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#openttd IRC Logs for 2009-03-31

---Logopened Tue Mar 31 00:00:07 2009
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02:32<Forked>mmmmm.. bacon.
02:33<Yexo>good morning
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02:57<dihedral> <- you might want to change the url used for from to ;-)
02:57<dihedral>check for yourself :-D
02:59<petern>no, it should be irc://irc...
02:59<petern>or something
02:59<petern>the previous link is :o
02:59-!-KingJ is now known as kingj
03:03<dihedral>the link to the channel ist, the link that used to redirect (or hold the contents of) currently points to, which is the trac site of the donator for that server :-D
03:06<Forked>don't forget the grin at the end :p
03:34<welshdragon>petern is correct
03:35<dihedral>welshdragon, that just made sense!
03:36*welshdragon always makes sense
03:39<dihedral>yeah.... NO
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04:27<dihedral>a Vikthor
04:27<dihedral>uh - a late comment ^^
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04:35<planetmaker>good morning
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04:59<petern>GET OFF MY LAWN!
05:01<petern>anyone know how to turn off dynamic contrast on a viewsonic va2216w?
05:01<petern>(i have no browser to look it up currently)
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05:48<Ammler>rss/atom feeds point to wrong url:
05:49<Ammler>Hello all, btw. :-)
05:49<Forked>morning =)
05:49<Ammler>example: http://cherokee/openttd/trunk.hg/rev/187271860388
05:49*Forked compiles the latest drive through depots patch
05:51<Ammler>(it worked before as I used the rss feed of cargodest...)
05:52<racetrack>Forked: you're too fast :)
05:52<racetrack>well, not _too_
05:52<Forked>it's done.. so good :p
05:52<racetrack>I have to be sure about it before I upload is all :P
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05:52<Forked>I can hold posting a win32 binary
05:53<racetrack>no its good! I'm happy with the patch!
05:53<racetrack>sorry, that came off the wrong way, and now I read back over it I'm not exactly sure what I meant
05:53<Forked>I have a topic reply notification on the thread :p
05:53<racetrack>but its good that you do the builds, thank you :)
05:54<racetrack>are you actually using the patch in-game, or just watching?
05:54<racetrack>I need more feedback
05:54<racetrack>particularly on road depots
05:55<Forked>I havne't had any playtime lately.. work and we're in the "trying to buy a house" phase right now
05:55<racetrack>yep, hear that
05:56<racetrack>I poke at code on the bus, but don't really get any time to play. for us its work and "having another kid" :P
05:57<Forked>but I really like the idea behind this patch and how much it will affect my gameplay when I do have time.. so I try to do something to help
05:57<racetrack>I do appreciate that, thanks
05:58<racetrack>hey devs, what's the criteria for getting a feature patch into trunk?
05:58<petern>rule 1) don't ask questions like that
05:58<racetrack>why is that?
05:59<Yexo>rule 2) at least one dev has to like it enough to review the patch
05:59<Forked>no bugs, codingstyle being correct and.. uh.. stuff.. :)
05:59<Yexo>rule 3) it needs to add gameplay that fits openttd
06:00<Yexo>rule 4) as Forked says, no bugs, correct codestyle
06:00<racetrack>yeah I can guess at things like correct style, no bugs, enough testing, etc. mostly just looking to see if there's an official process or an ad-hoc one
06:01<racetrack>Yexo: "gameplay that fits openttd" is that defined anywhere, or just based on the vibe of it from years of experience?
06:01<racetrack>which would be totally cool
06:01<Yexo>that's based on the feeling of the devs :p
06:01<racetrack>yep makes sense
06:01<Forked>rule 5) post the patch to flyspray?
06:01<dihedral>racetrack, it's defined in the forums, see 'suggestions' :-D
06:02<Yexo>but that means: no war themes at all, no major economic changes that only add economic gameplay, probably more
06:02<racetrack>dihedral: ahh ok ...
06:02<Yexo>Forked: that's not exactly necesary
06:02<Yexo>it can help to get the attention of some devs though
06:02<racetrack>Yexo: yeah the usual rule wherever you go .. "don't be an idiot"
06:03<Yexo>racetrack: that sums it up pretty nicely :)
06:03<Forked>orudge: thankyouthankyouthankyou for increased attachment file size limit :-)
06:03<dihedral>Forked, the move patch development as of december never saw fs or forums
06:03<racetrack>my intention was to finish the features, clear the last bugs, fix up the style bits that I haven't got around to, basically finish the patch, then post it to flyspray along with some kind of adhoc design/rationale for various decisions I made, and then wait
06:04<dihedral>last *known bugs ;-)
06:04<racetrack>and if no response after a few days I'd be prodding here
06:04<racetrack>and go from there
06:04<racetrack>sound reasonable?
06:04<Forked>it was just a guess .. "to better capture the attention of someone who might ahve interest" :)
06:04<racetrack>dihedral: of course ;)
06:04<dihedral>racetrack, prodding here is counter productive
06:04<Yexo>racetrack: that sounds good
06:04<Yexo>dihedral: that's not always true
06:04<dihedral>no ^^
06:05<dihedral>not always :-D
06:05<racetrack>Yexo: thanks :)
06:05<dihedral>Yexo, saying it's true will make him happy - he'll come back to you as soon as he thinks his patch is ready
06:05<dihedral>and say... "but Yexo said..."
06:05<racetrack>see "don't be stupid"
06:05<Yexo>if you have to it generally means there is no dev with a lot of interest (or you would have gotten a reply), so in that case some proddingmight be necesary
06:06<dihedral>also true
06:07<racetrack>I'm making a real effort to get all of the legwork out of the way first. I've been on the other side enough to know what would piss me off. in stuff I've been core dev for, if you hassle me with vague handwaving you get ignored pretty quick. if you poke me because I forgot to look at your incredibly detailed email with all the trimmings, then you get love and a thousand sorries
06:07<racetrack>Yexo: yep, understood
06:08<Noldo>why is it that I don't have time to code anymore :(
06:10<Forked>dj nekkid talking about how I should be at work doing workstuff..
06:11<Yexo>racetrack: from a very quick scan your code looks ok, didn't spot any obvious codestyle issues, and you seem to have enough (and clear comments)
06:11<Yexo>didn't read all the code though
06:12<racetrack>Yexo: tells me I'm on the right track, cheers
06:12<Yexo>oh, and you need to bump the savegame version because of a bump in trunk r15893)
06:12<racetrack>whoops missed that one
06:12<racetrack>Forked: see, told you you're too quick :)
06:12*racetrack makes it so
06:12<Forked>I'll tear it down and recompile :)
06:12<Yexo>having said that, your patch is pretty big, and big patches = long time to review = needs to be more interesting before someone starts reviewing it
06:13<racetrack>wait a sec till I get an update
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06:13<racetrack>Yexo: yeah .. it can be broken it up a bit if necessary, I'd be writing about that in the design bit when it hits flyspray
06:14<Yexo>my advise is: if you can break it up, do it know and maintain the patch as a patch queue (with whatever tool you like most for that)
06:17<racetrack>Forked: go for it
06:17<racetrack>Yexo: ok I'll look into it
06:18<petern>tip, don't ever pester the devs
06:18<Forked>racetrack: 62a837265193c95ebe6647de359f43ba *drive-through-depots.r15905.diff ? (md5)
06:18<petern>feel free to talk on channel about changes, improvements, etc, that you make, however.
06:19<racetrack>Forked: yes
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06:19<Forked>goodie.. compiling ai/ai_instance.cpp
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06:20<racetrack>petern: by "don't pester" do you mean "don't even ask" or "don't follow them home and throw rocks at their window to get their attention"?
06:20<racetrack>if you mean don't get on at them, then sure
06:20<racetrack>if you mean I can't even ask once other avenues are exhausted, then wtf?
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06:22<dihedral>racetrack, you'll find out if you pester them ^^
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06:36<luso>many time a go i play in open ttd one version
06:37<luso>that we can rent the train lines to the others competititors
06:37<luso>someone know what is that version?
06:37<Yexo>I have no idea which version you played, but it sounds like infrastructure sharing
06:37<Yexo>there is a patch in the forums
06:38<Yexo>or check <- Aali: that's the channel, right?
06:39<luso>yes, that is infrastructure sharing
06:39<luso>i had idea that is a version, not a patch... but had ben many time a go
06:39<luso>i go serch in the forum
06:39<Yexo>it was never in an official release
06:40<Yexo>patch/version, all the same
06:40<luso>i remember that isnt a offical
06:41<dihedral>wow - google seems to have improved it's translator :-D
06:41<luso>true :)
06:41<luso>ok, bye people
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07:40*lobster_MB stumbles into #openttd bearing a question
07:42<dihedral>spit it out
07:42<dihedral>or does it take a minute to write? ^^
07:42<dihedral>if it does take you that long to write, perhaps forums or fs is a better idea :-D
07:44<lobster_MB>sorry, was on the other Mac for a bit
07:44<lobster_MB>i was wondering, how's this entire tar file thing working?
07:44<lobster_MB>are they alike grf files?
07:45<KenjiE20>tar = tarball = compression format (think .zip)
07:45<KenjiE20>the grf is compressed inside it
07:45<petern>fucking hell
07:46<petern>they really do think this unspecific job is a 5 minute 'done and dusted' set up :/
07:46<Forked>same thing as yesterday?
07:46<FauxFaux>A very inefficient compression format. Guaranteed to be larger than the input. ¬_¬
07:46<petern>or whenever it was
07:47<petern>i've been given some more information now
07:47<lobster_MB>thanks, KenjiE20
07:47<petern>basically an email from a colleague answering their questions about our API...
07:47*lobster_MB looks into the 32bpp stuff
07:47<petern>which is somehow the spec
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07:48<petern>of course
07:48<petern>now i'll be in the shit for questioning them
07:50<Aali>.tar is not a compression format
07:50<Aali>its an archive format
07:51<KenjiE20>oh, my bad
07:51<@Rubidium>for tapes ;)
07:51<planetmaker>[13:46] <FauxFaux> A very inefficient compression format. Guaranteed to be larger than the input. ¬_¬ <-- tar is actually NO compression format. It's just concatening all files into one.
07:52<planetmaker>doh... too slow ;)
07:52<FauxFaux>Well done. :P
07:53<planetmaker>the big difference is data security IMO :)
07:53<planetmaker>broken bits in one place guarantee to not break another file within the archive.
07:54<TinoDidriksen>If that's your concern, zip is better since it at least does CRC to detect such breakage.
07:56<FauxFaux>There's many much smarter ways to deal with that problem.
07:56<TinoDidriksen>Definitely. par2 is excellent.
07:56<FauxFaux>Wikipedia: convolution code / block code, ways to add redundancy.
07:57<FauxFaux>So you add 10% to your filesize, after removing 20% due to lzma compression, and still have far more redundancy than before.
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08:03<dihedral>KenjiE20, tar does not have compression!!!
08:04<@Rubidium>tar in OpenTTD isn't even about compression
08:04<@Rubidium>it's about easily and cheaply! accessing the file repeatedly
08:05<dihedral>else it would not be simple tar ^^
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08:45<dihedral>Non-authoritative answer:
08:45<dihedral> name =
08:47-!-Hendikins|SRA412 is now known as Hendikins
08:47<TinoDidriksen>But it's not 1-1, so the IRCd won't show that.
08:48<dihedral>it is none the less quite amusing ^^
08:48<dihedral>at least to me ^^
08:51<dihedral>UFO64, you like Chris Brown?
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08:55<UFO64>who is chris brown
08:58<eQualizer>He likes to beat up other people
08:58<petern>walked to shops
08:59<dihedral>eQualizer, ??
09:00<eQualizer>Chris Brown
09:00<dihedral>ah :-)
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09:36<petern>pom te pom
09:36<dihedral>hey Belugas
09:40<@Belugas>hello Forked, petern, dihedral as well as the silent mojority
09:40<@Belugas>mister mojo rising!
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10:02<welshdragon>new feature for 1.0.0: diagonal roads?
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10:11<@Belugas>honestly? wow...
10:11<@Belugas>i was not aware you could code, welshdragon ;)
10:12<@Belugas>nor draw... by the way :D
10:12<welshdragon>Belugas: i can dtraw
10:12<welshdragon>code i cannot
10:13<TinoDidriksen>Proud of you, Yoda would be.
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10:18<EoD>hm, openttd isn't ipv6 compatible
10:18<EoD>Did someone try to make OpenTTD IPv6 compatible before?
10:19<TinoDidriksen>Should be simple to do...
10:19<@Belugas>how easy it is to say that...
10:19<@Belugas>EoD, yes, somebody tried
10:19<EoD>did it work?
10:20<@Belugas>SpComb did it , i think. no, i don't think it did
10:20<EoD>where was the problem?
10:20<@Belugas>ask him
10:20<@Belugas>i'v got a very small memery
10:20<EoD>^^ i'll ask him if he comes online
10:21<@Belugas>or search on forums, i'm pretty sure it's where it happened
10:21<@Belugas>why, you can code?
10:21<@Belugas>you think you can do that?
10:21<@Belugas>and what wuld it brings to OpenTTD?
10:21<@Belugas>and i do not care, honestly
10:22<EoD>i have a basic idea of coding; i don't really think i can do it, but i'll give it a try
10:22<EoD>I have no IPv4 connection at the university, but IPv6 and we tried to play OpenTTD there ;)
10:22<EoD>(i have only private ipv4 networks at the university, so no access from one computer to another or to "the outside")
10:23<@Rubidium>the major problem is that the masterserver isn't/won't be IPv6 capable in the near future
10:24<@Rubidium>as the costs for IPv6 would be too high
10:24<@Rubidium>costs in financial terms
10:24<EoD>Is this your own server?
10:24<TinoDidriksen>You can tunnel ipv4 over ipv6, and inversely. Easy to get that set up.
10:24<SpComb>EoD: it did work
10:24<EoD>I can offer you IPv6 connectivity (for free of course)
10:25<EoD>at least for testing
10:25<EoD>SpComb: Do you have a working IPv6 copy of openttd?
10:25<@Rubidium>there's the problem... unreliability
10:25<SpComb>uh, somewhere, and very outdated
10:25<@Rubidium>depending on external sources
10:25<EoD>actually, depending on SixXS
10:27<SpComb>hrmph, although it's actually on a host that's down
10:28<+glx>IPv4 is theorically accessible with IPv6 IIRC
10:28<SpComb>EoD: implementing the basic IPv6 stuff wasn't that difficult, but that was just the first 10%, the rest of it was harder
10:29<+glx>else you couldn't browse the net ;)
10:29<SpComb>it wouldn't be too hard to support IPv6 addresses for e.g. `openttd -n`, you'd just need to modify the address-parsing function, and replace gethostbyname/socket/connect with getaddrinfo/socket/connect in one or two places
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10:29<SpComb>but once you start looking at the network server list stuff, either LAN or Internet, it becomes a lot more difficult
10:30<EoD>glx: We have a private net and we access the internet trought a NAT. We also have IPv6 which goes directly to the www without any filtering software in between
10:30<SpComb>it even has some basic win32 support
10:31<SpComb>but it's nigh on a year old
10:31<welshdragon>EoD: is this a uk univiersity?
10:31<dihedral><EoD> glx: We have a private net <- you do? oh!!! i want one too :-(
10:31<EoD>welshdragon: germany
10:31<welshdragon>EoD: hmm, they technically should allow it
10:32<welshdragon>do they use a proxy for ipv4?
10:32<EoD>welshdragon: I'm one of the admins, there and i'm sure they are not :)
10:32<dihedral>EoD, can you host a server? ^^
10:32<EoD>a private server? I don't think so ;)
10:32<dihedral>what a shame
10:33<welshdragon>EoD: it doesn't matter, i can access network games at my university fine
10:33<dihedral>would only be 1u :-P
10:33<EoD>I think we have only about 4u left
10:33<dihedral>see - it'd work
10:33<EoD>SpComb: I'll have a look at the code. May i ask you some questions if i have some?
10:34<EoD>until someone else requests those 4u officially ;)
10:38<EoD>"Sorry, but we have only 3u left. I have absolutely no idea which server this is..." :-D
10:39-!-KingJ is now known as kingj
10:44<@Rubidium>just wire it to as many switches as you can and make it look like it's old and running an arcane OS
10:44<@Rubidium>then 'it must be important, so we better not touch it'
10:44<Aali>and plenty of blinkenlights!
10:45<Aali>so, when are we getting IPX support in openttd?
10:45<EoD>There is only a small switch in our server room. The switches are on another floor and controlled by the LRZ (leibniz supercomputing centre)... I
10:46<EoD> I'm just a small and unimportant admin around there ;)
10:49<planetmaker>like a quick guide to "how to make 4 people quite unhappy" ;)
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11:16<@Belugas>Ho JOY!
11:16<@Belugas>my vacations dates are accepted!!
11:16<@Belugas>fom the 10th to the 17th, i'll be off :D
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11:20<@Rubidium>10th of April till the 17th of December? That's be joyful
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11:21<goodger_>welshdragon: wb
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11:22<welshdragon>goodger: thanks
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11:27<@Belugas>indeed, Rubidium, indeed... alas... just one week
11:28<petern>why did i bother looking at buildottd's source
11:28<petern>it's ugly
11:28<@Belugas>that's just a leftover from my vacation pool
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11:40<welshdragon>grr. my rv's aren't replacing (0.7.0 rc2)
11:41<+glx>autorenew or autoreplace?
11:41<welshdragon>they have got old, i told them to autorenew to different models and they haven't.
11:41<+glx>do you play with breakdowns off?
11:41<welshdragon>i'll activate thenm :P
11:41<+glx>how is "no service if breakdowns are off"?
11:42<welshdragon>set to on
11:42<welshdragon>set to 'service if breakdowns are on'
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11:45<welshdragon>hello vany_87
11:45<vany_87>can i write german?!
11:46<+glx>not here
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11:48<vany_87>my english is not so good.
11:48<vany_87>but i have 1 question.
11:48<vany_87>openttd is only for the transport tycoon deluxe?! or are work at other games from tycoon?!
11:48-!-Sacro [~ben@static-87-102-39-137.karoo.KCOM.COM] has joined #openttd
11:49<KingJ>Only for TTD
11:49-!-neli [micha@] has quit [Ping timeout: 480 seconds]
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11:50<vany_87>äh sry.. i mean the prog-team,
11:50<vany_87>are they work at other projects?!
11:50<vany_87>not the game sry.
11:50<+glx>welshdragon: so this setting is off
11:50<welshdragon>glx: yes
11:52<vany_87>does anyone know the game rollercoaster??
11:52<vany_87>from tycoon
11:52<welshdragon>vany_87: yes, but nobody here develops for it
11:52<vany_87>ok.. thx.
11:52<KingJ>Yes, but I don't think there are any plans to make an Open Rollercoaster Tycoon - it's a completely different engine and game type :P
11:53<vany_87>i know..
11:53<vany_87>what a shame.. i love this game..
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11:54<@Rubidium>actually rollercoaster tycoon (1) is more like TTD than Locomotion is like TTD (game engine wise)
11:54<vany_87>i have an old cd. but it doesn't work. and i can't never find an alternative
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11:55<@Rubidium>install windows 98 and try to install it there
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11:55<welshdragon>vany_87: erm, sorry, we can't help, is it the original game?
11:55<vany_87>no thats not the problem ;)
11:56<vany_87>which original game? @welsh
11:56<+glx>if you have the original cd you can try to get a backup version
11:56<welshdragon>vany_87: erm, rollercoaster tycoon?
11:57<vany_87>hm ok..
11:57<welshdragon>is your disk scratched?
11:57<vany_87>yes it is..
11:57<vany_87>so i can install new..
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11:59<welshdragon>vany_87: take it to a shop, they can reoair it for about 5 - 10 euros
11:59<vany_87>in which shop a normaly shop?!
12:00<welshdragon>a pc games shop
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12:00<vany_87>ok i'm trying..
12:01<vany_87>thx for your help..
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12:02<welshdragon>glx: so is it a bug?
12:02<+glx>is the vehicle type still available? Do you have enough money?
12:03<+glx>many possible reasons :)
12:03<welshdragon>glx: yes, it's still available, and i have £10m+
12:04<+glx>maybe it's your layout then
12:05<welshdragon>the depot is easily acceesible
12:05<welshdragon>(being Road Vehicles)
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12:08<petern> * When an exception is raised, it is caught and then thrown again.
12:08<petern> * This is an example of selfdocumenting code saying:
12:08<petern> * It's not a bug, it's a feature.
12:08<petern> * It also keeps annoying breaks out of my debugger ;)
12:08<petern> */
12:08<petern> catch (Exception) {
12:08<petern> throw;
12:08<petern> }
12:08<petern>le sigh
12:08<petern>oh well, at least it's not my code
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12:10<welshdragon>glx: problem solved
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12:12<welshdragon>i was clicking on the greyed out buses
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12:13<+glx><welshdragon> they have got old, i told them to autorenew to different models and they haven't. <-- hmm that's autoreplace indeed
12:13<+glx>and autoreplace is not affected by servicing
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12:18<welshdragon>can i request a small feature? towns don't build bridges, and you can add a boundary that your cities do not grow over?
12:19<welshdragon>my towns have merged into one big city :(
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12:33<petern>you can build that boundary
12:34<welshdragon>petern: how?
12:35<@Belugas>diagonal rails, owned land, stations.... lottsa stuff
12:35<@Rubidium>well places big UFOs
12:36<Ammler>disable town roads and build them self
12:38<welshdragon>tried that
12:39<welshdragon>the scenario had already connected all cities, so they just grew along the 'motorways'
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13:27<Noldo>hmm, trunk won't compile on debian lenny
13:27<Noldo>unknown pragma in lang file
13:28<@Rubidium>then your lenny is broken I'd reckon
13:28<@Rubidium>(compiles fine on my lenny)
13:29<+glx>(and strgen generates this error)
13:29<@Rubidium>sounds more like a 'broken' makedepend
13:29<@Rubidium>or make getting messed up over time changes
13:32<Noldo>make clean and retry won't help :/
13:33<@Rubidium>try svn revert
13:33<+glx>and check the error log
13:36<Noldo>fresh checkout helped
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13:46<CIA-1>OpenTTD: alberth * r15906 /trunk/src/genworld_gui.cpp: -Codechange: Completed widget number enum of world-generation windows.
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14:36<petern>AI writers! fear the wrath of SirkoZ!
14:42<Noldo>I never quite understood where that 60% magic line comes from
14:46-!-EoD [] has joined #openttd
14:46<Yexo>most likely because ni the early years (with slow vehicles) the maximum rating (without statue or advertising) is +-67%
14:47<frosch123>does sirkoz also have that switch?
14:49<frosch123>I would like an ai that monitors the magic bulldozer, and if it becomed enabled, bulldozes everything
14:57<Sacro> /me would like to stick frosch123 in a bucket and leave him
14:58<frosch123>nice, so you won't highlight me in there?
15:02<@Belugas>what an incredibly pretentious little ...
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15:42<welshdragon>Sacro: your /me at 7:57 failed :P
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16:22*Belugas goes to sleep. night all
16:22<@Rubidium>night Belugas
16:22<@Belugas>and please... crush that sirkoz to the ground!
16:22<@Belugas>night Rubidium
16:22*Belugas is gone
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16:48<welshdragon>ok, where can i find the openttd grf's file on OSX?
16:48*welshdragon has looked under /library
16:48<@Rubidium>do not read the do not read me
16:48<Ammler>read the readme
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16:54<welshdragon>hmm, is the uk roadset compatible with openttd?
16:54*welshdragon downloaded it off grfcrawler
16:54<Ammler>tell us the error you get :-)
16:55<welshdragon>no error, it can't be found in - game
16:55<@Rubidium>anyone in here with a 64 bits OSX?
16:55<welshdragon>Rubidium: erm......
16:55*welshdragon checks
16:55-!-helb_ is now known as helb
16:57<Ammler>Rubidium: the patch to desync c&p users availabe?
16:58<@Rubidium>Ammler: it's called the c&p patch
16:58<Ammler>you mean, if we would patch the server with, they would desync?
16:58<@Rubidium>where do you have c&p-ers?
16:59<@Rubidium>no, you don't need to modify the server to make them desync
17:00<@Rubidium>just need to appropriately modify a client binary to send the right commands
17:00<@Rubidium>one such binaries is the c&p binary
17:03<Noldo>what does it take?
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17:06*dihedral would prefer killing a bunch of the servers in the server list :-D
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17:22<Ammler>I guess, there is no up2date c&p-patch, so it was a wrong assumption
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18:07<fonsinchen>can I load an AI for an existing company that was previously played by myself?
18:08<fonsinchen>can I somehow transfer all my stuff to another company that is owned by an AI? Why doesn't switching to the AI company via cheat and trying to buy myself out work?
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18:11<Yexo>the only way is switching via the cheat and buying the other company
18:11<Yexo>for why it doesn't work there might be several reasons: how old is the company you want to buy? Have you enabled buying shares?
18:12<fonsinchen>I have. I can buy 75% but not more
18:14<fonsinchen>The other way round, however, I can buy all of the AI company when playing as my old company.
18:14<fonsinchen>very strange
18:14<Yexo>do you get any error message? Or is the buy button just greyed out?
18:15<fonsinchen>it's greyed out
18:15<fonsinchen>no matter how much money I get (via cheat)
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18:18<+glx>company 0 is protected on single player
18:18<+glx>if it goes bankrupt, the game ends
18:20<fonsinchen>no way around that, I guess?
18:21<fonsinchen>I could load it in multiplayer, have company 0 bought out by company 1, then start a new company 0 and then reload in single player
18:21<fonsinchen>would that work?
18:22<+glx>but better do it with a dedicated server I think
18:22<+glx>hmm in multiplayer you can't buy other companies
18:25<Yexo>it wouldn't work anyway, since in multiplaye ryou can't join an AI company and neither can you use the cheat to switch to it
18:25<fonsinchen>yes, I found out
18:25<fonsinchen>however, it shouldn't tell me that this is a protocol error ...
18:26<fonsinchen>ok, bad luck I guess
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18:26<Yexo>the join company button should be greyed out for AI companies
18:27<fonsinchen>it isn't
18:27<fonsinchen>I tried to join the AI company and got a protocol error
18:27<fonsinchen>then I tried to join my original company and it worked
18:30<fonsinchen>how do I send money to other companies in multiplayer (or is that possible at all?)
18:31<+glx>client menu (in company list dropdown)
18:34<fonsinchen>oh, another funny bug: the money doubles while being transferred
18:34<Yexo>are you sure you're using the same currency on both clients?
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18:36<fonsinchen>you can have different currencies on the clients? I didn't check.
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18:55<CIA-1>OpenTTD: glx * r15907 /trunk/src/misc_gui.cpp: -Fix (r15841): some strings in save/load dialog were drawn with a 2 pixel offset
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21:13<welshdragon> /part openttd hahaha! nobody can get me on April Fools' Day!
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22:02<baldur>it's not often that i want to cry
22:02<baldur>but translator2 is breaking all my mental defenses now :'(
22:02<baldur>it is in a _serious_ need for fixing
22:02-!-scoz [] has quit [Quit: Lost terminal]
22:02<baldur>or the webserver that is running it...
22:04<@Rubidium>translator2 has been in need of fixing for basically 5 years
22:04<baldur>hehe, well that's true
22:04<@Rubidium>or rather a rewrite from scratch
22:05<baldur>you haven't had an opportunity to try to fix the webserver that is running it?
22:05<+glx>what's your problem with it?
22:05<baldur>it is reeeeaaaally slow
22:05<@Rubidium>baldur: we're not the developers of the webserver
22:05<baldur>and gives my HTTP 500 errors half of the time
22:05<baldur>so it takes about 20x more time to use it
22:05<baldur>oh, sorry
22:06<baldur>i'm not well into the management of project :p
22:06<@Rubidium>but we're trying a new webserver at the moment in the hopes it better than the previous one
22:06<baldur>gives me*
22:07<baldur>as in hardware or software?
22:07<@Rubidium>and well... it doesn't quite work out, but the developer of the webserver is working on it which we couldn't say about our previous problem
22:07<baldur>i see
22:08<@Rubidium>the previous webserver would sometimes kill half the services because it "leaks" memory
22:08<baldur>heh, fun stuff
22:08<baldur>which one was that?
22:08<@Rubidium>where the leaking isn't real leaking but some cache that grows to insane sizes (1+ GB)
22:08<@Rubidium>that was lighttpd
22:08<baldur>oh, really
22:08<baldur>i thought it was supposed to be so great
22:09<baldur>with youtube running on it and stuff
22:09<@Rubidium>youtube doesn't do "fancy" stuff
22:09<@Rubidium>like providing svn via http
22:09<+glx>youtube runs on apache
22:11<Sacro>youtube sucks balls
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22:11<baldur>hmm, i could've sworn that i read somwhere that youtube runs on lighttpd
22:11<baldur>but i'm probably wrong
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22:12<Sacro>"I have two 32-bit laptops, can I use them as one 64-bit?"
22:16<baldur>this list looks pretty valid
22:17<racetrack>$ lynx -head -dump
22:17<racetrack>HTTP/1.1 200 OK
22:17<racetrack>Date: Wed, 01 Apr 2009 02:17:19 GMT
22:17<racetrack>Server: Apache
22:18<racetrack>of course who knows what frontend/backend business they have in there
22:18<TinoDidriksen>YouTube uses Apache for front-end fancy stuff, and Lighttpd for serving the actual video files.
22:18<racetrack>there you go
22:18<@Rubidium>baldur: all nice, but if you hit the 'sweet spot' where it leaks it will leak and be useless
22:20<baldur>yeah, i wasn't trying to prove you wrong :)
22:21<racetrack>Server: lighttpd-yt/1.4.18
22:21<racetrack>not that I doubted :)
22:28<baldur>yay, 100% icelandic translation \o/
22:28<baldur>just in time for 0.7.0
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22:52<CIA-1>OpenTTD: rubidium * r15908 /trunk/src/viewport.cpp: -Fix: off-by-one in viewport strings/flags; left + width != right
22:58<CIA-1>OpenTTD: rubidium * r15909 /trunk/src/os/macosx/osx_stdafx.h:
22:58<CIA-1>OpenTTD: -Fix (r15892): Apple, PLEASE do not fill your API with #if !__LP64__. Especially
22:58<CIA-1>OpenTTD: when another part of your API depends on whether __LP64__ is defined and thus
22:58<CIA-1>OpenTTD: making it non-trivial to silence the warnings from the undefinedness of __LP64__
22:58<CIA-1>OpenTTD: in #if !__LP64__...
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---Logclosed Wed Apr 01 00:00:10 2009