>I have updated my shares patch to the latest OpenTTD rev
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04:21<Celestar>Tekky: 2 months till the next mission :(
04:22<Rubidium>they have to retile it ;)
04:22<Tekky>I'm afraid I don't know much about the shuttle itself or the mission, I just happened to see the video on the news.
04:23<Gekz>how many bugs were fixed last night lol
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04:25<Celestar>Rubidium: the one that's going to fly (Discovery) is already retiled, as it's been the rescue vehicle should something gone wrong with Endeavour
04:26<Celestar>Tekky: about 10 shuttle missions left before they get mothballed.
04:26<Tekky>mothballed? What does that mean?
04:26<Celestar>Tekky: put out of service
04:26<Tekky>hehe, I've never heard that expression before :)
04:26<Celestar>well :)
04:28<Celestar>some ISS mission and one hubble mission
04:31<Tekky>I think we should add Space Shuttles to OpenTTD as a faster version of planes :)
04:31<Tekky>just kidding :)
04:31<Celestar>they're the most inefficient mode of transportation known to mankind :P
04:32<TheJosh>anyway im off
04:32*Celestar wants the Saturn V booster back
04:32<TheJosh>have a good night everyone
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04:33<Tekky>hehe, yes.... but the passengers pay millions :)
04:33<Celestar>Tekky: around 30 million, yeah
04:36<Tekky>I think the Flight Simulator X-Plane allows you to fly Shuttles and also fly and land planes on Mars :)
04:36<Celestar>he ... awesome landing on TV :)
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04:38<Tekky>you just saw the video?
04:41<@peter1138>pom te pom
04:41<Forked>meep meep..
04:49<larsemil>this guy that made the NSB train set, is he here?
04:51<@peter1138>Who made it?
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05:33<Celestar>why do Phenom X4's suck so badly :(
05:35<@peter1138>Cos AMD's having a bad time.
05:37<Celestar>pretty, yeah
05:38<larsemil>peter1138: som norwegian. like tor something
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05:39<@peter1138>Celestar: so i'm thinking a C2D 3GHz for my PC...
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05:41<Celestar>peter1138: Core 2 Quad 9300 is a cool CPU
05:41<Celestar>get the 45nm parts no matter what ..
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05:48<@peter1138>Yes, C2D E8400 I was going for
05:48<@peter1138>Quad won't offer any advantage to ottd ;)
05:49<@peter1138>the 45nm parts are cheaper anyway
05:49<@peter1138>just there seems to be stock shortage
05:49<Celestar>Intel has apparently some problem with the 45nm process, at least the ramping up to volume
05:50<@peter1138>E8400 is £140 quid, E6850 is £168
05:50<@peter1138>Both 3 GHz
05:55<Gekz>I needs a cheap mini-itx
05:56<larsemil>Gekz: you bricked your eee or what? :D
05:56<Gekz>no, I need a small server
05:57<larsemil>i want a mini-itx sitting in the livingroom, connected to the tv and the stereo. and then a M E G A file-server in the closet.. :D
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05:58<Celestar>larsemil: that's about what I'm putting up
05:58<Celestar>some TB file server
05:59<larsemil>For that you dont need a c2d do you?
05:59<Celestar>it'll be a Duron 900 or something, something I have lying around
06:00<larsemil>same here.
06:00<larsemil>bricked my 1400 the other day..
06:00<larsemil>my computer is so OLD
06:00<@peter1138>but the "media center" type programs are all cpu hungry
06:00<Gekz>I want my server to have teh rams
06:01<Gekz>I want one
06:01<larsemil>peter1138: well then you hope tha mini-itx has a kick as cpu. :D :D :D
06:02<@peter1138>there are C2D mini-itx boards
06:03<larsemil>ah didnt know
06:07<Celestar>I'd go mobile C2D if I were you
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07:31*peter1138 ponders 'wasting' 1KB
07:31<@peter1138>moving some arrays
07:31<Gekz>in his yard
07:31<Gekz>with a weapon
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07:33<Ammler>how big would a nightly be, if you would make a static build?
07:34<Noldo>try it
07:35<Ammler>how do I make that?
07:35<Ammler>just my suse can't use the nightly bins
07:35<Ammler>"./openttd: error while loading shared libraries: cannot open shared object file: No such file or directory"
07:35<@peter1138>So, install it?
07:36<Ammler>I am on it...
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07:36<Ammler>but why don't I need that on self compiled versions?
07:38<Ammler>I had a newer version. I thought that is more complicated :-)
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07:40<Celestar>@openttd bugs
07:40<@DorpsGek>Celestar: Open Bugs: 19; Not assigned: 13; Closed this week: 8; Opened this week: 8
07:41<Celestar>peter1138: FS#1877 is a good find
07:41<Progman>whatever you do there will be always new bugs *g*
07:44<Celestar>who is familar with the house/growth code?
07:44<Celestar>Maedhros: you?
07:48*dih still waits with the 'command + v' pasting bug before he reports it in
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07:50<Maedhros>Celestar: not so much, any more
07:50<Maedhros>i think Smatz is working on it though
07:50<Celestar>Maedhros: your opinions on 1877?
07:52<Maedhros>Celestar: that Smatz and skidd13 know more about it than i do ;)
07:52<Celestar>ok ;)
07:53*Celestar waits for Smatz to poke him (=
07:53<Ammler>I checked the client limit patch for wwottdgd, there is a very small glitch still in trunk: (the row has changed to around 620)
07:55<Ammler>not worth for FS... ;-)
07:55<dih>no - you just need to update your diff!!
07:56<dih>if you have a chunk offset
07:56<ln>zomfg, i'll be getting my new core2quad today.
07:56*Celestar is kinda bored today
07:56<dih>then your diff is out of date, and not trunk needing a fix!
07:57<dih>Celestar: you can do my work :-P
07:57<Ammler>well, would be easier to commit that to trunk, my question was just, if I need to post it in FS
07:57<Celestar>dih: I have TONS of work here, but I dunno where to start
07:57<dih>Celestar: what's your point?
07:58<Celestar>I got kind of an internet overwork protection. The more work I have, the lazier I get :P
07:58<dih>anyhow - i have to run
07:58<dih>lunch break is over
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08:06<Celestar>we always have WAY more servers than clients :P
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08:07<larsemil>Celestar: well i can take one.
08:08<Celestar>and people really seem to like 0.5.3 :)
08:08<Zuu>So we should have AI-servers that play on all 24/7 dedicated servers so that they get used? :)
08:08<Celestar>Zuu: YAY!
08:10<Zuu>Perhaps they should prefere servers that are empty/few playes so that those servers attract more players. :p
08:10<Celestar>Users browsing this forum: Celestar, Google Adsense [Bot] and 4 guests
08:10<Celestar>stupid Adsense :P
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08:15<Celestar>I off for a quick lunch break
08:16<Celestar>does any of you guys play FFXI?
08:16<aleex>hm, how about the debian/ubuntu file for rc1?
08:17<Maedhros>aleex: it's on sourceforge
08:17-!-Yexo_ is now known as Yexo
08:19<blathijs>aleex: I forgot to link to the .deb from the download page, but it was already on SF
08:19<aleex>ah ;)
08:19<aleex>yeah got it
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09:38<Celestar>.oO(patching FFVII to get it working properly on XP is more difficult than the actual game)
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09:40<larsemil>well the game is not so difficult at all
09:41<Celestar>that's right. but still great
09:41<Celestar>nevertheless, I'm one of the few who likes FFVIII better apparently (=
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09:43<larsemil>Celestar: i dont even know what ffviii is
09:43<Celestar>Final Fantasy VIII? :P
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09:43<larsemil>aha i meant ttd is not so difficult. :D
09:44<larsemil>Celestar: allthough i like FF VII
09:44<Celestar>I really like it too. Would like it even better if it worked :P
09:45<@Belugas>ho shooo.... i though that FFVII was an acronym of an OTTD functionnailty you worked on :P
09:45<Celestar>Belugas: lol
09:46<Celestar>what are the requested/planned features for 0.7 anyway? do we have a list?
09:46<larsemil>convert to monorail with train inside depot? please. :D
09:46<larsemil>new airplanes after 2020. :D
09:47<Digitalfox>larsemil use newgrf for having new planes after 2020
09:47<Celestar>1) possible. 2) newgrf
09:47<Celestar>we need some cross-railtype autoreplace :P
09:47*Celestar smirks
09:47<Digitalfox>0.7 new airports now that rocks :)
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09:48<Celestar>Digitalfox: newgrf airports will be in
09:48<@Belugas>1) possible but stinks a whole lot. way too lazy . Laziness sucks
09:48<Digitalfox>Celestar if the branch is finished :\
09:49<@Belugas>therefor, i vote for no 1)
09:49<Celestar>Digitalfox: the branch is mostly finished.
09:49<Celestar>Belugas: for 1) the user would need to set up a 1:1 replacement map
09:50<Celestar>Digitalfox: some cleanups, and some animation problem
09:50<Digitalfox>There are so many cool stuff waiting to come to trunk :)
09:50<Digitalfox>Celestar station animation right?
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09:52<Rubidium>newgrf airports is currently only proof-of-concept, which is a *very* far from 'finished'
09:52<Celestar>Digitalfox: yah
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09:53<Digitalfox>Well peter has a patch ( doesn't he always have one ;) ) so i guess it's up to him when he feels it's ready :)
09:54<Digitalfox>And to be honest i would love see new ports for ships and road vehicles more than airports.. But one step at a time :)
09:55<larsemil>Digitalfox: hahathe stonedock does its job. :D
09:55<Digitalfox>larsemil wait and see how new ship ports rocks ;)
09:55<Digitalfox>So many possibilities
09:56<larsemil>Digitalfox: screenshot? plz
09:56<Digitalfox>I don't have any.. And don't think there are any.. But see the newports branch and what can be done :)
09:57<Digitalfox>If you see the new airports and even the way planes now behave you will see what i mean
09:58<Digitalfox>But like Rubidium said it's a proof-of-concept so let's wait for what happens ;)
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10:00<CIA-1>OpenTTD: rubidium * r12438 /trunk/src/core/math_func.hpp: -Fix-ish: typo spotted by Biblo.
10:01<Maedhros>aah, the irony ;)
10:01<Rubidium>you just wanted to fix that too?
10:02<Rubidium>the b is just very close to the l ;)
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10:10<CIA-1>OpenTTD: rubidium * r12439 /trunk/src/viewport.cpp: -Fix [FS#1871]: do not 'disable' the drawing of autorail overlays when the tile is 'error'-marked (red pulsating selection). Patch by Icosikai.
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10:14<Celestar>@openttd bugs
10:14<@DorpsGek>Celestar: Open Bugs: 19; Not assigned: 13; Closed this week: 8; Opened this week: 8
10:19<Digitalfox>Any progress/solution found for FS119?
10:19<Rubidium>if there would be it would be fixed I guess
10:21<Celestar>there has been some minor progress I heard, but I dunno
10:21<Rubidium>well, parts are solved, but not all
10:22<Digitalfox>While is not a big thing, it's annoying since I have it in all my games :\
10:22<Digitalfox>At first i thought it was some newgrf i was using, but it turns out is really a bug..
10:24<Rubidium>the clipping problems could be worsened by the newgrfs
10:24<Rubidium>George's long vehicles is one of those (and that can't be fixed by the way)
10:26<Digitalfox>Maybe v5 using articulated parts could help in this issue.. But he says that open and patch don't support what he wants so...
10:26<CIA-1>OpenTTD: skidd13 * r12440 /trunk/src/ (road_cmd.cpp road_map.h):
10:26<CIA-1>OpenTTD: -Fix [FS#1694]: Make the road building and road removing conditions more union
10:26<CIA-1>OpenTTD: -Feature: Allow to build/remove more road-piece combinations directly
10:28<Rubidium>he basically wants us to support bounding boxes that we are 110% certain of to give an enormous amount of glitches like FS#119. And because we then 'support' those larger bounding boxes it becomes out problem that the sprites overflow instead of his problem.
10:28<Rubidium>ergo, it's not going to happen on our side.
10:29<@peter1138>Same problem with the 32bpp artists who think that 32bpp should include the ability to have longer vehicles.
10:31<Digitalfox>And if he doesn't use bounding boxes, couldn't he have a v5 with articulated parts with no gliches?
10:31<Rubidium>he wants the articulated parts to be longer than the current bounding box
10:32<Digitalfox>So it's more of a personal choice than a limitation..
10:33<+glx>peter1138: not artits, mainly athanasios ;)
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10:34<Rubidium>it is something like TTDP doesn't support small enough bounding boxes and OpenTTD won't support larger bounding boxes.
10:34<CIA-1>OpenTTD: rubidium * r12441 /trunk/src/ (gui.h lang/english.txt timetable_gui.cpp vehicle_gui.cpp): -Feature: open the time table when pressing the order button while pressing the CTRL key. Patch by Phil Sophus.
10:35<Digitalfox>Well i think lv4 vehicles size is huge in comparison of others vehicles.. So i would prefer smaller vehicles articulated.. But i guess he won't do it..
10:37<@peter1138>glx, well a whole group of people thought that "32bpp" == "totally new game mechanics, including all objects to scale, smooth curves, longer vehicles, etc..."
10:37-!-MarkAway is now known as Mark
10:37<Celestar>er .. that's a new game, not new game mechanics :P
10:41-!-Osai^zZz`off is now known as Osai
10:42<Celestar>peter1138: :) is that a first step towards destinations? ;)
10:42<hylje>yet more peter-vapurware
10:45<Celestar>peter1138: that looks good. +/- are buttons I assume?
10:46<CIA-1>OpenTTD: skidd13 * r12442 /trunk/src/road_cmd.cpp: -Feature: Allow build leveled roads on slopes for the old ai
10:46<Celestar>they might want a frame?
10:47<@peter1138>there was a problem with big lists
10:47<@peter1138>but i can't remember where it was
10:48<@peter1138>must've been on the forums
10:50<@peter1138>it's not to do wtih destinations
10:51<@peter1138>See the "current nightly" shot
10:51<@peter1138>My change just makes it not show transfers unless you want it to
10:51<Celestar>but since when are multiple transfers listed?!
10:51<@peter1138>Since... I added the feature a while back.
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10:52<Celestar>any idea when, peter1138 ?
10:52<Celestar>hi Roujin
10:52<Celestar>@commit 11990
10:52<@DorpsGek>Celestar: Commit by peter1138 :: r11990 /trunk/src (3 files in 2 dirs) (2008-01-26 22:15:39 UTC)
10:52<@DorpsGek>Celestar: -Codechange: Show all cargo sources (en-route from) in the station view
10:52<@DorpsGek>Celestar: cargo waiting list instead of just one. The station view window is now
10:52<@DorpsGek>Celestar: resizable to cope with the extra information.
10:52<@peter1138>Multiple transfers have been kept track of since cargo packets
10:52<@peter1138>Just the gui showed it the old way
10:52<Celestar>peter1138: I see
10:52<@peter1138>So I ... fixed it.
10:52<Celestar>.oO(when were cargopackets added?) :P
10:53<@peter1138>A while ago ;)
10:53<Celestar>it seems I've been out of the loop for a while :P
10:54<@peter1138>June ;P
10:55<Celestar>@commit 10266
10:55<@DorpsGek>Celestar: Commit by rubidium :: r10266 /trunk (31 files in 4 dirs) (2007-06-22 11:58:59 UTC)
10:55<@DorpsGek>Celestar: -Codechange: keep track of the origin, time of travel and accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo isn't thrown on a big pile when it's put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it.
10:56<Celestar>so why do we still have a cargo-packets branch?
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10:57<Rubidium>because the cargo-packets branch is a superset of what cargo packets there's in trunk now?
10:58<nicfer>chrisIN or gonozalIN?
10:58<Celestar>Rubidium: the last commit in cargo-packets wasin r5361
10:58<Celestar>so I *think* that branch is out-of-date
10:59<Rubidium>so 0.4 and 0.5 should go to and map
11:00<Celestar>is there are theoretical possibility that 0.4 and 0.5 will see another release?
11:01<Celestar>or is the policy that a 0.n release supercedes all 0.(n-1) releases?
11:02<Rubidium>there is no policy
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11:04<Celestar>0.n should remain until we officially cease to "support" 0.n. Whatever that means ...
11:04<jez>Any devs; code reviews of my patch v0.2 at would be greatly appreciated. :-) I've tried to stick to the OpenTTD coding conventions, but might obviously have made 1 or 2 mistakes so I'd like a list of what I need to touch up. This is strictly coding syntax and style; I'm aware that a lot of the code still needs to be split into separate functions.
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11:04<@peter1138>Yet another host.
11:04<@peter1138>I will not trust Jez until he stops using an anonymizer to connect to IRC.
11:05<@peter1138>So his code can FOAD...
11:05<Celestar>bbl. trouble
11:07-!-murr4y [murray@2001:470:1f0a:1be::cafe] has quit [Quit: leaving]
11:07<@Belugas>"I've tried to stick to the OpenTTD coding conventions, but might obviously have made 1 or 2 mistakes" As far as I can see, the numer is quite bigger then that...
11:08<@Belugas>dunno where he took "our" convention, but surely not at the place it is sitting right now :P
11:09<Rubidium>jez... I looked at the diff and yes, there is only one mistake... it doesn't follow the coding style at all :)
11:10<@Belugas>plus, do we ever want that functionality? Personally, i'd say no
11:11<Celestar>Belugas: Rubidium: _if_ the user sets up a replacement scheme that maps every vehicle of one railtype to a vehicle of the other railtype, that it's possible.
11:11<Celestar>just by $.02
11:11<Celestar>my even
11:11<Dominik>i think i remember that we decided against it back in the days when the convert track tool got implemented
11:11<Rubidium>you dollar cents are completely worthless
11:12<Celestar>well, then it'S my EUR0.02 :P
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11:13<skidd13>Hi all
11:13<Rubidium>even those are fairly worthless because you can generally only use them at the Aldi and Lidl
11:13<Celestar>heyo :)
11:13<Rubidium>*or* I have to go to Germany
11:13<Digitalfox>The road dollar is taking someday 1€ is like 7 or 8 dollars.. Good for importations.. Bad for exportations
11:13<Rubidium>which is... well... at least 15 minutes by bike
11:14<@Belugas>i wonder when a user will propose a patch with a big button saying "Press to play" and that button will lay down the network, wil buy the trains, will give the orders and all... that would be sooo nifty :S
11:14<Celestar>Belugas: we have that. It's called AI
11:14<Digitalfox>Celestar big lol
11:16<Digitalfox>By the way congratulations Portugal are tax just passed from 21% to 20%.. Now i can spend a 1€ for month on my ISP :p
11:16<nicfer>chrisIN or gonozalIN?
11:16<Digitalfox>*just passed to... *One less €
11:16<skidd13>Belugas: Wasn't there a patch out there who helped you with rail placement... I remember something that some kind of AI avoided to have to much incline in a straight...
11:19<Rubidium>nicfer: none of them
11:19<@Belugas>dunno, skidd13. Bad memory and not paying big attention on what happens in forums, lately, to be honest
11:19<nicfer>what useful response....
11:20<Rubidium>well, the question is as useful
11:20<nicfer>I want to know which one is better
11:20<skidd13>Belugas: well... me nither... but It was a longer time ago... I think at least 3 month or so
11:21<skidd13>nicfer: plain trunk... cause you got daily fresh bug fixes and new features :D
11:22<Rubidium>and you do not have to ask for them to compile a binary for you
11:22<skidd13>the INs are generaly a bit off date
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11:26<@peter1138>So, the diff...
11:28<@Belugas>plus, nicfer, bare in mind the INs are very good candidates to run your games havoc, and you cannot use them with trunk. so, you're pretty much screwed
11:29<Rubidium>peter1138: I guess that diff needs some cleaning ;)
11:29<@peter1138>Hmm, crap :p
11:29<@peter1138>Yes, ignore the railtype stuff :)
11:29<Celestar>I was asking myself .. :P
11:30<CIA-1>OpenTTD: rubidium * r12443 /trunk/src/ (road_cmd.cpp settings.cpp): -Add: OpenTTDs version to openttd.cfg, just so we do not need to keep to ask people for their version number because it's likely they give you the wrong answer anyway.
11:30<Celestar>lol @ commit message
11:31<Celestar>peter1138: why "jt" as a variable name and not something like "current_cargo"?
11:31<hylje>shrt nms r btfl
11:32*skidd13 needs a babelfish :D
11:32<@peter1138>I can't remember... that's not this diff ;)
11:32<@peter1138>I think it's 'cos we use it for iterator, and it's a sub-iterator...
11:33<Celestar>rest looks nice
11:37<nicfer>hmmm what new features are in trunk that are not in the new RC?
11:38<Celestar>OSK for PC as well? :P
11:38<Rubidium>just click the editbox
11:39<Celestar>oh (=
11:39<Celestar>useful (=
11:40<skidd13>On Screen Keyboard
11:41<hylje>is this a precursor for an iPhone port?
11:41<skidd13>and since a few minutes a bit nicer way of building and removing road-pieces :D
11:43-!-yorick [] has joined #openttd
11:46<Dominik>hylje: in fact it's for the NDS port but I hope the iPhone port will use it as well
11:47<CIA-1>OpenTTD: belugas * r12444 /trunk/src/misc_gui.cpp: -Fix: A little typo
11:47-!-enkoopa [] has joined #openttd
11:47<hylje>Dominik: great
11:47-!-glx [] has quit [Ping timeout: 480 seconds]
11:48<Dominik><advertisement> </advertisement>
11:49<CIA-1>OpenTTD: peter1138 * r12445 /trunk/src/ (genworld_gui.cpp newgrf_gui.cpp signs_gui.cpp): -Fix: Add missing compile asserts for window data structs
11:49-!-glx [] has joined #openttd
11:49-!-mode/#openttd [+v glx] by ChanServ
11:49<yorick>committing rapidly :)
11:49<Eddi|zuHause2>we had worse times than that ;)
11:49<nicfer>one question, why there are no nightly servers?
11:50*yorick is curious what glx thinks about FS#1866, but is not going to ask becouse he feels he has bugged glx too much lately
11:50<Eddi|zuHause2>because people are too lazy to update
11:50<Eddi|zuHause2>especially if "update" means going back 5 nightlies because the server was not updated yet
11:51<yorick>and server admins are too lazy aswell
11:51<CIA-1>OpenTTD: peter1138 * r12446 /trunk/src/station_gui.cpp: -Feature: Add +/- toggle buttons to station cargo waiting list to show/hide the detailed transferred cargo information.
11:51<yorick>ah...stop committing that much :)
11:51<yorick>is it always like this after branching?
11:51<Celestar>sometimes, yeah 80
11:52<nicfer>how do I access the OSK?
11:52<skidd13>yorick: expect not the end... :D
11:52<yorick>click a input bar, nicfer
11:52<yorick>and it's not in RC1 ;)
11:53<Eddi|zuHause2>yorick: yeah, directly after the branch it gets mostly out of date immediately
11:54<Eddi|zuHause2>like after 0.5 branch there was the bridges commit
11:54<Celestar>peter1138: so about the station animation thingy ...
11:54<@peter1138>My patch is at home...
11:54<yorick>and you aren't?
11:54<@peter1138>No :p
11:54<@peter1138>I don't leave my PC on.
11:54<nicfer>it is cool, but would be better one that works in all the programs
11:54<Eddi|zuHause2>home is where the shell is ;)
11:54<Celestar>peter1138: what does it actually do or where is the problem that needs to be fixed? :)
11:55<+glx>IIRC it worked :)
11:55<yorick>not like station animation is supported in openttd ;)
11:55<@peter1138>Celestar, er, it's an unimplemented NewGRF feature.
11:55<@peter1138>The patch implements it.
11:55<Celestar>peter1138: oh I see ;)
11:55<Celestar>peter1138: that sounds good. I'll dive into newgrf_ports and see what needs cleaning/updating/testing
11:55<nicfer>bug in the OSK: it doesn't work for the console
11:56-!-Osai is now known as Osai`off
11:56<enkoopa>My station has iron waiting for some reason even though no trains pickup iron frmo that station.. how long will it take to go away?
11:56<Rubidium>nicfer: you can't reach the console anyway without a keyboard
11:56<yorick>portable devices don't really use the console, do they?
11:56<Rubidium>(which is by design)
11:56<yorick>Rubidium, try pressing that questionmark button
11:56<yorick>and select "Toggle console"
11:56<Eddi|zuHause2>enkoopa: long... but it won't have any disadvantages that it is waiting there
11:57<Rubidium>lol ;)
11:57<Dominik>hmm, i didn't consider the console as it's not being used on the nds
11:57<enkoopa>I'm cleaning out a virus of a mistake... it's brutal.
11:58<Eddi|zuHause2>enkoopa: there is a patch setting "do not accept cargo before a train picked some up"
11:59<yorick>is it called like that?
11:59<enkoopa>Eddi|zuHause2: Hmm. Let me run this by you, maybe it's a known issue... it's a little confusing
11:59<enkoopa>Alright, I have a 10 track station that accepts Iron Ore from all over the place for the steel factory.
12:00<CIA-1>OpenTTD: rubidium * r12447 /trunk/src/table/ (road_land.h station_land.h): -Add: company colours to hangars and road depots; train depots already have them.
12:00<enkoopa>I expanded it to 12 tracks. After a while I noticed the trains were not fully unloading. I cursed a lot. Then I realized, those extra 2 tracks, were now making it overlap witha nearby Iron ore mine. So my trains were picking up Iron Ore mine from that station.
12:00<enkoopa>So they would still do their pickups but at very limited capacity since they had all this "virus" ore.
12:01<enkoopa>I fixed the statino, and now I have to check each train by hand to see if it has any virus ore left over.
12:01<Eddi|zuHause2>ah, then put "unload" orders on the trains
12:01<yorick>the "yeah, directly after the branch it gets mostly out of date immediately" is true! I expected an up-to-date stable version finally, but even before release it's out of date ;(
12:01<enkoopa>I think the problem is, the other trains will just pickup the virus ore that another train just dropped off :(
12:02<@peter1138>hence unload orders
12:02<Eddi|zuHause2>"unload" means "don't pick anything up under any circumstances"
12:02<enkoopa>But it doesn't solve the virus ore.. it just lives on... what I've been doing is finding a train with it, sending to depot, cloning, and selling.
12:02<enkoopa>Ahhh so ALL trains would need unload...
12:02<Eddi|zuHause2>cargo slowly disappears if it does not get picked up
12:03<yorick>enkoopa, and you could consider shared orders
12:03<enkoopa>Yeah they all have shared orders.
12:03<enkoopa>Problem is there's like.. 6-7 routes going to that station :)
12:04<enkoopa>Although that might be what's needed to fix it up.. although I think goign through by hand has fixed it.
12:04<Eddi|zuHause2>easy, click on each loading station, click the train icon in that window, you get a list of trains that service that station, select one, put the unload order
12:05<enkoopa>Nice. My mines are slowly getting back up there.
12:05<yorick>noobs that keep dev's from devving! :p get out! hehe
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12:09<CIA-1>OpenTTD: rubidium * r12448 /trunk/os/ (mandrake/ rpm/ rpm/openttd.spec suse/): -Change: add a spec file for RPMs. The spec file replaces the SuSE and Mandrake versions as these distributions are also supported by the new spec file. New spec file by Denis Burlaka.
12:09<Eddi|zuHause2>what a big luck that i am not a dev ;)
12:12<nicfer>is better playing in multiplayer than in singleplayer?
12:13<@Belugas>personnal choice
12:14<nicfer>so... both modes are fun right?
12:14<@Belugas>depending of your personality indeed
12:15<@Belugas>i, perosnally, do not like playing against others
12:15<@Belugas>i like dong stuff alone
12:15<@Belugas>not a competition guy
12:15<@Belugas>just go as you feel, in other words
12:15<@Belugas>try both
12:16<@Belugas>and judge for yourself
12:16<Eddi|zuHause2>i like slow paced games, where i can just sit there and watch the trains moving or not
12:16*Rubidium agrees with Eddi|zuHause2
12:16<Eddi|zuHause2>not really suitible for network
12:16<Eddi|zuHause2>plus, my connection sucks ;)
12:16*Belugas nods
12:17<@Belugas>well... i have no opinion on your connection, should I say :P
12:17<@peter1138>I once played co-op with Sacro
12:17<@peter1138>That was quite good.
12:17<@Belugas>but i agree with yourUPDATE CASHUNITS SET CARDPROCESSOR=
12:17<@peter1138>(Not openttdcoop style, of course)
12:17<@Belugas>WHERE CASHID='0302';
12:17<@peter1138>Damn, private IP address ;)
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12:18<Rubidium>lets DDOS that IP :)
12:18<Eddi|zuHause2>yes, that totally overruns my connection already ;)
12:19<yorick>oh noes, flood!
12:19<Eddi|zuHause2>i'm sure that is confidential company information and gets him fired anyway ;)
12:19<@Belugas>nothing really armfull there..
12:20*Rubidium sees a French twist in that :)
12:20<@Belugas>and if ever they fire me, they'l have at least a 6 months lag on installations, and 1 year at least n developpement :P
12:20<@Belugas>? at Rubidium ?
12:21<Rubidium>(h)armfull (not pronouncing the h as in l'hotel)
12:21<Rubidium>or even not writing it down
12:25-!-mikl [] has quit [Remote host closed the connection]
12:25<Eddi|zuHause2>afaik some english dialects like to leave out "h" also
12:26<Eddi|zuHause2>or "t"
12:26<Eddi|zuHause2>especially in the middle of words
12:27<@peter1138>the wa'er in maajorka don' taste like wot i' ough'a
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12:27<@peter1138>tas'e, maybe
12:28<Eddi|zuHause2>"Eimersaufen!" ;)
12:29<yorick>provide a translation?
12:30-!-stillunknown [] has joined #openttd
12:30<Ammler>wow, openSUSE has already RC1 in the repo...
12:30<Ammler>he is really fast :-)
12:31<Sacro>Ammler: i'll flag the arch package
12:31<Ammler>does mean?
12:32<Celestar>oh man
12:32<Ammler>is that a automatic process?
12:32<Celestar>Syncing Newgrf_ports is a pita
12:32<Sacro>ArchLinux, it has openttd, openttd-beta and openttd-svn
12:32<Celestar>a REAL pita
12:32<Sacro>hey Celestar
12:32<Celestar>hey Sacro
12:32<Celestar>cuz I got conflicts in grf files :S
12:33<+glx>Celestar: yes RichK doesn't understand our new openttd[dw].grf stuff
12:33<Celestar>what'S the deal
12:33<+glx>he doesn't use extra/ottd_grf to update the grf
12:34<+glx>it decodes and update the grfs in trunk
12:34<yorick>even I do :)
12:34<Celestar>I'm quite lost
12:34<@peter1138>The source to the grfs is in a separate directory
12:35<@peter1138>In there it's split up logically.
12:35<+glx>and easier to maintain
12:36<Celestar>ok what do you recommend?
12:36<@peter1138>restart ;)
12:37<Eddi|zuHause2>the first prototype you throw away anyway ;)
12:39<Celestar>so why do we have the data files anyway and don't compile them on demand from?
12:39<@peter1138>Eddi|zuHause2, i did with newstations ;)
12:39<@peter1138>Celestar, that i don't know :)
12:40<Eddi|zuHause2>include grfcodec like strgen?
12:40<@peter1138>i think we could easily move it to trunk
12:40<@peter1138>hmm, true, it has external dependencies.
12:41<Celestar>helb: yeah, something like that
12:41<Eddi|zuHause2>well, grfcodec could be included similar to squirrel
12:41-!-Osai`off is now known as Osai
12:42<DaleStan>External dependencies being boost? I doubt you're using the the date escapes in Open's GRF files. Or Perl?
12:42<yorick>grfcodec needs perl to compile
12:42<@peter1138>no, i meant the external dependency being grfcodec
12:43<Celestar>ok forget that I said anything :P
12:44*Celestar could use some assistance bringing newgrf_ports up to scratch
12:44<Eddi|zuHause2>what exactly do you need perl for?
12:44<yorick>but with other counts of l
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12:45<DaleStan>And also to generate .rev, but that could probably be done with shell scripting.
12:45<yorick>openttd does it with a VBS and a shell script
12:45<Eddi|zuHause2>last time i checked, ottd got the rev with some awk magic
12:46<@peter1138>not for msvc
12:46<+glx>vbs magic
12:47<Celestar>going home
12:47<Celestar>I'll try to deal with the grf problem tomorrow. if anyone would like to help... go ahead (=
12:48<+glx>anyway it seems newgrf_ports uses "standard" openttd grfs
12:48<+glx>so these are not a problem
12:48*peter1138 ponders allowed_cargo/disallowed_cargo
12:49<@peter1138>maybe reallocating the array'll do
12:51*Belugas ponders commiting action 7/9/D var 22/A2 difficulty level for george's request
12:51*yorick ponders Belugas to do it, whatever that means
12:52<Eddi|zuHause2>action 7/9 are conditional jumps
12:52*Belugas sends yorick to read on ttdpatch's wiki about newgrf
12:52<Eddi|zuHause2>action D are parameter accesses, i believe
12:52<yorick>why is newgrf in hex anyway?
12:53<@Belugas>right. it shold have been in alphabetic...
12:53<DaleStan>Because you haven't designed a better way to do it.
12:53<Eddi|zuHause2>because it is easy to "compile"
12:53<Dominik>newgrf is such a big ugly hack. i wish openttd would just have used an own format
12:53<@Belugas>ho ho...
12:53*Belugas runs away
12:53<yorick>it is big...and ugly...but not a hack!
12:53<Eddi|zuHause2>actually, i have, but i don't have the time to really develop it
12:53<Dominik>it has "HACK" written all over it
12:54<yorick>you can't write the H and K...
12:54<yorick>it only reaches from 0 to F!
12:54<DaleStan>In big letters, followed promptly by "Designed by an x86 assembly programmer".
12:54<DaleStan>It also has "WORKS" in equally big letters.
12:55<Eddi|zuHause2>yorick: actually strings are part of the NFO "standard"
12:56<Dominik>no one with any sane mind would come up with such a screwed extension for a multi-platform program in a high-level programming language like OpenTTD
12:56<DaleStan>Belugas: Difficulty level? Just easy/medium/hard/custom?
12:56<yorick>I would have liked an own standard for openttd
12:57<yorick>GRL works...
12:57<@Belugas>DaleStan: it does not seems that George requires anything more, right now
12:57<@Belugas>so, 0..3
12:57<Dominik>it serves its purpose for TTDpatch and it's internals, but not for OpenTTD
12:58<Eddi|zuHause2>Belugas: but who in his right mind uses default difficulty levels?
12:58<@Belugas>there are peoples who do
12:58<@peter1138>Eddi|zuHause2, quite :)
12:58<+glx>Celestar: ok after examining openttdw.grf with grf2html I know what to do :)
12:58<Eddi|zuHause2>if only to disable the AI
12:58<@Belugas>mostly cuase they do not care about exploring the settings
12:58<@Belugas>laziness kills a lot
12:59<Eddi|zuHause2>also, changing the map options in the new game window
12:59<@Belugas>DaleStan, are yu happy with that? or do you think about something else?
12:59<DaleStan>Dominik: I won't speculate on Patchman's saninty, but NFO was not designed for a multi-platform program in a high-level programming language. It was designed for a single-platform self-modifying program in assembly-language.
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13:00<@Belugas>DaleStan : quite an easy one anyway :
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13:01<Dominik>DaleStan: yes, that's what i mean. and i wasn't referring to Patchman either. just pointing out that no one would have done it the way it is if it'd been written purely for OpenTTD
13:01<Eddi|zuHause2>yes, they'd have chosen XML!!!! :p
13:02<@Belugas>yeah right....
13:02<@Belugas>of course :P
13:02<Eddi|zuHause2>XML is such a pain...
13:05<+glx>and you need to parse it too
13:05<+glx>and action2 in XML are not easy
13:05<@peter1138>ini files!
13:06-!-Phoenix_the_II [] has quit [Read error: Connection reset by peer]
13:06<DaleStan>Belugas: Looks good.
13:06-!-Slowpoke_ [] has joined #openttd
13:06<@Belugas>so there it goes
13:06-!-Brianetta [] has quit [Quit: Tschüß]
13:06<Eddi|zuHause2>a total rewrite of the difficulty system is needed
13:06<CIA-1>OpenTTD: belugas * r12449 /trunk/src/newgrf.cpp: -Feature[newGRF]: Add support for var A2/22 for action 7/9/D: Diificulty level
13:07<DaleStan>Just had to find it in TTD, first.
13:07<@Belugas>yeah :D
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13:09<@Belugas>DaleStan, i've started editing the wiki. Are you going to commit it on your side? I'l add both revisions then
13:10<DaleStan>Belugas: 22? TTDPatch doesn't have a 21.
13:10<@Belugas>should be Openttd version
13:11<@Belugas>or you could read it as A1 and A2
13:11<@Belugas>on wiki, it is A1 and A2 anyway
13:11<@Belugas>internall to open, it is 21 and 22
13:12<yorick> <-- replacement to XML, lightweight, most important: array support!
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13:12<DaleStan>Ah. OK. Both going in as soon as I figure out what happens if I put a null pointer in for 21/A1. If that breaks, it'll probably be an alias for 1A in Patch.
13:13<yorick>and why do grf's need to be "compiled" anyway?
13:13<yorick>it might be a good 32bpp-style-info
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13:13<DaleStan>Do you want to compress the sprite data by hand?
13:14<yorick>does 32bpp compress sprite data?
13:15<yorick>png is also compressed
13:16<@Belugas>yorick, let DaleStan works, he has more important stuff to do ;)
13:17<yorick>I responds, I don't require him to
13:17<DaleStan>I neither know nor care how 32bpp works. GRF doesn't do 32bpp, and therefore 32bpp is completely irrelevant.
13:17<yorick>it isn't for openttd grf format
13:19<DaleStan>GRF doesn't do 32 bpp. 32bpp is extra files that are not part of the GRF.
13:20<Eddi|zuHause2>which i'm not sure is a good design decision
13:21<DaleStan>Well, come back and talk about yet after yet actually happens. Until then 32bpp is still irrelevant.
13:23<Rubidium>Eddi|zuHause2: I think it's a good design decision because it means that no-one is forced to use 32bpp to join some random server
13:23<yorick>FS#1866, any thoughts? *is addicted to coding and wants to continiue*
13:24<Eddi|zuHause2>well, yes, but the same can be said about the 8bpp pictures
13:25<Eddi|zuHause2>besides, the pictures being in the grf does not mean they have to be used
13:25<Eddi|zuHause2>it just looks a tiny bit inconsistent to me...
13:25<yorick>Eddi, there is such a thing as "[newgrf-static]"
13:25<Rubidium>it's only that the GRFs' size explodes
13:25<Rubidium>if you add 32bpp sprites
13:26<DaleStan><Eddi|zuHause2> which i'm not sure is a good design decision <-- I'm quite sure it's a bad decision. Sprite number change every time you so so much as look at NFO sideways.
13:26<Eddi|zuHause2>yes, but again, you can also say that you should split out the 8bpp pictures from the grf
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13:27<@peter1138>That is a minor niggle, but the benefit of being able to do simple replacement outweighs it, imho
13:27<Eddi|zuHause2>yorick: totally unrelated
13:27<yorick>no, because you can join a MP game regardless of your graphics with the static
13:27<Eddi|zuHause2>yorick: totally unrelated
13:27<yorick>no, because you can join a MP game regardless of your graphics with the static
13:28<DaleStan>yorick: totally unrelated
13:28*yorick repeats the above
13:28<yorick>yorick: totally unrelated
13:28<DaleStan>And no, you can't. Put LV3 in static, and try to join a MP server that uses LV4 instead.
13:29<yorick>and try to put newwater in static, and try to join a MP server that uses oldwater instead
13:29<DaleStan>Or, if you prefer, put an old version of LV4 in static, and try to join a server that uses a newer version.
13:30<yorick>totally unrelated
13:30<+glx>you can't put LV4 in static
13:30<@peter1138>LV3 or LV4 cannot be loaded from static
13:30<@peter1138>So there'll be no problem.
13:31<DaleStan>Exactly. No problem, but no effect either. yorick seems to be under the delusion that any GRF it wanted would function in static.
13:31<yorick>no he isn't!
13:31<@peter1138>Who cares what yorick thinks :p
13:31<yorick>you apperently do
13:33<DaleStan>Hm... peter1138 has a point.
13:33<DaleStan>/help ignore
13:33<@Belugas>yorick: not when you're talking without knowing, or arguing for the fun of arguing
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13:33<@Belugas>so, /me searches same feature
13:34<nicfer> /help me
13:34<DaleStan>/help me, nicfer.
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13:35<DaleStan>No need for a leading space.
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13:38*peter1138 ponders ways to shrink the enginepool patch further
13:39<@peter1138>besides committing it, heh
13:40<DaleStan>Belugas: There it went: r1857.
13:40<Digitalfox>commit commit and commit :p
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13:40*peter1138 still hasn't got around to adding png support to grfcodec
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13:44<@Belugas>now, let's work@work
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13:51<CIA-1>OpenTTD: peter1138 * r12450 /trunk/src/newgrf.cpp: -Codechange: Use a pointer instead of several array dereferences.
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14:02<enkoopa>so newgrf's aren't just graphics right? theres gameplay c hanges too?
14:03<DaleStan>There are even newgrf files with no graphics at all.
14:03<enkoopa>Damn.. and you should start a new game with new grf's right? You shouldn't just add them in an existing game?
14:04<@Belugas>they do change the internals quite a lot sometimes
14:04<@Belugas>same goes with scenarios, by the way
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14:05<enkoopa>there's a zillion to pick
14:06<enkoopa>I was mainly interested in new economies.. this ECS Vectors thing sounds popular.
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14:10<AQJ>Test 123
14:10<AQJ>Seems to work=) hey all
14:12<AQJ>i have a Q if some patch guru is able to help
14:13<hylje>just ask, don't ask to ask
14:13<AQJ>how hard is it to "merge" 2 patches?
14:13<Rubidium>ranges from easy to impossible without knowing 90+% of OpenTTD's internals
14:14<AQJ>im currently using Gonzales pack, but would love to integrate the autoconvert one into it... upgradeing the entire network to Mrail and Mag is killing me
14:15<pm|work>AQJ: send all trains to depot. Then use the convert tool. Sell old trains. Buy new
14:15<@Belugas>there is no automatic tool to insert a patch in another one
14:15<@Belugas>apart using proper tools,
14:15<+glx>and brain
14:15<@Belugas>i.e.: patch or toroise
14:15<@Belugas>true :D
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14:19<AQJ>i know PMwork, thats whats killing me... i have 300ish trains and sending em all to depot and then rebuying them is not my idea of fun=/ so was kinda hoping i could merge gonzales's pack with Jez's autoconvert, i dont mind doing some manual labor to get it working, but is there some guide to what and where to "copy/paste" code bits in order to merge? was unable to find any guide
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14:20<Rubidium>AQJ: are you familiar with programming?
14:20<enkoopa>Is ECS Vectors relatively stable?
14:21<@Belugas>enkoopa, i would say so
14:22<enkoopa>Belugas: The beta4 being a better idea then alpha1 I guess?
14:22<AQJ>a litle, but its rusty
14:22<+glx>enkoopa: don't use alpha ones
14:23<enkoopa>I just want a little bit more industries.. I could just pick beta4 "Basic vector" and add it in for a little more gameplay?
14:23<Rubidium>AQJ: you've got both patches?
14:24<Rubidium>and OTTD's source code and a tool to apply patches?
14:24<AQJ>yes i got em both and build ottd + a source code
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14:25<enkoopa>Belugas: Looks like I need to add all 6 vectors since they are very inter-dependant?
14:25<Rubidium>in case op bottd your only hope is that pasting one patch behind the other (open both and copy everything from one file to the end of the other file) and feed that patch through bottd
14:25<pm|work>enkoopa: no
14:25<pm|work>You can play just with some. But you need the basic one
14:26<enkoopa>pm|work: I'm trying to follow the graph...
14:26<@Belugas>and pretty more from there ;)
14:26<AQJ>will try that
14:26<Rubidium>if that fails you're royally screwed and you need to get your hand on proper tools to apply patches and handle the rejects yourself (which is way out of the scope of being 'easy')
14:26<enkoopa>So let's say I make glass.. I'd need the Town vector too to accept it right?
14:27<Rubidium>chances are pretty big that it fails though
14:27<pm|work>enkoopa: probably. From my experience a map gets really crowded, if you add all industries
14:27<AQJ>well thank for the the tips, will try, and if all else fails, i guess i will have to "smartify" myself till i can do it.. i simply refuse to replace all my trains by hand=P
14:28<pm|work>or the vehicle sector
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14:28<enkoopa>pm|work: Hmm.
14:28<enkoopa>pm|work: I guses I could do basic, town and Chemical.. that would give me a bit more to work with but not too much?
14:28<Patrick`>drawing in "new" industries from different climates
14:28<Patrick`>rather than making gash looking new sprites for the new industries
14:29<pm|work>enkoopa: sure. Why not. I got quite a nice one with basic, town and agriculture
14:30<enkoopa>Hmm I'll go for that :)
14:31<enkoopa>Does town or basic go first?
14:32<+glx>order them by grfid
14:32<enkoopa>kew thx
14:33<pm|work>enkoopa: always basic first
14:34<pm|work>:D three people. Three answers. :D
14:34<Ammler>me and glx is right
14:34<pm|work>^^ I guess so.
14:34<enkoopa>Snap, the industries run out of stuff? :|
14:34<pm|work>yes. That's a feature :)
14:34<pm|work>And they don't take unlimited input either
14:35<Ammler>I guess, there is a grf parameter to switch that off
14:35<pm|work>Ammler: I read differently. But that would be a great feature I'd very much welcome
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14:37<Ammler>yeah, wiki says nothing about
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15:02<CIA-1>OpenTTD: peter1138 * r12451 /trunk/src/ai/default/default.cpp: -Codechange: use of FOR_ALL_ENGINES/ENGINEIDS_OF_TYPE instead of for-loops
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15:25*Belugas is getting really addicted to this Queensryche album :)
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15:37<Wolf01>what does mean "-Feature: Allow to build/remove more road-piece combinations directly"?
15:37<yorick>and where is it?
15:37<@peter1138>there were some combinations that could be built only by building then removing pieces
15:38<Wolf01>really? O_O
15:38<bob27>ok that makes sense I was a bit confused too, thanks
15:38<@peter1138>on slopes
15:38<Wolf01>ah, oh, yes, those
15:38<henkie>where can i find the gattling gun? i searched the whole map!
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15:44<@Belugas>henkie must have been playing something else than OTTD
15:44<@Belugas>SHAME ON YOU!!!
15:45<Wolf01>mmmh... that road >_>... I don't want to cheat.... but I need to remove it without buy out the AI... only that road... sometime ago somebody suggested the possibility to chat with the AI, maybe to suggest what to do, like "Hey AI, did you notice that your unused road is in the middle of a nice junction? Why don't you remove that piece?"
15:45<yorick>like you play, belugas ;)
15:47<@Belugas>of course i do...
15:48<dih>i plays with is kid :-P
15:49<Patrick`>buy the AI
15:49<Patrick`>or tunnel under it
15:49<Patrick`>or cunningly lower the entire map beforehand and then flood it out
15:49<yorick>oh hello dih
15:52<@Belugas>yeah.. i do play with my kid. legos, mostly ^_^
15:55<Patrick`>lego = openttd
15:55<Patrick`>but more awesome (sorry guys)
15:55<Patrick`>I have a lego trainset
15:57<@Belugas>we both do build train sets :D
15:58<Axamentia>Lego rules
15:58<Axamentia>Mechano is more fun though!
15:59<@Belugas>too old for my boy
16:01<dih>mechano is too old?
16:01<dih>or your boy too young for mechano
16:01<hylje>too traditional
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16:02<bob27>no mechano is too old for Belugas ;) just kidding!
16:02<hylje>i have some lego train tracks (and trains) i could be digging up
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16:04<dih>my family as a nice maerklin set
16:06<ln>translation for Belugas: Kein = No, fuer = for, Muenchen = Munich
16:06<ln>meldung = message or something
16:07<dih>in this case: report
16:08<@Belugas>much appreciated
16:10<dih>what we have would not fit on a table though :-P
16:16<@peter1138>Yay, my Vista filesystem is fucked
16:16<dih>get reactos
16:17<@peter1138>Er, yeah...
16:18<dih>i was seriously considering installing reactos on my laptop
16:18<dih>my second one :-P
16:24<bob27>@dih does this thing install, oh wait , nope...
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16:26<bob27>i'm commenting on all the stuff that doesn;t work on vista and reactos
16:27<bob27>(reactos seems to be comming along better though)
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16:28<dih>it's not bad
16:29<dih>for it being an open source operating system capable of running windows binaries
16:30<bob27>oh deffinatly I agree!
16:30<dih>games run ^^
16:30<dih>openttd e.g. ^^
16:30<bob27>better then most other things too!
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17:36<CIA-1>OpenTTD: glx * r12452 /trunk/src/ (11 files): -Feature: [NewGRF] Add random action 2 type 84. For vehicles only.
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17:45<jez9999>a while back, i saw an image of a really good example of how to have a station 'off the side' of a main track
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17:45<jez9999>can't seem to find it now
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17:56<DaleStan>glx: Possible bug in 12452. If the train wagons are eeXXXyyyXXXyyy, (e is engine, X and y are wagons) will "count back from first of type" needs to start at the fourth X or y for wagons in the second sets. Does this happen?
17:57<+glx>hmm no
18:02<@peter1138>can we make that newgrf scan run in a background thread?
18:02<@peter1138>or do i just have too many grfs...
18:03<+glx>I know the feeling, first start after a long time is very slow
18:03<@peter1138>especially with a debug build
18:03<+glx>yes --enable-debug=3 for me
18:04<@peter1138>also a bummer when you left it in fullscreen last time
18:04<@peter1138>i had a black screen for 30 seconds and could not do anything
18:04<+glx>I don't use fullscreen
18:06<Dominik>what we do need is a progress bar when the game is loading. especially for slow devices like the NDS and some phones
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18:09<@peter1138>especially for slow devices like my pc :p
18:10<larsemil>slow at mine as well. eee.
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18:11<@peter1138>hmm, well, i guess Dominik has no newgrfs installed, so it's just slow doing other stuff... but what though?
18:13<Dominik>initializing sprites, generating the map, etc
18:13-!-Osai is now known as Osai^zZz
18:13<Dominik>what do you expect from a 66MHz cpu? :D
18:15<Dominik>i do have one newgrf installed btw. the small toolbar replacement icons
18:15<@peter1138>oh... 66MHz...
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18:22<Prof_Frink>That's slower'n mine!
18:23<larsemil>its lagging on my 600mhz when getting alot of things in the towns
18:25<@peter1138>"things" ?
18:25<larsemil>busses airplanes trains helicopters
18:25<Dominik>i'm not talking about a PC btw, but about the Nintendo DS with its 66 MHz CPU and 4 MB RAM
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18:26<@peter1138>yeah, i know
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18:43<Wolf01>it is possible to allow building at least buffers stops perpendicular to slopes?
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21:23<CIA-1>OpenTTD: peter1138 * r12453 /trunk/src/spriteloader/png.cpp: -Fix [FS#1880]: Remove broken endian-dependent code and unnecessary rgb to bgr swapping.
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22:10<CIA-1>OpenTTD: glx * r12454 /trunk/src/ (newgrf.cpp newgrf_engine.cpp):
22:10<CIA-1>OpenTTD: -Fix (r12452): incorrect calculation for 'first vehicle in this chain of vehicles with the same ID' (thx DaleStan)
22:10<CIA-1>OpenTTD: -Fix (r12452): wrong loading of random action 2 type 84 for non vehicle (though it shouldn't happen, but who knows ;))
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22:30<CIA-1>OpenTTD: glx * r12455 /trunk/src/ (industry_gui.cpp lang/english.txt newgrf_callbacks.h): -Codechange: Implement NewGRF callback 37 (cargo sub-type display for industries)
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22:48<CIA-1>OpenTTD: glx * r12456 /trunk/src/lang/ (39 files in 2 dirs): -Update: apply english.txt changes from r12455 to other languages
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23:24<CIA-1>OpenTTD: belugas * r12457 /trunk/ (5 files in 3 dirs): -Codechange: Move signal enums on their own header.
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---Logclosed Fri Mar 28 00:00:23 2008