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#openttd IRC Logs for 2009-12-04

---Logopened Fri Dec 04 00:00:44 2009
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01:10<Ch0Hag>Can you tell a train which platform to use?
01:11<Forked>by using waypoints (only thing I could think of)
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01:11<Ch0Hag>Yeah that's what I thought.
01:12<Ch0Hag>And they can't be next to each other.
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01:51<planetmaker>[07:22] <Ch0Hag> [07:12:06] And they can't be next to each other. <-- of course they can
01:51<planetmaker>the magic key is again ctrl
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02:00<Yexo>good morning
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02:18<planetmaker>good morning Yexo
02:18<Yexo>hello planetmaker
02:18<Yexo>how are you?
02:18<planetmaker>DaleStan: it works somewhat. E.g. it renumbers everything correctly and doesn't comment anything it should not. But it still issues a warning comment for every line: //!!Could not read xrel from apparent real sprite.
02:19<planetmaker>Quite fine, thanks :-) How're you?
02:19<planetmaker>Haven't seen you for long
02:19<Yexo>fine, busy with study, some other things
02:20<Yexo>been absent a bit too long
02:20<planetmaker>he... real life's a bitch, eh? ;-)
02:22<planetmaker>nice to see you back, though :-)
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02:42<planetmaker>@base 16 10 59E
02:42<@DorpsGek>planetmaker: 1438
02:45<Yexo>FS#1905 is closed, cool!
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03:03<planetmaker>@calc 9*32-1
03:03<@DorpsGek>planetmaker: 287
03:05<planetmaker>indeed. It's nice now :-)
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03:06<Ch0Hag>planetmaker: Not if they're different waypoints.
03:06<Ch0Hag>Something about can't build two stations adjoining.
03:06<planetmaker>Ch0Hag: of course also then
03:07<Ch0Hag>Not of course.
03:07<Ch0Hag>I tried it this morning. It didn't work.
03:07<planetmaker>that's why I told you about the ctrl key
03:07<Ch0Hag>Ah so you did.
03:07<Ch0Hag>I'll give that a try when I get home.
03:08<Ch0Hag>Does that work with stations too?
03:08<Ch0Hag>On a related note - can a single square of station be deleted without losing the whole station?
03:08<planetmaker>see. those who read are at a distinct advantage
03:08<Yexo>yes, use the bulldozer tool instead of the dynamite
03:09<Ch0Hag>As in the remove scoopy thing that makes the cursor red?
03:09<Ch0Hag>(r key)
03:09<Yexo>r key is the shortcut for the bulldozer tool
03:10<Ch0Hag>Didn't know it was a bulldozer.
03:10<Ch0Hag>I suppose the icon makes more sense now.
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03:17<guru3>r is remove tool
03:17<guru3>d is the bulldozer and is represented by a picture of dynamite
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03:44<Yexo>hmm, trying the content download and it stops downloading at 34%
03:44<Yexo>tried multilpe different files now,and it always stops before it's finished
03:45<Yexo>oh, after a restart it all works
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04:13<CIA-4>OpenTTD: yexo * r18395 /trunk/src/aircraft_cmd.cpp: -Fix (r17415): helicopters can turn freely even while in the air
04:19<@petern>that font-selection patch is... quite old
04:19<@petern>and the code is not too nice :/
04:19<@petern>and the bounding-box feature is obsolete
04:21<planetmaker>is there needed a font selection patch? Isn't there a good one already in trunk?
04:21<planetmaker>or talking about one of your unpublished ones?
04:22<@Rubidium>planetmaker: user selection vs automagic selection
04:27<planetmaker>ah indeed. There's no user selection I'm aware of. Is that impression correct?
04:27<@Rubidium>yes... and I reckon that would then again be a feature not to be implemented for a long time for OSX
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04:45<@petern>is fontconfig not used for osx?
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04:50<planetmaker>not 100% sure to what extend... it's a dependency also there. Getting hold of fonts works differently on OSX, though
04:52<planetmaker>and there's a dedicated framework for that supplied by apple
04:56<CIA-4>OpenTTD: yexo * r18396 /trunk/src/airport_movement.h: -Fix [FS#3169]: planes turned too much at the end of the runway when landing at the intercontinental airport~
04:56<@Rubidium>petern: ofcourse fontconfig isn't used for OS X
04:57<@Rubidium>planetmaker: and that is supported by 10.3.9?
04:58<planetmaker>I guess it's 10.5+
04:59<@petern>i don't pay any attention to os x so i don't know :)
05:06<planetmaker>hm... looks like NSFont is available since basically ever. So even 10.3.9 should work, though some methods get deprecated in 10.4
05:10<@petern>i hate apple :)
05:10<planetmaker>and CTFontCollection might come in handy, too
05:11<planetmaker>probably it would even suffice to only use that
05:12<planetmaker>but then... that's 10.5+ :-)
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06:52*petern wonders why he bothered updating ECS when he never uses it
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07:05<Eddi|zuHause>why are there no halftile-rivers?
07:07<planetmaker>no one bothered enough?
07:08<Eddi|zuHause>i mean especially ones with one corner raised, like half-coast tiles
07:09<planetmaker>same answer I guess ;-). It would also make sense to have water flowing down those oblique slopes
07:11<Eddi|zuHause>question is: how to handle half-rail half-river tiles?
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07:25<@petern>Eddi|zuHause, make it!
07:25<Eddi|zuHause>petern: i thought you already had a patch for it ;)
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07:34<planetmaker>My best guess is that, if rivers are touched again, they'd need to become a flowing entity, are generated in the scenario editor and thus so that they can be really used ingame
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09:24<CIA-4>OpenTTD: rubidium * r18397 /trunk/src/network/network_content_gui.cpp: -Fix [FS#3346]: after cancelling downloading the download button would remain disabled
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10:10<Luukland>Guys, is there an option to disable monorail?
10:12<Eddi|zuHause>load a grf
10:14<@Belugas>don't use them :)
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10:16<Luukland>I thought TTDpatch had that option no?
10:17<planetmaker>OpenTTD != TTDPatch
10:17<planetmaker>We have both, monorail and maglev. TTDP has only one at a time afaik
10:18<Luukland>Unified Maglev (unifiedmaglev, -XM): Make both monorail and maglev engines available for both track systems
10:19<@Belugas>mmh... actually... ttdp have both. it's the electric one that shares the maglev ( i think)
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10:19<@Belugas>Luukland, this is ttdpatch, spech. not openttd one
10:20<Luukland>I see
10:20<@Belugas>we do not have to obey to the config they are using.
10:20<@Belugas>we obey to the grf specs
10:20<Luukland>You dont have to obey anyhing :)
10:20<@Belugas>nothing more
10:20<Eddi|zuHause>is there a particular reason why towns are not allowed near map edges? (except "it has always been this way")
10:20<SmatZ>Eddi|zuHause: it has always been this way
10:21<SmatZ>the limit even got less strict recently (from 30 tiles to 20)
10:21<@Belugas>we do, since the fact that we adopted their specs (which has become more or less "universal") measn that we have to be compliant as much as possible to it
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10:21<planetmaker>Eddi|zuHause, people are afraid to fall off the map.
10:21<@Belugas>mmh... answerinf to Luukland
10:21<SmatZ>maybe towns at edges are just not nice
10:22<@Rubidium>SmatZ: but the same holds on water edges
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10:33<SmatZ>hello frosch123
10:34<SmatZ>Rubidium: I was quite used to water edges :)
10:34<SmatZ>but indeed freeform edges are superior
10:34<frosch123>afternoon smatz and rubidium
10:34<frosch123>and the whole channel \o/
10:34<SmatZ>oh oh oh it's the frosch!
10:35<@Rubidium>SmatZ: you're probably misunderstanding me; why X tiles from the map edge when that requirement doesn't hold for water tiles (i.e. X tiles from water)?
10:35<frosch123>yeah, and i had no lunch yet
10:35<planetmaker>hello frosch123 :-)
10:35<planetmaker><-- slow
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10:43<Eddi|zuHause>SmatZ: apparently, the new limit is 12
10:44<Eddi|zuHause>but more importantly: why is there no drag&drop landscaping in the scenario editor?
10:45<@Rubidium>because nobody implemented it decently?
10:48<SmatZ>reminds me about Roujin...
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11:57<CIA-4>OpenTTD: rubidium * r18398 /trunk/src/tree_cmd.cpp: -Fix [FS#3343]: the tree 'which one to draw' hash wasn't anywhere near random and thus showed a very visible repeated pattern when only one tree type was used
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12:09<Sacro> nsfw perhaps
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12:12<Eddi|zuHause>is there a setting to disable the OSK?
12:13<Eddi|zuHause>because it's annoying me big time...
12:17<frosch123>then add one :p
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12:18<fjb>Quak frosch123
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12:44<Prof_Frink>Sacro: Subliminal != Subluminal.
12:45<Prof_Frink>One's a message you don't notice, the other's a Swanage crag.
12:48<SpComb>a what
12:48<SpComb>also, wrong channel
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12:49<Sacro>Prof_Frink: HEY YOU, JOIN THE NAVY
12:49<Chrill>No u
12:50<Coco-Banana-Man>YVAN EHT NIOJ!
12:51<Prof_Frink>SpComb: Other channel is read-only.
12:52<SpComb>Prof_Frink: if you say so, I guess
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12:56<Eddi|zuHause>hm... Google-DNS...
12:57<Eddi|zuHause>i wonder when Google starts an ISP...
12:57<SpComb>they already have
12:58<SpComb>or whatever it was
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13:05<Eddi|zuHause>SpComb: that sounds very... local...
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13:26<@petern>ack, after 20 years of pikka's houses, my stations are flooded :s
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13:28<SpComb>petern: build some tram stops nearby, I'm sure that'll help
13:28<fjb>Same happens with most houses grfs.
13:31<@Belugas>whooooo... trunk updated... first time i do that in like... 2 months
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13:33<@petern>Belugas :)
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13:34<planetmaker>woooo! :-)
13:34<@Belugas>just that... what's next ;)
13:35<SpComb>merge cargodist!
13:35<frosch123>"svn status" or "svn diff", then continue
13:36<@Belugas>mmh... that's my newobjects repo :S
13:36<@Belugas>and not the latest up to date...
13:37<frosch123>my guesses were not that bad :)
13:38<CIA-4>OpenTTD: rubidium * r18399 /trunk/src/water_cmd.cpp: -Codechange: bail out early in FloodVehicle instead of a massive if (...) { } else { return }
13:45<CIA-4>OpenTTD: translators * r18400 /trunk/src/lang/ (greek.txt traditional_chinese.txt):
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: traditional_chinese - 52 changes by josesun
13:45<CIA-4>OpenTTD: greek - 17 changes by fumantsu
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13:48<Tegal>hey people
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13:56<@petern>A FLOWER?
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14:17<CIA-4>OpenTTD: rubidium * r18401 /trunk/src/station_cmd.cpp: -Fix: drive through road stops did not get flooded
14:17<De_Ghosty> hey
14:17<De_Ghosty>i have a new 64 bit win 7
14:18<De_Ghosty>is it a feature that it load so slow on the mutiplayer screen?
14:19<planetmaker>But it depends upon the player name you choose.
14:19<De_Ghosty>just wondering
14:19<planetmaker>the longer the player name, the longer the loading time
14:19<De_Ghosty>as i suspected
14:21<Sacro>you can reply as an actual country too
14:21<@Rubidium>"load slow on the multiplayer screen" <- uhm, what?
14:21<@Rubidium>what loading in the multiplayer screen?
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14:33<De_Ghosty>OOPS CAPLOCK
14:34<De_Ghosty>click on a server
14:34<De_Ghosty>and it takes like 6 seconds to get to the next screen
14:34<De_Ghosty>it never happened on the 32 bit
14:35<De_Ghosty>wait nvm
14:35<De_Ghosty>think it's windows 7
14:37<SmatZ>maybe some new-connections-in-time limit reached
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14:49<_ln>is it possible to submit patches anonymously?
14:53-!-Tegal [] has quit []
14:55<fjb>Just upload it somewhere where you don't have to tell your name.
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15:04<@Belugas>on yur sd key ?
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15:13<@Belugas>ok... a clean repo
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15:24<fjb>Moin andythenorth
15:24<planetmaker>salut andythenorth
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15:26<Ch0Hag>Are RORO stations still the way to go, or do the new signals allow for something better?
15:26<flukes1>may have found a really strange bug... i've been playing on a server for the last 2-3 hrs and I have a group of about 10 coal mines surrounding a station. for some reason though, my trains have randomly decided to stop loading the coal
15:26<flukes1>just stuck at 0%
15:26<flukes1>the mines are still producing but it's gone back down to 0% transported... very odd. any ideas, has this been seen before?
15:27<fjb>Ch0Hag: Depends.
15:27<SmatZ>flukes1: nope
15:27<SmatZ>savegame would be useful
15:28<frosch123>are the trains refitted to coal?
15:28<SmatZ>maybe someone bought ...
15:28<SmatZ>how is that called :)
15:28<flukes1>no, but they have 12 coal cars
15:28<frosch123>exclusive transport rights?
15:28<flukes1>that'll be it
15:28<SmatZ>yeah :)
15:29<Sionide>wow 0.7.4 is out......
15:29<CIA-4>OpenTTD: rubidium * r18402 /trunk/src/ (10 files): -Codechange: unify/centralise the code for crashing vehicles
15:30<Sionide>last version I have downloaded is 0.5.2, insane!! I wonder what's new :D
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15:31<frosch123>and you have been idling in this channel all those years?
15:31<planetmaker>new AIs, online content, newgrfs, signals...
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15:31<Sionide>frosch123, yeah pretty much
15:31<SmatZ>Sionide: and further
15:31<Sionide>SmatZ, ta
15:33<CIA-4>OpenTTD: belugas * r18403 /trunk/src/table/town_land.h: -Codechange: Re-arrange header of table _original_house_specs
15:33<@Belugas>ho ben... it still works
15:33<Alberth>you still know how to do it
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15:35<@Belugas>seems so :)
15:37<Sionide>support for rivers wtf...... aaahhhhh am I gonna get any sleep tonight?? doubts it!
15:38<planetmaker>mind... only in the scenario editor.
15:38<planetmaker>thus they're not yet automatically generated.
15:38<planetmaker>but, if on the map, they'll be there.
15:40<Sionide>i'm not much caring about the details.. arrrghh there's so much changed!
15:40<Alberth>Sionide: stop reading now to rescue the sleep you have left
15:40<Sionide>noo i don't need sleep!
15:40<Sionide>0.5.2 released on 29 May 2007.
15:41<Sionide>I have two years to catch up on!! Unreal..
15:42<andythenorth>hmmm....I should put FISH on Bananas :(
15:43<@Rubidium>is it in such a releasable state then?
15:43<andythenorth>dunno, you guys tell me?
15:43<@Rubidium>Sionide: and then you're even missing out the last 10 months of development ;)
15:43<Sionide>screw it, i'll get the nightly
15:44<Sionide>i have r10166 installed... old school.
15:44<@Rubidium>@commit 10166
15:44<@DorpsGek>Rubidium: Commit by peter1138 :: r10166 /trunk/src (3 files) (2007-06-15 16:21:56 UTC)
15:44<@DorpsGek>Rubidium: -Feature(tte): Add support for antialiased typefaces via FreeType. This is configurable for each font size in the configuration settings and requires using the 32bpp blitter and suitable fonts.
15:44<@Rubidium>that's definitely a reason to use a newer version :)
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15:45<Prince>hi guys
15:45<Prince>can anyone help me here
15:46<SmatZ>hello Prince, please ask your question
15:46<@Rubidium>not until we know where to help you with; e.g. we can't help you get a bigger you know what
15:46<Prince>how to enable streetcar construction in openttd 0.7.4
15:46<SmatZ>load a tram newgrf
15:47<Prince>any tram newgrf would be fine
15:47<Prince>or any specific one
15:47<SmatZ>it doesn't matter
15:47<Prince>:) thank u smatz
15:47<SmatZ>you have to wait until first tram is available to be built
15:48<Prince>gracias amigo
15:48<SmatZ>you are welcome
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15:52<CIA-4>OpenTTD: rubidium * r18404 /trunk/src/ (16 files in 5 dirs):
15:52<CIA-4>OpenTTD: -Codechange: link drive through stops better together
15:52<CIA-4>OpenTTD: -Feature: make penalty for road stop occupancy user configurable
15:52<CIA-4>OpenTTD: -Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
15:52<CIA-4>OpenTTD: -Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
15:52<CIA-4>OpenTTD: -Change: improve the throughput of the drive through road stops by letting them stop closer together
15:54<Eddi|zuHause>Rubidium: feeling good now that you have disproved my prediction? :p
15:54<@Rubidium>what prediction?
15:55<Eddi|zuHause>líke two days ago i said somewhere "nobody is going to touch the multistop code in the near future" :p
15:55<Eddi|zuHause>and like two hours later you started ;)
15:56<frosch123>"started" != "first commit" :p
15:56<Eddi|zuHause>well, obviously...
15:56<frosch123>i laughed already the first time i read it :p
15:56<Eddi|zuHause>"you started commiting"
15:57<@Rubidium>oh, did I touch multistop? :)
15:57<Tegal>anyone here know much about the openttd-python Bot
15:57<Eddi|zuHause>yeah, you removed it ;)
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15:58<Eddi|zuHause>Tegal: was that SpComb's or Yoricks?
15:58<frosch123>@seen yorick
15:58<@DorpsGek>frosch123: yorick was last seen in #openttd 3 weeks, 0 days, 4 hours, 48 minutes, and 23 seconds ago: <yorick> documents/openttd
15:58<Tegal>is the one i have been looking at
15:59<Eddi|zuHause>then probably not...
15:59<frosch123>someone banned him?
15:59<SmatZ>I don't think so
16:01<@petern>why not?
16:01<CIA-4>OpenTTD: rubidium * r18405 /trunk/src/roadveh_cmd.cpp: -Fix (r18405): RVs didn't like to stop when the 'next' drive through station tile didn't have a compatible road type
16:01<SmatZ>endless recursion!
16:01<@petern>18405 fixes itself :D
16:02<@Rubidium>yeah :)
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16:05<@petern>"multistop" for ships!
16:05<Eddi|zuHause>yes, definitely
16:06<@Rubidium>nah, they don't need that
16:06<SmatZ>ship collisions :)
16:06<@petern>we don't need 32bpp either ;)
16:06<frosch123>yeah, i also missed Ship::Crash()
16:06<planetmaker>they would need more docks than one :-) - and if it's only for eye candy ;-)
16:06<Eddi|zuHause>yes, they do... currently it's impossible to pick a specific ship that is waiting at the dock...
16:07<planetmaker>btw... MOOOOAAR! ;-)
16:07<@Rubidium>click on dock -> click on ship icon -> select correct ship
16:07<Eddi|zuHause>no, those are the assigned ships, not the waiting ships...
16:08<Alberth>click on shiplist -> click on ship
16:09<Alberth>hmm, Rubidium's option is easier :)
16:09<Eddi|zuHause>well, in the worst case, they are the same...
16:11<Eddi|zuHause>but one of the problems is that you don't even have an easy visual way to determine how many ships are currently waiting at all...
16:13<CIA-4>OpenTTD: rubidium * r18406 /trunk/src/ (roadstop_base.h station_cmd.cpp): -Cleanup: remove some unneeded constants and code
16:14<@Rubidium>planetmaker: MOOOOAAR of what?
16:14<planetmaker>features. Stuff. Whatever ;-)
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16:14*Rubidium sends planetmaker some STD ;)
16:15<planetmaker>specifically: more docks on one station
16:15<thingwath>(some *more* STD?)
16:16<andythenorth>more docks on one station = win
16:16<andythenorth>there is actually a valid case for it
16:16<@petern>eyecandy ;)
16:16-!-APTX [] has quit [Remote host closed the connection]
16:16<andythenorth>that too
16:16<@Rubidium>s/dy/cer/ ?
16:17<andythenorth>and I have a game with industry on a strip of land between two seas
16:17<@petern>only in toyland
16:17<andythenorth>I want one station for cargo pickup...but that's not possible if I want to use ships on both seas
16:18<Alberth>petern: is the black boxes invasion gone already?
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16:19<@Rubidium>problem would be that multistop with ships might not work very well with the simple 'n' fast ship pathfinder
16:20<andythenorth>he he. the "simple 'n' fast" ship pathfinder is trying to route my ships to a depot for servicing that they can't possibly reach (unless I do some terraforming) :)
16:20<frosch123>and the new multistop code would not be useful for it either, as ships are slow and docks likely not directly neighboured, so mutiple ships would head for the same until the first starts loading
16:21<andythenorth>meanwhile, I should draw some more ships...
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16:24<@petern>i never play toyland
16:27<planetmaker>Alberth: it's not gone. It got less. But still some industries are missiong
16:29<Alberth>last parts are always difficult to get done. There are also several face parts still missing I noticed while hacking in the company face window.
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16:33<planetmaker>yes, we're missing the black manager faces
16:34<planetmaker>Zephyris is currently doing a great job, getting all sprites done, though.
16:34<Sacro>planetmaker: african american manager
16:35<@Rubidium>Sacro: but when are you an African American and when not?
16:36<Sacro>Rubidium: if your skin is dark then you are african american
16:36<Sacro>if you are white, born in africa and then moved to america as a teenager you aren't
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16:37<planetmaker>Sacro: whatever suits you.
16:39<@petern>oh, is "black" unacceptable again?
16:39<planetmaker>black is beautiful ;-)
16:39<@Rubidium>Sacro: where is this 'dark' threshold?
16:39<Brianetta>My black is blacker than your black. I call it, "black black."
16:40<Sacro>Rubidium: errm, Obama seems to be around it
16:40<Sacro>he's too dark for some people, not dark enough for others :\
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16:46<@Belugas>close the lights, everyone is as black as each other ;)
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16:47<@petern>sacro has these silly ideas
16:47<Sacro>yes he does
16:47*Sacro is totally no-pc
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16:57<_ln>nelson mandela, the first african american president of south africa.
16:57<Nite_Owl>Hello all
16:57<@petern>_ln, quite
16:59<SpComb>Eddi|zuHause: openttd-python bot? Lies
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17:02<CIA-4>OpenTTD: rubidium * r18407 /trunk/src/tunnelbridge_cmd.cpp: -Fix [FS#3338]: aqueducts were not influenced by the "long bridges" setting
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17:14<@Belugas>oh god... what are those sprites now...
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17:21<@Belugas>oh ... stadium parts...
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17:31<planetmaker>grfcodec -d is your friend, Belugas :-)
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17:31<@Belugas>ho... it's decoded a long time ago...
17:31<@Belugas>just that the sprites.h table has some holes
17:32<frosch123>i hope you do not forget to run home :)
17:32<planetmaker> :-D
17:36<@Belugas>ho ...fuck...
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17:49<fonsinchen>where does openttd put the crash dump on windows?
17:49<Sacro>save folder / crash.dmp ?
17:49<frosch123>lol. never noticed that spiegel online has a score table for the turkish football/soccer league
17:50<@Rubidium>fonsinchen: whereever it says it has placed them in the crash notification window
17:51<@Rubidium>IIRC it's where openttd.cfg is
17:51<fonsinchen>Unfortunately you can't expect people to read the crash notification window.
17:51<Gremnon>I thought it was always left with the openttd.cfg
17:51<Gremnon>it always has been for me
17:53<fonsinchen>I think that huldu guy didn't get a crash notice though. Probably the "release" build from MSVC doesn't produce crash dumps anyway.
17:53<DaleStan>SpComb: <> redirects to <>, which is 500.
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17:55<Terkhen>fonsinchen: I'm going to check that
17:56<@Rubidium>fonsinchen: it should; there's nothing during releases that enables them, unless he doesn't have dbghelp.dll
17:57<fonsinchen>"should" or "shouldn't", "enables" or "disables"? In this combination your statement is hard to understand ...
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17:58<@Rubidium>it should work
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17:59<@Rubidium>there is nothing done during the release process to enable the crash.dmps
18:00<@Rubidium>but... it tries to load dbghelp.dll and uses that to make the dump, but that should be part of Windows installations according to Microsoft (not win9x, but MSVC builds don't work on win9x anyway)
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18:01<fonsinchen>So let's hope he finds it.
18:01<fonsinchen>This bug is getting on my nerves.
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18:02<fonsinchen>However, he talks about "CTD" which probably is "crash to desktop" and implies no crash notice. But maybe that's just sloppy wording.
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18:03<@Rubidium>hmm, maybe windows 2000 doesn't have dbghelp
18:04-!-Rubix`` [~wrqwer@] has quit []
18:04<@Rubidium>(or at least a new enough version)
18:04<@Rubidium>we need 5.1 or newer
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18:16<DaleStan>Oh. I suppose searching the bugs might have been a good idea.
18:20<@petern>road vehicle list window is... not right
18:21<DaleStan>How ... descriptive.
18:21<Chrill>I GET IT!!
18:21<Chrill>thats why peterT always reminds of someone else on the forums
18:21<Chrill>there's a petern
18:21<Chrill>I've been wondering for weeks :(
18:22<frosch123>T and N is kind of important :p
18:22<Chrill>yes, I agree
18:23<Chrill>or DaleStan would be DaleSnat
18:23<SmatZ>peter1138 would be more distinguishable :)
18:23<frosch123>except petert changes to peter1337
18:24<Chrill>well you never know, frosch123..
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18:27<frosch123>however, only fools append numbers to their nicknames
18:28<Chrill>I really agree with you there
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18:28<SmatZ_>what about underscores?
18:29<Chrill>that's just proof of a bad internet connection
18:29<frosch123>SmatZ: they are a symbol of masculinity
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18:30<frosch123>esp. with 4+ underscores
18:30<Chrill>not masculine
18:30<Chrill>perhaps SmatZ_1_2_3_4_5_
18:31<frosch123>weird idea of an tattoo
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18:40<matsebc>Hallo, got a question, not sure this is the proper place to ask
18:40<matsebc>any idea why openttd for iphone is not on the Itunes store?
18:40<Chrill>well, it's not an approved app
18:40<@Rubidium>got an answer for that somewhere
18:40<matsebc>Chrill: but any particular reason?
18:40<Chrill>have we tried to have it added, Rubidium?
18:41<@Rubidium>Chrill: no
18:41<@Rubidium>oh, my answer is for Steam
18:41<Chrill>thats one reason :P
18:41<matsebc>Chrill: ah ok thanks, so it's not like it uses some private API or whatnot ¿?
18:41<matsebc>(which is why some apps are not on the app store)
18:41<@Rubidium>it's more like we have no Mac developer
18:42<@Rubidium>and we don't like charging people for something that's free
18:42<matsebc>Rubidium: I hear ya
18:42<matsebc>you can publish free apps on the itunes store :)
18:43<matsebc>you would however have to spend 100 bucks to get a developer's license though
18:43<Chrill>ask for donations for that, would probably get there
18:43<@Rubidium>Chrill: but without a developer it's still pointless
18:43<Chrill>yeah, true
18:43<Chrill>then again, i dont use the iphone :P
18:44<@Rubidium>even so, for OpenTTD to be useful we need to distribute also the data files, which aren't ours. As such it'd be illegal
18:44<Chrill>We're not that far away from OpenGFX and SFX finishing, though
18:44<Chrill>the aim is for both in 0.8, yes?
18:44<@Rubidium>true, but still some months from the first release that supports OpenSFX
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18:49<Terkhen>good night
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18:55<@Rubidium>anyhow, as I said a iPhone port is probably not going to happen as long as there is no Apple developer; proper testing requires an Apple and an iPhone. Something none of the current developers have. The binaries are compiled by compiling them on Linux and *hoping* they work on OSX
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18:57<frosch123>hmm, does "protected" apply in both directions of the class hierarchy :o
18:57<frosch123>(e.g. after dynamic_cast)
18:58<@Rubidium>how to do that trick for iPhones I don't know, but testing those is quite a bit harder because you either need to jailbreak them or need to sign them, but I've got no clue how to do either of them
18:58<@Rubidium>nor an actual iPhone
18:59<SmatZ>frosch123: how do you mean?
18:59<SmatZ>predecessor doesn't know about successor's protected variables
18:59<@Rubidium>nor will I even acquire/accept such a thing that may only run what some self-appointed ruler
19:00<frosch123>class A { void f(); }; class B { protected: int a; }; void A::f() { dynamic_cast<B>(this).a = 1; }
19:00<matsebc>ops sorry url is
19:00<SmatZ>frosch123: haha, nice :)
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19:01<SmatZ>Rubidium: :)
19:01<frosch123>s/class B/& : A/
19:02<SmatZ>anyway, interesting question
19:02<frosch123>yeah, i am on java currently :p
19:02<SmatZ>and frankly I don't know
19:02<frosch123>i will just try :)
19:03<SmatZ>frosch123, I am disappoint
19:03<@Rubidium>well, at least it's better than .net
19:03<SmatZ>last time I did java it didn't have templates :)
19:03<matsebc>Rubidium: did you take a look at the link
19:04<@Rubidium>matsebc: yes, I know of that... uhm...
19:04<frosch123>SmatZ: what's the point of templates in java ?
19:05<@Rubidium>frosch123: not having to cast iterator.Next()?
19:05<@Rubidium>not having to cast collection.Get(i)?
19:05<frosch123>ok :)
19:05<SmatZ>frosch123: no clue, C++-ish way to do interfaces?
19:06<@Rubidium>matsebc: can you tell what version of OpenTTD that is?
19:06<matsebc>oh not a clue Rubidium just found that thing myself
19:06<matsebc>0.6.3 (2008-10-01)
19:06<matsebc>it seems
19:06<@Rubidium>no, definitely not that
19:06<matsebc>according to the changelog
19:07<@Rubidium>the changelog only gets updated on releases
19:07<matsebc>OpenTTD README
19:07<matsebc>Last updated: 2008-10-01
19:07<matsebc>Release version: 0.6.3
19:07<matsebc>on readme.txt
19:07<@Rubidium>yes, but the readme of the nightlies says 2009-12-01, 0.7.4... but the nightlies aren't 0.7.4
19:08<matsebc>ok, where can I check for the version
19:09<@Rubidium>it's r15332 of trunk
19:09<@Rubidium>which is quite buggy
19:10<@Rubidium>if I look at the number of bugfixes that came since then
19:12<@Rubidium>and there was an enormous list of issues on the blog page where he released it, but he has redone his website and I can't find that anymore
19:12<@Rubidium>anyhow, you still have to compile that (or jailbreak your iphone)
19:12<matsebc>yeah, thing is that what I checked out of git is not really that well organized
19:12<matsebc>so, dunno were to start
19:12<@Rubidium>me neither
19:13<@Rubidium>you probably need some extra makefiles or so that he conveniently didn't add
19:13<matsebc>I think that's the case
19:14<@Rubidium>and given the state of that repository I fear he has absolutly no idea how to use git
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19:22<matsebc>so, basicaly that repository is garbage
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20:15<matsebc>Rubidium: thanks :D
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---Logclosed Sat Dec 05 00:00:45 2009