| --- | Log | opened Wed May 09 00:00:06 2007 |
| 00:19 | <peter1138> | pompiedom |
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| 00:53 | <SpComb> | ....what was that? |
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| 01:45 | <valhallasw> | intelligent network flood protection >_< |
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| 01:46 | <TheJosh> | Hey all |
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| 01:47 | <TheJosh> | how is everyone? |
| 01:48 | <TheJosh> | or better said, where is everyone? |
| 01:48 | <valhallasw> | well |
| 01:48 | <valhallasw> | booted from the network |
| 01:48 | <valhallasw> | a service upgrade with a bug in the flood autokill |
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| 01:49 | <TheJosh> | ah ok |
| 01:50 | <TheJosh> | so everyone that ususally stays logged in all the time got kicked? |
| 01:51 | <valhallasw> | yeah |
| 01:55 | <TheJosh> | so valhallasw, have you seen my 'Found a Town' patch? |
| 01:55 | <TheJosh> | http://www.tt-forums.net/viewtopic.php?t=31558 |
| 01:59 | <valhallasw> | hm, nice |
| 01:59 | <Phazorx> | did you change the price? |
| 02:00 | <TheJosh> | yes |
| 02:00 | <TheJosh> | its now based on the industry price like the other town things |
| 02:00 | <Phazorx> | so like 15M at least ? |
| 02:00 | <Phazorx> | i can that being so exploted in MP |
| 02:00 | <TheJosh> | no, its a tad over 7mill (at the start of the game) |
| 02:01 | <TheJosh> | should I double it? |
| 02:01 | <Phazorx> | i'd say at least |
| 02:01 | <Phazorx> | it gives you 2 most lurative kinds of cargo |
| 02:01 | <Phazorx> | and unlimitted expandability |
| 02:01 | <TheJosh> | alright |
| 02:01 | <TheJosh> | so Phazorx, do you do much/any development? |
| 02:02 | <Phazorx> | not for this game :) |
| 02:02 | <Phazorx> | i normally not even looking in this channel actually |
| 02:02 | <Phazorx> | but i do submit bugs or features |
| 02:03 | <TheJosh> | dang...you have no sway for getting it into trunk |
| 02:03 | <Phazorx> | if i see a point that is possible to implement and it has not been done yet |
| 02:03 | <Phazorx> | ? |
| 02:03 | <Phazorx> | ahh no |
| 02:03 | <Phazorx> | ask peter tho |
| 02:03 | <TheJosh> | hows 14.5mill (at the start of the game) |
| 02:03 | <Phazorx> | sounds better |
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| 02:03 | <TheJosh> | 14,645,000 actually |
| 02:03 | <Phazorx> | 25% of player funds would be nice |
| 02:03 | <valhallasw> | TheJosh: there are some strange things in your patch |
| 02:04 | <TheJosh> | that will become 30mill so quickly |
| 02:04 | <TheJosh> | valhallasw: such as? |
| 02:04 | <valhallasw> | oh wait |
| 02:04 | <Phazorx> | TheJosh: inflation isnt used often actually |
| 02:04 | <valhallasw> | no, I'm just not paying attention |
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| 02:05 | <valhallasw> | TheJosh: and you might want to split your patch up; one adding the function comments and one adding your functions |
| 02:06 | <TheJosh> | good point |
| 02:06 | <valhallasw> | and what does InteractiveRandom(); do? |
| 02:06 | <Phazorx> | isn't that system seeded random? |
| 02:06 | <TheJosh> | InteractiveRandom() is basically Random(), but it uses a different seed so you dont desync network games |
| 02:07 | <valhallasw> | ah |
| 02:07 | <TheJosh> | and the name gen function that uses it is only called by the client that builds the town (so yea, all playes have the same town name) |
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| 02:08 | <Phazorx> | oh... you can not name it ? |
| 02:08 | <Phazorx> | do you get a statue and rating automatically ? |
| 02:09 | <valhallasw> | town ratings are 1000 |
| 02:10 | <Phazorx> | for founder i assume |
| 02:10 | <Phazorx> | do you get exclusive rights too ? :) |
| 02:10 | <valhallasw> | yes |
| 02:10 | <Phazorx> | kidna would have made sense |
| 02:10 | <valhallasw> | that is, ratings are 1000 for founder; exclusive rights I don't know |
| 02:10 | <Phazorx> | gotcha |
| 02:11 | <Phazorx> | btw if you feel like building valhallasw cooper's PS need some hubs :) |
| 02:12 | <TheJosh> | the founder gets a double-dose of rating |
| 02:12 | <Phazorx> | that's good |
| 02:12 | <valhallasw> | not this week Phazorx; no time |
| 02:12 | <Phazorx> | exclusive rights? |
| 02:12 | <Phazorx> | valhallasw: sad, i hope you are doing soemthig fun tho |
| 02:13 | <TheJosh> | no exclusive rights |
| 02:13 | <TheJosh> | or statue (it looked silly having a statue in a town of like 100 people) |
| 02:13 | <Phazorx> | TheJosh: suggest to think about that :) |
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| 02:13 | <TheJosh> | what? statue or exclusive rights? |
| 02:13 | <Phazorx> | rights |
| 02:13 | <TheJosh> | i was going to have the founder company name listed on the town gui screen |
| 02:14 | <TheJosh> | but ill do that in another patch |
| 02:14 | <Phazorx> | status is for fun - but kinda make sense since i doubt there are other chances to mention player's name |
| 02:14 | <valhallasw> | 'valhallasw-town' |
| 02:14 | <TheJosh> | you can always rename it |
| 02:14 | <Phazorx> | i take it all roads in it are town owned rather than player? |
| 02:15 | <Phazorx> | TheJosh: in network game? |
| 02:15 | <valhallasw> | renaming always is possible |
| 02:15 | <TheJosh> | Phazorx: if you build roads first and then dump the town in it, the roads you made will still be owned by you! |
| 02:15 | <Phazorx> | valhallasw: i dont recall it being an option in MP games |
| 02:15 | <Phazorx> | TheJosh: was just a question :) |
| 02:16 | <TheJosh> | Phazorx, valhallasw: you can only rename if your the host i think |
| 02:16 | <Phazorx> | i figure you just used generate function |
| 02:16 | <Phazorx> | it's just funding town is expensive as it should be |
| 02:16 | <Phazorx> | and there is no real way to secure your property |
| 02:16 | <valhallasw> | I don't call 7M expensive |
| 02:16 | <Phazorx> | 15 |
| 02:16 | <TheJosh> | patch almost released |
| 02:16 | <Phazorx> | relatively it is very expensive |
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| 02:17 | <valhallasw> | well, okay |
| 02:17 | <TheJosh> | you can now get the very latest (with the new price) |
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| 02:17 | <Phazorx> | heh |
| 02:17 | <Phazorx> | fast |
| 02:17 | <TheMask96> | !logs |
| 02:17 | <SpComb> | Logs: http://zapotek.paivola.fi/~terom/logs/openttd |
| 02:18 | <TheJosh> | have not tested patch yet |
| 02:18 | <Phazorx> | owning roads would be nice but nothing major, exclusive right should be easy to do and does make a lot of sense to me |
| 02:19 | <TheJosh> | although you only get that for a year... |
| 02:19 | <Phazorx> | perhaps you can enhance it a bit? |
| 02:19 | <Phazorx> | i'm not sure how it works tho |
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| 02:19 | <valhallasw> | 'Exclusive rights: 5 years for the price of 3' |
| 02:19 | <Phazorx> | heh |
| 02:20 | <Phazorx> | what is the proce for it standard tho ? |
| 02:20 | <valhallasw> | 1M/year |
| 02:20 | <valhallasw> | iirc |
| 02:20 | <TheJosh> | i dunno |
| 02:20 | <Phazorx> | thinking about it - i never ever claimed it |
| 02:20 | <TheJosh> | i dont use it |
| 02:20 | <TheJosh> | if you have a good network you make heaps anyway |
| 02:20 | <valhallasw> | can other players see that you have exclusive rights? |
| 02:21 | <Phazorx> | in general - yes |
| 02:21 | <TheJosh> | and if you dont like the compeditors, you can always buy them out and delete them or something |
| 02:21 | <TheJosh> | yes |
| 02:21 | <Phazorx> | well TheJosh i always tend to think about MP and exploitability |
| 02:22 | <Phazorx> | it would suck a lot to build a town and have someone eslse making profit off it instead of you |
| 02:22 | <TheJosh> | good point |
| 02:22 | <Phazorx> | that's what i meant about securing investments |
| 02:22 | <Phazorx> | doesnt stop someone froms crewing around with it tho |
| 02:22 | <valhallasw> | Phazorx: when you fund an industry, other people can use it, too |
| 02:22 | <Phazorx> | unless you own the roads |
| 02:23 | <Phazorx> | valhallasw: i did that many time in MP |
| 02:23 | <TheJosh> | although other people profiting off your town is just their intellegence |
| 02:23 | <Phazorx> | i usualy 1st build station layout and network then fun it |
| 02:23 | <Phazorx> | so by the time it is done - i dont care |
| 02:23 | <Phazorx> | for town - that aproach sint really usuful since it expands |
| 02:25 | <valhallasw> | anyway |
| 02:25 | <valhallasw> | I'm gone |
| 02:25 | <valhallasw> | bbl |
| 02:26 | <TheJosh> | cya |
| 02:30 | <TheJosh> | Phazorx: so you reacken the founder should get 1 year of exclusive? |
| 02:30 | <TheJosh> | Phazorx: i guess i could add that |
| 02:31 | <Phazorx> | 1 year is very easy i presume |
| 02:31 | <Phazorx> | more would be ncie (configurable may be?) |
| 02:31 | <Phazorx> | but i'm not sure how it is working |
| 02:32 | <Phazorx> | so perhaps automatic renewal is quite challenging unless there is ingame event manager |
| 02:32 | <TheJosh> | i could do one year rather easy |
| 02:33 | <TheJosh> | to do automatic renewal i would need to change the town struct |
| 02:34 | <TheJosh> | to have a 'is_new_town' flag or something |
| 02:34 | <TheJosh> | and a 'founded_by' variable |
| 02:34 | <Phazorx> | yeah i understand that... again unless there is an event manager and you can queue action multiple times for forced renewal |
| 02:35 | <TheJosh> | not that i know of, only a ticks system, where a function is called regually |
| 02:37 | <Phazorx> | it's a completely different model and i'd same more reliable and demanding |
| 02:38 | <Phazorx> | however havign this many things to check every tick is kinda a lot |
| 02:39 | <TheJosh> | meh |
| 02:39 | <TheJosh> | anyway, i have to go make tea |
| 02:39 | <TheJosh> | cya round |
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| 03:16 | <ln-> | wtf happened: |
| 03:16 | <ln-> | 06:20 -!- Szandor [~user@host-84-9-131-225.bulldogdsl.com] has quit [autokilled: This Host Triggered Network Flood Protection, please mail support@oftc.net (2007-05-09 03:20:27)] |
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| 03:16 | <ln-> | ... etc, including me. |
| 03:20 | <boekabart> | and now you're flooding AGAIN!!! ;) |
| 03:21 | <peter1138> | hehe |
| 03:22 | <peter1138> | bug in the flood protection bot, i guess |
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| 03:29 | <Nigel> | peter1138: yep |
| 03:29 | <Nigel> | peter1138: FloodServ set a kline for *@* |
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| 03:32 | <Desolator> | bump |
| 03:33 | <Desolator> | I want to change the max amount of loan you can set at the start of the game, but I can't seem to find where it's defined |
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| 03:33 | <Rubidium> | settings_gui? |
| 03:34 | <peter1138> | settings somewhere |
| 03:34 | <Desolator> | hmmm...*checks* |
| 03:34 | <Rubidium> | (assuming you mean you want to make the limit more than 1 million) |
| 03:34 | <Desolator> | and Peter, is your msn alive? |
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| 03:35 | <Uatec> | greetings |
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| 03:50 | <peter1138> | yes it is |
| 03:50 | <peter1138> | but i am busy |
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| 04:10 | <kaan> | hi all |
| 04:12 | <Uatec> | hi |
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| 04:47 | <boekabart> | openttd.grf changed!? when/why? |
| 04:48 | <Rubidium> | svn log bin/data/openttd.grf |
| 04:48 | <peter1138> | things change, yes |
| 04:48 | <SpComb> | someone restore the topic |
| 04:48 | <boekabart> | that doesn't work here, Rubidium, you should do that in a shell :) |
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| 04:49 | <Rubidium> | boekabart: it works perfectly for me |
| 04:49 | <boekabart> | in the irc window?? :) |
| 04:50 | <boekabart> | r9814: -Fix (r1): Remove the duplicate sign sprite from openttd.grf since it's in the original data files. |
| 04:50 | <boekabart> | oki |
| 04:51 | <Rubidium> | boekabart: well, obviously not in IRC, but make doesn't work in IRC either nor does vim |
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| 05:07 | |-| | mode/#openttd [+o Belugas] by ChanServ |
| 05:15 | <boekabart> | ok, i made some screenshots of the current version of my 'real water' patch, don't have time to make a nice site now so here is the whole bunch as a rar (including patch): http://boekabart.googlepages.com/Boekabart_RealWater_Shots_v3.rar |
| 05:15 | <Tefad> | hah googlepages : D |
| 05:15 | <boekabart> | yeah, free and fast |
| 05:15 | <boekabart> | (note: this is _NOT_ the deep-sea patch ! ) |
| 05:16 | <Tefad> | right.. i just forget what the limitations are |
| 05:16 | <boekabart> | well, just 100 mb storage... |
| 05:17 | <Tefad> | well, is it required to use that silly cookie-cutter editor they provide |
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| 05:18 | <Tefad> | hi mr windows 3.0 |
| 05:18 | <boekabart> | not for hosting files only |
| 05:18 | <Tefad> | yup yup. |
| 05:18 | <Tefad> | good point |
| 05:18 | <Tefad> | i'm going to guess they don't have refer checks eh? |
| 05:18 | <boekabart> | if you just want to put info + files online quickly it's a totally allright service. |
| 05:19 | <Tefad> | most ISPs have direct connection to most popular search sites i think |
| 05:19 | <Tefad> | eg yahoo/google |
| 05:19 | <Tefad> | the big ISPs anyway |
| 05:19 | <Tefad> | 15ms to google here |
| 05:19 | <Tefad> | eh, not so good for yahoo |
| 05:20 | <boekabart> | that's probably only to the search server, not to pages. |
| 05:23 | <Tefad> | lets see |
| 05:24 | <Tefad> | goes through the same route, about 2x latency on the server |
| 05:24 | <Tefad> | then again, if i ping www.google.com 1-off i get the same latencies |
| 05:25 | <Tefad> | (alternate ip) |
| 05:25 | <Tefad> | just depends on what server i get.. it's all distributed craziness : ) |
| 05:26 | <boekabart> | It's a whole lot better than the service that Sergej_S is using, that's for sure. |
| 05:26 | <Tefad> | heh |
| 05:26 | <Thomas[NL]> | It floods with different heights? |
| 05:27 | <boekabart> | in this version, v3, the 'source' on the mountain always gives it's 'lowest' neighbour half the difference |
| 05:27 | <boekabart> | actually all tiles do this, but sources 'give' instead of 'share' |
| 05:28 | <peter1138> | gah, fucking rar files |
| 05:28 | <boekabart> | zip better? |
| 05:29 | <boekabart> | in v4 (which i have at home only), a source (not coast) just gives 1 'water' per tileloop, works a bit better, but you cannot create a mountain lake that way |
| 05:29 | <peter1138> | hmm |
| 05:29 | [~] | peter1138 looks at all the imiages |
| 05:29 | <peter1138> | images, too |
| 05:30 | <Thomas[NL]> | drying up :o |
| 05:30 | <boekabart> | yeah, that was actually the hardest to do |
| 05:30 | <boekabart> | still doesn't always work, sometimes the water keeps going around in circles |
| 05:30 | <peter1138> | hmm, corner water tiles? |
| 05:30 | <peter1138> | if you load the newwater grf they should show properly |
| 05:31 | <peter1138> | praps |
| 05:31 | <Thomas[NL]> | what is the second source in hill_2sources? |
| 05:32 | <boekabart> | it's 2 tiles 'down' from the 1st |
| 05:32 | <boekabart> | it generates more current, basically as you can see, whole downstream river fills |
| 05:32 | <peter1138> | hmmm |
| 05:32 | <peter1138> | instead of a single line |
| 05:33 | <peter1138> | that is actually fucking cool |
| 05:33 | <boekabart> | thanks |
| 05:33 | <boekabart> | i think so too |
| 05:33 | <peter1138> | we need a spring sprite for the sources... |
| 05:33 | <Thomas[NL]> | does it have some kind of vaporise mechanism? |
| 05:34 | <peter1138> | http://fuzzle.org/o/o/ < btw |
| 05:35 | <boekabart> | vaporise: no, that's hard: there is so little source, and so much 'water surface', everything dries up |
| 05:36 | <boekabart> | as you can see in the shots, we need a shitload of sprites |
| 05:38 | <boekabart> | alt. url: http://picasaweb.google.com/boekabart/RealWaterV3Shots |
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| 05:40 | <peter1138> | at least there's no sprite limit any more :) |
| 05:41 | <kaan> | real nice water :) |
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| 05:47 | <Thomas[NL]> | how many sloped water-tiles will be needed? |
| 05:47 | <peter1138> | sheds |
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| 06:06 | |-| | Frostregen_ changed nick to Frostregen |
| 06:07 | |-| | mode/#openttd [+o Belugas] by ChanServ |
| 06:26 | <Eddi|zuHause3> | hm... springs could have different output depending on season |
| 06:26 | <Eddi|zuHause3> | or random events |
| 06:26 | <boekabart> | tried that! |
| 06:27 | <boekabart> | but random floodings will require a whole new job in ottd: |
| 06:27 | <boekabart> | water management |
| 06:28 | <Eddi|zuHause3> | random event: spring output x2/4/8 |
| 06:28 | <peter1138> | heh |
| 06:28 | <peter1138> | more like a disaster :) |
| 06:28 | <Eddi|zuHause3> | this could provide cool flood disasters :) |
| 06:28 | <boekabart> | the whole problem with the patch is that it's so dynamic |
| 06:28 | <boekabart> | the world in ottd has always been static, mainly |
| 06:28 | <peter1138> | i'm thinking we need to modify towngrowth so that it doesn't terraform in a way that'll flood itself |
| 06:29 | <boekabart> | for instance |
| 06:29 | <boekabart> | (that actually already happens with polder towns with the deep-sea patch :) ) |
| 06:29 | <Eddi|zuHause3> | yes, it needs severe refining until it is 'production ready' :) |
| 06:30 | <Eddi|zuHause3> | well, it should be easy, just add a check if the terraforming would affect a coast tile |
| 06:31 | <Eddi|zuHause3> | you'll also need locks to keep water level in canals constant |
| 06:32 | <Eddi|zuHause3> | (which is done IRL also) |
| 06:32 | <peter1138> | hmm |
| 06:33 | <peter1138> | you know what would be cool |
| 06:33 | <Sionide> | what? |
| 06:33 | <Eddi|zuHause3> | "are you thinking what i am thinking, pinky?" |
| 06:33 | <peter1138> | if all tile heights could be 1 pixel instead of 8... |
| 06:33 | <peter1138> | gradual slopes... |
| 06:34 | <boekabart> | Eddi|zuHause3: now THAT was a cool remark... where to download those videos.... |
| 06:34 | <Eddi|zuHause3> | yeah, like 256 height levels |
| 06:34 | <boekabart> | peter1138: I was about to write that: I think that is acutally necessary |
| 06:34 | <peter1138> | ! |
| 06:34 | <peter1138> | well ok, i'll join the queue for your babies |
| 06:34 | <boekabart> | v4 has a little bit of that in it... a huge gfx challenge though |
| 06:34 | <Eddi|zuHause3> | but you'll click yourself crazy when doing big terraforming |
| 06:35 | <boekabart> | if your name implies it correct, you're male so how can you possible have my babies? |
| 06:35 | <peter1138> | obviously i'd be a long way down the queue |
| 06:37 | <boekabart> | hm. how about lowering land pixel-by-pixel, making the sides 'walls' like we already have |
| 06:38 | <boekabart> | should be to-tally doable |
| 06:38 | <Uatec> | that looks quite cool boekabart (the water) |
| 06:39 | <boekabart> | hm, like a tile height offset (down only) per tile (not per tile corner).... |
| 06:39 | <Eddi|zuHause3> | if you want to have "walls", you'll need to store 4 heights for each tile |
| 06:39 | [~] | boekabart has something to try tonight |
| 06:39 | <boekabart> | no, just the offset i think. |
| 06:39 | <Eddi|zuHause3> | or one height, and 3 relative heights |
| 06:40 | <boekabart> | we'll just need wall graphics for all 7/8 heights |
| 06:41 | <Eddi|zuHause3> | hm, no, if you're going to introduce cliffs, they should actually be possible to span multiple height levels |
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| 06:42 | <boekabart> | don't want cliffs higher than 1 tile |
| 06:42 | <Eddi|zuHause3> | or like this: on one tile you can have flat (0), shallow slopes (1-8), steep slopes (9-16) and cliffs (>16) |
| 06:42 | <boekabart> | if higher, next tiles sink (collapse) |
| 06:42 | <boekabart> | cliff = wall is between tiles, not on tile |
| 06:43 | <Eddi|zuHause3> | where 8 would be 1 current slope |
| 06:43 | <Uatec> | boekabart, have you published any of this water fantasia yet? |
| 06:44 | <Eddi|zuHause3> | well, based on this distribution, you can choose what to allow on certain tiles |
| 06:44 | <Eddi|zuHause3> | flat = allow all |
| 06:44 | |-| | Thomas[NL]_ changed nick to Thomas[NL] |
| 06:44 | <Eddi|zuHause3> | shallow slope = allow foundations |
| 06:44 | <Eddi|zuHause3> | steep slopes = allow only roads/rails going along the slopes |
| 06:45 | <Eddi|zuHause3> | cliffs = allow only tunnel entrances |
| 06:45 | <Eddi|zuHause3> | (or bridge heads) |
| 06:47 | <Uatec> | ick |
| 06:47 | <boekabart> | Actually I find that annoying in current situation: if I have currently a 'cliffed' wall , a bridge cannot start there (without head). :( |
| 06:47 | <boekabart> | uatec: no, not yet published. up in this chat is a link to a rar with a patch but that's not the latest |
| 06:48 | <Eddi|zuHause3> | yeah, needs custombridgeheads, but development was cancelled because of code limitations |
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| 06:50 | <Eddi|zuHause3> | if i understand the issue correctly, the problem was, that a vehicle on the bridge is virtually on the bridge end tile, but if that tile has a signal on it, the vehicle cannot stop on the bridge, because it does not enter the end tile (it is already there) |
| 06:52 | <boekabart> | i think the whole rail network should be 'mirrored' in a separate graph anyway, so there don't need to be tile limitations for this. plus pathfinding would be a lot faster, right? |
| 06:53 | <Eddi|zuHause3> | well, the pathfinder already caches the rail network |
| 06:53 | <boekabart> | it does? yapf? |
| 06:53 | <Eddi|zuHause3> | yes, at least long sections without crossings/switches |
| 06:53 | <peter1138> | yapf does, npf/ntp don't |
| 06:53 | <boekabart> | so make the train 'driving' routines use that graph |
| 06:54 | <boekabart> | and then map the position to tilex/y |
| 06:54 | <boekabart> | and z |
| 06:54 | <Eddi|zuHause3> | no, it's too much an abstraction, i don't think that is easily possible |
| 06:54 | <boekabart> | nothing cool is ever easy |
| 06:54 | <Eddi|zuHause3> | and it would not solve the problem |
| 06:55 | <ln-> | interesting, in (ubuntu) linux kernel source, there's the following line: |
| 06:55 | <boekabart> | anyway, that's currently too complex for me, don't know the code that well yet |
| 06:55 | <ln-> | #warning TODO: hier muss abgefragt werden, ob skb->len <= 0 ist, und ggf. ein -EINVAL zurückliefern, sonst wird zwar einmal confirmed, aber es regt sich nichts mehr. dies bitte auch für den d-kanal überdenken, sowie für alle andere kartentreiber. |
| 06:55 | <Eddi|zuHause3> | because you would still have to "stack" tiles, to determine, if the train is on the bridge or under the bridge |
| 06:56 | <Eddi|zuHause3> | currently, this is determined by the fact that the vehicle is on a bridge head tile |
| 06:57 | <Eddi|zuHause3> | so a vehicle on the bridge never is on a tile between the bridge heads |
| 06:57 | <boekabart> | also when it's on the middle of the bridge? |
| 06:57 | <boekabart> | aha, i see, didn't know that |
| 06:57 | <Eddi|zuHause3> | yes |
| 06:57 | <boekabart> | so THAT is the reason tunnel/bridge heads can't have signals |
| 06:57 | <Eddi|zuHause3> | it's the same as for tunnels |
| 06:58 | <boekabart> | it's just on an offset that is officially too large from that tile... right. interesting solution.. this sawyer guy wasn't so stupid after all :) |
| 06:58 | <boekabart> | that actually doesn't explain at all why 45-degree tunnels and bridges aren't possible |
| 06:58 | <Eddi|zuHause3> | well, originally this was only for tunnels, for bridges this was adapted in the bridge branch (by tron/celestar) |
| 06:59 | <boekabart> | so how did bridges work before? |
| 06:59 | <peter1138> | some different magic |
| 06:59 | <Eddi|zuHause3> | there was an own tile type for bridge middle tiles |
| 07:02 | <peter1138> | "an own" is so wrong in english :) |
| 07:02 | <boekabart> | so why don't 45 deg bridges / tunnels exist? |
| 07:03 | <boekabart> | only reason i can thin of is.. the code to figure out whether a tile has a bridge/tunnel would be a little much slower |
| 07:04 | <Eddi|zuHause3> | peter1138: what exactly is wrong? |
| 07:04 | <boekabart> | 'an own' :) |
| 07:04 | <boekabart> | i think the word 'own' |
| 07:04 | <boekabart> | should be 'special' or similar |
| 07:04 | <Eddi|zuHause3> | it makes perfect sense if you read it like german :) |
| 07:05 | <Rubidium> | Eddi|zuHause3: there is a difference between "makes sense" and "is correct English" |
| 07:06 | <Eddi|zuHause3> | yes, i know |
| 07:06 | <Rubidium> | "I am going to have an vacation" would (probably) make sense, but it isn't correct English |
| 07:06 | <Eddi|zuHause3> | so what i want to know is: "what would be proper english" |
| 07:10 | <boekabart> | "There was a dedicated tile type for bridge middle tiles" |
| 07:10 | <boekabart> | "which could only support very limited tracks/roads under it. It totally sucked." |
| 07:12 | <peter1138> | heh |
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| 07:20 | <boekabart> | So where does 1138 come from |
| 07:22 | <Rubidium> | when he signed up for [random email account] he was the 1138th Peter? |
| 07:23 | <Uatec> | maybe it was 11:38 when he signed up |
| 07:23 | <peter1138> | boekabart: well, starwars i guess, but it was just random |
| 07:23 | <peter1138> | too late to change it now ;p |
| 07:23 | <Uatec> | never too late |
| 07:24 | |-| | peter1138 changed nick to peter` |
| 07:24 | <peter`> | hah |
| 07:24 | <Eddi|zuHause3> | now that looks odd :p |
| 07:25 | <@Belugas> | hello |
| 07:26 | <boekabart> | peter`: did no-one ever ask before? |
| 07:27 | <Uatec> | only one person asked about my name |
| 07:27 | <Uatec> | and then they wrote about it in a dutch gaming magazine |
| 07:28 | <Uatec> | i think it was a gaming magazine |
| 07:28 | <Uatec> | i couldn't read it |
| 07:28 | <boekabart> | i could have |
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| 07:28 | <boekabart> | dutch is easy |
| 07:28 | <Uatec> | when my web guy gets his thumb out i'll go on to our website and get the url of the online article |
| 07:29 | <peter`> | boekabart: plenty did, most just know ;p |
| 07:30 | <boekabart> | wikipedia: 1138 is the natural number following 1137 and preceding 1139. It is equal to 1000 + 100 + 15 + 15 + 6 + 2. |
| 07:30 | <Uatec> | damn |
| 07:31 | <Thomas[NL]> | Unable to Establish Connection? |
| 07:31 | <Uatec> | boekabart, it's also equal to 1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1117 |
| 07:31 | <peter`> | heh |
| 07:31 | <boekabart> | it's truly a magin number |
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| 07:32 | <Uatec> | you found the article, Thomas[NL]? |
| 07:32 | <boekabart> | I'd like to use this as my nick... ₪װ©К |
| 07:32 | <Thomas[NL]> | http://www.ownage.nl/article/424/ I think |
| 07:32 | <Uatec> | yup that's it |
| 07:32 | <Zuu> | I asked my calculator on my phone what 1138 is, and it answered: 100% 1138 xD |
| 07:32 | <Uatec> | any onw know what it says |
| 07:32 | <Uatec> | ? |
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| 07:33 | <Thomas[NL]> | I'm reading it now |
| 07:33 | <boekabart> | it's try: ProjectorGames.co.uk : Unable to establish connection |
| 07:33 | <boekabart> | it's true |
| 07:34 | <boekabart> | a name well chosen |
| 07:34 | <Uatec> | :) |
| 07:34 | <Uatec> | http://projectorgames.livejournal.co.uk/ |
| 07:34 | <Uatec> | the web noob has screwed the web server |
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| 07:34 | <boekabart> | 2nd link also nogo |
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| 07:35 | <Uatec> | http://projectorgames.livejournal.com/ |
| 07:35 | <Uatec> | OBVIOUSLY |
| 07:35 | [~] | Uatec kicks self in head |
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| 07:41 | <Thomas[NL]> | http://video.google.com/videoplay?docid=-1651221202388387390&q=projectorgames cool vid |
| 07:43 | <boekabart> | is it a group or a company? |
| 07:44 | <Uatec> | projectorgames? |
| 07:44 | <Uatec> | group |
| 07:45 | <Thomas[NL]> | looks verry funny! |
| 07:45 | <boekabart> | looks awesome |
| 07:46 | <Uatec> | we've got a dune 2 remake underway atm |
| 07:46 | <Uatec> | and tower defence |
| 07:46 | <Uatec> | and a secret ottd related project too |
| 07:47 | <boekabart> | maybe ottd is a llittle too slow? |
| 07:47 | <Uatec> | that wont be using the normal PG hardware platform |
| 07:47 | <Uatec> | also, i said ottd 'related' |
| 07:48 | <kaan> | sounds interesting :) |
| 07:48 | <@Belugas> | a fork! |
| 07:48 | <Uatec> | yes |
| 07:48 | <@Belugas> | with blue gui |
| 07:48 | <Uatec> | it's a secret fork |
| 07:48 | <Uatec> | with which to eat secret food |
| 07:49 | <kaan> | i cant wait to see what you come up with :) |
| 07:49 | <@Belugas> | i hope you don't want to implement xml as a nfo replacement... |
| 07:49 | [~] | Belugas shuts up |
| 07:49 | <boekabart> | can't find any details on how the platform works though |
| 07:51 | <Uatec> | how which platform? |
| 07:51 | <Uatec> | the PG platform? |
| 07:52 | <boekabart> | yea |
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| 07:54 | <peter`> | peter gabriel? |
| 07:55 | |-| | RobertGrammig [~Unke@vpn0546.extern.uni-tuebingen.de] has joined #openttd |
| 07:55 | [~] | boekabart thinks peter` is less smart than peter1138... maybe he should reclaim that nick |
| 07:55 | <peter`> | frankly i hate it now ;p |
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| 07:55 | <boekabart> | which of the 2? |
| 07:55 | <peter`> | 1138 |
| 07:56 | <boekabart> | so increase it a bit |
| 07:56 | <peter`> | o_O |
| 07:56 | <peter`> | i'm 1139 on freenode atm |
| 07:56 | <boekabart> | and, does that feel better? |
| 07:56 | <peter`> | no |
| 07:56 | <boekabart> | did you try 42? the mythic value of that number is at least comparable |
| 07:56 | <boekabart> | if not bigger |
| 07:57 | <peter`> | no, i think i need to have no number |
| 07:59 | <Thomas[NL]> | do you need the '? |
| 07:59 | <boekabart> | it's a ` |
| 07:59 | <peter`> | yes, because without is already taken |
| 08:00 | <boekabart> | in that case... might cause some confusion |
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| 08:12 | <TrueBrain> | hmm, can someone +o DorpsGek? :) |
| 08:13 | |-| | mode/#openttd [+o DorpsGek] by ChanServ |
| 08:14 | <boekabart> | wow, ChanServ is pretty good at understanding english |
| 08:14 | <TrueBrain> | @op |
| 08:14 | |-| | mode/#openttd [+o TrueBrain] by DorpsGek |
| 08:14 | |-| | [TrueBrain][TrueBrain] 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) | #openttd.notice for FS + SVN notices |
| 08:14 | <boekabart> | hmm, can someone +o boekabart? :) |
| 08:14 | <@TrueBrain> | @deop |
| 08:14 | |-| | mode/#openttd [-o TrueBrain] by DorpsGek |
| 08:14 | <TrueBrain> | @kick boekabart |
| 08:14 | |-| | boekabart kicked [#openttd] DorpsGek [TrueBrain] |
| 08:14 | <TrueBrain> | sorry, wrong command :p |
| 08:15 | <Eddi|zuHause3> | somehow, i saw that coming :p |
| 08:15 | <TrueBrain> | :) |
| 08:17 | <kaan> | does anyone know how many different make systems there has been in ottd? |
| 08:17 | <TrueBrain> | 2 |
| 08:17 | <TrueBrain> | Pre-'makefile rewrite' and 'makefile rewrite' |
| 08:17 | <TrueBrain> | (the latter being: ./configure && make, the first being make SETTINGS:=GOHERE |
| 08:18 | <kaan> | ok, its just that i came across cargo-packets and its not like anything else |
| 08:18 | <TrueBrain> | cargo-packets is pre-'makefile rewrite' |
| 08:18 | <TrueBrain> | it only has a Makefile, and no dir-structure :) |
| 08:19 | |-| | boekabart [~boekabart@81.58.27.138] has joined #openttd |
| 08:19 | [~] | boekabart won't be able to sit for a week, after that kick |
| 08:20 | <TrueBrain> | :) Hehehehehe |
| 08:20 | <TrueBrain> | you asked for it ;) |
| 08:20 | <boekabart> | no, i asked for +o !! :) |
| 08:21 | <Uatec> | ah |
| 08:21 | <Uatec> | potato potato |
| 08:21 | <Uatec> | damn |
| 08:22 | <Uatec> | that doesn't work in irc |
| 08:23 | <Uatec> | grr |
| 08:23 | <Uatec> | can't stream radio |
| 08:23 | <Uatec> | *sigh* |
| 08:24 | <boekabart> | skype has that now: spoken irc channels. how useless can that be. |
| 08:24 | <Uatec> | lol |
| 08:24 | <Uatec> | yeah |
| 08:24 | <Uatec> | i saw |
| 08:24 | <kaan> | ok, thanks true* |
| 08:24 | <Uatec> | i don't think i've ever been less interested in something |
| 08:25 | <Uatec> | the point of irc is that you can give it half your attention |
| 08:25 | <Uatec> | if you're only half listening to skype, it's pretty much unusable |
| 08:28 | |-| | peter` changed nick to peter1138 |
| 08:31 | <Uatec> | ach |
| 08:32 | <Uatec> | when i started this download it was going at 800kb/s |
| 08:32 | <Uatec> | now it's down to 30kb/s |
| 08:32 | [~] | Uatec listens to the tt music to pass the time |
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| 08:36 | [~] | boekabart wishes he HAD the ttd music |
| 08:38 | <Uatec> | my friend found me some mp3s of it |
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| 08:50 | <peter1138> | ... |
| 08:50 | <peter1138> | it's on the CD... |
| 08:51 | <lolman> | peter1138, I think they mean MP3 or something |
| 08:51 | <Rubidium> | the original midis are much better... |
| 08:51 | <lolman> | Rubidium, I agree |
| 08:52 | <lolman> | Better for nostalgia as well...can chuck them at an FM synthesizer :) |
| 08:52 | <peter1138> | yes, the sb live wavetable/timidity stuff doesn't sound right :( |
| 08:52 | <Uatec> | Rubidium, you're right |
| 08:52 | <Uatec> | but i couldn't find anything to play the original files |
| 08:53 | <peter1138> | a midi player... |
| 08:53 | <boekabart> | the game? |
| 08:53 | <lolman> | Uatec, rename them to .mid and chuck em at a MIDI player |
| 08:53 | <Uatec> | what plays midi in this day and age? |
| 08:53 | <Uatec> | VLC didn't |
| 08:53 | <lolman> | What OS? |
| 08:53 | <kaan> | can anyone please explain what the masterserver_updater branch is for? |
| 08:53 | <Uatec> | vista, xp, os x AND windows mobile 6 |
| 08:53 | <Uatec> | :| |
| 08:54 | <lolman> | For Windows, WMP will deal with it |
| 08:54 | <kaan> | ok, ill look it up then, thanks :) |
| 08:54 | <Uatec> | ah |
| 08:54 | <Rubidium> | !openttd log 7808 |
| 08:54 | <_42_> | Rubidium: r7808 log: [MasterServer-Updater] This branch is an effort to make the masterserver and |
| 08:54 | <_42_> | Rubidium: website's serverlist updater use the same base-code for the networking part |
| 08:54 | <Uatec> | i uninstalled wmp, cos it screws with my life |
| 08:54 | <_42_> | Rubidium: as trunk does. It also tackles the current 'misdesign' that the masterserver |
| 08:54 | <_42_> | Rubidium: updates the game information of the website's serverlist instead of only the |
| 08:54 | <_42_> | Rubidium: server state (online/offline). |
| 08:55 | <Rubidium> | @op |
| 08:55 | |-| | mode/#openttd [+o Rubidium] by DorpsGek |
| 08:55 | <@Rubidium> | @deop |
| 08:55 | |-| | mode/#openttd [-o Rubidium] by DorpsGek |
| 08:55 | <kaan> | ok thanks Rubidium |
| 08:56 | <TrueBrain> | Rubidium: use 'commit' with @ |
| 08:57 | |-| | Ammller [~Ammler@adsl-84-227-216-104.adslplus.ch] has joined #openttd |
| 09:00 | |-| | Osai^zZz [~Osai@pd9eb70d2.dip.t-dialin.net] has quit [Quit: Osai^zZz] |
| 09:01 | |-| | Ammler [~Ammler@adsl-89-217-79-24.adslplus.ch] has quit [Ping timeout: 480 seconds] |
| 09:08 | <boekabart> | OK then: http://boekabart.googlepages.com/TTD-Demo-Musicfiles.rar |
| 09:08 | |-| | lolman [~lolman@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Remote host closed the connection] |
| 09:08 | <kaan> | would it be safe to assume that any OTTD source checkout that contains the dir "src" is post "makefile-rewrite"? |
| 09:08 | <boekabart> | all the original music files from ttd demo ( think) |
| 09:08 | |-| | DaleStan [~Dale@74-140-44-235.dhcp.insightbb.com] has joined #openttd |
| 09:09 | <Eddi|zuHause3> | yes, kaan |
| 09:10 | <kaan> | ok thanks, it makes it a bit easyer to write a compile script :) |
| 09:11 | <DaleStan> | peter1138: What did you have in mind here: http://www.tt-forums.net/viewtopic.php?p=583183#583183 ? The link you left goes to someplace completely different than its text suggests it should go. Was that intentional? |
| 09:11 | <peter1138> | well it's your link |
| 09:12 | <@DorpsGek> | TrueBrain: Commit by rubidium :: r7759 /trunk (531 files in 37 dirs) (2007-01-02 19:19:48 UTC) |
| 09:12 | <@DorpsGek> | TrueBrain: -Merge: makefile rewrite. This merge features: |
| 09:12 | <@DorpsGek> | TrueBrain: - A proper ./configure, so everything needs to be configured only once, not for every make. |
| 09:12 | <@DorpsGek> | TrueBrain: - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. |
| 09:12 | <@DorpsGek> | TrueBrain: - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. |
| 09:12 | <@DorpsGek> | TrueBrain: (...) |
| 09:12 | <TrueBrain> | lol, of course it misses the important things :p |
| 09:12 | <kaan> | hehe |
| 09:13 | <peter1138> | - Adds a few bugs |
| 09:13 | <peter1138> | ? |
| 09:13 | <TrueBrain> | kaan: but the easiest is to check for 'configure' |
| 09:13 | <peter1138> | why? the old one had configure... |
| 09:13 | <TrueBrain> | peter1138: it did?! |
| 09:13 | <peter1138> | yes |
| 09:13 | <TrueBrain> | Okay: Makefile.in |
| 09:13 | <TrueBrain> | :) |
| 09:13 | <kaan> | it did give me new info though, how did you go about the make process in the old system? |
| 09:14 | <TrueBrain> | kaan: how do you mean exactly? |
| 09:14 | <kaan> | make && make install |
| 09:14 | <kaan> | or what did you go through? |
| 09:15 | <kaan> | maybe there is an old wiki revision where i can look it up |
| 09:15 | <TrueBrain> | just 'make' |
| 09:16 | <TrueBrain> | but instead of ./configure setting all kinds of stuff, the first time you run 'make' all kinds of things were autodetected |
| 09:16 | <TrueBrain> | and written down in Makefile.forgotwhatitwas |
| 09:16 | <kaan> | ok, then what does make install do? |
| 09:16 | <TrueBrain> | kind of ugly :p You could control the detection by settings |
| 09:16 | <TrueBrain> | make install was pretty much broken |
| 09:16 | <kaan> | or was it make bundle? |
| 09:16 | <TrueBrain> | we now introduced 'make bundle' which makes a bundle out of all the files |
| 09:16 | <TrueBrain> | but that is after rewrite |
| 09:16 | <kaan> | oh |
| 09:16 | <kaan> | ok i shouldnt count on that then ;) |
| 09:17 | <TrueBrain> | almost no branch works with the old make system |
| 09:17 | <glx> | was Makefile.config |
| 09:17 | <TrueBrain> | and the 2 that do, are no longer in use |
| 09:17 | <kaan> | well, how about the 0.5 branch then? |
| 09:17 | <TrueBrain> | hmm, good point |
| 09:18 | <TrueBrain> | the old make system was a pain in the ass |
| 09:18 | <kaan> | well i have to support it somehow ;) |
| 09:18 | <TrueBrain> | good luck ;) |
| 09:18 | <TrueBrain> | I am going to play C&C3 on my xbox :) |
| 09:18 | <kaan> | thanks :P |
|