| --- | Log | opened Fri Apr 20 00:00:19 2007 |
| 00:42 | |-| | boekabart_ [~boekabart@81.58.27.138] has left #openttd [Back to work, back to work, everybody, work work work work!] |
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| 00:54 | <peter1138> | and hello again |
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| 01:00 | <boekabart_> | morning |
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| 02:03 | <ln-> | don't tell me there's still 30°C in germany? |
| 02:04 | <SpComb> | there was 30°C here on the 14th |
| 02:05 | <ln-> | and 50°C here last summer, but let's not count the cases when the sun hits the sensor. |
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| 02:07 | <roboman> | is there such thing as diagonal bridges? |
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| 02:07 | <ln-> | have you ever seen a diagonal bridge in real life? |
| 02:07 | <roboman> | no |
| 02:08 | <ln-> | see, they cannot exist. |
| 02:08 | <roboman> | I read someone said it in a thread |
| 02:08 | <roboman> | I assume they meant bridges over everythin |
| 02:08 | <peter1138> | heh |
| 02:08 | <roboman> | http://www.tt-forums.net/viewtopic.php?t=31466&start=20 |
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| 02:14 | <roboman> | although IRL it depends what you call diagonal as RL isnt bound by square boxes |
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| 02:30 | <peter1138> | bit slow there roboman :p |
| 02:41 | <boekabart_> | why would diagonal bridges not exist in real life? isn't every fly-over a diagonal bridge? |
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| 02:41 | <Rubidium> | no |
| 02:42 | <Rubidium> | or, when it is actually true, we support (some) diagonal bridges in OTTD |
| 02:49 | <peter1138> | boekabart_: IRL, bridges are just bridges... |
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| 02:51 | <CIA-2> | OpenTTD: peter1138 * r9682 /trunk/src/ (saveload.cpp saveload.h): -Codechange: Add support for saving/loading std::lists containing object references (REF_*) |
| 02:51 | <boekabart_> | lol. anyway: are there any plans for diagonal bridges in ottd? |
| 02:54 | <Eddi|zuHause3> | i would call that "dream", not "plan" |
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| 03:00 | <CIA-2> | OpenTTD: rubidium * r9683 /trunk/src/ (5 files): -Fix [FS#423]: improved loading does not use a huge amount of processing power anymore when having a lot of trains. |
| 03:02 | |-| | Taikaponi changed nick to Zavior |
| 03:03 | <SpComb> | omg ponies |
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| 03:37 | <peter1138> | what? |
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| 03:59 | <Eddi|zuHause3> | somehow "Taiga" and "Pony" do not really mix... |
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| 04:36 | <boekabart_> | anyone here who knows (a lot) about canals and the map-array? |
| 04:36 | <boekabart_> | Q: wondering what the thing is with ownership: is the owner of a canal tile OWNER_WATER, yes, no or sometimes? |
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| 04:44 | <peter1138> | no |
| 04:44 | <peter1138> | it used to be, but now it's not. |
| 04:45 | [~] | roboman remembers on Brianetta's Starndard when he went broke and had a cala wit a dock on it that weh deleted caused the city to be submerged |
| 04:46 | <boekabart_> | in the startup game, it still is |
| 04:49 | <peter1138> | boekabart_, yes, because retroactively changing the owner is not really possible |
| 04:49 | <peter1138> | because... you don't know who the owner is... |
| 04:49 | <peter1138> | retrospectively? |
| 04:50 | <boekabart_> | i think you can: if owner water and height > 0 shouldn't be owned by water |
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| 04:50 | <boekabart_> | ah , problem is : if not water, then who? |
| 05:00 | <Rubidium> | the person who has paid for making it water |
| 05:01 | <peter1138> | boekabart_, exactly |
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| 05:01 | <peter1138> | Rubidium: yes, but not when converting old games, heh |
| 05:02 | <Rubidium> | nope, then it's always water ;) |
| 05:03 | <boekabart_> | yeah, which sucks |
| 05:04 | <Rubidium> | there is no way to know who has paid for those canals (anymore), so it will always suck |
| 05:04 | <peter1138> | but not majorly |
| 05:05 | <peter1138> | i don't generally replay old games... |
| 05:06 | <boekabart_> | well you do every time you start up the game |
| 05:06 | <peter1138> | yeah but who gives a shit about that? |
| 05:07 | <boekabart_> | either no-one or everyone who starts up the game |
| 05:07 | <peter1138> | you don't play it, it just sits there running itself |
| 05:07 | <boekabart_> | so, every recent game has canal owner to someone, not water |
| 05:08 | <boekabart_> | how about canals built in scenario editor? |
| 05:08 | <peter1138> | owner_none probably |
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| 05:13 | <Maedhros> | morning |
| 05:14 | <Rubidium> | typically someone from England ;) |
| 05:14 | <Rubidium> | anyway, morning Maedhros |
| 05:14 | <Maedhros> | :p |
| 05:14 | <Maedhros> | morning Rubidium |
| 05:15 | <Maedhros> | Rubidium: in r6983, why are vehicles added to the loading_vehicles list in Vehicle::LeaveStation? |
| 05:16 | <peter1138> | *cough* |
| 05:16 | <Maedhros> | also, v->LeaveStation doesn't seem to be called for aircraft anywhere |
| 05:17 | <Rubidium> | oops ;), Maedhros can you fix it? |
| 05:17 | <peter1138> | .remove(this) i guess |
| 05:17 | <peter1138> | i could but i've got a ton of other changes in there :( |
| 05:18 | <Maedhros> | ok :) |
| 05:21 | <peter1138> | hmm, and do you know where to put LeaveStation for aircraft? |
| 05:22 | <Maedhros> | judging by all the others, it should be at the end of HandleAircraftLoading in aircraft_cmd.cpp |
| 05:22 | <Maedhros> | although i have a feeling more calls need to be added for when vehicles leave the station for other reasons |
| 05:23 | <Maedhros> | like going to the depot, or having the order changed manually |
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| 05:28 | <peter1138> | hmm |
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| 06:06 | <CIA-2> | OpenTTD: maedhros * r9684 /trunk/src/ (aircraft_cmd.cpp vehicle.cpp): |
| 06:06 | <CIA-2> | OpenTTD: -Fix (r9683): Remove vehicles from the station loading list instead of adding |
| 06:06 | <CIA-2> | OpenTTD: them again when they leave, and add a v->LeaveStation() call for aircraft. |
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| 06:06 | <Maedhros> | as far as i can tell, it's just forcing vehicles to go the depot that doesn't call v->LeaveStation now |
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| 06:20 | <peter1138> | skipping does the right thing? |
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| 06:23 | <Maedhros> | it seems to, as does deleting the current order, but i haven't worked out how yet |
| 06:24 | <peter1138> | heh |
| 06:27 | [~] | Sacro reads rail_cmd.cpp |
| 06:29 | <Sacro> | return 15 + 8 + (tileh == SLOPE_STEEP_W ? 4 : 0 |
| 06:29 | <Sacro> | :\ |
| 06:32 | <Brianetta> | Hi |
| 06:32 | <Brianetta> | I have inherited a gold pen |
| 06:32 | <Brianetta> | It's an heirloom |
| 06:33 | <Rubidium> | nice, does it write in gold too? |
| 06:33 | <Brianetta> | It writes in whatever you fill it with |
| 06:33 | <Brianetta> | Currently, blue-black Quink |
| 06:34 | <Brianetta> | It started off black, but apparently it was last filled from two bottles |
| 06:36 | <boekabart_> | How about this: http://boekabart.googlepages.com/sealevel |
| 06:36 | <Maedhros> | does this look sensible? http://devs.openttd.org/~maedhros/depot_leave_station.diff |
| 06:37 | <Maedhros> | i can't think of any other things that cause vehicles to leave stations |
| 06:37 | <peter1138> | looks reasonable |
| 06:38 | <peter1138> | boekabart_, lol |
| 06:39 | <boekabart_> | wait, i'll add the diff to the page |
| 06:39 | <CIA-2> | OpenTTD: maedhros * r9685 /trunk/src/ (aircraft_cmd.cpp roadveh_cmd.cpp ship_cmd.cpp train_cmd.cpp): -Fix (r9683): Call v->LeaveStation() when a vehicle in a station is sent to a depot. |
| 06:39 | <peter1138> | boekabart_, i think it should raise the tile corners, in the last picture |
| 06:39 | <peter1138> | hmm, maybe |
| 06:39 | <peter1138> | it looks a bit weird :/ |
| 06:39 | <boekabart_> | peter1138: no, tried that, really complicated plus deep sea is cooler. |
| 06:40 | <peter1138> | yeah, i realised that wouldn't allow deep sea :/ |
| 06:40 | <boekabart_> | now you're not able to tunnel under deep see, need to raise sea floor 1 level |
| 06:41 | <peter1138> | where's the diff? :p |
| 06:41 | <boekabart_> | so the scenario can have un-tunnable sea (tunnelable after big investment :) ) and tunnelable sea |
| 06:42 | <peter1138> | yeah, what happens when terraforming deep sea? |
| 06:42 | <boekabart_> | nothing at first, only after 2nd level you see it |
| 06:42 | <Brianetta> | It should cost a f***load. |
| 06:42 | <peter1138> | yeah |
| 06:42 | <boekabart_> | well it does i guess, let me test |
| 06:42 | <peter1138> | hmm |
| 06:42 | <Brianetta> | No, additional f***loads |
| 06:43 | <Brianetta> | Disproportionately expensive job. |
| 06:43 | <peter1138> | problem is it makes the normal sea look totally flat |
| 06:43 | <peter1138> | and the deep sea looks like how it should be normally |
| 06:43 | <peter1138> | is deeper deep sea possible? |
| 06:44 | <boekabart_> | yes, sea level can be raised up to 15 |
| 06:44 | <boekabart_> | http://boekabart.googlepages.com/boekabart_sealevel_1.diff |
| 06:44 | <Brianetta> | I think deep floods should propagate more quickly |
| 06:44 | <Brianetta> | If the sea's higher than a polder, rather than level with it, and the dyke breaks... flush! |
| 06:45 | <boekabart_> | Brianetta: should be doable |
| 06:45 | <Brianetta> | boekabart_: With the additional benefit that the hovering sea effect isn't so bad |
| 06:45 | <Brianetta> | because it's over so quickly |
| 06:45 | <boekabart_> | hovering sea effect can be less sucky if we make the sprite transparent |
| 06:46 | <boekabart_> | :) |
| 06:46 | <boekabart_> | by the way lowering also works, land dries up slowly. |
| 06:46 | <Brianetta> | or use house foundations (: |
| 06:46 | <boekabart_> | yes, NICE idea! :) |
| 06:46 | <boekabart_> | (old water-owned canals dry up now, by the way, if > sea level) |
| 06:46 | <Brianetta> | Get some custom ones drawn that look like frothy waves |
| 06:47 | <boekabart_> | actually, the brown ground is drawn just to get rid of black holes |
| 06:47 | <boekabart_> | i'll request 'waterwall' sprites on the forum |
| 06:47 | <Brianetta> | Why not draw water under there? |
| 06:47 | <boekabart_> | doesn't look good |
| 06:47 | <Brianetta> | ah |
| 06:48 | <Brianetta> | I see you tried it (: |
| 06:48 | <boekabart_> | plus, you need the slopes |
| 06:48 | <Brianetta> | yes, of course |
| 06:48 | <peter1138> | hmm |
| 06:48 | <peter1138> | you've added a *huge* comment? :p |
| 06:48 | <Brianetta> | So, if you raise water level, do you get a brown border at the bottom of the map? |
| 06:49 | <boekabart_> | huge comment: yes, that was the raising-terrain code i think |
| 06:49 | <peter1138> | ! |
| 06:49 | <boekabart_> | of course i need to clean up the patch |
| 06:49 | <peter1138> | new disaster... |
| 06:49 | <peter1138> | global warming... rising sealevel... |
| 06:49 | <boekabart_> | LOL |
| 06:49 | <boekabart_> | very bad disaster |
| 06:49 | <boekabart_> | should be announced a couple of months in advance, right? |
| 06:49 | <Brianetta> | peter1138: Disasters should be triggerable from console (: |
| 06:49 | <boekabart_> | current UI: scenario editor, raise/lower tile 0,0 (upper corner) |
| 06:50 | <Brianetta> | It'd be cool if a server admin could request a recession, for example |
| 06:50 | <boekabart_> | or a flood if all the players are sinners |
| 06:50 | <boekabart_> | :D |
| 06:50 | <Brianetta> | A drought could lower the sea level |
| 06:50 | <boekabart_> | <0 is not possible, uint .... |
| 06:50 | <Brianetta> | Well, default it to 2 or something |
| 06:51 | <Brianetta> | The TGP has a "sea level" setting |
| 06:51 | <Brianetta> | You could adjust that to match at generation time |
| 06:51 | <boekabart_> | tgp =? |
| 06:51 | <Brianetta> | Terragenesis Perlin |
| 06:51 | <Brianetta> | The landscape generator |
| 06:51 | <peter1138> | heh |
| 06:51 | <boekabart_> | right. anyway currently WATERLEVEL is deffed as TileHeight((TileIndex)0) |
| 06:52 | <peter1138> | should be a separate setting |
| 06:52 | <boekabart_> | would like a separate setting |
| 06:52 | <Brianetta> | I still think it'd be nice to have differing water levels |
| 06:52 | <boekabart_> | tides!? |
| 06:52 | <peter1138> | hmm |
| 06:52 | <Brianetta> | so you could do lakes on hills, reservoirs, etc |
| 06:52 | <peter1138> | lakes |
| 06:52 | <peter1138> | that's more tricky... |
| 06:52 | <boekabart_> | well you can |
| 06:52 | <Brianetta> | Yes |
| 06:52 | <boekabart_> | already |
| 06:53 | <Brianetta> | boekabart_: People will start to want to bear your children if you do that |
| 06:53 | <boekabart_> | ah no you can't now. |
| 06:53 | <boekabart_> | would have to change the drying up code for that |
| 06:54 | <Brianetta> | Drying up would really need "boggy ground" tiles |
| 06:54 | <Brianetta> | so that it could happen in stages |
| 06:54 | <boekabart_> | what? |
| 06:54 | <boekabart_> | waterlevel info per tile? |
| 06:54 | <Brianetta> | no |
| 06:54 | <Brianetta> | You know how grass grows back in stages? |
| 06:54 | <Brianetta> | Water should dry up in stages too |
| 06:55 | <boekabart_> | it does |
| 06:55 | <boekabart_> | but the 'if' now is: if water (not canal) and height > sealevel then dryup |
| 06:55 | <boekabart_> | should be neighbor related. |
| 06:55 | <boekabart_> | or so |
| 06:55 | <Brianetta> | but dryup is instant? |
| 06:55 | <peter1138> | hm |
| 06:56 | <boekabart_> | yes |
| 06:56 | <boekabart_> | lowering sea-level-sprite is instant-instant |
| 06:57 | <peter1138> | hmz |
| 06:57 | <boekabart_> | turning in to land is done in tileLoop |
| 06:57 | <boekabart_> | anyway it was meant to be set in scenario editor and not changed after |
| 06:59 | <boekabart_> | ah by the way, i don't think drawing the water with DrawGroundSprite is all that correct if it's floating. |
| 06:59 | <boekabart_> | any idea how to do it better? |
| 06:59 | <peter1138> | AddSortableSpriteToDraw() |
| 07:00 | <peter1138> | x = 0, y = 0, w = 16, h = 16, dz = 0, z = sealevel? or maybe sealevel - tileheight |
| 07:01 | <peter1138> | (probably) |
| 07:03 | <boekabart_> | setting the last z doesn't work |
| 07:04 | <boekabart_> | ... but setting ti->z to WATERLEVEL temporarily works |
| 07:09 | <peter1138> | maybe it's dz then... i can't remember :( |
| 07:09 | <peter1138> | d would be delta though... |
| 07:09 | <peter1138> | try it |
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| 07:15 | <hylje> | cool |
| 07:16 | <boekabart_> | AddSortableSpriteToDraw( SPR_FLAT_WATER_TILE, PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + dz ); |
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| 07:36 | <Sacro> | http://homepage.univie.ac.at/horst.prillinger/metro/m/londonundergroundmapgerman.html :\ |
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| 07:43 | <MeusH> | hello |
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| 07:45 | <hnsn> | hi fellow ottd player |
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| 08:07 | <@Belugas> | hello |
| 08:08 | <Maedhros> | hey Belugas |
| 08:08 | <@Belugas> | hello Maedhros |
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| 08:11 | |-| | Frostregen_ changed nick to Frostregen |
| 08:13 | <peter1138> | Belugas Belugas Belugas |
| 08:16 | <@Belugas> | #Someone's screaming my name |
| 08:16 | <@Belugas> | #Come and make me Holy again |
| 08:16 | <@Belugas> | #I'm the man on the Silver Mountain |
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| 08:17 | <boekabart_> | peter1138: updated site |
| 08:17 | |-| | Osai [~Osai@pd9eb73d8.dip.t-dialin.net] has joined #openttd |
| 08:17 | <boekabart_> | and posted on http://www.tt-forums.net/viewtopic.php?p=577016 |
| 08:17 | <peter1138> | nooo! secret feature :/ |
| 08:17 | <boekabart_> | gotta go, later |
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| 08:18 | <peter1138> | but tho... |
| 08:18 | <peter1138> | *doh* |
| 08:18 | <peter1138> | those defines should not be defines |
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| 08:21 | <@Belugas> | WOUHA! |
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| 09:00 | <Epoxi> | hello |
| 09:02 | <@Belugas> | hello |
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| 10:04 | <CIA-2> | OpenTTD: peter1138 * r9686 /trunk/src/newgrf.cpp: -Codechange: Update a couple of NewGRF TTDPatch flags |
| 10:04 | <Sacro|Laptop> | :o newsomethings? |
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| 10:05 | <peter1138> | old |
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| 10:07 | <Eddi|zuHause3> | oldnewsomethings! |
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| 10:08 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
| 10:09 | <antichaos> | peter1138 does newcarogs allow a grf to completely change the existing cargos, such that st->goods[CT_PASSENGERS] might not refer to a passengers at all? |
| 10:10 | <Sacro|Laptop> | http://imgs.xkcd.com/comics/cd_tray_fight.png |
| 10:13 | <peter1138> | yes |
| 10:15 | <peter1138> | avoid using CT_*, basically, except CT_INVALID. |
| 10:21 | <Eddi|zuHause3> | Sacro|Laptop: rofl @ underground ;) |
| 10:24 | <Sacro|Laptop> | Eddi|zuHause3: hehe, i thought so |
| 10:25 | <hylje> | silly germans |
| 10:25 | <peter1138> | hmm? |
| 10:25 | <peter1138> | oh, that pic |
| 10:25 | <@Belugas> | Sacro|Laptop ain't a german... |
| 10:26 | <Sacro|Laptop> | Belugas: ich bin ein berliner |
| 10:26 | <peter1138> | Belugas! SLUSH! |
| 10:27 | <@Belugas> | desole, j'comprends pas un mot d'allemand |
| 10:27 | <@Belugas> | slush ... brrrr |
| 10:27 | <Eddi|zuHause3> | some of the translations are really funny :) |
| 10:34 | <Thomas[NL]> | !logs |
| 10:34 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
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| 10:36 | <SpComb> | hmm... so many places have their logs online these days |
| 10:37 | [~] | SpComb needs to dust off SpBotII, fix it and start using it some day Real Soon (tm) |
| 10:37 | <SpComb> | configureable timestamp! Timezones! Funky AJAX magic! |
| 10:38 | <peter1138> | but it's tedious |
| 10:42 | <SpComb> | tedious? |
| 10:52 | <CIA-2> | OpenTTD: miham * r9687 /trunk/src/lang/ (5 files): |
| 10:52 | <CIA-2> | OpenTTD: -Update: WebTranslator2 update to 2007-04-20 17:51:25 |
| 10:52 | <CIA-2> | OpenTTD: romanian - 2 fixed by kneekoo (2) |
| 10:52 | <CIA-2> | OpenTTD: simplified_chinese - 9 fixed by Fishingsnow (9) |
| 10:52 | <CIA-2> | OpenTTD: slovak - 2 fixed by lengyel (2) |
| 10:52 | <CIA-2> | OpenTTD: slovenian - 2 fixed by Necrolyte (2) |
| 10:52 | <CIA-2> | OpenTTD: traditional_chinese - 2 changed by xbddc (2) |
| 10:53 | <Eddi|zuHause3> | who needs all those languages? |
| 10:54 | <@MiHaMiX> | Eddi|zuHause3: a whole lot of users... if you're not interested, don't use it, but please don't make rude or offensive remarks |
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| 11:17 | <Sacro|Laptop> | oh noes |
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| 11:19 | <Eddi|zuHause3> | you killed him! |
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| 11:23 | <Wolf01> | hello |
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| 11:29 | <Wolf01> | hello lolman |
| 11:29 | <lolman> | Ello Wolf01 |
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| 11:56 | <CIA-2> | OpenTTD: bjarni * r9688 /trunk/src/ (autoreplace_cmd.cpp engine.cpp engine.h): -Codechange: Created a function to get default cargo type for a cargo type |
| 11:57 | <peter1138> | default cargo type for a cargo type? |
| 11:57 | <@Bjarni> | ... |
| 11:57 | <@Bjarni> | for engines |
| 11:57 | [~] | Bjarni hides |
| 11:57 | <@Bjarni> | EngineIDs in fact |
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| 11:58 | <peter1138> | :) |
| 11:58 | <peter1138> | you did a me |
| 11:58 | <peter1138> | and mucked up your commit message :D |
| 11:59 | <peter1138> | now to try boekabart's patch |
| 11:59 | <hylje> | :o |
| 11:59 | <hylje> | link again to it |
| 11:59 | <hylje> | i failed to fetch it |
| 11:59 | <@Bjarni> | what patch? |
| 11:59 | <peter1138> | http://www.tt-forums.net/viewtopic.php?t=31576 |
| 11:59 | <hylje> | its a sikrit |
| 12:00 | <hylje> | oh noes |
| 12:00 | <hylje> | ty |
| 12:06 | <peter1138> | hmm, not sure how this is supposed to work |
| 12:07 | <Progman> | what does "dbg: [misc] NUM_SSD_STACK too small" mean? |
| 12:08 | <hylje> | hm |
| 12:08 | <peter1138> | too many signals |
| 12:08 | <peter1138> | in a block |
| 12:08 | <Progman> | ou, that could be the reason for a crash... |
| 12:08 | <hylje> | hm |
| 12:08 | <CIA-2> | OpenTTD: bjarni * r9689 /trunk/src/vehicle.cpp: -Fix: Clone vehicles will no longer refit for free |
| 12:09 | <hylje> | how does the sealevel patch work |
| 12:13 | <Eddi|zuHause3> | this time for real? |
| 12:14 | <@Bjarni> | I think so |
| 12:14 | <@Bjarni> | I didn't hack it. I added an estimated cost instead |
| 12:15 | <@Bjarni> | the previous time was a dirty hack |
| 12:15 | <@Bjarni> | (because I didn't do it :p ) |
| 12:15 | <Eddi|zuHause3> | :p |
| 12:15 | <hylje> | seriously? |
| 12:15 | <@Bjarni> | basically I made use of a function I added after I wrote cloning |
| 12:16 | <@Bjarni> | and it would be really tricky to do without it |
| 12:16 | <@Bjarni> | the previous attempt hacked to accept that the estimated cost guess was wrong, which ended up with some not so nice side effects |
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| 12:18 | <@Bjarni> | well, with my luck, some insane newGRF can figure out how to break this, but it worked with everything I tested it with |
| 12:19 | <@Bjarni> | it's your job to figure out which one of the many grf sets that are insane enough to trigger such an event ;) |
| 12:19 | <@Bjarni> | (which would likely be an 'res == res2' assert) |
| 12:20 | <@Bjarni> | s/be/cause |
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| 12:23 | <dihedral> | hello there |
| 12:23 | <CIA-2> | OpenTTD: peter1138 * r9690 /trunk/src/newgrf.cpp: -Codechange: Update another couple of NewGRF TTDPatch flags |
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| 12:23 | <@Bjarni> | hi dihedral |
| 12:24 | <hylje> | helo |
| 12:24 | <dihedral> | rememer yesterday's topic (gradual and improved loading)? |
| 12:24 | <dihedral> | *remember |
| 12:24 | <hylje> | no |
| 12:25 | <dihedral> | shame |
| 12:25 | <dihedral> | well - we figured out that when 'full load' is not enabled in the order, multiple trains load at the same time |
| 12:25 | <dihedral> | just thought i'd let you guys know :-) |
| 12:26 | <CIA-2> | OpenTTD: peter1138 * r9691 /trunk/src/saveload.cpp: -Fix (r9683): Forgotten savegame bump... |
| 12:26 | <peter1138> | dihedral: yeah, we knew that |
| 12:26 | <dihedral> | :-( |
| 12:26 | <dihedral> | shame |
| 12:26 | <Eddi|zuHause3> | i did not know that... |
| 12:26 | <dihedral> | no-fair :-P |
| 12:26 | <dihedral> | YAY |
| 12:26 | <dihedral> | i feel so happy |
| 12:26 | <peter1138> | neither did i. i though i'd make it up |
| 12:27 | <hylje> | i think we have full load+gradual load working in openttdcoop |
| 12:27 | <hylje> | we just disabled FIFO |
| 12:27 | <dihedral> | but fifo is not a patch option right? |
| 12:27 | <Eddi|zuHause3> | it's not even real FIFO, hylje |
| 12:27 | <peter1138> | improved loading, sort off... |
| 12:27 | <hylje> | Eddi|zuHause3: wtf is it then |
| 12:27 | <dihedral> | sort of fifo is not really fifo |
| 12:28 | <dihedral> | how about calling it cuo_fifo |
| 12:28 | <dihedral> | (closing up on) |
| 12:28 | <Eddi|zuHause3> | something like "lowest id, first out", but i am not really sure |
| 12:28 | <peter1138> | well we now have a list |
| 12:29 | <peter1138> | when a vehicle enters the station it is pushed to the end of the list |
| 12:29 | <peter1138> | could be used to do the fifo |
| 12:29 | <Rubidium> | peter1138: isn't it fifo since 9683? |
| 12:29 | <peter1138> | might even work now, heh |
| 12:29 | <dihedral> | how hard would it be to add a little something to ignore one players actions? |
| 12:29 | <peter1138> | Rubidium: did that actually make it a fifo, or just speed it up? |
| 12:29 | <hylje> | dihedral: its called spectator mode |
| 12:30 | <Rubidium> | well, it did speed it up, but I'm not 100% sure it made it fifo |
| 12:30 | <peter1138> | Rubidium, sadly, i'm trying to think of other places i could use SLE_LST :/ |
| 12:30 | <dihedral> | hylje: i mean as an admin, run a rcon command that would from there on refuse a players actions |
| 12:30 | <hylje> | ban? |
| 12:30 | <dihedral> | na |
| 12:31 | <dihedral> | i mentioned my thoughts on the current banning system more that once |
| 12:31 | <dihedral> | *than |
| 12:32 | <dihedral> | and having to pause an entire game just because of one guy is not as nice i think |
| 12:32 | <Rubidium> | peter1138: with improved load _and_ the full-load flag turned on it is fifo, otherwise it ain't |
| 12:32 | <peter1138> | *nod* |
| 12:32 | <peter1138> | so we just need to fix the improved loading / gradual loading bug |
| 12:32 | <peter1138> | er |
| 12:32 | <peter1138> | feature |
| 12:33 | <hylje> | it's indeed a feature |
| 12:33 | <dihedral> | why does it then not work fifo style when the 'full load' order is not given? |
| 12:33 | <hylje> | because the trains leave automagically when they dont get any more load |
| 12:33 | <peter1138> | dihedral: are you playing a version since r9683? |
| 12:33 | <dihedral> | i am playing only the latest official stable |
| 12:33 | <hylje> | full load means the trains wait for full load no matter what |
| 12:33 | <peter1138> | oh, misread :P |
| 12:34 | <peter1138> | but ... latest stable? yuck |
| 12:34 | <hylje> | thus fifo is useless on non-full load conditions |
| 12:34 | <dihedral> | i play latest stable because of the game servers |
| 12:34 | <peter1138> | hylje: not necessarily |
| 12:34 | <Eddi|zuHause3> | well, if you already have a list, you need to retrieve the remaining capacity of the first train, and look if there is "spare" cargo |
| 12:34 | <Rubidium> | yeah, 0.5.0... it's so ancient ;) |
| 12:35 | <dihedral> | compared to trunk ? yeah it is |
| 12:35 | <dihedral> | but that is what most normal players play |
| 12:35 | <Eddi|zuHause3> | for each loading step, you have to cycle each vehicle anyway |
| 12:35 | <Rubidium> | Eddi|zuHause3: true, but ... when you rework the loading algorithms completely, you can do it much nicer |
| 12:36 | <Eddi|zuHause3> | so additionally calculate a "remaining cargo" that is the previous remaining cargo, minus the just loaded cargo, minus the remaining capacity of the vehicle |
| 12:36 | <Eddi|zuHause3> | and stop loading if remaining cargo = 0 |
| 12:37 | <Rubidium> | Eddi|zuHause3: true, but for _every_ wagon/vehicle you want to load you have to calculate that value if you simply hack it into the current system. |
| 12:37 | <Eddi|zuHause3> | for each loading cycle, you initiali[sz]e remaining cargo with the currently available cargo |
| 12:37 | <Rubidium> | what is much better is just iterating over the 'fifo' queue of each of the stations |
| 12:38 | <Rubidium> | Eddi|zuHause3: do you know how the current loading stuff is coded? |
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| 12:38 | <Eddi|zuHause3> | not really :) |
| 12:38 | <Eddi|zuHause3> | i guess i'd rather not want to know :) |
| 12:38 | <dihedral> | :-) |
| 12:39 | <Rubidium> | it basically needs to be rewritten from scratch to support fifo and gradual loading and improved loading properly |
| 12:39 | <peter1138> | yeah |
| 12:40 | <peter1138> | gah, stupid assert |
| 12:40 | <peter1138> | the one in Vehicle::LeaveStation |
| 12:40 | <peter1138> | triggers if a station gets flooded |
| 12:41 | <Eddi|zuHause3> | but what it probably should work like would be: for each (train) { for each (wagon) { if (remaining > 0) {load(min(load_amount, remaining)); calculate remaining; } } } |
| 12:42 | <dihedral> | how about splitting cargo up at the station into tracks too? |
| 12:42 | <Rubidium> | yes, but that isn't the way it happens right now |
| 12:43 | <dihedral> | you know how much cargo fits into a waggon |
| 12:43 | <dihedral> | and you know how many waggons fit into one tile |
| 12:43 | <dihedral> | and you know how long that station is |
| 12:43 | <Eddi|zuHause3> | oh, and when the train does not have "full load" on, skip the capacity for the "remaining" variable |
| 12:44 | <Eddi|zuHause3> | <dihedral> and you know how many waggons fit into one tile <- i doubt that |
| 12:44 | <dihedral> | why? |
| 12:44 | <Eddi|zuHause3> | newgrf wagons can have different length |
| 12:44 | <dihedral> | hehe - and with that more gargo? |
| 12:45 | <dihedral> | so the amount of cargo -> tile stayes the same, or not? |
| 12:45 | <+glx> | no |
| 12:45 | <dihedral> | ok |
| 12:45 | <dihedral> | clears that thought :-P |
| 12:48 | <dihedral> | btw. it would be nice to have a few more console commands for dedicated servers :-) |
| 12:50 | <dihedral> | e.g. setting a companies password, display the game date (useful for when connected via ssh), |
| 12:52 | <CIA-2> | OpenTTD: rubidium * r9692 /trunk/src/vehicle.cpp: -Fix (r9683): don't try to remove vehicles from the queue of a non-existing station. |
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| 12:53 | <+glx> | you can set company password via console, but only the player can do it |
| 12:55 | <dihedral> | yeah - but it has often happened that a player asked me if i could reset his password as he forgot it |
| 12:55 | <dihedral> | which IMHO is his tough luck, but it would still be nice |
| 12:55 | <Eddi|zuHause3> | you can probably change the password handling locally without breaking multiplayer |
| 12:56 | <hylje> | patched server ftw :p |
| 12:56 | <dihedral> | ftw? |
| 12:56 | <hylje> | for the win |
| 12:57 | <dihedral> | ah |
| 12:57 | <dihedral> | whats wrong with a patched server? |
| 12:57 | <hylje> | nothing, its just somewhat evil :P |
| 12:58 | <dihedral> | depends on the patch and the admin |
| 12:58 | <dihedral> | s |
| 12:58 | <hylje> | because a server can do a lot of things |
| 12:58 | <dihedral> | sure can |
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| 12:58 | <dihedral> | i run my servers patched |
| 12:58 | <hylje> | iirc you can demolish anything from server |
| 12:58 | <hylje> | given you have a way of doing it |
| 12:58 | <lolman> | Oh noes |
| 12:58 | <Sacro> | lolman: ah ha |
| 12:59 | <Eddi|zuHause3> | hylje: some actions will probably instantly desync every client |
| 12:59 | <hylje> | yes |
| 12:59 | <dihedral> | desyncs - good topic |
| 13:00 | <dihedral> | yesterday someone connected and got a desync before the game even unpaused :-( |
| 13:00 | <hylje> | grf :p |
| 13:00 | <dihedral> | but i though you could not connect if you had different grf's included than the server |
| 13:01 | <hylje> | not sure about that |
| 13:01 | <Eddi|zuHause3> | dihedral: that description is totally useless without a reproduceable case |
| 13:01 | <hylje> | the grfs are in the savegame, and the savegame gets handed over after you join the server |
| 13:01 | <Eddi|zuHause3> | i.e savegame, and list of actons |
| 13:01 | <dihedral> | i know - but what kind of reproducable stuff can i give you |
| 13:01 | <Sacro> | XD |
| 13:01 | [~] | Sacro gets visions of bukkake |
| 13:01 | <dihedral> | as the player had no chance of doing any actions |
| 13:01 | <dihedral> | and any savegame would also not have included that player |
| 13:02 | |-| | tokai [~tokai@p54b80808.dip0.t-ipconnect.de] has quit [Quit: It's like, wah.] |
| 13:02 | <dihedral> | game was paused, then desync, then unpause - or something like that |
| 13:03 | <Rubidium> | dihedral: something like a savegame that you can load in the server and when the client joins around day Y it desync |
| 13:03 | <dihedral> | that must be a lot of hard testing to find a desync |
| 13:03 | <Rubidium> | dihedral: the server isn't paused when the savegame is being transferred I believe |
| 13:04 | <peter1138> | pause_on_join? |
| 13:04 | <dihedral> | is on |
| 13:04 | <dihedral> | hence -> <dihedral> game was paused, then desync, then unpause - or something like that |
| 13:05 | <dihedral> | i was watching via ssh |
| 13:05 | <dihedral> | pretty sad :-P |
| 13:05 | <dihedral> | o know that is not very helpful |
| 13:06 | <dihedral> | *i |
| 13:09 | <hylje> | wat |
| 13:09 | <hylje> | segfaults |
| 13:09 | <Eddi|zuHause3> | heretic! |
| 13:10 | <peter1138> | ok, got this sealevel patch going... |
| 13:10 | <hylje> | yay |
| 13:10 | <peter1138> | modified a lot though :p |
| 13:10 | <hylje> | thats great |
| 13:12 | <peter1138> | though... terraforming under water is freaky |
| 13:12 | <hylje> | screenshots! |
| 13:12 | <Eddi|zuHause3> | deep water should probably get darker colour |
| 13:12 | |-| | KritiK [Maxim@ppp83-237-100-48.pppoe.mtu-net.ru] has joined #openttd |
| 13:13 | <Eddi|zuHause3> | under water slopes could then be fading between the colours |
| 13:13 | <hylje> | gradients! |
| 13:14 | <hylje> | ooo the 32-bit colour gets some use |
| 13:14 | <peter1138> | hah |
| 13:14 | <dihedral> | q: has there been some performance work on rc3? |
| 13:14 | <dihedral> | or better "included in rc3" |
| 13:15 | <Rubidium> | read the changelog |
| 13:15 | <Rubidium> | but the answer is yes |
| 13:15 | <dihedral> | why is it that i never think of that myself? |
| 13:16 | <dihedral> | thanks |
| 13:16 | <hylje> | 32-bit water tiles would be some serious awesome :o |
| 13:16 | <dihedral> | just was wondering |
| 13:16 | <Rubidium> | (only for AIs though) |
| 13:16 | <dihedral> | oh |
| 13:16 | <dihedral> | strange |
| 13:16 | <dihedral> | my dedicated server is running at 3.3 % CPU compared to the 14% of RC2 |
| 13:16 | <dihedral> | we... - anyhow - makes me happy |
| 13:19 | <peter1138> | http://fuzzle.org/o/water.png |
| 13:19 | <@Belugas> | :D |
| 13:19 | <@Belugas> | sexy! |
| 13:20 | <peter1138> | corrr |
| 13:20 | <peter1138> | i can wipe out tons with sea level set to 2 |
| 13:20 | <dihedral> | nice |
| 13:23 | <peter1138> | http://fuzzle.org/o/water2.png |
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| 13:28 | <dihedral> | ok |
| 13:28 | <dihedral> | and what is that? |
| 13:29 | <dihedral> | look like an ai is at work to someone who only playes stables |
| 13:30 | <scia> | peter1138: that is black magic :D |
| 13:31 | <hylje> | dihedral: tunnels and below-water terrain |
| 13:31 | <dihedral> | i saw that on the last screeny |
| 13:31 | <dihedral> | but in this one i dont... |
| 13:32 | <Thomas[NL]> | interesting pics: http://fuzzle.org/o/townclass.png |
| 13:33 | <Thomas[NL]> | tourists-cargo :o |
| 13:35 | <hylje> | :o |
| 13:36 | |-| | Sacro_ [Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 13:36 | <@Bjarni> | peter1138: about that water screenshot. What happens if you flood the tunnels? |
| 13:36 | <Thomas[NL]> | I see some kind of diagonal station :o |
| 13:36 | |-| | orudge [~orudge@8afbfebe.resnet.st-andrews.ac.uk] has joined #openttd |
| 13:36 | |-| | mode/#openttd [+o orudge] by ChanServ |
| 13:36 | <peter1138> | they disappear |
| 13:36 | <hylje> | what if there is a train inside |
| 13:36 | <@Bjarni> | I meant about the hole in the ground |
| 13:37 | <@Bjarni> | and this will be really unsafe if all other players in MP can just flood your rails |
| 13:37 | <dihedral> | so what is that second pic showing peter1138 .... i am sorry but i dont see more than reforming terrain |
| 13:38 | <Thomas[NL]> | The damage a flood did I guess |
| 13:38 | <peter1138> | the affects of sealevel rising and falling |
| 13:38 | <peter1138> | or a flod, heh |
| 13:38 | <@Belugas> | fload |
| 13:38 | <peter1138> | FLOOD :/ |
| 13:38 | <Thomas[NL]> | http://fuzzle.org/o/diag3.png mockup? |
| 13:38 | <@Belugas> | Flour |
| 13:39 | <@Belugas> | floor |
| 13:39 | <peter1138> | Bjarni: well obviously players can't adjust sealevel... |
| 13:39 | <dihedral> | thanks - that is pretty cool :-) |
| 13:39 | <peter1138> | Thomas[NL]: no, but it didn't work very well |
| 13:39 | <@Belugas> | Thomas[NL], old stuff... |
| 13:39 | |-| | orudge` [~orudge@138.251.254.190] has quit [Ping timeout: 480 seconds] |
| 13:40 | <Thomas[NL]> | too good to be true :) |
| 13:40 | <peter1138> | it might work better now |
| 13:40 | <peter1138> | that was before tons of other changes |
| 13:41 | <@Bjarni> | <peter1138> Bjarni: well obviously players can't adjust sealevel... <-- I didn't mean that. What if some other player decides to dig a hole in the "hill" around the tunnel so it gets flooded? Don't you think this will open for easy access to severely damage MP games? |
| 13:41 | <hylje> | the player will obviously block that by bying the land |
| 13:41 | <peter1138> | Bjarni: *shrug* |
| 13:41 | <peter1138> | happens anyway with land at sealevel |
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| 13:42 | <Naksu> | ttd needs to be 3d |
| 13:42 | <peter1138> | it is |
| 13:42 | <Naksu> | with real water |
| 13:43 | <hylje> | :p |
| 13:43 | |-| | scia [~scia@85.149.96.102] has quit [Quit: Lost terminal] |
| 13:43 | |-| | Sacro [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Ping timeout: 480 seconds] |
| 13:43 | <Naksu> | so you could have a lake in the mountains |
| 13:43 | <Naksu> | and flood a mountain village with it |
| 13:44 | <dihedral> | how unstable is trunk? |
| 13:44 | <Rubidium> | depends |
| 13:45 | <hylje> | does the sealevel patch involve underwater terrain? |
| 13:45 | <peter1138> | yes |
| 13:45 | <hylje> | yay |
| 13:45 | <Wolf01> | i think i'll need to make transparent water |
| 13:46 | <peter1138> | tricky |
| 13:46 | <Thomas[NL]> | kinda like roller-coaster tycoon water? |
| 13:46 | <Wolf01> | if you use AddSortableSpriteToDraw() i would have to add only the last parameter |
| 13:47 | <peter1138> | it does... |
| 13:47 | <peter1138> | but |
| 13:47 | <peter1138> | hmm |
| 13:47 | [~] | peter1138 wonders... |
| 13:48 | |-| | HMage [~HMage@85.21.179.62] has quit [Read error: Connection reset by peer] |
| 13:48 | [~] | peter1138 tries it :D |
| 13:49 | <peter1138> | looks odd |
| 13:49 | <hylje> | :o |
| 13:49 | <hylje> | screenshots |
| 13:49 | <hylje> | ! |
| 13:50 | <peter1138> | because normally water is very very thin |
| 13:50 | <hylje> | yes |
| 13:50 | <hylje> | magic water |
| 13:50 | <hylje> | :O |
| 13:50 | <Sacro_> | hmm, an intresting idea springs to mind |
| 13:50 | <Sacro_> | if you build a bridge at ground level, will water destroy it? |
| 13:50 | [~] | Sacro_ creats an underwater bridge |
| 13:50 | |-| | Sacro_ changed nick to Sacro |
| 13:51 | <hylje> | yes |
| 13:52 | <peter1138> | Wolf01: http://fuzzle.org/o/water3.png |
| 13:52 | <Wolf01> | :O |
| 13:52 | <peter1138> | sealevel of 2 |
| 13:52 | <Sacro> | maybe have dark blue sea tiles for underwater |
| 13:53 | <hylje> | shouldnt we rise the overall terrain height to let us have a high default sealevel? |
| 13:53 | <Wolf01> | [20:53:04][20:53:04] <Sacro> maybe have dark blue sea tiles for underwater <- i was thinking it yestarday |
| 13:53 | <Wolf01> | *yesterday |
| 13:53 | <peter1138> | there's only 16 height levels |
| 13:53 | <Sacro> | Wolf01: its a good idea |
| 13:53 | <Sacro> | peter1138: 12/4? |
| 13:53 | <Wolf01> | yeah |
| 13:53 | <hylje> | peter1138: i mean, raise |
| 13:53 | <Sacro> | 12 above, 4 below |
| 13:53 | <peter1138> | Sacro: it's configurable |
| 13:54 | <peter1138> | this is 14/2 |
| 13:54 | <@Bjarni> | http://www.qdb.us/77622 <--- looks like #tycoon get visitors like that as well |
| 13:54 | <Wolf01> | when 24 above 8 below? |
| 13:54 | <hylje> | 24/8 would be sheer awesome, just for the looks |
| 13:55 | <hylje> | but this is fine too |
| 13:55 | <hylje> | for a start |
| 13:55 | <Sacro> | peter1138: commit!!! |
| 13:56 | <peter1138> | http://fuzzle.org/o/locotitle.png < hehe |
| 13:56 | <Thomas[NL]> | http://fuzzle.org/o/eek.jpg < hehe |
| 13:56 | <peter1138> | yours truely |
| 13:56 | <Thomas[NL]> | :P |
| 13:57 | <hylje> | eek.jpg :p |
| 13:57 | <@Bjarni> | ahhhhh |
| 13:57 | <hylje> | but lets not be distracted ! |
| 13:57 | <@Bjarni> | don't post so scary pictures |
| 13:57 | <hylje> | hello.jpg |
| 13:57 | <@Bjarni> | now I'm scared for life :( |
| 13:57 | <Thomas[NL]> | poor bastard O.o |
| 13:59 | <peter1138> | http://fuzzle.org/o/ppc2.jpg heh |
| 13:59 | <hylje> | talking about distractions |
| 14:01 | <peter1138> | http://fuzzle.org/o/snake.png < that's silly |
| 14:01 | <hylje> | wat |
| 14:01 | <hylje> | testing bridges are we |
| 14:01 | <dihedral> | can it grow when it catches a bubble? |
| 14:01 | <@Bjarni> | I'm not going to click that link |
| 14:01 | <hylje> | its scary indeed |
| 14:01 | <peter1138> | hylje: last year, that was |
| 14:01 | <@Bjarni> | being the internet, it's likely some sexual act or something |
| 14:02 | <hylje> | we all know peter1138 is such a perv |
| 14:02 | <Sacro> | sexual? |
| 14:02 | |-| | DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Quit: www.sexybiggetje.nl] |
| 14:02 | <@Bjarni> | Sacro: yeah... some people have sex |
| 14:02 | <@Bjarni> | it's not just some porn magazine fiction even though it could be in your world |
| 14:03 | <Sacro> | i've had sex |
| 14:03 | <@Bjarni> | right |
| 14:03 | <@Bjarni> | with that freaky girl, who got committed :p |
| 14:03 | <peter1138> | yeah, what could "trans.png" be? |
| 14:03 | <Wolf01> | i've never had sex :D |
| 14:03 | <peter1138> | Bjarni's transsexual lover? |
| 14:04 | <peter1138> | i should clear some of this shit out |
| 14:05 | <@Bjarni> | <peter1138> Bjarni's transsexual lover? <-- I don't have such a thing and I don't want to |
| 14:05 | [~] | lolman wonders what he's wandered into |
| 14:05 | <@Bjarni> | lolman: peter1138 is posting links to his perverted pictures |
| 14:05 | <lolman> | Ah, ok |
| 14:05 | <@Bjarni> | so it's a normal night |
| 14:05 | <@Bjarni> | or something |
| 14:06 | <lolman> | Yeah, sounds like it |
| 14:13 | <CIA-2> | OpenTTD: KUDr * r9693 /trunk/src/yapf/ (yapf_base.hpp yapf_rail.cpp yapf_road.cpp yapf_ship.cpp): -Codechange [YAPF]: GetBestNode() now returns pointer to node instead of reference |
| 14:16 | [~] | peter1138 considers beer |
| 14:16 | <@Bjarni> | don't |
| 14:16 | <@Bjarni> | it has sideeffects |
| 14:16 | <@Bjarni> | like it can make you a drunk driver |
| 14:16 | <@Bjarni> | or even worse: a drunk coder |
| 14:16 | <hylje> | :o |
| 14:17 | <@Bjarni> | somebody might even mistake you for a Microsoft coder |
| 14:17 | <lolman> | :o |
| 14:17 | <lolman> | That'd be suicide |
| 14:17 | <peter1138> | 20:13 <@Bjarni> it has sideeffects |
| 14:17 | <peter1138> | yes, that's the point |
| 14:18 | <@Bjarni> | also they aren't free |
| 14:18 | <lolman> | Damn! I shoulda gone and got a takeaway while I could take money out my bank :( |
| 14:19 | <@Bjarni> | now you are broke? |
| 14:19 | <lolman> | Nah, the place with the cash machine is closed |
| 14:19 | <CIA-2> | OpenTTD: KUDr * r9694 /trunk/src/yapf/yapf_ship.cpp: -Fix [YAPF][FS#736]: the guessed path (when PF stopped on max. # of nodes passed) was ignored for ships (desolator) |
| 14:19 | <@Bjarni> | like the bank closed the account because it went into minus? |
| 14:19 | |-| | helb [~helb@84.244.90.159] has quit [Quit: Logout] |
| 14:20 | <lolman> | Bjarni, oh it's not in minus |
| 14:20 | <@Bjarni> | btw did any of you get an offer on some cheap SPARC CPUs lately? |
| 14:21 | |-| | SpComb [terom@zapotek.paivola.fi] has quit [Ping timeout: 480 seconds] |
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| 14:23 | <peter1138> | cash points close? huh? |
| 14:24 | <lolman> | peter1138, it's inside a shop that closed 25 minutes ago |
| 14:25 | <peter1138> | living the sticks, eh... |
| 14:26 | <@Bjarni> | you know there are places where you can use them 24 hours a day, right? |
| 14:26 | <@Belugas> | Living on the EDGE! |
| 14:26 | <lolman> | Bjarni, a few miles walk yes :) |
| 14:26 | <lolman> | peter1138, I live in the city now :P |
| 14:29 | <Eddi|zuHause3> | nice "city" that only has one cash machine :p |
| 14:30 | <lolman> | Eddi|zuHause3, it has plenty, I just can't be bothered walking to them :) |
| 14:30 | <@Bjarni> | yeah |
| 14:30 | <@Bjarni> | and it's even inside a closed shop |
| 14:30 | <Eddi|zuHause3> | ever heard of public transport? |
| 14:31 | <lolman> | No physical cash on me, hence the need for a cash machine |
| 14:31 | <@Bjarni> | http://bash.org/?81171 <-- Sacro has another name as well? |
| 14:31 | <@Bjarni><Eddi | zuHause3> ever heard of public transport? <--- if not, then a bike could do the trink |
| 14:31 | <@Bjarni> | *trick |
| 14:31 | <lolman> | Bjarni, wouldn't trust a bike to not be stolen |
| 14:32 | <@Bjarni> | I know |
| 14:32 | <@Bjarni> | lot's of bikes get stolen |
| 14:32 | <Eddi|zuHause3> | it's pretty hard to get a bike stolen while you sit on it |
| 14:32 | <lolman> | Eddi|zuHause3, it's the fact I don't have a bike that works that makes it kinda hard ;) |
| 14:33 | <@Bjarni> | I read that the police decided to stop all bikes one morning to check for stolen bikes and they found a lot |
| 14:33 | <@Bjarni> | several of them was used by the person, who reported it stolen to the police and insurance company |
| 14:33 | <+glx> | how can they check if they are stolen? |
| 14:33 | <peter1138> | lot's! |
| 14:33 | <@Bjarni> | <glx> how can they check if they are stolen? <-- that's easy. They look at the number |
| 14:34 | <+glx> | I don't have number on my bike |
| 14:34 | <lolman> | Nor do I (but mine's broke) |
| 14:34 | <@Bjarni> | it's like a car number, only made so small that people usually don't know that they are there |
| 14:34 | <Eddi|zuHause3> | i have never heard of bike numbers |
| 14:34 | <peter1138> | they like to stamp them under the bottom bracket |
| 14:34 | <peter1138> | usually fucking up the paint work and causing it to start rusting |
| 14:35 | <@Bjarni> | it's stamped into the "chassis" itself with some mechanical stuff, so it's not even possible to paint it to remove the number |
| 14:35 | <Eddi|zuHause3> | and if most people do not know them, how can they report them to the polce? |
| 14:35 | <lolman> | Right need a reboot for new kernel |
| 14:35 | <lolman> | brb :) |
| 14:35 | |-| | lolman [~john@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Remote host closed the connection] |
| 14:36 | <@Bjarni> | <Eddi|zuHause3> and if most people do not know them, how can they report them to the polce? <--- because they use the number from the insurance (added when the bike was bought) |
| 14:40 | <CIA-2> | OpenTTD: rubidium * r9695 /branches/0.5/lang/ (6 files): [0.5] -Backport from trunk (r9668, r9680, r9681, r9687): language updates. |
| 14:41 | <CIA-2> | OpenTTD: rubidium * r9696 /trunk/config.lib: -Fix: --without-application-bundle did not disable the custom language/second data directory stuff that is used for application bundles. |
| 14:42 | |-| | HMage [~HMage@85.21.179.62] has joined #openttd |
| 14:43 | <CIA-2> | OpenTTD: KUDr * r9697 /trunk/src/yapf/yapf_ship.cpp: -Fix [YAPF](r9694): 'unused variable' warning (glx) |
| 14:44 | |-| | DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has joined #openttd |
| 14:45 | <CIA-2> | OpenTTD: rubidium * r9698 /branches/0.5/ (5 files in 4 dirs): [0.5] -Prepare 0.5 branch for release of 0.5.1. |
| 14:47 | <CIA-2> | OpenTTD: rubidium * r9699 /tags/0.5.1/ (6 files): -Release 0.5.1. |
| 14:48 | <hylje> | release \o/ |
| 14:48 | <ln-> | Bjarni: stupid question: if i set -mcpu=G4, i suppose it'll still run on G5? |
| 14:48 | <ln-> | (not related to openttd) |
| 14:48 | <@Bjarni> | it should work |
| 14:49 | <@Bjarni> | but it should fail if you go the other way |
| 14:50 | <ln-> | another question: do you happen to know what's the optimal -mcpu setting for intel macs? |
| 14:50 | <@Bjarni> | you see, Apple was clever enough to make a design so all commercially bought apps compiled for G3 and G4 would still work on G5 unless they really used CPU specific stuff (which is really rare. I only know that VPC had problems with this) |
| 14:51 | <peter1138> | yeah, like all those clever PC designers with their x86 chips? :p |
| 14:52 | [~] | HMage laughs out loud. The updater of msvc2005 to sp1 eats ~6GB of free space. 1) it self-extracts update .msp from exe, then launches that msp. 2) the launched starts copying itself into %TMP% 3) then that .msp copies itself into %TMP% with a new name 4) then it copies itself into %TMP% with a new name 5) then it copies itself into %TMP% with a new name 6) that starts looking for data to actually patch, then checks for free space. |
| 14:53 | <HMage> | needless to say that .msp file is 466Mb big |
| 14:53 | <Ailure> | odd |
| 14:53 | <Ailure> | bridges looks way all glitchy now for me |
| 14:53 | <Ailure> | hmms... |
| 14:53 | <hylje> | :3 |
| 14:53 | <Ailure> | seems to be TTRS3 causing it somehow |
| 14:56 | <@Bjarni> | <ln-> another question: do you happen to know what's the optimal -mcpu setting for intel macs? <--- err... I read it once, but I can't remember that right now... is that good enough? :p |
| 14:56 | |-| | DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Ping timeout: 480 seconds] |
| 14:58 | <ln-> | Bjarni: yeah, very sufficient :) |
| 14:58 | <ln-> | i'll assume it's i686 |
| 14:59 | <@Bjarni> | but what do you need it for? |
| 14:59 | <hylje> | intels chips have been i686 for liek ten years |
| 14:59 | <ln-> | i'm compiling ffmpeg |
| 14:59 | <Eddi|zuHause3> | Ailure: check for a TTRS update |
| 14:59 | <@Bjarni> | I mean usually the system will just figure it out on it's own |
| 14:59 | <Eddi|zuHause3> | there was something concerning bridges and ottd |
| 14:59 | <hylje> | remember to use sse1-3 too |
| 14:59 | <ln-> | correction: i'm *cross*-compiling ffmpeg |
| 14:59 | <Ailure> | Eddi, I was just on my way to the ttdpatch graphics forums |
| 14:59 | <Ailure> | :p |
| 15:00 | <@Bjarni> | ln-: whenever I cross compile to make universal binaries, I use the -arch argument instead. It appears to work every single time |
| 15:01 | <ln-> | hmm, well yeah, i'm using that too. |
| 15:01 | <Ailure> | expect it do seems like I have the latest version of TTRS3 |
| 15:01 | <Ailure> | odd |
| 15:01 | <@Bjarni> | depending on configure and the makefile, you might be able to just write "-arch ppc -arch i386" and then it will make a universal binary on it's own without you doing anything else |
| 15:01 | <HMage> | correct me if I'm wrong, but isn't -mcpu switch deprecated? |
| 15:01 | <HMage> | as far as I remember, -march is recommended to use instead of -mcpu |
| 15:02 | <ln-> | HMage: the situation might be different on the OS X platform |
| 15:02 | <HMage> | ok |
| 15:02 | <@Bjarni> | OTTD uses -mcpu to specify if it compiles for G5 |
| 15:02 | <ln-> | the gcc isn't very vanilla either. |
| 15:02 | <@Bjarni> | and it appears to work just fine |
| 15:03 | <@Bjarni> | <ln-> the gcc isn't very vanilla either. <-- like it accepts multiple -arch arguments ;) |
| 15:03 | <@Bjarni> | actually Apple added several features to gcc that the GCC people rejected, hence the reason why generic GCC can't compile for OSX |
| 15:04 | <Eddi|zuHause3> | hm, wasn't there supposed to be like 1 week waiting time between release of RCs and final version? |
| 15:04 | <@Bjarni> | Apple released the source though, so you can crosscompile from other OSes if you want to spend the time to set it up |
| 15:04 | <@Bjarni> | like we did on the nightly build server |
| 15:05 | <Ailure> | ah |
| 15:05 | <Ailure> | hmm |
| 15:05 | <Ailure> | I just had to reorder sprite priotery |
| 15:05 | <Ailure> | the brigdes works now |
| 15:05 | <ln-> | Apple's gcc had support for precompiled headers a long time before the regular GCC... |
| 15:05 | <HMage> | Ailure: are you going to commit that? |
| 15:05 | <hylje> | commit? with what privileges? :-) |
| 15:06 | <Ailure> | I didn't even touch the source code |
| 15:06 | <Ailure> | ;) |
| 15:06 | <Ailure> | I just gave TTRS3 highest priotery or whatever |
| 15:06 | <peter1138> | grf priority, not sprite priority |
| 15:06 | <Ailure> | ah |
| 15:06 | <Ailure> | yeah |
| 15:06 | <Ailure> | good point |
| 15:06 | <HMage> | I suspect we're going to have sprite priority wars |
| 15:06 | <Ailure> | hah |
| 15:06 | <peter1138> | but there is no priority :) |
| 15:06 | <peter1138> | well |
| 15:06 | <Ailure> | well |
| 15:06 | <@Bjarni> | <hylje> commit? with what privileges? :-) <--- there is a reason why we don't allow everybody to commit |
| 15:06 | <Ailure> | I suspect it's the order they are loaded in or something |
| 15:06 | <@Bjarni> | one is alexfili |
| 15:06 | <@Bjarni> | another one is jez |
| 15:07 | <hylje> | Bjarni: that doesn't explain your commit privs |
| 15:07 | <peter1138> | what's loaded *last* is what is used, when they affect the same thing |
| 15:07 | <Ailure> | yeah |
| 15:07 | <Ailure> | like most games |
| 15:07 | <Ailure> | I done that in some other games |
| 15:07 | <peter1138> | Bjarni: the other reason is we're evil selfish bastards |
| 15:07 | <Ailure> | like insert a object with same id that loads later |
| 15:07 | <Ailure> | so it overwrites a orginal object in the game |
| 15:07 | <@Bjarni> | peter1138: you beat me to write that :p |
| 15:07 | <HMage> | I mean, come on, no matter in which order you load newgrf's it shouldn't glitch the drawing of them |
| 15:08 | <Ailure> | that's what I found weird |
| 15:08 | <Ailure> | the GRF's I had below TTTRS3 |
| 15:08 | <Ailure> | hadn't anything to do with bridges |
| 15:08 | <peter1138> | HMage: bridges are just sprite replacements |
| 15:08 | <HMage> | Ailure: are you talking about newbridges or stock ttd ones? |
| 15:08 | <peter1138> | so if two grfs replace the same set of sprites, things can get mixed up |
| 15:08 | <Ailure> | newGRF's in general |
| 15:09 | <Ailure> | I only had the UKRS set and the addon below the TTRS3 |
| 15:09 | <Ailure> | but I don't see how thoose would cause glitches with bridges |
| 15:11 | <HMage> | ok, maybe I've overreacted. What I wanted to be fixed is that I've observed a strange behaviour in drawing of original bridges if there are signals underneath them. I can try to reproduce that. |
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| 15:13 | <Ailure> | *sigh* |
| 15:13 | <Ailure> | AI can quickly ruin a titlescreen savegame |
| 15:13 | <Ailure> | xD |
| 15:13 | <Ailure> | I wads making one |
| 15:13 | <Ailure> | but the AI thought it was good idea making random busstations and buses going around in that little town |
| 15:13 | <Ailure> | in a rather ugly way too |
| 15:13 | <hylje> | :o |
| 15:14 | <HMage> | All your bus are belong to us |
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| 15:20 | <Ailure> | there should be a titlescreen contest |
| 15:20 | <Ailure> | I just made up something quick so I wo't have to hear 324234234 sounds at teh same time xD |
| 15:20 | <Ailure> | there's still making noises and stuff |
| 15:21 | <Ailure> | just calm engine noises |
| 15:21 | <Ailure> | instead of "BLING BLING BLING BLIGN VROOOM" |
| 15:21 | <@Bjarni> | how can engine noises be calm? |
| 15:22 | <Ailure> | :) |
| 15:22 | <Ailure> | Sonme of the noises in the UKRS set |
| 15:22 | <Ailure> | I find them soothing |
| 15:22 | <Ailure> | Then I find the freight train going by here soothing too so I'm weird |
| 15:22 | <peter1138> | heh |
| 15:22 | <hylje> | ottd needs some $$$ sfx |
| 15:23 | <|2rB> | $$$ sfx? |
| 15:23 | <hylje> | sound effects worth monies |
| 15:25 | <|2rB> | I kind of didnt understand that... but that probably tells more about me than you... or? |
| 15:25 | <@Bjarni> | Ailure: have you found real life trains with calm engine noises? |
| 15:26 | <hylje> | yes |
| 15:26 | <Ailure> | http://194.47.44.229/Skrappby%20Transport,%202nd%20Oct%202052.png |
| 15:26 | <hylje> | the local emus are rather quiet |
| 15:26 | <Ailure> | I like the sound of X2 :) |
| 15:26 | <hylje> | the rails make more noise than the train |
| 15:26 | <Ailure> | When X2000 slows into the train station |
| 15:26 | <Ailure> | that's gotta be one of the coolest train noises I heard |
| 15:27 | <@Bjarni> | actually I was thinking about locomotives... fair enough. EMUs can be quiet |
| 15:27 | <@Bjarni> | but I have yet to find a calm locomotive |
| 15:27 | <@Bjarni> | specially if it's not electric |
| 15:27 | <hylje> | combustion engines tend to go bbbbbbbbbb |
| 15:27 | <Ailure> | hmm |
| 15:27 | <Ailure> | I should look for a GRF with X2000 |
| 15:27 | <hylje> | which isnt good for silence |
| 15:27 | <Ailure> | or X2 as it's actually called |
| 15:28 | <Ailure> | X2000 is mostly a marketing thing |
| 15:28 | <@Bjarni> | even steam is noisy... more noisy than most people realise |
| 15:28 | <hylje> | its noisy in a cool way |
| 15:28 | <@Bjarni> | but it's a whole different kind of noisy |
| 15:28 | <hylje> | choo choo |
| 15:28 | <@Bjarni> | specially the safety vents are really noisy |
| 15:28 | |-| | lolman [~john@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Quit: Lost terminal] |
| 15:28 | <@Bjarni> | and injectors |
| 15:29 | <Ailure> | hm |
| 15:29 | <Ailure> | been awhile since I saw a steam engine |
| 15:29 | <Ailure> | real one that was running |
| 15:29 | <Ailure> | three years ago i think |
| 15:29 | |-| | e1ko [~L@90.176.117.205] has quit [Quit: bye, Im going off] |
| 15:29 | <@Bjarni> | I saw one.... hmmm last December |
| 15:30 | <hylje> | yeah, fair enough you train nut |
| 15:30 | |-| | [Bjarni][Bjarni] changed the topic of #openttd: 0.5.1 | Website: *.openttd.org (Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Bug-reports: bugs) |
| 15:30 | <Ailure> | just noticed I had futuuristic wagons on that steam engine |
| 15:30 | <Ailure> | oh well |
| 15:31 | <@Bjarni> | and the last time I saw a steam locomotive (or at least parts of one) was last Monday |
| 15:31 | <Ailure> | hmm |
| 15:31 | <Ailure> | the game defaults to water if there's no GRF |
| 15:31 | <Ailure> | eh |
| 15:31 | <Ailure> | I mean |
| 15:31 | <Ailure> | if there's no titlescreen |
| 15:31 | <Ailure> | :) |
| 15:31 | <hylje> | :o |
| 15:31 | <Ailure> | I remember how TTO did |
| 15:31 | <hylje> | what |
| 15:31 | <Ailure> | on TTO it was just grass |
| 15:31 | <@Bjarni> | Ailure: I know |
| 15:31 | <Ailure> | if you removd the titlescreen file |
| 15:32 | <@Bjarni> | Ailure: it also reverts to water if it fails to load the titlescreen.... so if you get a water titlescreen when you don't expect one will indicate a saveload error |
| 15:32 | <@Bjarni> | I had plenty of those when porting to mac in the first place |
| 15:32 | <@Bjarni> | first big endian OS to use OTTD |
| 15:33 | <Ailure> | http://194.47.44.229/titlescreen.PNG |
| 15:33 | <Ailure> | I like this titlescreen much better |
| 15:34 | <Ailure> | becuse it's simple |
| 15:34 | <Ailure> | the offical titlescreens in TTO, TTD and openTTD likes to squeeze in as much as possible |
| 15:34 | <hylje> | Ailure: move the rail a bit north |
| 15:34 | <hylje> | or the viewport |
| 15:34 | <Ailure> | yeah I just noticed that it covered the xD |
| 15:34 | <Ailure> | but eh |
| 15:34 | <Ailure> | I don't really mind it that way either |
| 15:35 | <HMage> | Ailure: Psychologically wise, I think it's a plus that there are many things shown on one screen. |
| 15:35 | <@Belugas> | Ailure : bad screenshot, you are hiding everything :( |
| 15:35 | <hylje> | :> |
| 15:35 | <@Belugas> | no station, no houses, just... treeacks and forest! |
| 15:35 | <@Bjarni> | Ailure: no way |
| 15:35 | <Ailure> | xD |
| 15:35 | <@Bjarni> | we can't have winamp in the titlescreen for legal reasons |
| 15:35 | <Ailure> | rofl |
| 15:36 | <HMage> | lol |
| 15:36 | <Ailure> | good point |
| 15:36 | <HMage> | plug xmms there though :) |
| 15:36 | <hylje> | xmms brings massive dependencies ! |
| 15:36 | <HMage> | oh, wait, xmms isn't for win32 |
| 15:36 | <+glx> | use vlc |
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| 15:36 | <@Bjarni> | vlc rules |
| 15:37 | <+glx> | it plays everything without need to search for codecs |
| 15:39 | <@Bjarni> | I once found a file it failed to play.... it turned out that all other players failed to play it as well, so I will not blame the vlc guys for it |
| 15:39 | <@Bjarni> | must have been broken in transfer or something |
| 15:39 | <@Bjarni> | actually I once had a working file that it failed to open. Downloading a new version fixed it though |
| 15:39 | <@Bjarni> | :) |
| 15:40 | <Ailure> | http://194.47.44.229/titlescreen2.PNG |
| 15:40 | <Ailure> | I didn't plan making it a zomg serious titlescreen |
| 15:40 | <Ailure> | just wanted something that wouldn't give me ADHD each time I start the game |
| 15:40 | <@Belugas> | Bjarni : i prefer your japanese-understanding story :D |
| 15:40 | <ln-> | wow, i think i just compiled ffmpeg libraries as universal binaries. |
| 15:41 | <Ailure> | of course that titlescreen get's very boring with low resoultions as there wouldn't be any rail at all ;) |
| 15:41 | <Ailure> | b7ut having just nature as titlescreen would be nice as well |
| 15:41 | <@Bjarni> | Belugas: yeah... I like it too.... I started to wonder about how many words I picked up and I counted like 8 or 9 |
| 15:41 | <peter1138> | get's! |
| 15:42 | <@Bjarni> | at this rate I will learn Japanese in just a few years without actually trying :D |
| 15:42 | <@Bjarni> | (like that will ever happen) |
| 15:43 | <@Bjarni> | btw I noticed something: Japanese grammar appears to be very different from grammar in European languages |
| 15:43 | <Ailure> | in next generation we probably won't speak English anymore |
| 15:44 | <lolman> | Ailure, have you seen what some NATIVE speakers are like now? |
| 15:44 | [~] | Belugas just had a thought about picking random intro scenes, if more than one available... |
| 15:44 | <@Bjarni> | most people speak Engrish anyway |
| 15:44 | <Ailure> | all r would been dropped in favor of l, or the other way around |
| 15:44 | <hylje> | Bjarni: ORLY |
| 15:44 | [~] | Ailure isn't really serious |
| 15:44 | <Ailure> | Native spakers |
| 15:44 | <Ailure> | Swearing in my own language is fun ;D |
| 15:44 | <@Bjarni> | hylje: hi |
| 15:44 | <lolman> | Hmm need to test something, brb :) |
| 15:44 | |-| | lolman [~john@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Remote host closed the connection] |
| 15:44 | [~] | Belugas wonders what country speaks Native |
| 15:44 | <Ailure> | It's especiall fun when people aren't sure if you gave them a compliment or... not. |
| 15:45 | <@Bjarni> | Belugas: Native Americans.... I guess |
| 15:45 | <@Belugas> | lol |
| 15:46 | <peter1138> | who's going to get r9700, anyway? |
| 15:46 | <@Bjarni> | somebody with commit rights.... I guess |
| 15:46 | <@Belugas> | or with something to commit :P |
| 15:46 | <@Bjarni> | or both |
| 15:47 | <peter1138> | i know... |
| 15:47 | <@Belugas> | not or... |
| 15:47 | <@Belugas> | AND both |
| 15:47 | <peter1138> | r9700 (Belugas) -Feature: NewIndustries |
| 15:47 | <@Belugas> | yeah! |
| 15:47 | <peter1138> | yeah! |
| 15:47 | <hylje> | moments like this make me think why i havent bluffed myself commit rights |
| 15:47 | <@Belugas> | that will scrap nighlies for quite a long time :D |
| 15:47 | <hylje> | then i'd ninja all the GETs |
| 15:48 | <CIA-2> | OpenTTD: rubidium * r9700 /trunk/ (5 files in 4 dirs): -Merge: Release changes from 0.5 branch back to trunk. |
| 15:48 | <hylje> | :o |
| 15:48 | <@Belugas> | Perfect timing Rubidium :D |
| 15:48 | <hylje> | that was lame |
| 15:49 | <peter1138> | Belugas: better save it for r9800... |
| 15:49 | <Rubidium> | for 10000 ofcourse ;) |
| 15:49 | <hylje> | or 9999 |
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| 15:51 | <@Belugas> | i wonder if i can finish it by then |
| 15:51 | <@Belugas> | somehow, i doubt |
| 15:51 | <hylje> | good luck |
| 15:52 | <@Belugas> | courage, actually, not luck... |
| 15:52 | <@Belugas> | but thanks anyway |
| 15:56 | <@Belugas> | going home at last |
| 15:56 | <@Belugas> | enjoy the weekend guys |
| 15:57 | |-| | Desolator [Desolator@82.77.166.194] has joined #openttd |
| 15:59 | <Digitalfox[Home]> | you too Belugas |
| 16:00 | <Digitalfox[Home]> | Have a nice weekend :) |
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| 16:02 | <Thomas[NL]> | 78888888888888888888888 |
| 16:02 | <Thomas[NL]> | arg stupid cat |
| 16:02 | <hylje> | :o |
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| 16:06 | [~] | Bjarni wonders about Thomas[NL]'s encrypted message |
| 16:07 | <@Bjarni> | it could be important |
| 16:08 | <rahikkala> | Cat-like typing detected |
| 16:12 | <@Bjarni> | this reminds me of when my computer was "attacked" by a child. She wanted to use the computer like she had seen I did, so while I was somewhere else, she went for it and pressed random keys and when I got back, I noticed that the front app was IRC (in #openttd) and the whole channel was talking about my strange messages |
| 16:12 | <@Bjarni> | turned out that she had managed to produce a whole lot of long lines of random chars |
| 16:13 | <@Bjarni> | so when I looked at the monitor, I could see nothing but those random chars and people wondering about what went on in my end |
| 16:14 | <@Bjarni> | it filled the whole screen and I actually had to scroll way back to see the last "real" message |
| 16:14 | <@Bjarni> | oh well |
| 16:14 | <@Bjarni> | she didn't manage to start kicking random clients or anything |
| 16:14 | <@Bjarni> | now that would have been interesting |
| 16:14 | <@Bjarni> | hmm |
| 16:14 | <@Bjarni> | anybody here? |
| 16:14 | <Digitalfox[Home]> | yeah :) |
| 16:15 | <@Bjarni> | except cats, that is |
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| 16:15 | <Digitalfox[Home]> | it happens ;) |
| 16:15 | <@Bjarni> | random kicks? |
| 16:15 | <Digitalfox[Home]> | no strange things |
| 16:15 | <Thomas[NL]> | still here i think |
| 16:15 | <@Bjarni> | reminds me of the bash quote where a guy gets +o and then the op said "oops, I wanted to kick him" |
| 16:16 | <@Bjarni> | <Thomas[NL]> still here i think <-- wow, the cat improved it's typing skills |
| 16:16 | |-| | Desolator [Desolator@82.77.166.194] has quit [] |
| 16:16 | <Thomas[NL]> | miauw? |
| 16:18 | |-| | Zavior [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has joined #openttd |
| 16:19 | <CIA-2> | OpenTTD: peter1138 * r9701 /trunk/src/newgrf.cpp: -Codechange: Add support for returning 'ttdpatch variables' - http://wiki.ttdpatch.net/tiki-index.php?page=ActionDSpecialVariables |
| 16:20 | [~] | Thomas[NL] = http://i17.tinypic.com/2mx0p4l.jpg :o |
| 16:20 | <Digitalfox[Home]> | One time i was repairing a pc on a sawmill, and i started looking for the mouse ( pc mouse ), and i found the usb conector plugged to the box, and start searching for the mouse using the cable, but then something really strange happen the cable was broken in the end and no mouse.. Then after scratching my head i saw a real cat with it in his mouth .. :| My boss at the time saw that too and... |
| 16:20 | <Digitalfox[Home]> | ...told me to call the sawmill boss, and the sawmill boss got crazy trying to catch the cat.. Well he buyed another mouse, but the cat hide the old mouse... :| |
| 16:21 | |-| | Osai [~Osai@pD9EB73D8.dip.t-dialin.net] has joined #openttd |
| 16:21 | <Thomas[NL]> | haha, cat's are funny :P |
| 16:21 | <CIA-2> | OpenTTD: peter1138 * r9702 /trunk/src/ (newgrf_engine.cpp vehicle.cpp vehicle.h): -Codechange: Add livery support to newgrf vehicle var 43 |
| 16:22 | <@Bjarni> | http://bash.org/?127272 <-- this is a very valid reason why you shouldn't learn Japanese on IRC |
| 16:23 | <@Bjarni> | wow |
| 16:23 | <@Bjarni> | well, people should really be more specific when they tell their cats to catch mice |
| 16:28 | <@Bjarni> | http://www.qdb.us/84388 |
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| 16:29 | <Eddi|zuHause3> | am i the only one to think that Thomas[NL] looks evil? |
| 16:30 | <@Bjarni> | no |
| 16:30 | <@Bjarni> | he is on IRC -> he looks evil |
| 16:30 | <@Bjarni> | until proven otherwise |
| 16:31 | <Thomas[NL]> | you all look evil? :o |
| 16:31 | <Eddi|zuHause3> | i mean on the totally reliable picture of him he posted above |
| 16:32 | |-| | setrodox [~setrodox@85-124-40-128.dynamic.xdsl-line.inode.at] has quit [Ping timeout: 480 seconds] |
| 16:33 | <ln-> | Bjarni: what is a framework supposed to contain? |
| 16:33 | <ln-> | in particular, is it supposed to contain dylibs? |
| 16:34 | <@Bjarni> | Eddi|zuHause3: it's the usual. Somebody posts a picture on the internet of themselves while in reality it's actually an (almost) naked person much younger and lighter than themselves |
| 16:34 | |-| | Sacro__ [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 16:34 | <@Bjarni> | ln-: hmm |
| 16:35 | <@Bjarni> | ln-: check the frameworks in your system |
| 16:35 | <ln-> | i.e. what the hell are the SDL.framwork and SDL_net.framework at libsdl.org good for, since they seem to contain headers but no dylibs? |
| 16:35 | <Eddi|zuHause3> | you mean all the young ladies in #lesbians? no, they must be real!!! |
| 16:36 | <@Bjarni> | maybe there is no such thing as lesbians.... but the porn industry invented it and fooled all of us :p |
| 16:36 | <Thomas[NL]> | noway... that would be so gay |
| 16:37 | <@Bjarni> | yeah |
| 16:39 | |-| | Sacro [Ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Read error: Operation timed out] |
| 16:39 | <@Bjarni> | <ln-> in particular, is it supposed to contain dylibs? <-- my SDL framework contains headers, SDLMain.nib (some file to help Xcode... or something) and a nearly 900k file called SDL |
| 16:40 | <@Bjarni> | I presume the last is the actual binary code that you are searching for |
| 16:40 | <@Bjarni> | hmm |
| 16:40 | <@Bjarni> | the .nib could actually be linking info |
| 16:40 | <@Bjarni> | but I'm not sure |
| 16:40 | <@Bjarni> | I didn't really play around with frameworks that much. I mainly add what other people compiled or use libraries in unix style |
| 16:42 | <CIA-2> | OpenTTD: peter1138 * r9703 /trunk/src/ (build_vehicle_gui.cpp newgrf_engine.cpp newgrf_engine.h): -Codechange: support callback 36 in vehicle purchase lists |
| 16:43 | |-| | Sacro|Laptop [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 16:45 | |-| | Purno [~Purno@5357D37C.cable.casema.nl] has quit [Quit: Life is a game of pick-up-sticks, played by fucking lunatics.] |
| 16:47 | <Eddi|zuHause3> | what?!? lesbians are as real as the santa claus, for sure!!! |
| 16:47 | <Sacro|Laptop> | lesbians? |
| 16:48 | <Eddi|zuHause3> | wow, that took long |
| 16:48 | <Eddi|zuHause3> | he only answered to the 3rd mentioning |
| 16:48 | <@Bjarni> | well, he is slow |
| 16:48 | <peter1138> | he's too busy |
| 16:48 | <@Bjarni> | Sacro|Laptop: we had a visit of two lesbian OTTD players. They left like 10 minutes ago |
| 16:49 | <peter1138> | with lesbians |
| 16:51 | <Sacro|Laptop> | zomg? lesbians OTTD? |
| 16:52 | <@Bjarni> | yeah |
| 16:52 | <Sacro|Laptop> | Bjarni: best kicking incident was with me and lolman |
| 16:52 | <Sacro|Laptop> | !kick _42_ |
| 16:52 | <Sacro|Laptop> | :( you fixed it |
| 16:53 | <@Bjarni> | lol |
| 16:53 | <lolman> | Sacro__, I remember that one :) |
| 16:53 | <@Bjarni> | me too |
| 16:53 | <+glx> | lolman: you are talking to the wrong ghost |
| 16:53 | <@Bjarni> | I had to do some fast typing because I never scripted kicks |
| 16:53 | <@Bjarni> | :p |
| 16:53 | <lolman> | Yeah, damn tab-complete |
| 16:54 | <Sacro|Laptop> | hmm, Sacro__ is here |
| 16:54 | <@Bjarni> | hi Sacro__ |
| 16:54 | <lolman> | Ayw |
| 16:54 | <lolman> | Aye* |
| 16:54 | <@Bjarni> | long time no see |
| 16:54 | <Sacro|Laptop> | hmm, what IP is he on :\ |
| 16:55 | <+glx> | adsl-87-102-80-216.karoo.KCOM.COM |
| 16:55 | <@Bjarni> | ~ben@adsl-87-102-80-216.karoo.KCOM.COM |
| 16:55 | <lolman> | Same as Sacro|Laptop is |
| 16:55 | <@Bjarni> | let's ban that domain to get rid of all the ghosts |
| 16:55 | <Sacro__> | ah i found him |
| 16:55 | |-| | Sacro__ kicked [#openttd] Bjarni [now you lost him] |
| 16:56 | <Sacro|Laptop> | :o |
| 16:56 | <Sacro|Laptop> | how cruel |
| 16:56 | <@Bjarni> | I got scared of the idea of cloning Sacros |
| 16:58 | <Sacro|Laptop> | hehe |
| 16:58 | <Sacro|Laptop> | i could unleash a few |
| 16:58 | <Sacro|Laptop> | but then i will get G-Lined on quakenet again |
| 16:58 | <@Bjarni> | I could ban the cloning device |
| 16:58 | <@Bjarni> | http://bash.org/?151227 <--- I got to remember that one. It's awesome |
| 16:59 | <Ailure> | ahaha |
| 17:00 | <@Bjarni> | this guy really thought about this |
| 17:00 | [~] | Bjarni wonders about trying it |
| 17:01 | <@Bjarni> | but it will clearly not work with everybody |
| 17:03 | <@Bjarni> | I once made a battery out of a potato. After draining some power from it, my sister decided to add legs to it (matches or something) and painted a face on it and used the poles as arms. Now it was a potato man. After a while it started growing, so we buried the potato man in the garden and he gave us a decent amount of potatoes |
| 17:03 | <@Bjarni> | potatoes are cool |
| 17:03 | |-| | Sacro^ [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 17:03 | |-| | Sacro [~Ben@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 17:03 | <lolman> | Oh noes, the clones |
| 17:04 | |-| | mode/#openttd [+b *!*Ben@*.karoo.KCOM.COM] by Bjarni |
| 17:04 | <@Bjarni> | :D |
| 17:04 | <@Bjarni> | no more clones |
| 17:04 | |-| | Sacro^ [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [] |
| 17:04 | <lolman> | lol |
| 17:04 | <@Bjarni> | dammit, why do I always do this???? |
| 17:04 | <Eddi|zuHause3> | didn't a ban also mute the person (if not kicked)? |
| 17:04 | <@Bjarni> | yes, he is mute |
| 17:05 | |-| | Sacro|Laptop [~ben@adsl-87-102-80-216.karoo.KCOM.COM] has quit [Read error: Operation timed out] |
| 17:05 | <@Bjarni> | he will still read the channel, but he can't say anything and he can't join |
| 17:05 | <@Bjarni> | and now he has a problem |
| 17:05 | <@Bjarni> | you see... once again I forgot how to unban :p |
| 17:05 | <Eddi|zuHause3> | there's one clone left |
| 17:05 | <+glx> | mode -b |
| 17:05 | |-| | Osai^2 [~Osai@pD9EB73D8.dip.t-dialin.net] has joined #openttd |
| 17:05 | |-| | Osai [~Osai@pD9EB73D8.dip.t-dialin.net] has quit [Read error: Connection reset by peer] |
| 17:05 | <Eddi|zuHause3> | i'd suggest /unban, but that'd help him :p |
| 17:06 | |-| | mode/#openttd [-b *!*Ben@*.karoo.KCOM.COM] by Bjarni |
| 17:06 | |-| | Osai^2 changed nick to Osai |
| 17:06 | <@Bjarni> | but then again why would we care for Sacro's issues? |
| 17:06 | |-| | Sacro^ [~Bjarni@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 17:06 | <@Bjarni> | I mean we could spent days just listing all of them |
| 17:07 | [~] | Sacro^ saunters back in |
| 17:07 | <+glx> | Sacro^: nice workaround but you were already unbanned |
| 17:07 | <Sacro^> | glx: i see that now |
| 17:08 | <Eddi|zuHause3> | actually, circumventing a ban should be a candidate for death penalty :p |
| 17:09 | [~] | Sacro^ disagrees |
| 17:10 | |-| | Sacro^ kicked [#openttd] Bjarni [Bjarni agrees with Eddi|zuHause3] |
| 17:10 | |-| | TinoM [~Tino@i5387DDAD.versanet.de] has quit [Read error: Connection reset by peer] |
| 17:11 | <neli> | I have a train station, 4 wide, with 4 trains retrieving goods from it; sometimes they all arrive at once, blocking all 4 tracks, so that no train can deliver wood anymore -> deadlock; how to prevent this ? |
| 17:12 | |-| | Sacro^ [~Bjarni@adsl-87-102-80-216.karoo.KCOM.COM] has joined #openttd |
| 17:12 | <Eddi|zuHause3> | have separate stations for delivery and pickup |
| 17:12 | <Sacro^> | :( ow |
| 17:12 | <+glx> | neli: reserve a platform for incomming stuff |
| 17:13 | <neli> | glx: how ? |
| 17:13 | <+glx> | waypoints and layout |
| 17:14 | <Eddi|zuHause3> | neli: you could prepare waypoints to separate incoming trains, and only have tracks to 3 of the 4 platforms from the pickup waypoint |
| 17:14 | <neli> | another Q: the loading time penalty for 'too long' trains seems a little high: train of length 6 in a length 5 station takes ~3 times as long to load ? |
| 17:14 | <Eddi|zuHause3> | this means, the 4th train will wait at the waypoint |
| 17:15 | <neli> | hmm I need more space then :( |
| 17:15 | <neli> | I can make a waypoint but it will block the entrance anyway |
| 17:15 | <Eddi|zuHause3> | neli: naturally, a wagon not on the platform will take much longer to load, this will not distribute over the length of the train |
| 17:17 | <neli> | but how much longer ? |
| 17:17 | <neli> | it really seems way more than 2 times |
| 17:17 | <Eddi|zuHause3> | i don't know, must have changed with gradual loading |
| 17:18 | <Eddi|zuHause3> | if i had to guess, if standard loading is 5 items per second (or is it days?), it would be 1 item per second on "overhang" wagons |
| 17:19 | <Eddi|zuHause3> | meaning 5 times longer |
| 17:19 | <neli> | where's the logic in that ? |
| 17:19 | <Eddi|zuHause3> | but that is really just a guess |
| 17:19 | <Eddi|zuHause3> | in general, you should never have trains longer than stations |
| 17:20 | |-| | Peakki [antti@cs181000195.pp.htv.fi] has quit [Quit: Lähdössä] |
| 17:20 | [~] | neli would like an option to let one of the 4 full load trains leave again if they're all waiting for the same thing and station is full |
| 17:20 | <neli> | I know, but sometimes space is little :-S |
| 17:22 | <neli> | also, why are is new cargo for a station evenly divided for all trains that are waiting ? |
| 17:22 | <neli> | if it were given first to first arrived train, etc... then the deadlock problem would also be less |
| 17:22 | |-| | Vikthor [~Vikthor@snat1.spoje.net] has quit [Quit: Leaving.] |
| 17:23 | <Eddi|zuHause3> | you can activate "improved loading", but that might conflict if you have more than 2 trains loading |
| 17:23 | <neli> | never heard of it, what does it do ? |
| 17:23 | <+glx> | that conflicts with "gradual loading" (not true since today's nightly) |
| 17:24 | <Eddi|zuHause3> | it does more or less what you want, only one train loads |
| 17:24 | <neli> | glx: ok cool |
| 17:25 | <neli> | no fundamental conflict, just implementation, I assume ? |
| 17:25 | <Eddi|zuHause3> | it's not technically a conflict, just a misfeature... |
| 17:26 | <neli> | hmm? |
| 17:26 | <Eddi|zuHause3> | i.e. if you had cargo to fill 2 trains completely, still only one train would load |
| 17:26 | <Eddi|zuHause3> | making busy stations a lot slower |
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| 17:27 | <neli> | oh! |
| 17:27 | <neli> | well if cargo is abundant it should load in parallel of course |
| 17:27 | <Eddi|zuHause3> | it would, if it was designed properly |
| 17:27 | <neli> | abundant == available cargo > sum(train capacities) |
| 17:28 | <Eddi|zuHause3> | we had that discussion earlier today |
| 17:28 | <Eddi|zuHause3> | read the log, if you are interested |
| 17:28 | <neli> | oh oops :P |
| 17:28 | <neli> | have a timestamp for me ? |
| 17:29 | <Eddi|zuHause3> | it's spread througout the whole previous day |
| 17:30 | <Eddi|zuHause3> | e.g. today 19:24 CEST |
| 17:30 | <Eddi|zuHause3> | the previous discussion is out of my buffer, so i'm too lazy to check |
| 17:30 | <Eddi|zuHause3> | but it was less than 24 hours before |
| 17:31 | |-| | tokai [~tokai@p54b80808.dip0.t-ipconnect.de] has quit [] |
| 17:31 | <Eddi|zuHause3> | there've also been commits regarding this issue today |
| 17:31 | <Eddi|zuHause3> | but i'm not sure what exactly was changed |
| 17:32 | <Ammller> | !seen prissi |
| 17:32 | <_42_> | Ammller, I don't remember seeing prissi. |
| 17:33 | <Ammller> | has prissi from forum another name here? |
| 17:33 | <Eddi|zuHause3> | why would we know if somebody would be here incognito? |
| 17:34 | [~] | Sacro^ is here incognito |
| 17:35 | <dihedral> | i have upgraded to 0.5.1 :-) |
| 17:35 | <dihedral> | i know you dont like stables but i thought i'd share my joy |
| 17:35 | <dihedral> | and show my appreciation :-) |
| 17:35 | <Wolf01> | i wait for the 0.6.0, meanwhile i continue to play with the nightlies |
| 17:36 | <Sacro^> | Bjarni: http://www.theregister.co.uk/2007/04/20/geek_service/ |
| 17:36 | <Eddi|zuHause3> | we should distribute a MiniIN as "stable", that'll confuse people :) |
| 17:36 | [~] | Sacro^ plays with himself nightly |
| 17:37 | |-| | Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Quit: Sacro playing with himself scared me] |
| 17:37 | <dihedral> | Sacro - we dont need to know |
| 17:38 | <dihedral> | i am considering one of the nightly's to keep noobs out :-P |
| 17:38 | <Wolf01> | 'night |
| 17:38 | |-| | Wolf01 [~wolf01@host231-235-dynamic.4-87-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.] |
| 17:38 | <neli> | Eddi|zuHause3: thanks for the info |
| 17:39 | <neli> | good night |
| 17:40 | <+glx> | Sacro^ plays with himself nightly <-- somehow that doesn't suprise me |
| 17:50 | |-| | DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Ping timeout: 480 seconds] |
| 17:52 | <@Bjarni> | There is nothing more terrible than dying as a virgin <--- how do they know? They made a survey of people, who tried dying as virgins and people, who had done it when they died? |
| 17:52 | <Eddi|zuHause3> | dying, as in dye your hair blond? |
| 17:53 | <@Bjarni> | dying as in die |
| 17:54 | <Eddi|zuHause3> | but wouldn't that be dieing? |
| 17:54 | <@Bjarni> | no |
| 17:54 | <@Bjarni> | you just labelled yourself as an Engrish speaking person |
| 17:54 | <Eddi|zuHause3> | says you, as the english grammar expert you are |
| 17:54 | <@Bjarni> | at least when it comes to grammar |
| 17:55 | <@Bjarni> | but... |
| 17:55 | <@Bjarni> | once again Sacro failed to tell countries apart :p |
| 17:55 | <@Bjarni> | I'm not Dutch even though he keeps saying so |
| 17:55 | <@Bjarni> | and yes, I can read (some) Dutch |
| 17:55 | <@Bjarni> | and no, I'm not planning on moving |
| 17:56 | <@Bjarni> | btw I wonder about that link |
| 17:57 | <@Bjarni> | is it from the first of April? |
| 17:57 | <@Bjarni> | on the other hand, some freaked out people in NL could do that |
| 17:57 | <Eddi|zuHause3> | it says 20th april |
| 17:57 | <Eddi|zuHause3> | which means today |
| 17:57 | <@Bjarni> | heh |
| 17:59 | <@Bjarni> | reminds me of a press release the Danish police published on the first of April about issues in the harbour of a certain (inland) town. It actually made it into the news so the police had to send a new one telling that it was a joke |
| 17:59 | <@Bjarni> | that particular town has no harbour at all |
| 18:00 | <@Bjarni> | it makes you wonder about the media... they just published it as being real without thinking |
| 18:02 | <ln-> | oh yes, the big SDL binary seems to be a Mach-O fat file |
| 18:02 | <ln-> | however, i still need to figure out how to use it :/ |
| 18:03 | <ln-> | basically it should be a matter of simply adding those frameworks to the Xcode project.. |
| 18:03 | <@Bjarni> | add it to your project file or add it as an argument to gcc |
| 18:04 | <@Bjarni> | the argument should be -framework SDL or something |
| 18:04 | <@Bjarni> | you should never link directly to the file. Use the framework access to do so |
| 18:04 | <@Bjarni> | goodnight |
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| 18:14 | <dihedral> | night |
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| 19:20 | |-| | Osai^2 changed nick to Osai |
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| 19:32 | <@Belugas> | segfault... |
| 19:32 | <@Belugas> | nice... |
| 19:32 | <@Belugas> | hard to find :S |
| 19:37 | |-| | setrodox_ [~setrodox@85-124-40-128.dynamic.xdsl-line.inode.at] has quit [Quit: Hapiness ;D] |
| 19:51 | <@Belugas> | f*** it |
| 19:52 | <Eddi|zuHause3> | i don't suppose that's gonna help a lot :) |
| 19:53 | <@Belugas> | nope, but it's better than yelling and waking the kiddo :) |
| 19:55 | |-| | XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [Quit: Solong, and thanks for all the fish.] |
| 19:55 | <@Belugas> | memory fault, somewhere after saving a game and exiting back to intro menu |
| 19:56 | <@Belugas> | looks like stuff that i forgot to free, or memory overriding |
| 19:56 | <@Belugas> | or something :( |
| 19:56 | <@Belugas> | newindustries are a bit frustrating |
| 19:56 | <@Belugas> | i guess i may have to go with plan b) |
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| 20:22 | <TheJosh> | Hey I have a quick development question: How do you add a price to the prices class? I Added one, and added a default value,etc to economy.cpp, but now I get an assert when I start the game "openttd: /home/josh/svn/openttd-nightly/src/saveload.cpp:901: void SlLoadChunk(const ChunkHandler*): Assertion `SlGetOffs() == endoffs' failed." |
| 20:38 | <Eddi|zuHause3> | i don't know what a price class is, but you have to update the saveload code, to update old savegames on load |
| 20:39 | |-| | Morphy [~morphine@193.220.103.232] has quit [Remote host closed the connection] |
| 20:39 | <Eddi|zuHause3> | old savegames especially include the title screen savegame |
| 20:39 | <Eddi|zuHause3> | that is very old |
| 20:41 | <TheJosh> | So if I add a price, I need to do a savegame bump? |
| 20:42 | <Eddi|zuHause3> | obviously |
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| 20:43 | <TheJosh> | i always feel bad that Im bumping the savegame. Its like im making a prefectly good format invalid just because I want to have user-creatable towns |
| 20:44 | |-| | DandMan [PJIRCWebCh@24-119-190-224.cpe.cableone.net] has joined #openttd |
| 20:45 | <DandMan> | hello all |
| 20:45 | <TheJosh> | Hello |
| 20:45 | <Eddi|zuHause3> | brb |
| 20:45 | <DandMan> | can anyone help with openwrt? |
| 20:45 | |-| | Eddi|zuHause3 [~johekr@p54B772BF.dip.t-dialin.net] has quit [Quit: Konversation terminated!] |
| 20:49 | <DandMan> | does anyone know where i could get some help? |
| 20:49 | <DandMan> | openwrt? |
| 20:49 | |-| | Eddi|zuHause [~johekr@p54B76E47.dip.t-dialin.net] has joined #openttd |
| 20:49 | <TheJosh> | what is openwrt |
| 20:51 | <DandMan> | it's the firmware in routers, ex. dd-wrt |
| 20:52 | <TheJosh> | and you want to tell it to let openttd through? |
| 20:53 | <Eddi|zuHause> | and why would we know something about that? |
| 20:54 | <DandMan> | ok sorry |
| 20:55 | <TheJosh> | i dont even know the port it uses, but i might beable to find out |
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| 21:10 | <+glx> | !openttd ports |
| 21:10 | <+glx> | !openttd port |
| 21:10 | <_42_> | glx: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advsertise) communication (outbound) |
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| 21:42 | <CIA-2> | OpenTTD: belugas * r9704 /trunk/src/table/build_industry.h: -Documentation: Add comments on industry data macro |
| 21:46 | |-| | maad_ changed nick to maad |
| 21:48 | <CIA-2> | OpenTTD: belugas * r9705 /trunk/src/ (industry_cmd.cpp table/industry_land.h): |
| 21:48 | <CIA-2> | OpenTTD: -Codechange: Merge some data arrays together, making a bit more logical units. |
| 21:48 | <CIA-2> | OpenTTD: Calculate with a macro (for _industry_anim_offs_toys) the value of x, instead of doing it at run time. |
| 21:48 | <CIA-2> | OpenTTD: And give some more descriptive names too... |
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| 22:16 | <DaleStan> | Rubidium: You said "Link to RC2 forum post:" twice, instead of saying "Link to RC3 forum post:" the second time. |
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| --- | Log | closed Sat Apr 21 00:00:57 2007 |