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#openttd IRC Logs for 2008-04-01

---Logopened Tue Apr 01 00:00:24 2008
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02:28<caladan>hi, i think new versions shouldn't be released on 1st April...
02:32<Eddi|zuHause3>it wouldn't be an april's fools version if it would be released on another date
02:32<caladan>but well, it's hard to believe
02:33<caladan>post on forum, topic on irc, changed homepage
02:33<Eddi|zuHause3>hehe ;)
02:33<caladan>should i do md5 on 0.6.0-RC1 and "this brand new" :D
02:34<caladan>even readme was changed...
02:35<Eddi|zuHause3>it's not like this is totally out of the blue and -RC1 was unplayable and needed years of further development
02:35<caladan>yeah, i know
02:35<caladan>but RC1 was released few days ago
02:36<Eddi|zuHause3>unlike... let's say... a Lost 4x09 preair ;)
02:36<caladan>i dont watch lost so i dont have a clue
02:41<caladan>well, the package size on sourceforge changed from RC1 to this one :>
02:41<Eddi|zuHause3>why would it not?
02:42<Eddi|zuHause3>svn log shows you exactly what changed
02:42<caladan>probably it would
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02:59<Celestar>@openttd bugs
02:59<@DorpsGek>Celestar: Open Bugs: 29; Not assigned: 21; Closed this week: 9; Opened this week: 16
03:01<Celestar>we have a release? :o
03:01<Celestar>on April 1st?
03:02<caladan>yup, strange isn't it?
03:03<caladan>i dont see such bug posted, have normal (buslike) stops have any meaning with trams?
03:03<caladan>yup, but if it's not true then at last well hmm, done, readme, forums, sourceforge, everything change to 0.6.0
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03:05<Forked>0.6.0 .. is this some sort of april fools thing?
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03:07<Celestar>apparently not (=
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03:08<Celestar>I dunno... :P
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03:11<Celestar>how's the graphics replacement thingy going anyway?
03:11<Celestar>wasn't someone working on it?
03:15<Trond>8bpp OpenGFX you mean?
03:16<Celestar>sometin like that
03:16<Trond>its going... slowly. But it is going :P
03:17<Celestar> >= LOL!
03:17<Trond>about 1500 sprites is done I think, thats almost half of it...
03:19<Trond>nice logitech mouse there, hehe
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03:23<@peter1138>1500 is a bit short of half
03:23<Celestar>quite I think
03:24<Trond>dont remember how many sprites there actually are...
03:24<einKarl>Hi, anyone here from the admins?
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03:26<@peter1138>well the openttdw base is 4896...
03:27<Trond>then I change my statement to be 'around a quarter of it'
03:29<Celestar>sound good (=
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03:57<larsemil>Trond: norwegian?
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04:06*Forked thinks so!
04:06*Forked is too
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04:10<larsemil>Forked: any of you did the NSB trainset?
04:12<Forked>not me
04:12<Forked>I can just barely compile stuff :)
04:13*Celestar HATES the super-nova spell in FF7
04:13*Celestar watches NASA TV while the spell is being cast :P
04:17<Trond>larsemil: yes
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04:19<Trond>larsemil: here you can see who worked on NSB trains:
04:19*Trond needs coffee
04:26*Celestar finished
04:27<larsemil>Trond: he is a friend of a friend., therefor i wanted just to say hi. :D
04:28<Trond>ah, okey :)
04:28<Trond>test failed, try again
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06:14<toet> xD go google <(o.o<) (>o.o)> (.)(.) <(o.o<) (>o.o)>
06:21*toet wonders how much ppl are gonna send in a 30sec video XD
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07:17<SDK>I just checked 6.0 but I dont get the vehicle replacer
07:17<SDK>I want to replace my old truck with new ones
07:18<SDK>but it can only convert to the older type:S not the same type
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07:18<@peter1138>turn on autorenew
07:22<SDK>where is that?
07:25<SDK>ah found it:)
07:26<SDK>lol that owns:)
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07:39<Gekz>Quick I quoted oblongs?
07:40<Celestar>Quick In, Quick Out
07:40<Gekz>le pwnis
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07:40<Celestar>I've Hewlett-Packard made weaponry, the ammo would cost more than the gun
07:41<Gekz>you phjael
07:41<Celestar>but he's right (=
07:42<@peter1138>it would come half loaded though
07:42<Gekz>with blank
07:42<Gekz>not blanks
07:42<Celestar>would there be the option to refill used bullets with powder?
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07:42<mrfrenzy>yes, but then every other cartridge would get stuck
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08:03*hylje notes Slowpoke really lives up to one's name
08:03*keyweed looks to the channel name
08:04<Slowpoke>I thogt of waiting for tomorrow but Id have forgott untill then :(
08:04<keyweed>nope, i haven't ventured into the evil realms of wow
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08:59<Ammler>Hi, has SVN statistics to see, how many checkouts/exports has done?
09:00<+glx>try cia site
09:00<+glx>hmm but not for that
09:01<@peter1138>possible if we used http (why don't we?) but i dunno if svn logs stuff like that by itself
09:02<Ammler>hmm, we (grfpack) use http, I'll check that
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09:27<Celestar>life sucks
09:27<keyweed>it does
09:27<keyweed>death too.
09:28<Celestar>dunno. haven't been through yet
09:29<CIA-1>OpenTTD: truebrain * r12528 /branches/noai/src/ (ai/ai_threads.cpp thread.cpp thread.h):
09:29<CIA-1>OpenTTD: [NoAI] -Change: rewrote most of the internal ThreadObject to make it a bit more readable
09:29<CIA-1>OpenTTD: [NoAI] -Change: when a ThreadObject is created, the thread is really created, and not delayed until some sub-function is called
09:29<CIA-1>OpenTTD: [NoAI] -Change: renamed AutoResetEvent to ThreadSemaphore, as that is what is really is.. AutoResetEvent didn't really give a clue what it was ;)
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09:31<Gekz>Celestar: if it doesnt lead to sex its not worth doing
09:31<Gekz>thats how I live my life
09:31<Celestar>I think that's a good attitude.
09:31<keyweed>i dissagree
09:31<Celestar>does masturbation count as well?
09:32<Gekz>thats a yellow-white area
09:32<keyweed>anything that doesn't lead to better openttd isn't worth doing
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09:33*keyweed starts wondering why he's coding a reporting tool...
09:33<Gekz>keyweed: why
09:34<keyweed>it's doesn't improve openttd
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09:40<CIA-1>OpenTTD: truebrain * r12529 /branches/noai/ (9 files in 3 dirs): [NoAI] -Change: split thread.cpp into 4 files, one for each OS
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09:45<CIA-1>OpenTTD: truebrain * r12530 /branches/noai/src/thread_win32.cpp: [NoAI] -Fix r12528: missing 'public' statement gives funny effects (tnx glx)
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10:03<CIA-1>OpenTTD: frosch * r12531 /trunk/src/ (8 files): -Codechange: Rename some variables for consistency.
10:12<yorick> <-- that might stop us from implementing an ingame mp3-player
10:12<yorick>openttd can run on gaming consoles aswell
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10:15<@peter1138>good ol' vague software patents
10:15<yorick>from m$
10:16<mrfrenzy> (nonswedes might need to use babelfish ;)
10:16<yorick>americans don't need openttd ^^
10:18<keyweed>they can't afford it
10:25<Eddi|zuHause3> <- this is so funny ;) [German]
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10:32<larsemil>mrfrenzy: aprilskämt
10:42<Mirrakor>Is a mine or a wood(or something else) "reserved" if an opponent already build a truck station there?
10:44<Mirrakor>hm.. that's strange, I build two truck stations directly next to a plastic-thingy but none of them produce plastic so my trucks keep being empty
10:46<Dominik>some factories only produce something if they get another cargo delivered. e.g. to produce paper, the papermill needs wood. but i'm not familiar with the toyland industries
10:48<CIA-1>OpenTTD: frosch * r12532 /trunk/src/train_cmd.cpp: -Cleanup: Replace two tables of magic values with already existing functions.
10:49<Mirrakor>Eddi|zuHause3: it's an aprilfool isn't it?
10:50<Eddi|zuHause3>you are a 'Blitzmerker' ;)
10:50<Mirrakor>didn't pay attentation to that link before :P
10:50<Mirrakor>Dominik: sure I got that principle - but it's a regular plastic field - it only provides plastic and doesn't accept anything (it works with other plastic fields on the same map..)
10:52<@peter1138>does your competitor have exclusive rights?
10:53<Dominik>is it possible to buy exclusive rights for industries? i thought that only works for passengers
10:53<larsemil>and does it produce anything?
10:55<@peter1138>i think it works for all cargo from anything within the town authority
10:55<Eddi|zuHause3>there was something about only the 2 stations with the best rating getting cargo at all
10:55<Eddi|zuHause3>and the AI gets some rating bonus
11:04<CIA-1>OpenTTD: frosch * r12533 /trunk/src/ai/default/default.cpp: -Cleanup: Remove some wizardry from default ai by using existings enums and helper functions.
11:07<Mirrakor>it produces something yes (and no, it's not 100% transported), but I've to go now :/
11:08<mrfrenzy>larsemil: indeed :)
11:10<Eddi|zuHause3>mrfrenzy: i'll stick to civ4, thank you :)
11:10<Forked>mmm civ4
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12:27<CIA-1>OpenTTD: skidd13 * r12534 /trunk/src/ (lang/english.txt town.h town_cmd.cpp town_type.h): -Feature: Add a new type of town road layouts - random for each town
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12:30<skidd13>evening folks
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13:16<Eddi|zuHause3> <- lmao :p
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13:18<dih>oh no
13:19<jez9999>dih, why don't you go and get a fecking life instead of scanning this channel for my presence
13:19<jez9999>you're pathetic
13:19<dih>i beg your pardon
13:19<Eddi|zuHause3>[context] someone with very bad german asks the girl to show her "bürste" ("brush") [possibly misspelling of "brüste" ("breast")]
13:20<Eddi|zuHause3>so she's showing ;)
13:20<Wolf01>Is the 0.6.0 real or an hoax? Because I want to post a new on my site
13:21<Wolf01>yes yes or yes no?
13:21<+glx>Wolf01: try it and you see
13:21<CIA-1>OpenTTD: belugas * r12535 /trunk/src/table/sprites.h: -Fix: A little typo and 4 omissions on bridge sprites.
13:22<Eddi|zuHause3>[2008-04-01 08:36] <Eddi|zuHause3> it's not like this is totally out of the blue and -RC1 was unplayable and needed years of further development
13:22<Eddi|zuHause3>[2008-04-01 08:36] <Eddi|zuHause3> unlike... let's say... a Lost 4x09 preair ;)
13:24<Sionide>"there is no humor in posting fake files, or pissed off downloaders"
13:24<Eddi|zuHause3>yeah, i read it ;)
13:25<Eddi|zuHause3>it's totally hilarious ;)
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13:26<Eddi|zuHause3>considering i knew that lost was at least 3 weeks away, i got a little suspicious when i noticed that file in the automatic queue, and actually read the comments ;)
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13:33<hylje>gimme a B! gimme a J! gimme an A! gimme a R! gimme a N! gimme an I! LEGO BLOCKS!
13:34<Eddi|zuHause3>errr... right...
13:34<dih>hello hylje :-)
13:35<hylje>hi dih
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13:49<henkie>are NoAI and squirrel part of v0.6?
13:49<dih>but of the noai branch
13:49<Patrick`>mmm, squirrels
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13:51*dih roasts one
13:51<dih>but i'll keep the tail ^^
13:51<dih>nice 'n fluffy
13:52<dih>that - yes
13:52<Patrick`>yiff off
13:57<dih>hylje: i like the rss bot :-)
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13:58<dih>or the rss plugin for the bot
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15:15<dih>yorick: nice try getting into that channel ^^
15:17<yorick>pure love from TB :)
15:17<dih>so funny
15:19<yorick>I can't be loved if I'm banned :(
15:20-!-mode/#openttd [+b *!*yorick@*] by peter1138
15:20-!-mode/#openttd [-b *!*yorick@*] by peter1138
15:21*yorick feels hated
15:21<yorick>quite hated*
15:22<Noldo>go do some coding, the code loves you
15:22<yorick>too late for coding now
15:23<yorick>and the code is a direct child of the 1138-peter, who hates me quitely :)
15:24<Eddi|zuHause3>just pretend the code is romeo and you...
15:25<yorick>peter1138 got a child, a boy! and I would be ...
15:25<Digitalfox>peter1138 enginepool diff is now 85KB, damn the thing just grows and grows :p
15:25<@peter1138>Digitalfox, blame Rubidium ;)
15:25<Digitalfox>i know =0
15:26<@Rubidium>peter1138: just commit it, then it'll be *much* smaller; as big as when you started thinking about making it to be exact ;)
15:26<Prof_Frink>Oooh, there's been a release
15:26<Prof_Frink>That means...
15:26<Prof_Frink>peter1138! NewShiny!
15:31<Noldo>were there other new things waiting for the release?
15:33<yorick>some post
15:36<Dominik>*ding* OpenTTD DS alpha 6 has been released.
15:36<dih>yorick: ban on openttd.noai too?
15:37<yorick>eeh/ no?
15:37<+glx>you asked for it
15:38<+glx>[21:10:37] yorick [] vient de partir de #openttd.noai: TB: you don't ban me out of love
15:38<+glx>[21:30:03] yorick [] a rejoint #openttd.noai
15:38<+glx>[21:31:00] yorick [] vient de partir de #openttd.noai: not sure if my leave message got thru
15:38<+glx>[21:34:10] glx [] a mis le mode +b *!*yorick@*
15:38<yorick> left out the part after the ,
15:39<yorick>but where exactly do you read "ban me, please?" <-- fictional!! I know you want it, but I don't ask this time ;)
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15:41<+glx>yorick: well talking through leave messages is not a nice thing to do
15:42<yorick>it wasn't my intention to get there the second time, but it gave me an error the first time, and appears to have left out the part after the comma
15:43<Eddi|zuHause3>hm... what exactly was that right now?
15:43<Eddi|zuHause3>not you...
15:44<+glx>EddizuHause3 [] a quitté IRC : Remote host closed the connection
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15:53<fjb>How can I set the version string when I'm compiling OpenTTD with Vsual C++ 2008?
15:53<+glx>using svn?
15:53<yorick>why are you compiling openttd with Vsual C++ 2008?
15:54<fjb>Because that is the only compiler I got working under Windows XP.
15:54<Digitalfox>yorick maybe becase he can ;)
15:54<@Bjarni>why are you using Windows XP?
15:54<Digitalfox>Because he can
15:54<yorick>because it came shipped with the PC?
15:55<fjb>glx: I got the source via svn, but then modified it. Now it gives me rev0000.
15:55<Digitalfox>Bjarni why do you use MAC?
15:55<@Bjarni>because it's a reliable OS and I like it
15:55<+glx>fjb: determineversion.vbs failed for you it seems
15:55<@Bjarni>and it comes with GCC so compiling is usually not an issue
15:55<fjb>Bjarni: Because I want to provide a binary for the windows folks who can not use a compiler by their own.
15:55<Digitalfox>Use Windows Bjarni you will feel beter =0
15:56<yorick>fjb: what patch?
15:56<@Bjarni>Digitalfox: are you sure?
15:56<fjb>yorick: YAPP 5.1 and passenger destinations.
15:56<@Bjarni>it lacks some really needed features
15:56<yorick>I might compile it for you
15:56<fjb>glx: What is the workaround?
15:56<@Bjarni>like POSIX
15:57<yorick>generate a nice diff file :)
15:57<+glx>fjb: first step would be to know why it failed
15:57<yorick>but why do you want to set a revision string?
15:57<yorick>should be auto-generated if using tortoisesvn
15:57<Digitalfox>Bjarni ofcourse.. That is if you want to play something else besides openttd and use more than 1% of all applications available.. =0
15:57<fjb>Usually I'm using gcc under FreeBSD. No problem there. But compiling under Windows is really strange.
15:58<yorick>try GCC under windows then
15:58<+glx>fjb: what happen when you run the vbs "by hand"?
15:59<fjb>glx: I moved the patched source from my BSD machine to my Windows machine. Maybe that is part of the problem?
15:59<@Bjarni>yorick: I did that.... it felt like an amputated feature compared to how it works in OSX and *nix
15:59<+glx>no, a patch is a patch
15:59<fjb>glx: What vbs? Where? Why? How?
15:59<+glx>no matter where it comes from
15:59<fjb>yorick: Tried and failed.
15:59<yorick>failed, how?
16:00<fjb>yorick: zlib etc failed.
16:00<yorick>get it precompiled ^^
16:00<+glx>zlib compiles fine for me
16:02<fjb>glx: My gcc setup under Windows is far from perfect. So I took Visual C++ 2008 Express edition.
16:02<+glx>anyway what happens when you run the vbs?
16:02<yorick>fjb: get bottd
16:04<yorick>not to use the tool itself, but the enviroment it comes with
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16:04*peter1138 yawns
16:04<+glx>yes bottd is a nice tool to get a working msys/mingw
16:05<fjb>I thought I had a working msys/mingw setup...
16:05<+glx>but I installed my msys/mingw in a way it is fully integrated in cmd
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16:05<yorick>I just use sh for that :)
16:05<+glx>I just do sh configure && make
16:06<fjb>I started determineversion.vbs from the windows shell and it gives me no output.
16:06<+glx>check if it created a "correct" src/rev.cpp
16:07<fjb>Noldo, it didn't touch rev.cpp
16:08<+glx>delete rev.cpp and ottdres.rc and retry
16:09<yorick>"no"<tab>, "it didn't...?
16:09<fjb>yorick: Oh, yes...
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16:12<+glx>fjb: if it's still norev000 I'll need more info :)
16:12<yorick>try to edit rev.cpp yourself
16:12<+glx>don't listen to yorick
16:12<fjb>glx: It generated a new rev.cpp and ottdres.rc but still vith norev000
16:13<+glx>ok, what tool is used to get the source?
16:13<yorick>that's also an option, maybe even a better one :/
16:13<fjb>glx: I never listen to yorick anyway.
16:13<+glx>yorick: editing a generated file is never a good idea
16:14<fjb>I got the source with rapidsvn.
16:15<+glx>that may explain your problem :)
16:15<fjb>That usually worked for me under FreeBSD. It has the correct version there.
16:15<+glx>the script can use tsvn, svn, hg or git
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16:15<fjb>No subversion client is installed on my Windows box.
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16:16<+glx>ho you need one to get the revision
16:16<Patrick`>mmm, git
16:17<fjb>HMage, sounds reasonable. Which one does the script like best?
16:17<+glx>fjb: maybe we can adapt the script to work with rapidsvn
16:17<fjb>Why git? Why does everybody always throw around the weord git? Because Linus uses it?
16:17<+glx>I don't like git (doesn't work well on windows), but hg is not bad
16:18<fjb>glx: Rapidsvn is not installed on the Windows box. So I have to install one anyway.
16:18<@Rubidium>cause it's faster that hg and svn and because it use less diskspace than hg or svn
16:18<yorick>git allows local commits
16:18<+glx>fjb: then just install
16:18<+glx>or tortoise if you want a GUI
16:18<yorick>comments at diffs, co makes a whole backup
16:19<yorick>only "git commit" sounds a bit strange ^^
16:19<fjb>The command line client from tigris should do it if it runs stable under Windows.
16:19<+glx>svn cli works well
16:20<yorick>tortoisesvn comes with some useless stuff, if I didn't have to install it, I would have used it
16:21<yorick>because I would like to keep ottd stuff on a seperate drive, that might get disconnected sometimes
16:22<yorick>and toirtoisesvn acts as a whole win explorer plugin, for what I've seen, and which means that it hates missing files :)
16:22<+glx>I don't use tortoise (bad memories from the time I tried it on my PII 233)
16:22-!-yorick [] has quit [Quit: A whole bunch of text, but in the end, everyone has to quit. :)]
16:22<+glx>explorer was slowwwwww
16:26<fjb>Ah, rev.cpp has the correct version now. :-)
16:27<fjb>VC++ is really starnge. But it generates something at least.
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16:41<fjb>Running determineversion.vbs by hand results in the correct rev.cpp, but building the project in VC++ changes it back to norev000.
16:42<+glx>you close MSVC before retrying?
16:43<fjb>Noldo, should I?
16:43<fjb>Noldo, should I?
16:43<+glx>%path% changed on svn install
16:43<+glx>but msvc maybe still use the old %path%
16:43<fjb>Thank you.
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16:50<fjb>It worked! I'm having r12486M for Windows now. :-)
16:51<+glx>congrats :)
16:51<fjb>I guess I should post it on the wiki.
16:52-!-Slowpoke [] has quit [Quit: Verlassend]
16:55<fjb>I meant forum, not wiki. :-)
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17:12<jez9999>just watched American Inventor for about 10 mins
17:12<jez9999>that show is apalling
17:12<jez9999>why do US TV producers think they have to f*ck everything up for US TV?
17:13<CIA-1>OpenTTD: rubidium * r12536 /trunk/src/ (core/alloc_func.hpp pathfind.cpp viewport.cpp): -Codechange: some stack allocations were too large for NDS, so use the SmallStackSafeStackAlloc wrapper. Allocate on the stack by default and on the heap for NDS (or other devices that have a very small stack).
17:14<Eddi|zuHause3>allocate stack on the heap? that sounds weird...
17:14<Eddi|zuHause3>i was under the impression most systems allocate stack from one end and heap from the other end till they clash
17:15<@Rubidium>NDS doesn't fit the 'most systems' I guess
17:16<Eddi|zuHause3>exceptions justify the rule ;)
17:16<Eddi|zuHause3>[that is probably a very bad translation]
17:16<Dominik>if you're interested, here's a tidbit about nds memory:
17:16<fjb>And stack is usually part of the heap that gets pointed to today. :-)
17:17<Eddi|zuHause3>fjb: wtf are you talking about?
17:17<Dominik>technically you could place the stack anywhere you like
17:17<+glx>Eddi|zuHause3: I'd use "confirm"
17:17<fjb>Each proecess usualy has it's own stack. But the memory of the computer only has two ends.
17:18<Eddi|zuHause3>hm, yes, that might be more fitting
17:18<Eddi|zuHause3>fjb: each application has its own address space
17:18<Eddi|zuHause3>which has two ends each
17:19<fjb>It has two ends. But each process has it's own stack. So you would need an end for every process.
17:20<Eddi|zuHause3>fjb: translating virtual memory addresses to real memory locations is the job of either the processor or the operating system
17:20<fjb>And ach address space is part of the whole memory.
17:20<@peter1138>not directly
17:22<Dominik>Wolf01: are you around?
17:22-!-Zuu [] has quit [Quit: Leaving]
17:23<fjb>Eddi|zuHause3: Embedded system are often missing the concept of virtual memory.
17:23<Eddi|zuHause3>fjb: they will then also miss the concept of threads and processes
17:23<Dominik>did the nds port work for you previously?
17:23<Wolf01>yes, the version 5 worked
17:24<@peter1138>the real question is, why is the NDS' hardware so lame for something so modern?
17:24<fjb>Eddi|zuHause3: No, today they are having processes without memory separation.
17:24<@peter1138>bunging 16 or 32MB ram in there wouldn't've hurt...
17:24<Dominik>and did you overwrite all the old files from the last version?
17:24<fjb>peter1138: Because it has to be cheap. :-)
17:24<@peter1138>ram is cheap
17:24<Wolf01>no, I had to reinstall it from scratch
17:25<Dominik>peter1138: because the nds is in fact only a pimped up version of the gameboy advance
17:25<fjb>peter1138: Every cent counts. Think about millions of cent.
17:25<Wolf01>my laptop's card reader destroyed the sd partition -.-'''
17:25<@Rubidium>fjb: programmers are also very expensive
17:25<fjb>Rubidium: But you usually don't sell them in millions. :-)
17:26<Wolf01>it can't read well the flash cards, so in the middle of a file copying it destroyed anything
17:27<Dominik>i'm having that too all the time
17:27<Wolf01>so I caught the ball and updated the supercard firmware too...
17:28<Wolf01>from 1.81 to 1.85
17:28<Dominik>hmm, maybe there's a connection with that update. but i can't even guess why
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17:29<Wolf01>may I suggest the automathic dldi patching.. seem they introduced it
17:29<Dominik>oh did they just with that version?
17:29<Wolf01>I don't know how it works, if it patches all the homebrews you want to run or only if you required it
17:30<Wolf01>no, they introduced it with 1.84 if I'm not wrong
17:30<Dominik>but it's still odd, because some data from the card is read, right? like the background image?
17:31<Dominik>and i've had those bugs before. usually some memory access problems were the cause
17:32<Wolf01>now it seems freezed at "sprite>reading indexed grf-file 'trgcr.grf'"
17:33<Wolf01>I can only hide/show the console output with B
17:33<Dominik>yes, that's always possible because it's done through interrupts
17:34<Dominik>what did you do differently this time?
17:34<Wolf01>nothing, only shut down the ds
17:34<Dominik>could you try again with the older firmware please?
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17:35<Wolf01>mmh I don't know if is possible to revert the firmware
17:36<Dominik>ok. probably it wouldn't help much anyway
17:36<Wolf01>nice, my pc didn't like the SD, it rebooted
17:37-!-Sacro [~Sacro@adsl-87-102-119-5.karoo.KCOM.COM] has joined #openttd
17:37<Dominik>maybe the file was corrupted while you copied it over. try copying everything again
17:37<Wolf01>I'll try with the non-patched version, just after a scandisk of the sd
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17:39<Dominik>if you're on linux, this is what i usually do: before i unplug the card, i unmount it, mount it again and unmount it a last time. dunno why but it helps minimizing the risk of corrupted data ^^
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17:41<Wolf01>without patching it seem it works until the error I reported on the forum
17:42<Dominik>that's odd. won't be something to easily fix. i'll have to get in touch with some nds gurus
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17:44<Dominik>thanks for the report, i'll get back to you when i need further information or testing.
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17:55<Dominik>good night everyone
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18:16<Diadem>Is it possible to build signals so that trains will divide up between two tracks at a split?
18:17<Diadem>I mean to set it up so that train1 goes right, train 2 left, train 3 right, trian 4 left, etc, etc
18:19<Roujin>no, not like that
18:19<SmatZ>if the signal is red, it should choose the second lane...
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18:20<Roujin>you could use some fancy design of the openttdcoop guys to archieve something like that...
18:20<Diadem>Yeah I was thinking something like that
18:20<Roujin>but no boolean logic or something for signals...
18:22<Roujin>there were patches though that addressed that.. i think some geek even made xor signals for constructing lots of fancy stuff ;) (that patch must be long outdated now)
18:23<Roujin>and here's also something interesting:
18:23<Roujin>that's for waypoints though, not for signals
18:26<Patrick`>experiments were made into logic gates made from signals
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18:26<Patrick`>back in the day
18:26<Patrick`>a NAND gate can be constructed, with some difficulty, without patching the game
18:26<Patrick`>but it takes about 20 seconds to reset
18:27<Diadem>that's a lot
18:27<Patrick`>so even a 4-bit adder would fill a large map and take several hours to calculate
18:27<Diadem>would be cool
18:27<Diadem>Send ouit 100 trains, wait a bit, and read off the first 10 prime numbers :)
18:28<mrfrenzy>and let's hope you don't get too many breakdowns ;)
18:31-!-Bjarni [] has quit [Quit: Leaving]
18:32<Patrick`>don't joke about that
18:32<Patrick`>there's a wireworld computer that computes primes
18:32-!-sickie88 [] has quit [Remote host closed the connection]
18:33-!-Mirrakor [] has quit [Ping timeout: 480 seconds]
18:33<Patrick`>it takes about a day to work out the first 100
18:33<Diadem>what is wireworld?
18:33-!-thgergo [] has quit [Read error: Connection reset by peer]
18:33<Patrick`>some cellular automata that's easy to make logic gates in
18:33<Patrick`>and much less computationally intensive than conway's game of life
18:34<Diadem>I once wrote an 8-bit multiplier (using decimal numbers!) using logic gates
18:34<Diadem>took me a few weeks :)
18:34<Patrick`>2-bit adder then I got bored
18:35<Diadem>Back in the days when i studied computer science
18:35<Patrick`>I never did it formally :P
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18:59<Roujin>please everyone cross fingers for me ><
19:01<Roujin>damn, didn't work at all x-(
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19:03-!-Sacro` is now known as Sacro
19:03<Ammler>glx: ?
19:03<Ammler>does openttd not support that chain thing with townnames?
19:04<+glx>chain thing?
19:05<Ammler>combining different intermediate Action7
19:06<Ammler>not ActionF
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19:10-!-Wezz6400 [] has quit [Quit: Caught sigterm, terminating...]
19:11<Ammler>I saw that in canadian set, it has different code for Patch and Open...
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19:25*Sacro reads his Saturn V owners guide
19:26*Sacro flicks some switches
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19:35<Roujin>i love random finds that wonderfully fix your bug :D
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19:41<@Belugas>cosmic rays :)
19:47<SmatZ>bug? did anyone say 'bug'?
19:48<Roujin>yes i did
19:48-!-Morloth [] has quit [Ping timeout: 480 seconds]
19:48<SmatZ>did you fix it?
19:48<Roujin>but i fixed it! mwahahaha i fixed it *grin*
19:49<SmatZ>in OTTD?
19:49<Roujin>wellllllllllllll... sort of
19:49<Roujin>it's a bug that won't ever appear in vanilla OTTD
19:51<Roujin>but if someone were to do something to the viewport in the game menu causing a partial redraw, it would cause a graphics glitch because of the openttd letters
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19:56*Roujin just updates a patch 500 revisions at once and hope nothing conflicts...
19:56*Roujin was lucky oO
19:56*Roujin checks if it compiles
19:59*Roujin noticed that something broke :(
20:00<Roujin>something broke in a file not altered by the patch oO
20:01<SmatZ>you will need more includes probably
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20:03<Roujin>that could be... but the error somewhat disturbs me: multiple types in one declaration oO
20:03<Roujin>maybe that particular revision was broken... retrying with another one ^^
20:04<Roujin>and it works :P
20:04<Roujin>aha, now i need some more includes
20:05<Roujin>since a header file was split in between :)
20:08<Roujin>current trunk, wohoo ^^
20:08<Roujin>so... anyone interested in a rct style game menu?
20:08<Yexo_>Roujin, you mean a screen following one vehicle?
20:08-!-Yexo_ is now known as Yexo
20:09<Roujin>nope, jumping to preset locations
20:09<Roujin>where preset = signs, alphabetically
20:09<+glx>like ctrl-center_view_on_vehicle Yexo?
20:09<Roujin>also, signs are not drawn while in the game menu
20:09<Yexo>glx, I didn't know that was already possible :P
20:10<Yexo>but that was indeed what I ment
20:11<Roujin>so basically, you set up a nice intro game, place signs labled 'a' through 'x' in the locations you want to show, save, rename to opntitle.dat and place it in the /data dir, thats it
20:11<Yexo>sounds cool, but well, I don't care much about the title screen, as I don't look at it for long
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20:11<Roujin>oh yes, and there's a patch option for the duration between jumps (in game days; 0 = turn off)
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20:12<Roujin>to be fair, i have to credit wolf01 for the idea and initial work. ;)
20:13<Roujin>ok, one answer so far, being "i don't care" - other opinions?
20:13<CIA-1>OpenTTD: smatz * r12537 /trunk/src/newgrf_config.h: -Cleanup: comment newgrf_config.h a bit
20:14-!-SmatZ [] has quit [Quit: Konversation terminated!]
20:15<Roujin>any other devs still here?
20:16<Roujin>besides SmatZ who cowardly fled from my question?
20:16-!-Ammler [] has quit [Ping timeout: 480 seconds]
20:16-!-Diadem [] has quit [Quit: Gone]
20:17<Yexo>seems everyone is fleeing :P
20:18<Roujin>dang, i hoped for a more positive response...
20:21<Yexo>Well, I think it's a cool feature, but for me, I still have the default intro
20:22<Yexo>busy playing with paxdest and yapp
20:22<Roujin>well, my patch won't change anything if you have the current intro file ^^ it only jumps if there are signs in the savegame
20:24<Roujin>but maybe it's time for a new intro.. i mean there are quite some new features since that game was made. and when we're at it, why not include the patch i made and have it jump around to show different features? :P
20:24<Yexo>like the intro competition held in january?
20:25<Roujin>yeah, i thought about getting in contact with littlemikey, who held that competition... but he's inactive since february :(
20:25<Yexo>have you tried #openttdcoop?
20:26<Roujin>nope... will they be interested in holding such a contest?
20:26<Roujin>hmm.. well maybe...
20:27<Roujin>they could be showing off their fancy rail designs with something like that ^^
20:27<Yexo>I should have explained myself better, I was asking if you looked for littlemikey on #openttdcoop
20:28<Roujin>well no.. will do
20:28<Yexo>openttdcoop usually plays with a lot of grfs, so that's not suitable for an intro screen
20:31<Roujin>hows that bot command...
20:31<Roujin>@seen LittleMikey
20:31<@DorpsGek>Roujin: LittleMikey was last seen in #openttd 10 weeks, 0 days, 10 hours, 17 minutes, and 14 seconds ago: <LittleMikey> I'm off too, see you all
20:31<Roujin>well, yep. he definately went "off". oO
20:31<Roujin>to mars or something...
20:32<Roujin>same time in #openttdcoop, guess he's gone for good...
20:32<Yexo>he might turn op sometime, but for all we know that may be next year
20:32<Yexo>or never
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20:35<Roujin>hm.. i could contact the other people who judged then, if they want to make something like that again..
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21:04<Sacro>!seen Mr_Hyde
21:04<Sacro>@seen Mr_Hyde
21:04<@DorpsGek>Sacro: I have not seen Mr_Hyde.
21:04<Sacro>he should appear any minute
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---Logclosed Wed Apr 02 00:00:05 2008