| --- | Log | opened Tue May 22 00:00:52 2007 |
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| 01:18 | <boekabart> | heh |
| 01:18 | <boekabart> | here, http://openttdcoop.ppcis.org/wiki/index.php/Mainline_Junctions, they write 'important: don't join before split.' but then, the example only has join before split in fact |
| 01:19 | <boekabart> | .. coming from left to right, that is |
| 01:20 | <@peter1138> | heh |
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| 01:48 | <boekabart> | Why is 'town names' language greyed out? Do I need something? |
| 01:48 | <@peter1138> | ... |
| 01:49 | <@peter1138> | you can't change it during a game |
| 01:49 | <boekabart> | ah yes |
| 01:49 | <boekabart> | obviously, but why can't i change it in scenario editor before i built any city? |
| 01:49 | <@peter1138> | probably just to be awkward |
| 01:50 | <boekabart> | :) |
| 01:50 | <boekabart> | there is no technical reason for it to be disabled? |
| 01:51 | <staniel|desktop> | probably not? |
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| 01:55 | <@Rubidium> | boekabart: when no towns have been built there is no technical reason, but it's probably useless to have lots of code to allow that |
| 01:56 | <@Rubidium> | when towns are built there is a technical reason |
| 01:57 | <boekabart> | Rubidium: what is that reason? |
| 01:57 | <@Rubidium> | duplicate townnames |
| 01:57 | <boekabart> | that's not checked by iterating all existing towns on town generation? |
| 01:58 | <@Rubidium> | if you change the language when you already have built towns you can get duplicate names |
| 01:59 | <@Rubidium> | the 'language' of the town names that is |
| 02:00 | <boekabart> | ok, so there is no check on-generate-town, because it's not necessary as long as the 'language' doesn't change, right? |
| 02:01 | <@peter1138> | actually |
| 02:01 | <@peter1138> | i'm sure it does check |
| 02:01 | <boekabart> | let me check ;) |
| 02:09 | <boekabart> | town_cmd.cpp, line 1322 does the check |
| 02:09 | <boekabart> | Made a patch and tested, changing town name scheme in scenario editor doesn't seem to create any issue at all |
| 02:10 | <staniel> | now when you change it back does it give the same names back? |
| 02:10 | <boekabart> | nope |
| 02:11 | <Jerub> | sounds good. perhaps a 'randomise town names' button should be added :) |
| 02:11 | <@peter1138> | what might be nice is a "rerandomize name" button for towns, in the scenario editor |
| 02:11 | <@peter1138> | lol |
| 02:11 | <boekabart> | switching back and forth between english and dutch, every time doing generate many towns, doesn't even HIT conflicting town names |
| 02:12 | <staniel> | boekabart: no, but that could be why it wasnt implemented before |
| 02:12 | <boekabart> | (the 'check duplicate' function never sees a duplicate so far) |
| 02:13 | <staniel> | wow, its only been 2 beers and I want to do karaoke :( |
| 02:14 | <boekabart> | staniel: what time zone are you in?? |
| 02:14 | <staniel> | gmt-5 |
| 02:14 | <staniel> | so its just after 3 in hte morning... monday morning |
| 02:14 | <staniel> | err tuesday morning |
| 02:14 | <boekabart> | ah, EST |
| 02:14 | <staniel> | yep |
| 02:15 | <staniel> | its gotta be the dutch beer that does it |
| 02:15 | <boekabart> | here CET it's a little early for beer... heavily on coffee atm |
| 02:15 | <staniel> | im terrible with timezones - CET is where? |
| 02:16 | <Noldo> | http://en.wikipedia.org/wiki/Time_zone |
| 02:16 | <boekabart> | central europe :) (from spain/france east to er, hungary, poland) |
| 02:16 | <staniel> | thank you noldo |
| 02:16 | <boekabart> | actually it's western europe -/- UK and Portugal |
| 02:16 | <staniel> | I knew someone would do that to me |
| 02:17 | <staniel> | ahh |
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| 02:20 | <staniel> | screw the karaoke, im gonna get the air guitar out lol |
| 02:20 | <boekabart> | careful not to break the snares! |
| 02:21 | <staniel> | lol |
| 02:21 | <boekabart> | strings, i mean |
| 02:21 | <Jerub> | I mentioned it earlier, I'm wondering if it's possible to play openttd at all without the original graphics. |
| 02:22 | <Jerub> | The reason I'm asking is because I want to know if it will be possible to put openttd on the olpc. |
| 02:22 | <@Rubidium> | it is possible once someone has made a complete replacement pack for the graphics |
| 02:22 | <staniel> | Jerub: kinda new to it, but I saw a listing of graphics that needed to be done |
| 02:22 | <Jerub> | Rubidium: So is anything possible right now? is it possible to at least use placeholder graphics? |
| 02:23 | <boekabart> | afaik, there is not even a full placeholder gfx set |
| 02:23 | <Jerub> | yow, that bites. |
| 02:24 | <staniel> | theres alot of graphics |
| 02:24 | <@peter1138> | not the right graphics though |
| 02:24 | <staniel> | and probably not too many artists working on it |
| 02:24 | <@peter1138> | just random bits here and there |
| 02:24 | <boekabart> | it's easy to do though, just extract all the orig grf's to PCX files, overdraw them by hand, re-gen GRF |
| 02:24 | <boekabart> | just an awful lot of work |
| 02:25 | <@peter1138> | boekabart: not sure that counts as original ;p |
| 02:25 | <staniel> | doesn't that violate some copyright laws? |
| 02:25 | <Jerub> | the olpc project has to keep everything 100% above board. |
| 02:25 | <Jerub> | but it doesn't matter if the graphics are totally crap and there's only 1 train. |
| 02:26 | <Jerub> | just provided it can be demonstrated to actually work. |
| 02:28 | <boekabart> | peter1138: by overdraw I mean, not with the same colors |
| 02:28 | <Jerub> | So there isn't even a placeholder set. surely that shouldn't be too hard to put together... |
| 02:28 | <Jerub> | you just need to know all the correct dimensions. |
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| 02:29 | <@peter1138> | Jerub: you are aware that openttd was originally disassembled from ttd, yes? |
| 02:30 | <Jerub> | peter1138: disassembled. as in reverse engineered? |
| 02:30 | <@peter1138> | yeah |
| 02:30 | <Jerub> | is it legal? |
| 02:30 | <@peter1138> | who knows |
| 02:30 | <boekabart> | it was done in sweden |
| 02:30 | <boekabart> | not in the US |
| 02:30 | <staniel> | lol |
| 02:31 | <staniel> | oh I love different counties for their laws |
| 02:31 | <Jerub> | okay, dang. I'll drop an email to the FSF and get them to give me a legal opinion before I proceed. |
| 02:31 | [~] | staniel loves being canadian |
| 02:32 | <@peter1138> | fwiw, debian used to not want it, but i think it's in unstable now |
| 02:32 | <@peter1138> | dunno with repository though |
| 02:32 | <@peter1138> | maybe non-free ;) |
| 02:32 | <ln-> | contrib |
| 02:32 | <@peter1138> | ahh |
| 02:33 | <boekabart> | Jerub: Here a zip with all the original sprites in convenient 800x800 gif files: http://boekabart.googlepages.com/AllOttdSprites.zip |
| 02:33 | <staniel> | heh, that rms program is totally gonna fail on my system lol |
| 02:33 | <boekabart> | go ahead, make everyones day! |
| 02:33 | <ln-> | @kick boekabart |
| 02:33 | <boekabart> | hey |
| 02:33 | <@peter1138> | @kick boekabart ? |
| 02:33 | <@peter1138> | heh |
| 02:33 | <staniel> | laggy bot? |
| 02:34 | <boekabart> | it's gif files, without nfo. totally useless |
| 02:34 | <boekabart> | it's derived work only |
| 02:34 | <@peter1138> | staniel: no privs ;p |
| 02:34 | <staniel> | lol ahh |
| 02:34 | <@peter1138> | who uses gif these days anyway |
| 02:34 | <staniel> | png ftw! |
| 02:34 | <boekabart> | ah, yes, could have used 8bpp png too |
| 02:34 | <staniel> | I wonder if any digital cameras use png... |
| 02:35 | <boekabart> | png is not too fit for photos |
| 02:35 | <boekabart> | anyway, i chose gif over pcx. |
| 02:35 | <@peter1138> | staniel: doubt it, they prefer their lovely raw formats :o |
| 02:35 | <staniel> | with the quality of my camera, bmp would work :P |
| 02:35 | <boekabart> | pcx is soooo 1975 |
| 02:35 | <boekabart> | staniel: that's why your camera probably has an even better (10bits per color) RAW format, right? |
| 02:36 | <staniel> | nah, its only jpg I think... |
| 02:36 | <Jerub> | is there a decent page showing what happened with the reverse engineering? |
| 02:42 | <@peter1138> | not that i know of |
| 02:44 | <staniel> | is there a limit of how many boats can be moured (sp?) to a dock? |
| 02:45 | <@peter1138> | no |
| 02:45 | <@peter1138> | not yet |
| 02:45 | <staniel> | there a debate on that? |
| 02:45 | <boekabart> | is that also the reason why a can station have more than 1 loading dock for trucks, but not more than 1 dock ( since there's no need for that )? |
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| 02:50 | <staniel> | what the hell |
| 02:51 | <staniel> | thats the 3rd tim that damn jet has killed that oil refinery |
| 02:56 | <boekabart> | TrueBrain: I think I found a bug in 16x zoom: http://boekabart.googlepages.com/zoom_16x_bug.png |
| 02:57 | <boekabart> | do you see those pixels on the bottom edges ? after zooming, they are black, so they are not drawn apparently. |
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| 03:00 | <boekabart> | TrueBrain: Easier to see, dragged a red dialog over it so show which pixels are never drawn: http://boekabart.googlepages.com/zoom16x_bug_red.png |
| 03:02 | <boekabart> | BTW on my PC, 16x zoom on a 2048x2048 map scrolls perfectly fine on 1280x1024 resolution. PC: p4 2.4ghz |
| 03:11 | <@peter1138> | heh |
| 03:11 | <@peter1138> | if only :p |
| 03:12 | <@peter1138> | is it ok at 8x? |
| 03:12 | <boekabart> | yes |
| 03:12 | <@peter1138> | and indeed 2x or 4x |
| 03:12 | <boekabart> | just double checked that |
| 03:12 | <@peter1138> | or even 1x, hehe |
| 03:12 | <boekabart> | made bugreport on http://bugs.openttd.org/task/794 |
| 03:12 | <@peter1138> | yes, i saw |
| 03:12 | <boekabart> | ok |
| 03:12 | <@peter1138> | #openttd.notice is useful ;) |
| 03:13 | <@peter1138> | ok, do i put up with windows being horribly slow here, or shall i boot from this ubuntu live cd i burnt this morning... |
| 03:15 | <boekabart> | i don't think it's a windows problem actually |
| 03:15 | <boekabart> | i think it's a blitter problem in fact |
| 03:17 | <@peter1138> | who ever said it was a windows problem? |
| 03:18 | <@Rubidium> | boekabart did |
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| 03:25 | <boekabart> | well I can only confirm it on windows |
| 03:33 | <@peter1138> | oic |
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| 03:39 | <Kjetil> | Good morning |
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| 04:06 | <kornerr> | hi |
| 04:08 | <kornerr> | cu |
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| 04:38 | |-| | mode/#openttd [+v tokai] by ChanServ |
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| 05:37 | <@peter1138> | right... who's used qemu? |
| 05:37 | <Kjetil> | ! |
| 05:37 | <@peter1138> | what? |
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| 05:38 | <Kjetil> | If you refer to general use.. I have used it |
| 05:38 | <@peter1138> | is it possible to use a real harddrive instead of a file? |
| 05:38 | <@peter1138> | ah, yes, with permissions *doh* |
| 05:39 | <Kjetil> | Isn't a harddrive a file i *nix ? :P |
| 05:39 | <Kjetil> | in* |
| 05:39 | <@peter1138> | yes, just permissions |
| 05:39 | <@peter1138> | shame the image doesn't boot :/ |
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| 05:41 | <@peter1138> | mup.sys :/ |
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| 07:27 | <yeti_> | hi :) |
| 07:27 | <yeti_> | is the svn server down? |
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| 07:31 | <boekabart> | svn is indeed down it seems |
| 07:32 | <boekabart> | and truelight/truebrain is offline also |
| 07:36 | <SpComb> | the eweka network is down or somesuch |
| 07:38 | <@orudge> | Indeed |
| 07:38 | <@orudge> | tis a bit annoying, it's been good recently |
| 07:38 | <@orudge> | usually the outages aren't too long... |
| 07:39 | <@orudge> | so I hope they ought to have it fixed within 10 minutes or so |
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| 07:42 | <Digitalfox> | orudge: is tt forums also affected?? I can't access it.. |
| 07:44 | <boekabart> | probably everything |
| 07:44 | <SpComb> | except zernebok.com :P |
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| 07:45 | <@orudge> | Yes, Digitalfox |
| 07:45 | <@orudge> | everything except aslan and phoenix.zernebok.com;p |
| 07:45 | <Digitalfox> | ok |
| 07:47 | <Digitalfox> | I didn't imagine almost all comunity sites were on the same provider :| |
| 07:47 | |-| | Osai^zZz changed nick to Osai |
| 07:48 | <@orudge> | Well, not quite all... but all of the OpenTTD and tt-forums stuff is in the same datacentre, yes |
| 07:48 | <@orudge> | because it's us who pays for it all |
| 07:48 | <boekabart> | how does one donate, actually? |
| 07:49 | <@orudge> | I'd link to the site, but, well... |
| 07:50 | <@orudge> | but anyway, PayPal is the best way |
| 07:50 | <@orudge> | but you can also donate in a few other ways |
| 07:51 | <ln-> | (if you are a female?) |
| 07:51 | <Digitalfox> | orudge: Do you have a estimated price you pay for all this each year? |
| 07:52 | <@orudge> | for tt-forums it's probably around 1000 eur/year or so, TL also pays a fair bit towards it |
| 07:53 | <@orudge> | ln-: are you? :p |
| 07:53 | <ln-> | nope |
| 07:53 | <ln-> | and i don't think i'll ever be. |
| 07:54 | <ln-> | btw, "you" in the sentence was in the meaning "one". |
| 07:54 | <ln-> | like above |
| 07:54 | <@orudge> | I figured that, yes |
| 07:54 | <Digitalfox> | Shit 1000€?? How do you 2 mqnqge to pay all this?? Sure there are donations, but do they even take care of 50% ? |
| 07:54 | <@orudge> | but I just thought I'd ask |
| 07:54 | <@orudge> | The donations do help cover it |
| 07:54 | <@orudge> | and the rest is sponsored by my company, and his |
| 07:54 | <@orudge> | and/or my own pocket |
| 07:55 | <Digitalfox> | Well.. just two words for you.. THANK YOU |
| 07:55 | <@orudge> | No worries, heh |
| 07:55 | <@orudge> | it's just annoying when it goes down... |
| 07:56 | <Digitalfox> | yeah |
| 07:56 | <boekabart> | merci beaucoup, danke schon, bedankt, grazie, multumesc! |
| 07:56 | <boekabart> | gracias too.. |
| 07:56 | <Digitalfox> | obrigado |
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| 07:57 | <@orudge> | http://www.ams-ix.net/technical/stats/ <-- see the little blip on the graph at the end? |
| 07:57 | <@orudge> | that's eweka being dow |
| 07:57 | <@orudge> | n |
| 07:57 | <@orudge> | and it's still down, grr |
| 07:58 | <boekabart> | eweka is big? |
| 07:59 | <@orudge> | It is pretty big |
| 07:59 | <@orudge> | it seems only part of eweka is down, though |
| 07:59 | <@orudge> | conveniently enough the part we're on |
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| 08:02 | <@orudge> | aha |
| 08:02 | <@orudge> | they're back |
| 08:02 | <Digitalfox> | In the daily graph from 04 to 08 it seems there webstes stop having traffic |
| 08:03 | <Digitalfox> | +websites |
| 08:03 | <SpComb> | Digitalfox: note the scale on the left side |
| 08:03 | <SpComb> | 100Gbit/s is the bottom of the graph |
| 08:03 | <SpComb> | 250Gbit/s is the top |
| 08:04 | <SpComb> | but yes, it doubles towards the late afternoon/evening european time |
| 08:04 | <boekabart> | well it IS the biggest IX on the planet, isn't it? |
| 08:04 | <Digitalfox> | oh yeah you're right, but even so the trafic does became a really lot less |
| 08:04 | |-| | mode/#openttd [+o DorpsGek] by ChanServ |
| 08:05 | <boekabart> | and we're back? |
| 08:05 | <Digitalfox> | It looks the pack time is 9PM |
| 08:05 | <@orudge> | we're hopefully back |
| 08:05 | <Digitalfox> | *peak |
| 08:05 | <Digitalfox> | nice |
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| 08:45 | <yeti_> | @ams-ix: hmmm... 250Gbit/s is really a lot, but i guess the traffic on "really big" points like the europe-US overseas line is much higher, no? do you know where to find out about traffic totals on trancontinental lines? |
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| 10:48 | <Ailure> | neat |
| 10:48 | <Ailure> | didn't notice there was new zoom levels XD |
| 10:48 | <@peter1138> | slow! |
| 10:48 | <Ailure> | a whole 256x256 map fits on the new zoom levels |
| 10:48 | <Ailure> | heh |
| 10:49 | <Ailure> | it only lags if I scroll fast |
| 10:49 | [~] | peter1138 'accidentally' checks out trunk on his 'new' desktop |
| 10:49 | <hylje> | :o |
| 10:50 | <TrueBrain> | peter1138: with what speed? :p (that 'new' desktop that is) |
| 10:51 | <Ailure> | although due to lost detail |
| 10:51 | <Ailure> | water looks like blinking blue globs |
| 10:52 | <Ailure> | glowing in that radioactive way |
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| 10:53 | <Ailure> | haha |
| 10:53 | <Ailure> | sounds still play as loud too |
| 10:53 | <hylje> | :p |
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| 10:54 | <Ailure> | How many samples can openTTD play at once? |
| 10:54 | <Ailure> | heh |
| 10:54 | <Ailure> | haha |
| 10:54 | <Ailure> | in a snowmap there's windsounds constantly |
| 10:54 | <Tefad> | enough to blow your speakers |
| 10:54 | <Ailure> | and the last sample dosen't even get time to stop before it starts another |
| 10:55 | <Ailure> | hmm |
| 10:55 | <Ailure> | ah yeah |
| 10:55 | <Ailure> | xD |
| 10:55 | <Ailure> | starting 30 boats at once |
| 10:55 | <Ailure> | is ouch |
| 10:55 | <@peter1138> | TrueBrain: athlon 2400 iirc |
| 10:55 | <Tefad> | ehehehehe. |
| 10:55 | <@peter1138> | TrueBrain: it's not new, it's just running linux instead of windows, heh |
| 10:57 | <@peter1138> | Ailure: 8 |
| 10:57 | <Ailure> | heh |
| 10:57 | <Ailure> | still |
| 10:57 | <Ailure> | eight samples at once |
| 10:57 | <Ailure> | of the same sound |
| 10:57 | <Ailure> | sounds terrible :p |
| 10:58 | <Tefad> | it doesn't divide the signal correctly or something |
| 10:58 | <Tefad> | to avoid clipping.. bad algorithm or something |
| 10:58 | [~] | Tefad shrugs |
| 11:00 | <Ailure> | yeah it adds the signal to each other or osmething |
| 11:00 | <Ailure> | xD |
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| 11:15 | <yeti_> | are ttdpatch and openttd similar in their codebase or are they completely different? |
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| 11:20 | <@Rubidium> | grr... |
| 11:20 | <yeti_> | huh? |
| 11:20 | <@Rubidium> | stupid bounding boxes |
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| 11:39 | <yeti_> | bounding boxes in LaTeX/postscript/pdf? yep, that's pretty stupid stuff |
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| 11:57 | <Eddi|zuHause2> | he probably means bounding boxex in ottd |
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| 11:59 | <Eddi|zuHause2> | as to your question, ttdp and ottd are completely different projects, ttdp is written in assembler, and does not contain any code from the original game, while ottd is based on the original game code, ported to C(++) |
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| 12:03 | <TrueBrain> | "and does not contain any code from the original game" <- misleading :s |
| 12:03 | <@peter1138> | heh |
| 12:03 | <@peter1138> | yeah |
| 12:04 | <Eddi|zuHause2> | yeah, i do not really know anything about the structure of ttdp :p |
| 12:04 | <TrueBrain> | sometimes it is better to not talk, than to talk gibberish :) |
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| 13:16 | <jaims> | hi all |
| 13:17 | <jaims> | one question |
| 13:17 | <jaims> | i've just installed the deb package of open ttd |
| 13:17 | <jaims> | but doesn't start. Reason: no sample.cat |
| 13:17 | <@peter1138> | solution: obtain sample.cat |
| 13:17 | <jaims> | ;-) |
| 13:17 | <jaims> | right |
| 13:18 | <jaims> | in the same place where i downloaded openttd? |
| 13:18 | <HMage> | no, you must own original transport tycoon deluxe |
| 13:18 | <jaims> | aha |
| 13:18 | <jaims> | ok |
| 13:18 | <jaims> | that's what i was thinking... |
| 13:19 | <jaims> | ok, thanks a lot |
| 13:19 | <@peter1138> | fcvo own, heh |
| 13:19 | <jaims> | just wanted to make sure |
| 13:19 | <jaims> | bye all, and thanks |
| 13:19 | <@peter1138> | bye |
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| 13:20 | <@peter1138> | mmm'kay |
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| 13:50 | <Wolf01> | hello |
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| 13:55 | <Wolf01> | is here somebody good with ssh tunnels? |
| 13:55 | <Eddi|zuHause2> | is that where trains go "toot toot"? |
| 13:55 | <Eddi|zuHause2> | :p |
| 13:55 | <Wolf01> | yes those |
| 13:56 | <Eddi|zuHause2> | i've never successfully used one... |
| 13:57 | <Wolf01> | i wanted to know how to connect to the web through an ssh tunnel, i can connect at all what i want (from work office i use it for irc) |
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| 13:59 | <Wolf01> | maybe if i don't specify the address before :80 |
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| 14:03 | <Wolf01> | no, blank page :\ |
| 14:04 | <blathijs> | Wolf01: Do you want to connect to a specific webserver through an ssh tunnel? |
| 14:04 | <blathijs> | Wolf01: Or to the entire internet using just one tunnel? |
| 14:04 | <Wolf01> | the second, the first i'm already able to do it :P |
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| 14:07 | <Wolf01> | i use puttyssh |
| 14:09 | <blathijs> | I'm not sure that ssh by itself can do that |
| 14:09 | <blathijs> | For the other end of the tunnel has no way of knowing where to connect to |
| 14:10 | <Wolf01> | i might need a proxy server |
| 14:10 | <blathijs> | yes, that would do the trick |
| 14:10 | <blathijs> | set up a simple proxy at the server end and connect your ssh tunnel to that |
| 14:14 | <Wolf01> | i have it already installed, but i never knew how to use it for http, i always used it for pop3 and smtp because of some old connection problems |
| 14:29 | <blathijs> | it's a SOCKS proxy then, I assume? |
| 14:29 | <Wolf01> | yes |
| 14:31 | <Wolf01> | all what it does now is to show my webserver homepage |
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| 14:48 | <CIA-1> | OpenTTD: peter1138 * r9898 /trunk/src/ (command.cpp command.h group_cmd.cpp group_gui.cpp): (log message trimmed) |
| 14:48 | <CIA-1> | OpenTTD: -Fix (r9874): Many... |
| 14:48 | <CIA-1> | OpenTTD: - Group protection status wasn't changed via a command. |
| 14:48 | <CIA-1> | OpenTTD: - Group renaming didn't check group owner (and in fact changed the owner, |
| 14:48 | <CIA-1> | OpenTTD: just like renaming a sign...). |
| 14:48 | <CIA-1> | OpenTTD: - Added owner checks to other group commands. |
| 14:48 | <CIA-1> | OpenTTD: - Invalidate window data after the command has been completed instead of after |
| 14:49 | <@peter1138> | </spam> |
| 14:50 | <boekabart> | peter1138: About that patch that enables town name scheme changing in scenario editor.... |
| 14:50 | <boekabart> | what do the rest of the devs think of it? |
| 14:53 | <@peter1138> | no idea. did you ask any? |
| 14:53 | <@Rubidium> | boekabart: as I said before, that could give duplicate names |
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| 14:55 | <Wolf01> | what about the adjoin stations patch instead? |
| 14:56 | <@Rubidium> | boekabart: just make a 2048x2048 map with lots and lots of towns in English, then change the language to Spanish |
| 14:56 | <boekabart> | Rubidium: No it can't |
| 14:56 | <boekabart> | i checked |
| 14:57 | <boekabart> | 1) there is a check fn that checks dup names and 2) I did exactly that and the check fn didn't even ever 'hit' a dup |
| 14:57 | <@Rubidium> | boekabart: did you do the scenario I just gave you? |
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| 14:58 | <@Rubidium> | anyway, post me a link to the diff and I'll show you a savegame with duplicate names |
| 14:58 | <boekabart> | gave me? |
| 14:58 | <@Rubidium> | before you said: "Rubidium: No it can't" |
| 14:59 | <@peter1138> | disallow changing it if there are any towns |
| 14:59 | <@peter1138> | problem solved |
| 15:01 | <Eddi|zuHause2> | i agree... it's the same with changing road traffic side... |
| 15:02 | <boekabart> | that is done with AnyRoadVehiclesBuilt() |
| 15:02 | <boekabart> | Diff: http://boekabart.googlepages.com/TownNameLanguageInScenarioEditor_r9.diff |
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| 15:06 | <@peter1138> | i don't see a check for number of towns |
| 15:08 | <boekabart> | number, no, the dup-check IS already in the GenerateTownName function |
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| 15:19 | <@peter1138> | yes |
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| 15:19 | <@peter1138> | you're missing the point |
| 15:20 | <boekabart> | i'm afraid so |
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| 15:20 | <+glx> | townnames are just an int |
| 15:20 | <boekabart> | ..which describes a combination of town-name-parts, right? |
| 15:20 | <boekabart> | a concatenation, in fact |
| 15:21 | <+glx> | different values can give the same name in a given language |
| 15:21 | <@peter1138> | not exactly, it's effectively a random seed |
| 15:21 | <@peter1138> | value, anyway |
| 15:23 | <boekabart> | but it seems a town in the end has a name which is a char* |
| 15:23 | <boekabart> | and those are dup-checked |
| 15:23 | <boekabart> | that's what I understand from the code |
| 15:23 | <@peter1138> | they're dup-checked... when a new town is created |
| 15:24 | <hylje> | you can create a new town midgame? |
| 15:24 | <@peter1138> | so if you have a dozen towns, then change the language, you could end up with a dozen towns with the same name |
| 15:24 | <@Bjarni> | no |
| 15:24 | <@peter1138> | (unlikely, but it's possible) |
| 15:24 | <@peter1138> | hylje: scenario editor |
| 15:24 | <boekabart> | but |
| 15:24 | <boekabart> | when changing the lang |
| 15:24 | <Eddi|zuHause2> | hylje: in the scenario editor you can, and there is a fund town patch |
| 15:24 | <boekabart> | the names didn't change of the existing towns?! |
| 15:25 | <+glx> | save and reload: they'll change |
| 15:26 | <boekabart> | aha, the names aren't saved in the savegame, just the int? ok then I stand corrected |
| 15:26 | <boekabart> | and then the IsAnyTownBuilt() check should be added |
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| 15:40 | <Wolf01> | 'night |
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| 15:42 | <Eddi|zuHause2> | another option you could do would be to completely regenerate the names of all existing towns |
| 15:43 | <@Rubidium> | Eddi|zuHause2: and remove towns that it can't find a new name for? |
| 15:44 | <Eddi|zuHause2> | errr... :p |
| 15:46 | <boekabart> | or change savegame so it includes townname as string? |
| 15:46 | <boekabart> | what's actually wrong with that |
| 15:47 | <boekabart> | apart from bigger savegame |
| 15:47 | <boekabart> | i guess the same int is used in industries too? or is that checked runtime, closest town->name ? |
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| 16:02 | <Eddi|zuHause2> | err, i'd guess the industry stores a town ID |
| 16:03 | <Eddi|zuHause2> | (i.e. a different int) |
| 16:04 | <boekabart> | so storing town name string in savegame wouldn't be impossible at all i guess |
| 16:05 | <boekabart> | - but the functionality to be able to change town name languages in scenario editor isn't worth that type of change imho - |
| 16:07 | <boekabart> | glx: They don't change on load |
| 16:09 | <boekabart> | The check is there |
| 16:09 | <boekabart> | I'm positive the diff is fine |
| 16:10 | <boekabart> | Here is a scenario to 'prove' it: http://boekabart.googlepages.com/TownNameLangs.scn |
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| 16:21 | <boekabart> | Rubidium: I did all the tests you told me to, and they all work fine |
| 16:21 | <boekabart> | save/quit/load : names are preserved fine |
| 16:22 | <boekabart> | 2k x 2k map, many english, many dutch, many english, many romanian, many english : during generation, it finds conflicts and skips those, resulting scn doesn't seem to have conflicting names in it |
| 16:22 | <boekabart> | the 2k x 2k map: http://boekabart.googlepages.com/TownsInThreeLangs.scn |
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| 16:25 | <boekabart> | Rubidium: just checked that scn in play-mode, town directory doesn't show any dups |
| 16:25 | <boekabart> | world pop. 2 million :0 |
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| 16:33 | <boekabart> | anyway, Rubidium, other devs: i posted the whole thing on the forum http://www.tt-forums.net/viewtopic.php?p=588948#588948 |
| 16:34 | <boekabart> | goodnight |
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| 16:55 | <CIA-1> | OpenTTD: miham * r9899 /trunk/src/lang/ (15 files): (log message trimmed) |
| 16:55 | <CIA-1> | OpenTTD: -Update: WebTranslator2 update to 2007-05-22 23:52:38 |
| 16:55 | <CIA-1> | OpenTTD: american - 32 fixed by WhiteRabbit (32) |
| 16:55 | <CIA-1> | OpenTTD: brazilian_portuguese - 25 fixed by tucalipe (25) |
| 16:55 | <CIA-1> | OpenTTD: bulgarian - 6 fixed by thetitan (6) |
| 16:55 | <CIA-1> | OpenTTD: danish - 32 fixed, 21 changed by ThomasA (53) |
| 16:55 | <CIA-1> | OpenTTD: dutch - 32 fixed, 3 changed by habell (35) |
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| 17:03 | <mikk36[EST]> | any of you guys watch 'Heroes' ? |
| 17:04 | |-| | mikk36[EST] changed nick to mikk36 |
| 17:04 | <Sionide> | mikk36, me |
| 17:04 | <mikk36> | http://votepetrelli.com |
| 17:04 | <mikk36> | :P |
| 17:04 | <Sionide> | er yeah |
| 17:04 | <mikk36> | and a lot more :P |
| 17:04 | <Sionide> | www.lasvegasniki.com |
| 17:04 | <mikk36> | http://en.wikipedia.org/wiki/Heroes_360_experience |
| 17:04 | <Sionide> | http://www.heroeswiki.com/ |
| 17:06 | <mikk36> | how many seasons do you think there'll be ? |
| 17:08 | <Sionide> | 4 |
| 17:09 | <Eddi|zuHause2> | 8 |
| 17:09 | <Eddi|zuHause2> | i so had to laugh at the cliffhanger :p |
| 17:09 | <mikk36> | September 25, 10:29 PM |
| 17:09 | <mikk36> | How many seasons/scripts are plotted out? |
| 17:09 | <mikk36> | We have the first season mapped out in detail. Less so in the second season, but we have talked about where the show goes up to five seasons. That being said, I have learned that you really have to be open to letting a show take you where it wants to go. It is a living, breathing organism and it will speak to you if you listen. |
| 17:10 | |-| | egladil [~egladil@duregladil.csbnet.se] has quit [Ping timeout: 480 seconds] |
| 17:10 | <Eddi|zuHause2> | it's so totally my new favourite series :) |
| 17:10 | <Sionide> | it's the most watched tv show amongst american 18-30 year olds |
| 17:10 | <mikk36> | been for months for me :) |
| 17:10 | <Sionide> | or some such statistic, can't remember it exactly |
| 17:11 | <mikk36> | and it broke 5 year-record too :P |
| 17:11 | <Sionide> | it is very good |
|