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#openttd IRC Logs for 2008-07-25

---Logopened Fri Jul 25 00:00:10 2008
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03:17<Celestar>when heya
03:17<Celestar>peter1138: you got some time this afternoon?
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03:52<jordi>blathijs: good
03:56<Celestar>morning planetmaker
03:56<Celestar>I'm apparently too dumb to use svn:externals
03:57<Celestar>Rubidium: got a sec?
03:57<blathijs>jordi: Nice :-)
03:59<jordi>blathijs: certainly :)
03:59<planetmaker>heya Celestar. What's paxdest doing? ;)
04:00<jordi>blathijs: makes me feel relaxed about 0.6.2
04:00<Celestar>planetmaker: progress :)
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04:00<Celestar>planetmaker: it's not paxdest yet. it's routing. The base for paxdest (it builds an abstract graph of the network)
04:00<Celestar>planetmaker: I've been turned down by ESA :(
04:00<planetmaker>me, too :S
04:01<Celestar>heh (=
04:01<Celestar>let's have a party
04:01<planetmaker>so you applied after all? :)
04:01<planetmaker>yeah, let's party :)
04:01<Celestar>planetmaker: I did (=
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04:03<planetmaker>was worth the try and I'd never forgive myself not trying :)
04:03<planetmaker>but now: now trip to space... :(
04:04<planetmaker>which reminds me: I still haven't really tackled an OpenTTD Mars scenario :)
04:04<planetmaker>e.g. haven't got beyond retreiving a height map...
04:05*Celestar fails misrably at using svn:externals again
04:06*planetmaker doesn't even know what these externals are...
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04:22<dih>pm: svn:externals allow you to set a directory to point to another svn repository, or to point to a folder in the same respository
04:22<planetmaker>ah... :)
04:23*planetmaker smells some branching
04:23<MaulingMonkey>I vaguely remember hearing there was a way to disable the level crossing chime, but I've forgotten the specifics and can't seem to properly google anything on the subject.
04:23<MaulingMonkey>Any tips?
04:25<dih>yes - there should be a volume nob on your loudspeakers :-P
04:25<dih>no - sorry - i dont know anything helpful for you there MaulingMonkey
04:25<MaulingMonkey>It's allright.
04:27<MaulingMonkey>(I'm mainly looking to hear the explosions caused by the new train system I'm installing without the crossing chimes every 3 times :D)
04:28<dih>i cannot remember seeing you on irc before...
04:29<guru3>so, what's going on eh?
04:29<MaulingMonkey>I don't usually come here since my tendency to idle with a very bad connection tends to get me (understandably) banned :P
04:29<dih>nah - we have people here that idel
04:29<MaulingMonkey>(with autorejoin, that is)
04:30<dih>dont we guru3
04:30*guru3 whistles
04:30<guru3>what could you possible mean?
04:30<guru3>i'm an incredibly active community member
04:30<dih>i have no idea
04:30<guru3>so active my ljnes have come and gone before you see them
04:30<dih>now that actually made me laugh
04:30<MaulingMonkey>very bad connection as in, I filled the channel with quit and rejoin spam :P
04:31<guru3>you'll notice my community contribution in the form of ircstats
04:31<dih>who was the guy with the growing tail_____
04:31<dih>guru3, i already know them ;-)
04:31<guru3>well, everyone can know them again
04:32<dih>it sais @freenode
04:32<guru3>i'm so high up on the list i've wrapped all the way around to the bottom- that's why you don't see me there
04:32<guru3>well shit i never changed that did i
04:32<dih>you mind linking dihedral to dih?
04:32<Celestar>oh man
04:32<Celestar>#boost sucks
04:32<dih>never been there
04:32<guru3>did the channel really move to oftc 717 days ago?
04:33<blathijs>Nope, they're at Freenode
04:33<guru3>they sya freenode
04:33<dih> /msg chanserv info #openttd should tell you
04:33<guru3>they should be using the oftc file
04:33<dih>guru3, you feel like linking dihedral to dih?
04:33<guru3>dih: can do, just give me some time
04:33<guru3>i'm on a very laggy ssh connection over jjacascript and apache spanning 3 countries
04:34<dih>i just was not sure if you had read it ;-)
04:34<dih>hence i did it again with a highlight :-P
04:36<guru3>dih: wnat a link with that?
04:36<guru3>goince once
04:36<guru3>going twice
04:36<guru3>no link it is
04:36<dih> \o/ o o// /o\
04:36<dih> | M | |
04:36<dih> /'\ / \ |\ / \
04:37<guru3>that guy
04:37<guru3>the first one
04:37<guru3>really worries me
04:37<guru3>especially when compared to #4
04:37<guru3>and two fo rtha tmatter
04:38<MaulingMonkey>(oh, also, I think I'd /nick-ed PandaMojo rather than MaulingMonkey)
04:38<guru3>there's a slighy anatomical discoherence
04:38<MaulingMonkey>(my client *does* postpend _s, I was up to at least 10 or so IIRC)
04:38<dih>why dont you register your nick with nickserv?
04:39<dih>or install a bouncer somwhere
04:39<MaulingMonkey>Too lazy.
04:39<guru3>then ghost on connect
04:39<guru3>in fact, i might do that for freenode
04:39<guru3>as on occaision i end up disconnected from the netowrk quite arbitrarily
04:41<guru3>i killed the conversation :<
04:43<dih>well done guru3
04:43<dih>i guess that is why you are nicked 'guru' :-D
04:44<guru3>actually it was a bit of a random event
04:44<dih>the kill or the naming
04:45<guru3> <-- now says oftc as it should
04:45<guru3>it only took 2 years for someone to notice
04:47<@Rubidium>Celestar: here's your 1 sec ;) hmm, actually took a little more than one second to write this :(
04:48<guru3>i need to speak another 1100 lines or so before i'll show up in my own stats :<
04:48<guru3>curses on you integer wrapping
04:48*guru3 whistles
04:49<@Rubidium>hmm, how did that q mode work again?
04:49<dih>guru3: it sais dihedral instead of dih :-D
04:50<guru3>because that is what you requested
04:50<dih>actually i was thinking the other way around
04:50<dih>so that it would say dih :-D
04:50<guru3>well too late
04:50<guru3>you're boned now
04:50<guru3>well i could change it
04:50<guru3>but it would be annoying
04:51<dih>oh nice - it's got a stat where i slap Draakon :-D
04:51<guru3>i'd have to retype your name, and there's no guarantee i'd spell it correctly the second time through as well
04:53-!-Sacro [~Ben@adsl-87-102-119-5.karoo.KCOM.COM] has joined #openttd
04:53<guru3>the highlight of the morning has arrived
04:53<guru3>(and it's not Sacro )
04:53<guru3>(it's my betsy bun!)
04:53<guru3>bacon and egg mmm
04:54<guru3>this might even qualify as the highlight of the wwek here at the office
04:54<guru3>especially this week
04:54<Sacro>my dad is due here soon and i hear a lot of sirens
04:54<guru3>there's been nothing doing ata ll :<
04:55<guru3>if you're heaering a lot of sirens you should steer your ship well clear of that lee shore they're trying to drag you on to
04:55<dih>is there a quick and easy way to get hold of the path of a running shell script?
04:56<Sacro>dih: yes
04:56<dih>pwd does not give me the path of the script
04:56<Sacro>or is it /proc/self/pwd
04:56<Sacro>or maybe /proc/self/cwd
04:56<dih>i never knew proc/self
04:56<guru3>news to me as well
04:56<guru3>although if you did cat /proc/self/* whouldn't it be the info from cat, and not the shell that called it?
04:57<guru3>(if it works like it sounds like it would work)
04:58<guru3>maybe there's /proc/parent...
04:59<dih>as of when does /proc/self exist
04:59<dih>just checking ;-)
05:01<dih> /proc/self/cwd is a symlink to the directory
05:01<dih>meaning, i cannot cat it :-D
05:02<guru3>ls -l /proc/self | grep cwd | sed -e 's/MAGICS/REGEXP/'
05:02<guru3>something like that then i guess
05:03<Sacro>can you not use awk?
05:03<dih>ls -l /proc/self/cwd ?
05:04<guru3>would should the directly listing of the target directory
05:04<Sacro>why not just use `pwd` ?
05:04<guru3>or it would
05:05<dih>because pwd give me the directory I am in when calling the shell script
05:05<guru3>if bloody proc wasn't special
05:05<dih>if i am in ~
05:05<dih>and run bin/
05:05<guru3>dih: that's the directory you'd be in too unless you cd within the script
05:06<guru3>shell works like that
05:06<Ammler>dih: dirname
05:06<guru3>it's an extension of what you type in from the command line
05:06<guru3>if you don't cd in the command line or in the script it's like it never happened...
05:06<guru3>because it didin't
05:09<guru3>well just stick a cd in at the top if it's that important
05:09<guru3>the darn thing ain't psychic
05:09<guru3>(although if you were counting on it to be running one place and it's been another and it still worked... it may very well be psychic)
05:11*dih pats Celestar on the head
05:11<dih>there there
05:11<blathijs>dih: using `dirname $0` often works to get the path of the script?
05:11<dih>cool - thanks
05:12<Ammler>[11:06] <Ammler> dih: dirname ;-)
05:12<guru3>does $0 return the full path though
05:12<blathijs>That will go wrong when the script is called through a symlink, since then $0 will contain the path to the symlink
05:12<guru3>that'll only work if it's in $OPATH then won't it?
05:12<dih>i need files relative to that script
05:13<blathijs>guru3: Hmm, if you call the script as ./ then you wan't get the full path, good point
05:13<blathijs>dih: You should be able to do cd `dirname "$0"` which should work also for non-absolute paths
05:13<dih>Ammler: dirname on it's own does not work ;-)
05:13<Ammler>together with pwd, you will
05:13<blathijs>and after that, use pwd
05:14<Ammler>dih: well, you saying all the time "RTFM" :-)
05:14<dih>Ammler: pwd in a script gives me the dir that I am in
05:14<dih>not the script
05:15<blathijs>Ammler: But you can't just concat them, you'd have to see if the dirname $0 gets you an absolute path first
05:18<Ammler>openttd is manual itself :-)
05:18<dih>thanks Ammler
05:20<Ammler>is there a difference between ". file" and "source file"?
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05:21<blathijs>Ammler: AFAIK they are identical, but not completely sure
05:22<Noldo>dih: how is the networkwork?
05:22<dih>a stumbling block
05:23<Celestar>Ammler: is that bash?
05:24<Ammler>Celestar: the configure script of ottd, I assume so.
05:25<blathijs>heh, cool
05:25<blathijs>never actually occurred to me to do the cd in a subshell :-)
05:25<dih>yes - that is pretty sweet :-P
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05:34<Sacro>Ammler: should be the same, both are inbuilt commands
05:34<Sacro>same as test and [
05:35<guru3>have to do work now
05:35<guru3>so i'll be afk
05:35<guru3>(just as i was when my co-worker snuck up on me)
05:35<Ammler>guru3: was that a comeback or just a short visit?
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05:38<guru3>anyway real work, bll
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06:03<Eddi|zuHause2>ln: "aliens ate my airplane"?
06:03<Celestar>endless loop
06:03<Brianetta>ln: Is there any context for that photo?
06:03<ln>Eddi|zuHause2: a plausible possibility
06:04<ln>Brianetta: hold on, i'll try to find a non-finnish article
06:08<Brianetta>"The plane is reported to have rapidly lost altitude, falling from 40,000ft to about 25,000ft."
06:08<Brianetta>I should hope
06:08<Brianetta>That's the pilot doing his job
06:09<Brianetta>Interesting that nobody's ever died in an accident on a Qantas jet.
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06:17<Yexo>thx Rubidium, always fixing things fast :)
06:20<@Rubidium>lol ;)
06:20<@Rubidium>if that would be the case the bugcount would be much lower
06:21<Eddi|zuHause2>"Bjarni's faithful follower, Eddi|zuHause" <- these stats are weird :p
06:24<ln>well who wouldn't be Bjarni's faithful follower
06:25<dih>@seen Bjarni
06:25<@DorpsGek>dih: Bjarni was last seen in #openttd 3 weeks, 1 day, 14 hours, 17 minutes, and 54 seconds ago: <Bjarni> I didn't have any
06:26<Celestar>!seen peter1138
06:26<Celestar>@seen peter1138
06:26<@DorpsGek>Celestar: peter1138 was last seen in #openttd 13 hours, 22 minutes, and 23 seconds ago: <peter1138> Hmm,'s all changed :o
06:26<@Rubidium>see, Bjarni himself said that he doesn't have followers
06:26<+tokai>silly bot, no? :)
06:26<+tokai>doesn't notice that peter1138 is online ;)
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06:28<ln>Rubidium: he _didn't_ have, but has now.
06:28<dih>tokai, that bot records last chat, not join/leave
06:29<+tokai>dih: ah.. well.. then he should say that and not talk about 'seen' ;)
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06:33<Celestar>Rubidium: you got a sec?
06:34<Brianetta>How close to trunkdom does the PBS patch seem to be?
06:34<blathijs>tokai: "heard" is probably better, though one can argue that chatting has nothing to do with hearing :-)
06:34<@Rubidium>Celestar: I hope I'll have lots of secs to go, but I can't give you any guarantees on that ;)
06:34<Celestar>Brianetta: from my personal opinion? not far as I can see
06:34<Celestar>Rubidium: LOL
06:35<Celestar>Rubidium: I've got a directory foo/bar in trunk. I want to externalize it and get revision 42 from into it. How would I proceed?
06:35<Brianetta>It's in the right style, some devs like it, the bugs are getting fixed as they're found... it looks goof from here, but I don't know the internal politics or standards required by the dev team.
06:36<@Rubidium>Celestar: in /trunk do svn propedit svn:externals .
06:36<Brianetta>svn is incredible. svn bugfix -R .
06:36<@Rubidium>fill that file with "foo/bar" save and close
06:36<@Rubidium>svn up
06:36<+tokai>blathijs: maybe something like that would do the trick: Fuhbaer last uttered a word on #openttd 23 hours, 9 minutes and 42 seconds ago: <Fuhbaer> I'm a happy bear, you know!
06:37<Celestar>thanks Rubidium
06:37<@Rubidium>could be that @42 isn't yet supported in your (server's?) version of svn though
06:37<blathijs>That sounds like a client side issue, not server sided
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06:52<Brianetta>batti5 doesn't understand copyright
06:52<Brianetta>or grammar
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07:08<Celestar>Rubidium: supposed I have edited that stuff successfully, how can one do a 'checkout' on that path?
07:09<@Rubidium>svn up should do that
07:10<Celestar>Fetching external item into 'src/bgl'
07:10<Celestar>svn: Working copy 'src/bgl' locked
07:11<Celestar>apparently can't add a dir and set the externals in one go
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07:26<Eddi|zuHause2>hm... wagon removal behaves weird with mixed trains...
07:27<dih>what does it do
07:27<Eddi|zuHause2>i had a train with 1 goods wagon, 2 lumber wagons and 6 tank wagons, and was replacing the tank wagons with the next higher (longer) level
07:27<Eddi|zuHause2>i ended up with the goods wagon and a tank wagon removed
07:28<dih>it removes from the end
07:28<dih>so the order is kinda important
07:28<Eddi|zuHause2>the goods wagon was in front
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07:32<Doorslammer>Evenin' all
07:35<Doorslammer>Hows things in the land of Tycoon today?
07:36<Doorslammer>Or something...
07:38<Doorslammer>Just realised wrong sodding window, grrrr.... :P
07:38<@peter1138>Celestar, how's it going?
07:39<ln>bitte zurückbleiben
07:39<Doorslammer>Easy for you to say ;)
07:39<@peter1138>@openttd stats
07:42<TiberiusTeng>ah, peter1138 you're here
07:42<TiberiusTeng>I was thinking how to reply to your 'Huh?' :p
07:42<dih>ln: that was not english, nor was it in quotes :-P
07:45<TiberiusTeng>'aa' is from cfg; when aa == true, FT_Render_Glyph() will be called with FT_RENDER_MODE_NORMAL
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07:46<TiberiusTeng>but it will not necessarily return a greyscale bitmap
07:47<TiberiusTeng>it will still return a monochrome (binary) bitmap if the font have built-in bitmap at the specified size
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07:48<Celestar>WEE HAA
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08:02<Celestar>peter1138: pin
08:03<@peter1138>TiberiusTeng: Isn't the value reversed by your patch though?
08:04<@peter1138>aa is true when it's antialiased.
08:04<@peter1138>Then binary_bitmap is true when it is a bitmap image.
08:04<TiberiusTeng>aa "not always" == !binary_bitmap
08:04<@peter1138>But later the "x ? y : z" is still "x ? y : z" but x is changed from aa to binary_bitmap
08:04<@peter1138>So it's reversed, no?
08:04<@peter1138>Yes, you're missing the point.
08:05<Celestar>peter1138: I'm getting there
08:05<TiberiusTeng>FT_Render_Glyph(FT_RENDER_MODE_NORMAL) will "not always" return a grayscale bitmap
08:05<Celestar>peter1138: in vast step
08:05<@peter1138>TiberiusTeng: I know that.
08:05<TiberiusTeng>so I use binary_bitmap to determine the result
08:05<Celestar>peter1138: the network is being constructed
08:06<TiberiusTeng>'aa' is not dependent on the render result ...
08:06<@peter1138>TiberiusTeng: You're still hung up on whether aa/binary_bitmap is antialiased or not. I'm not talking about that.
08:06<TiberiusTeng>so it's possible that aa == true (specified in config file), but freetype returns a binary bitmap
08:06<Celestar>peter1138: I've 2-3 corner cases to work with (like cloning of vehicles), and the destruction still gives me a slight error somewhere
08:06<Celestar>peter1138: I hope to have it working by weekend or money
08:07<TiberiusTeng>ahh, you mean we should use 'aa' variable to save the result ?
08:07<@peter1138>TiberiusTeng: With your patch, you're doing the codepath for aa==true when binary_bitmap==true.
08:07<Celestar>peter1138: it *might* even work without saveloading anything
08:07<@peter1138>Celestar, neat...
08:08<Celestar>peter1138: depends on the pathfinder
08:08<Celestar>peter1138: haven'T worked with them yet
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08:10<TiberiusTeng>if aa == true but slot->bitmap.palette_mode == FT_PIXEL_MODE_MONO, the following conversion code will crash or produce wrong result
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08:11<@peter1138>But in your patch it with that it still does the conversion.
08:11<TiberiusTeng>you can just add a line like aa = (slot->bitmap.palette_mode == FT_PIXEL_MODE_GRAY); and save the variable ...
08:11<@peter1138>-first it.
08:12<@peter1138>-[1 + x + (1 + y) * sprite.width].a = aa ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF;
08:12<@peter1138>+[1 + x + (1 + y) * sprite.width].a = binary_bitmap ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF;
08:12<@peter1138>You need binary_bitmap to be false if it's a bitmap...
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08:14<@peter1138>Do you see yet? heh
08:15<TiberiusTeng>hmm ....
08:16<TiberiusTeng>looks like it should be reversed, yes, but strange ...
08:16<TiberiusTeng>I'm checking it now
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08:17<ln>are there other ISPs in italy besides
08:18<ln>probably not
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08:26<ln>mikl: have you seen Bjarni?
08:26<@Belugas>Yexo, i've changed FS2164 to a feature request, since the system works as it is supposed to. YOu, in fact, wrote a feature request instead of a bug.
08:26<mikl>ln: no, although we both live in Copenhagen, I haven't had any contact with him outside #openttd
08:26<@Belugas>and now, here i go practicing some more slide guitar :D
08:28<ln>mikl: ok
08:28<mikl>ln: how long has he been missing?
08:28<Eddi|zuHause2><peter1138> @openttd stats <-- afaik stats were done by _42_, not by DorpsGek
08:29<ln>mikl: about 3 weeks, 1 day and some hours.
08:29<TiberiusTeng>peter1138, yes, it was my fault when making the patch file ...
08:29<mikl>ln: well, it is sommer holiday in Denmark now (although I'm still working), so he might be some where un-digital :)
08:30<TiberiusTeng>just a line: aa = (slot->bitmap.pixel_mode == FT_PIXEL_MODE_GRAY);
08:30<TiberiusTeng>before drawing the shadow should cure it ...
08:30<@peter1138>I thought so too, really just wanted to double check ;)
08:31<ln>but! does OTTD auto-save when it receives a SIGINT?
08:31<TiberiusTeng>perhaps you can download the font and see how it render Chinese characters ;)
08:32<TiberiusTeng>11px/12px is really too small for chinese characters, though ...
08:33<Ammler>is it possible to detect for GRF, if the client does support 32bpp?
08:33<Ammler>I guess not, if it isn't listed here:
08:34<TiberiusTeng> <-- Configure Patches window in Chinese
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08:37<TiberiusTeng>I really wish I have 13px line-height (12px font + 1px padding) :P
08:39<TiberiusTeng>I thought those line heights is hard-coded into every place of the code ... is it possible to make them depend on selected medium-font size ?
08:41<TiberiusTeng>anything I should keep in mind before I start working on this ? :P
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08:48<Ammler>maybe not depense on font-size, more on the language like chinese
08:48<dih>i want chocolate....
08:49<Ammler>else the width of some patch text will overlap...
08:49<Ammler>for english and some other languages like german...
08:50<dih>esp. swiss german, when you have to emphasize the ch :-P
08:50<Ammler>(or you have to make the whole window wider...
08:51<Ammler>swiss german is actually smaller
08:51<Ammler>it is optimal SMS language :-)
08:55<Eddi|zuHause2>hm... this station<->industry transfer by road vehicles is not working properly...
08:55<@Rubidium>TiberiusTeng: that sounds like
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08:56<Eddi|zuHause2>multistop is not working properly, and vehicles cannot overtake in the loading bays it appears...
08:56<Eddi|zuHause2>multistop could be easier if there were one-way roadstops?
08:57<MaulingMonkey>You could toss a one way road before/after
08:57<Celestar>Eddi|zuHause2: I'll adapt multistop to one-way roadstops netxt week
08:57<Celestar>Eddi|zuHause2: this hasn't been done (properly) yet
08:57*Rubidium sees people already exiting into the few centimeters between than bus and the bus next to it
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08:58<Celestar>Eddi|zuHause2: once routenetwork is complete :D
08:58<Eddi|zuHause2>Rubidium: might make more sense if you could use newgrf_ports to allow a little space between the vehicles ;)
08:59<Eddi|zuHause2>Celestar: i think that's the more important one ;)
08:59<Eddi|zuHause2>Celestar: keep it up ;)
08:59<@Rubidium>that's the next next next stage or so of newgrf_ports
09:00<Eddi|zuHause2>Ammler: too big
09:00<TiberiusTeng>shrinking the font size is not a good problem IMO ...
09:00<Ammler>pickups should be done with the "old" bays
09:00<TiberiusTeng>the smallest usable font size for Chinese is 11px
09:00<Eddi|zuHause2>Ammler: problem is that the transfer is two-way
09:00<Eddi|zuHause2>so there are pickups and dropoffs at both stations
09:01<TiberiusTeng>anything smaller is next to unreadable
09:01<rortom>hi all
09:01<Eddi|zuHause2>trucks bring wood from the cargo station to the saw mill
09:01<Eddi|zuHause2>and lumber from the saw mill to the cargo station
09:01<rortom>did anyone thought about a passthrough stats for stations?
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09:01<Eddi|zuHause2>rortom: once upon a time there were waypoint stats
09:01<rortom>ah, i remember :)
09:02<rortom>but i mean more like how much good went trough the station
09:02<Ammler>Eddi|zuHause2: if you use same station for drop and pickup, then you should use the bays...
09:02<Ammler>(or how are they called?)
09:03<Eddi|zuHause2>Ammler: yes, but the roadstops look better ;)
09:03<rortom>must leave, cu
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09:03<Ammler>specially for lv
09:04<Ammler>Eddi|zuHause2: maybe you can do something with stops as waypoints?
09:05<Ammler>since that is possible :-)
09:05<Ammler>you are using nightly, I assume...
09:05<Eddi|zuHause2>yeah, that might be a good idea
09:05<Eddi|zuHause2>like have the dropoff from one direction and pickup from the other
09:06<Ammler>do you pickup only one type of cargo?
09:06<Eddi|zuHause2>probably two soon
09:06<Eddi|zuHause2>saw mill produces goods and lumber
09:06<Ammler>then you will get a new problem
09:06<Eddi|zuHause2>but the goods trucks might come from a completely different direction
09:07<Eddi|zuHause2>so there is less chance for interfering
09:07<Ammler>you can build the waypoint adjacent now, that is fixed lately, too.
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09:09*Ammler is interested in a screen, if you find a nice solution :-)
09:11<Celestar>Eddi|zuHause2: drive-through sucks for really busy stations
09:12<Eddi|zuHause2>it's not really really busy... just the two cargo types interfere with each other, the dropoff trucks get stuck behind the pickup trucks...
09:13<Eddi|zuHause2>and station names are too short for anything descriptive :(
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09:18<Eddi|zuHause2>uuuh... that might be a real bug now...
09:19<Eddi|zuHause2>when i have multiple road stops behind each other, the truck goes to the last one that is free [that is fine]
09:19<Eddi|zuHause2>but it does not check if that last one still belongs to the same station
09:20<Ammler>Eddi|zuHause2: rev?
09:20<Eddi|zuHause2>has that been fixed?
09:20<Ammler>hmm, it is fixed somewhen...
09:20<Eddi|zuHause2>do you know when?
09:20<Ammler>dunno the rev...
09:20<Ammler>bug was reported by smatz and fixed by rubi, iirc
09:20<Eddi|zuHause2>do you know what i have to grep for? :p
09:23<Eddi|zuHause2>paullb apparently has not found out of the adjacent station feature ;)
09:25<Eddi|zuHause2>svn diff -c 13581 | patch -p0
09:25<Eddi|zuHause2>patching file src/roadveh_cmd.cpp
09:25<Eddi|zuHause2>Hunk #1 succeeded at 1727 (offset -5 lines).
09:25<Ammler>don't get him...
09:25<Ammler>you lucky man :-)
09:26<Eddi|zuHause2>it's a 1-line fix ;)
09:31<Eddi|zuHause2>works ;)
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09:54<CIA-3>OpenTTD: rubidium * r13824 /trunk/src/road_cmd.cpp: -Fix (r13822): also make sure a tile is a road stop tile before trying to get information about the roadstop...
10:00<Eddi|zuHause2>next thing that would be cool: trucks with trailers ;)
10:05<@peter1138>Doesn't eGRVTS do that?
10:06<Celestar>peter1138: Shall I do a branch for the routing stuff and what do we do with boost?
10:06<+glx>Eddi|zuHause2: that's an aRV
10:06<Eddi|zuHause2>peter1138: my rev is pre-enginepool ;)
10:07<Eddi|zuHause2>glx: yes, but it needs a grf that allows that
10:07<+glx>of course :)
10:08<+glx>anyway engine pool is not required for aRVs
10:08<Eddi|zuHause2>no, but for eGRVTS
10:08<Celestar>peter1138: we could just import it with externals
10:09<Eddi|zuHause2>i'm currently using an inofficial version of HOVS
10:09<Celestar>peter1138: because it's a header-only implementation. no libs
10:09<Eddi|zuHause2>i accidently found that one in a /secret/ folder ;)
10:19<dih>does anybody know what/how Darkvater is doing?
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10:20<dih>Rubidium: do you still have contact to Darkvater?
10:20<Eddi|zuHause2>@seen Darkvater
10:20<@DorpsGek>Eddi|zuHause2: I have not seen Darkvater.
10:21<dih>yes - i know he has left what - a year ago?
10:23<Eddi|zuHause2>yeah, about a year after he officially quit :p
10:23<Eddi|zuHause2>release of 0.5.0 might have been his last action
10:24<dih>i was snooping around in the svn logs and found a commit by him, which made me start wondering what he might be up to today...
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10:25<Eddi|zuHause2>i could really use trucks with higher capacity now...
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10:25*dih waves
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10:31*dih is waiting for stillunknown to appear as 'nowknown' or something....
10:31<dih>some day perhaps :-P
10:33<Ammler>Eddi|zuHause2: lv has also shorter rvs :-)
10:33<stillunknown>dih: perhaps
10:33<Yexo>Belugas: I understand that FS2164 sounds like a feature request for trunk, but for NoAI it's more like a bug
10:36*Celestar burps
10:37<blathijs>Yexo: Why is it a bug for NoAI?
10:38*Eddi|zuHause2 slaps everyone's forehead
10:38<Yexo>because glx and TrueBrain refuse to create an AIEvent as long as there is no news message, and because of that the AIs don't know about the new industry
10:39<Ammler>Yexo: can't you get the list from the directory?
10:39<Yexo>yes, you can, but then you have to compare that list to a saved one to see if there is a new industry
10:40<dih>that is not resource hungry at all
10:40<Ammler>how do you check, if you service all industries proper?
10:40<dih>let 8 ai's compete on a 2048^2 map with high number of towns, industries and multiple industries per town and close on :-D
10:41<Ammler>so you just can check if there is a industrie with 0% and that one is new...
10:42<blathijs>Yexo: Requiring a news item for an event sounds a bit weird, really
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10:43<Yexo>blathijs: it's not weird, since in every other case the event are at the same place as news items, and in fact in multiplayer I'd like to get an event if someone else builds an industry
10:44<blathijs>True, but I think it's weird to require a news item
10:46<Yexo>I don't think so, as that keeps the code more consistent with trunk (and thus easier to sync)
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10:48<@Rubidium>blathijs: the idea of NoAI is to give the AI only stuff that an user can get
10:48<@Rubidium>and 'event' essentially news messages
10:51<Lakie>Also the AI would need to have some idea of whats happened in the 'world' and that can be obtained through 'events', such as closing industries, opening ones and competition. Obviously its up to the AI author if they want to use them...
10:54<blathijs>Rubidium: Ah, that sounds like a sane approach :-)
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10:58<remsys>hello! i try to start a server but it dont appear in the multiplayerlist!
10:58<blathijs>remsys: You probably need to forward ports on your firewall
10:59<blathijs>remsys: Check the wiki/FAQ, it's probably on there
10:59<dih>^ that is not a channel :-P
10:59<remsys>k thx
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11:25<blathijs>jordi: Seems like we're not gonna do 0.6.2 before the freeze after all. Changes are slight more and more complex than expected, so doing an RC seems like the wiser course
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11:27<dih>#debian-women <- now that is a scary channel name...
11:28<Celestar>at least they're stable :P
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11:36<dih>Celestar, LOL
11:36<dih>i am not so sure about it
11:36<dih>if you dont look at the emotional side of things perhaps :-P
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11:41<Brianetta>Is that guy a loon or is there really no dedicated-only build possible for Windows?
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11:46<+glx>there's no dedicated-only, but it's possible to start it with -D
11:47<@Rubidium>there is no dedicated only binary for Windows; it's pointless as all libraries and such are default in Windows, but you can start a dedicated server
11:52<+glx>btw it's possible to build a dedicated only version :)
11:56<jordi>blathijs: we'll try to get 0.6.2 in anyways
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12:00<dih>Brianetta, there is none on the download page
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12:22<dih>why are game pause and unpause strings not in translation?
12:26<Suisse>it should be string from the server and not from the game :o
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12:28<dih>it is not a string from the server
12:28<Celestar>why can't I solve this error :S
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12:28<dih>it would be nice if it were
12:28<dih>but as long as it's not, it can be localized to each clients language
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12:28<dih>but that too is not happening
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12:55<dih>a custom server chat message would be fun too
12:55<dih>like only prefixed with on *
12:55<dih>and a space :-P
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12:57<CIA-3>OpenTTD: rubidium * r13821 /trunk/src/ (engine.cpp engine_base.h player_type.h town.h): -Codechange: replace some uint8/bytes with more specificly named typedefs and replace a few magic numbers.
12:59<dih>CIA-3: you are SLOW
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13:01<Suisse>unpause/pause message is from the server :)
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13:03<dih>that is a nice little feature :-D
13:04<Suisse>who cares about this message :P?
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13:08<dih>it becomes annoying in here Suisse
13:08<dih>hello Wolf01
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13:15<Eddi|zuHause2>Celestar: i hope you can solve your problems... these "hiccup" things with the old patch are getting worse and worse...
13:15<Eddi|zuHause2>and i have not even connected a fraction of the map
13:16<Eddi|zuHause2>unfortunately i won't be able to load my savegame...
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13:20<Celestar>Eddi|zuHause2: with what patch?
13:20<Eddi|zuHause2>the old paxdest patch from the forum
13:20<Celestar>right :D
13:20<Celestar>give me time. I want this to be proper
13:20<Eddi|zuHause2>sure ;)
13:20<@peter1138>I'm back.
13:21<@peter1138>What am I supposed to be doing?
13:21<Eddi|zuHause2>i'm pretty sure i have a trunk-loadable game with local and long distance passenger lines, if you need one ;)
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13:25<Celestar>Eddi|zuHause2: this will take some time until I'm at that state
13:25<Celestar>Eddi|zuHause2: currently the framework is giving me headaches :P
13:25<Eddi|zuHause2>i noticed ;)
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13:27<Celestar>generic programming can be horrible at times
13:29<@Rubidium>genetic programming can be even more horrible
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13:30<@peter1138> 1.7 - uint8 preview_player_rank;
13:30<@peter1138> 1.8 + PlayerByte preview_player_rank;
13:31<@peter1138>See r12143
13:32*Celestar thinks that Rubidium and peter1138 will rip his head off when they see his generic-programming-route-network :P
13:34<@peter1138>As long as it's not wrong...
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13:46<Celestar>peter1138: <= that's what I have at the moment. fun, ain't it?
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14:16<Eddi|zuHause2>"Storate type" <- typo? [routing.h]
14:18<Eddi|zuHause2>"are stored are a" <- "as a"?
14:20<Eddi|zuHause2>/< edge descriptor of the graph <<-- second of those should be "iterator"
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14:47<planetmaker>@commit 13816
14:47<@DorpsGek>planetmaker: Commit by smatz :: r13816 /trunk (12 files in 3 dirs) (2008-07-24 15:19:26 UTC)
14:47<@DorpsGek>planetmaker: -Fix [FS#2150]: check for vehicle length changes outside a depot (callback 0x11) and give a warning about that
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15:29<prophet>Hi! Can you tell me where i find a description of how .sav or .scn files are formatted?
15:29<prophet>I mean the binary structure of the format
15:30<prophet>Is that documented somewhere?
15:30<Wolf01>the sources?
15:30<frosch123>plus they are compressed
15:31<prophet>Wolf01, the only place i can find that information?
15:31<prophet>frosch123, what compression?
15:31<Wolf01>maybe the wiki, but I'm not sure
15:31<prophet>Wolf01, i can't finf something there but maybe i am searching the wrong keywords
15:32<Eddi|zuHause2>the kind of compression you can do with zlib
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15:32<prophet>Eddi|zuHause2, so its gzip?
15:33<Yorick>prophet: not entirely...
15:33<Yorick>the first whatsoever bytes aren't
15:34<prophet>Yorick, and documentation?
15:34<Eddi|zuHause2>the canonical documentation
15:34<Yorick>check the openttd code
15:35<prophet>Eddi|zuHause2, you mean doxygen?
15:35<Eddi|zuHause2>no... the code
15:35<prophet>Yorick, and this is not written down somewhere else?
15:36<Eddi|zuHause2>fios is only a wrapper for the filesystem access, i believe
15:36<Eddi|zuHause2>has nothing to do with file structure
15:36<Yorick>hence the ?
15:36<Eddi|zuHause2>prophet: the file format is RIFF and each chunk structure is "documented" in the appropriate chunk handler
15:38<prophet>Eddi|zuHause2, but i still need to decompress previously
15:38<Yorick>Suisse: yes, the pause message is server-side, but it opens up the possibility for more kinds of messages ;)
15:39<Eddi|zuHause2>prophet: no, the compressed part is also contained in a RIFF chunk
15:39<Suisse>like what :o? (ok for the futur it could be a good idea to add a server string event :o)
15:39<prophet>Eddi|zuHause2, ah ok and not everything is compressed?
15:40<prophet>Eddi|zuHause2, Only map data?
15:40<Yorick>only the 'header' isn't
15:40<Eddi|zuHause2>no, all the rest is compressed
15:40<Yorick>containing OpenTTD and savegame format
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15:46<frosch123>yawn - can someone please remind me which newgrf contains roadvehicles/trams which can be refittet to different number of articulated parts
15:49<Eddi|zuHause2>frosch123: serbian tramset (openttd remix)
15:50<Eddi|zuHause2>i assume the number of parts is actually fixed, only they are made invisible
15:51<frosch123>that is what I need to know :)
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15:54<planetmaker>It's bound to give dirty effects, if I just change the height of a tile without checking the surrounding tiles, right?
15:55<frosch123>no, it will just assert :p
15:55<planetmaker>he :)
15:55<planetmaker>thx for confirming...
15:57<Yorick>hmm, I remember from YAAP that you could change individual airport tile heights on the first version, without it asserting
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15:57<planetmaker>you can change some, if it can still be represented by a valid slope, I'd guess
15:58<Yorick>I think foundations are valid slopes too
15:58<planetmaker>they are
15:58<planetmaker>they're just something ON the land
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16:33<Eddi|zuHause2> <- lmao :p
16:44<Eddi|zuHause2>while i have no use for an ET-11, the VT-137 fits really great into my network...
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16:47<Eddi|zuHause2>now i only need proper timetabling so i can schedule the freight trains to wait at intermediate stations so i have free track ahead of the high speed trains
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16:59<planetmaker>Eddi|zuHause2: you could do that with proper prios...
16:59<planetmaker>and a speed sorter
17:00<Eddi|zuHause2>no... i want to do this without additional infrastructure
17:00<Eddi|zuHause2>meaning a shared freight/passenger doubletrack line
17:00<planetmaker>I figured so much. Just felt like pointing out :)
17:01<planetmaker>Would be nice, though. Indeed
17:01<Eddi|zuHause2>hm... this automatically assigned bus schedule is worthless...
17:01<Eddi|zuHause2>it makes like 500 ticks delay per roundtrip
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17:02<Eddi|zuHause2>need to adjust the waiting times, i assume
17:02<Eddi|zuHause2>these double decker busses have really long loading times...
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17:07<planetmaker>hm... how do I access CmdLevelLand from outside of terraform_cmd.cpp ?
17:07<planetmaker>declaring it static didn't help...
17:08<+glx>DoCommand with CMD_LEVEL_LAND
17:08<planetmaker>doh... right.
17:09<planetmaker>thx again
17:12<Eddi|zuHause2>*mental note* check if the wagons are refitted to the right cargo before sending out trains...
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17:21<planetmaker>hm... How do I check wether that DoCommand worked?
17:22<planetmaker>if (CommandCost != CMD_ERROR) {...} ?
17:22<planetmaker>oh... :) Much to learn I have :)
17:22<frosch123>Best learning method is 'grepping the code'
17:23<planetmaker>yeah... I did that for DoCommand... obviously my observational skill is already not awake fully anymore :S
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17:28<planetmaker>now it compiles. Thx :)
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17:28<Eddi|zuHause2>i set the loading time to 120 ticks per station, appears to work a lot better now
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17:30<Eddi|zuHause2>next time i'm doing trams again, they have a lot less problems :p
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17:34<Amix>playing openttd v0.6.1 RC1 now
17:34<Amix>almost no servers there ;/
17:35<SmatZ>Amix: you are outdated
17:35<dih>is HE outdated, or the version he is playing? :-P
17:35<+glx>use at least 0.6.1
17:35<SmatZ>dih: he is outdated :)
17:35<Amix>0.6.2 RC1 i ment
17:36<dih>rc2 was released today
17:36<SmatZ>0.6.2-RC2 was released today
17:36<Amix>it was
17:36<Amix>nothing about it on
17:36<dih>and if you wanna play something recent
17:36<dih>try / AutoNightly
17:36<SmatZ>[22:16:56] <DorpsGek> -Release 0.6.2-RC2.
17:36<SmatZ>80 mins ago
17:37<Amix>is there a morphos version out?
17:37<SmatZ>not yet
17:37<Amix>dih: yes.. i play nightly aswell
17:37<dih>you always need the most recent for that specific server
17:38<Eddi|zuHause2>problem with station<->industry truck service is, the trucks are making negative profit most of the time
17:38<Amix>dih: are you there?
17:38<dih>i am in the irc channel
17:38<guru3>would anyone say a northbridge running at 63 was too hot?
17:39<dih>depends on the make and cooling
17:39<guru3>asus, heatpipe/passive
17:39<Amix>r13825 is the latest one?
17:39<SmatZ>63C is fine
17:39<guru3>when should i start to worry?
17:39<Eddi|zuHause2>63°C should not seriously hurt any electronic equipment
17:39<Amix>its been 30C in Oslo today
17:39<dih>will make things slower i guess
17:40<guru3>ah well
17:40<guru3>i'll just keep an eye on it
17:40<guru3>type to up the cpu multiplier again
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17:40<dih>guru3, make it active cooling
17:41<guru3>not an option at the moment
17:41<Eddi|zuHause2>the waypoint idea for the truck station was really great. i can split up the different cargos between the bays, and they still all share the same station
17:41<guru3>but i am definetely considering it
17:41<dih>guru3, stick a vacuumcleaner to it, that'll get the air rushing round the heatsink :-D
17:41<guru3>heh i can't actually reach the heatsink itself
17:41<guru3>part of why it's so hot i think
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17:43<guru3>2.97 ghz failed :<
17:43<guru3>booted but failed stress test
17:43<Eddi|zuHause2>at least the trucks are able to clear the station before the next train arrives ;)
17:45<guru3>this temp3: is at 80C
17:45<guru3>and i suspect that's northbridge
17:45<guru3>but i can't be sure
17:45<guru3>it's awfully directly linked to cpu load
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17:46<Eddi|zuHause2>north bridge handles stuff like memory access i believe
17:47<dih>NB handles connection to SB, memory, and agp
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17:47<guru3>but a 40C jump?
17:48<dih>whats the bus speed?
17:48<guru3>HT at x4
17:48<guru3>with the timer at 570
17:48<guru3>and multiplier at x11
17:48<guru3>vcore 1.425
17:48<guru3>not quite stable
17:48<guru3>but close
17:49<dih>rather than upping the multiplyer, go get some new hardware
17:49<guru3>it's an FX60
17:49<guru3>that's running under multiplied
17:49<dih>well then
17:49<dih>cool it decently
17:50<guru3>the cpu is cooled decently
17:50<guru3>it's the bloody NB
17:50<dih>what's the l2 cache size of the cpu?
17:50<guru3>1mb maybe
17:50<guru3>per core
17:51<guru3>yeah it's not really lacking in performance
17:51<dih>then what you wanna muck around with the timings?
17:51<guru3>because i can
17:54<guru3>i'm absolutely certain i can hit 3ghz
17:55<guru3>bloody NB
17:55<guru3>it gets to 80C and then it all just locks up
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18:19<blathijs>jordi: I've commited rc2, would it make sense to upload that one to experimental as well?
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18:34<+glx>someone should learn to read
18:35*glx adds 2 commands to the script
18:35<dih>that's good
18:35<dih>sadly people cannot be muted for like 5 mines :-P
18:36<+glx>should be possible
18:37<dih>or - redirect on join to #openttdcoop
18:37<dih>so those that have auto rejoin
18:37<dih>you get the idea
18:37<+glx>hmm but that's probably not possible
18:37<CIA-5>OpenTTD: smatz * r13830 /trunk/src/ (8 files in 2 dirs): -Feature: show additional NewGRF info in the Tile Info window for stations, houses and industries
18:38<dih>Ammler ^
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18:44<jordi>blathijs: why not
18:45<jordi>blathijs: here?
18:45<jordi>blathijs: can you add a watch file?
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18:47<jordi>blathijs: postinst seems superfluous to me if you call dh_installdebconf?
18:50<Eddi|zuHause2>feature request: when breakdowns are off, have reliability of trains always on maximum
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19:30<jordi>blathijs: disregardw what I said about postinst
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20:49<Eddi|zuHause3>wow... german road vehicle grf released...
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---Logclosed Sat Jul 26 00:00:41 2008