IRC logs for #openttd on OFTC at 2007-06-03
            
00:00:00 <OwenS> In that case...
00:00:06 <TrueBrain> all the ground work for SQ is done :p
00:00:19 <Rubidium> you can even checkout squirrel from ottds svn
00:00:22 <OwenS> I don't need no stinking groundwork :p
00:00:32 <OwenS> Ooh.. Whats the SVN path?
00:01:01 <Rubidium> svn://svn.openttd.org/3rdparty/squirrel
00:01:30 <TrueBrain> and again, you want to use our groundwork if you ever want this to hit trunk :)
00:01:31 * OwenS checks out & builds
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00:01:44 <OwenS> TrueBrain: For the ammount of code involved, does it really matter?
00:01:46 <TrueBrain> the squirrel in SVN btw is slightly modified to work with OpenTTD
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00:02:01 <OwenS> No configure? :O
00:02:04 <TrueBrain> OwenS: NoAI branch contains all needed things to add SQ for anything fast
00:02:13 <TrueBrain> like you can register your class to SQ in a very simple way
00:02:30 <OwenS> I just need to create a state, execute a line of code and dispose of it as fast as possible
00:03:06 <OwenS> I'm guessing theres supposed to be a ./configure? It won't compile...
00:03:07 <TrueBrain> you might not want to do that, because of the overhead
00:03:18 <TrueBrain> keeping the VM alive and excute it over and over
00:03:21 <TrueBrain> might be much faster
00:03:27 <OwenS> Otherwise I have to serialise the state to the save file though
00:03:36 <TrueBrain> why would you?
00:03:42 <TrueBrain> in your way you can not store any data either :)
00:04:14 <OwenS> Because otherwise your signals might change behaviour after save+load since the state hasn't persisted and your signals were buggy
00:04:20 <TrueBrain> but okay, just for fun, look around in NoAI SQ handling, you might like it :)
00:04:22 <OwenS> I'll see how fast it is anyway
00:04:29 <TrueBrain> Night all
00:04:31 <OwenS> I would if Squirrel would build...
00:04:44 <TrueBrain> look at NoAI branch to include it in default OpenTTD build system
00:04:52 <OwenS> sqtable.h:21: error: cast from ‘SQRefCounted*’ to ‘SQInteger’ loses precision"
00:05:04 <TrueBrain> good luck :)
00:05:20 <OwenS> I'm guessing I need to tell it to compile for 64-bits...
00:05:59 <OwenS> Aha! make sq64
00:07:28 <OwenS> OK... someone tell me how to install Squirrel...
00:07:38 <OwenS> (So GCC finds it)
00:09:59 <glx> you don't need to install it (in NoAI, it is compiled and linked into openttd)
00:10:10 <OwenS> Hmm, so how do I link it to the trunk? :p
00:11:16 <OwenS> Aha!
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00:11:35 <glx> do it like in noai, there's an external in src, and the squirrel files are added to source.list
00:12:07 <OwenS> Yeah, I saw
00:12:21 <glx> works well like that :)
00:13:50 <OwenS> Hmm.. /home/oshepherd/Projects/openttd/prog/src/3rdparty/squirrel/sqstdlib/sqstdaux.cpp:2:22: error: squirrel.h: No such file or directory
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00:17:44 <OwenS> ... =(
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00:18:48 <OwenS> Aha
00:19:09 <glx> atound line 808 in config.lib
00:19:24 <glx> (noai of course)
00:19:34 <OwenS> Yeah, I scanned config.lib for sq
00:19:50 <OwenS> I was naively looking for it in ./configure
00:22:56 <OwenS> >.< It's still trying to cast a pointer to an integer
00:23:21 <OwenS> Aha
00:23:55 <OwenS> Squirrel's API reminds me of Lua's :)
00:25:18 <glx> "Squirrel is inspired by languages like Python,Javascript and expecially Lua(The API is very similar and the table code is based on the Lua one)" <-- from squirrel-lang.org :)
00:25:30 <OwenS> I read... I learnt about Squirrel before
00:29:45 <OwenS> Which order does sq_set expect it's parameters in?
00:29:51 <OwenS> It doesn't say =(
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00:41:17 <Eddi|zuHause3> http://www.existenz.se/bbs/bilder/a2f6af7ff199b57fb8187f2ad15b454d.jpg
00:47:22 <OwenS> Night
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02:38:09 <Ammler> grat for 10000
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07:56:06 <Luukland> Heya, can someone tell me what i have to do to load a scenario on a dedicated server (Windows)
07:56:22 <Luukland> It is something with -g "blabla.scn"
07:56:28 <Luukland> but where do i type that?
07:56:52 <peter1138> on the command like
07:56:54 <peter1138> *line
07:57:36 <Luukland> in the dedicted server?
07:57:40 <Luukland> or ingame?
07:57:48 <peter1138> no, from a command line
07:58:10 <Luukland> :s /me does not understand >_<
07:58:24 <peter1138> command line. where you type commands.
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07:59:07 <Luukland> ok
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08:02:06 <Luukland> It works :)
08:02:21 <Luukland> peter1138 may i thank you?
08:02:28 <Bjarni> no
08:02:30 <Bjarni> :p
08:02:33 <Bjarni> it's mandatory
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08:03:26 <Luukland> grrrr
08:07:21 * Luukland graps his mp4k, and shoots on his server!!
08:07:29 <Luukland> work you $%^*%**& thing!!
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08:14:09 <Wolf01> hello
08:14:12 <Luukland> heya
08:14:15 <Bjarni> hi Wolf01
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08:20:18 <OwenS> Hmm, I seem to be having a problem with Squirrel
08:20:23 <OwenS> My signal has encountered an error....
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08:21:22 <stillunknown> Anyone know a reliable (and simple) way to discover the number of unique vehicles (full trains, not cars)?
08:21:28 <stillunknown> on a tile
08:21:46 <Luukland> 0_o
08:21:48 <Luukland> no idea :P
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08:27:52 <peter1138> FOR_ALL_VEHICLES ;p
08:30:16 <Luukland> and Peter if my server says disconnected with error: 10054
08:30:25 <Luukland> where can i find a list with those errors?
08:30:33 <Rubidium> msdn.microsoft.com
08:32:11 <Luukland> nad further Rubidium?
08:32:47 <Luukland> nv found it
08:32:51 <Luukland> *nm
08:33:24 <stillunknown> peter1138: something a little less expensive
08:33:29 <stillunknown> please ;-)
08:37:19 <Bjarni> stillunknown: that's one of the issues... there is no less expensive way
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08:43:35 <stillunknown> Bjarni: Do you happen to know the best choice for a scaleable container datatype?
08:44:06 <Noldo> which language?
08:45:10 <stillunknown> C or C++
08:45:56 <Noldo> c++ stdlib has many nice ones, what is your need?
08:46:56 <Bjarni> hmm
08:47:15 <OwenS> std::map, std::vector, std::stack/std::queue in some cases
08:47:31 <OwenS> (I'm using a std::map at the moment...)
08:47:33 <Bjarni> I think it depends on what you want to use it for
08:47:59 <OwenS> std::map: associative, std::vector: growable array, std::stack: LIFO stack, std::queue: FIFO stack
08:48:05 <stillunknown> Noldo: Something that can expand itself without costing too much, array style
08:48:12 <OwenS> std::vector then
08:48:16 <Bjarni> vector
08:48:25 <Bjarni> or
08:48:29 <stillunknown> Are the costs for that ok?
08:48:32 <Bjarni> it depends..
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08:48:50 <Noldo> do you need random access?
08:48:53 <Bjarni> do you plan on expanding in the end of it or add just somewhere in the list
08:49:06 <Bjarni> and remove from the end or anywhere
08:49:22 <Bjarni> if it is in the end, then vector
08:49:36 <Bjarni> if you want to add/remove in the middle all the time, then list
08:49:41 <stillunknown> I just plan to push back, and at the end dump the whole thing.
08:49:48 <Bjarni> then it's vector
08:49:50 <OwenS> Then it should be fast enough
08:50:10 <OwenS> If you can reasonably guess how big its gonna get, then tell it when you create it to help it be faster :P
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08:50:54 <Nickman> hi all :)
08:51:00 <Bjarni> hi nick
08:51:06 <OwenS> Hi
08:51:21 <Nickman> long time since I've been on the IRC channel :)
08:51:29 <stillunknown> OwenS: it will be in the order of a few elements in most cases
08:51:53 <OwenS> stillunknown: If you can reasonabl.y guess how big it's gonna get, add a couple and initialize it to that size
08:52:11 <Bjarni> stillunknown: usually if the number of elements is below 1000, then it doesn't matter much which container type you use. If it's below 100, then just pick one
08:52:20 <Nickman> I'm off to lunch, be back in a few minutes ;)
08:52:29 <stillunknown> I know, i have worked with std::vector before, just wasn't sure if the price was acceptable.
08:52:38 <OwenS> Yay! Stage 2 of 4 of my programmable signals patch is functional!
08:52:42 <OwenS> of 5, sorry
08:52:50 <Noldo> OwenS: what are the stages?
08:52:59 <Bjarni> what would be an improvement to vectors in your case?
08:53:04 <OwenS> 1 = Get a NAND, 2 = Get it executing code, 3 = Make the code customizable, 4 = Make it save, 5 = Make it faster
08:53:32 <Noldo> NAND?
08:53:37 <OwenS> Not AND gate
08:53:38 <Wolf01> OwenS, always at work at the nand signal patch? :D
08:53:49 <OwenS> Wolf01: No, it's a complete replacement
08:54:08 <Wolf01> yes in squirrel, but it is always the nand :D
08:54:15 <OwenS> But, if you want a NAND, "if(exfree == exits) state = false; else state = true;"
08:54:42 <OwenS> exitsfree. sorry :p
08:55:35 <OwenS> Hmm, guys, how would you suggest I implement the way someone can set the code on a signal?
08:55:44 <OwenS> I could add it to the toolbar, but it's useless for most signals
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08:56:31 <Noldo> OwenS: make list of premade snippets and then you can select from those?
08:56:46 <OwenS> Noldo: But sometimes you may want a completely custom signal
08:57:13 <Noldo> OwenS: then add new and a window where you can type it
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08:57:32 <OwenS> Noldo: I am. Just how would I add the way of opening that window
08:58:11 <OwenS> I now have a Squirrel NAND =P
08:58:15 <Noldo> or if you are lazy just import the snippets from text file that people can edit like a normal file
08:58:48 <OwenS> No, I already know how to create that window. What I meant is, should I create a toolbar button, or...
08:59:25 <Noldo> if you have the list where you can select. That should have add new and edit buttons
08:59:47 <OwenS> I'm making this for a patchless trunk
09:00:39 <OwenS> Bjarni: Any suggestions?
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09:05:39 <Nickman> OwenS: Or you should make somthing that you can click on the signal when it is already placed, this will open up a window where you can enter the code?
09:05:59 <OwenS> I don't know the OpenTTD code well enough...
09:06:49 <Nickman> then I think the most lkely way is to be able to enter the code before you place it...
09:06:53 <Vikthor> Nickman: This has a small problem both click and ctrl+click have already function assigned
09:07:02 <Nickman> yeah...
09:07:07 <OwenS> Alt+Click?
09:07:19 <boekabart> alt is no option
09:07:24 <peter1138> can't use alt
09:07:24 <boekabart> shift is
09:07:26 <Nickman> or maybe...
09:07:30 <peter1138> shift is estimate
09:07:45 <OwenS> So all modfiers are used...
09:07:53 <boekabart> so new button
09:07:55 <boekabart> good morning btw :)
09:08:03 <Nickman> you have to select a certein option from the signal building menu (like the buildoser) and when you then click on the signal, you get the edit window...
09:08:08 <Nickman> good morning ;)
09:08:22 <Noldo> ctrl+shift?
09:08:32 <boekabart> no, that's 'estimate the ctrl action'
09:08:44 <Noldo> great
09:09:27 <Nickman> Just make a "code" button just like the buldozer?
09:09:42 <OwenS> How do I add a new toolbar button and tool then?
09:09:46 <Nickman> so when it is selected and you click on the signal, the window pops up :)
09:09:57 <Nickman> that's a good question :D
09:10:07 <boekabart> OwenS: For a pretty straightforward example,
09:10:12 <Nickman> What editor do you guys use for OpenTTD?
09:10:18 <Wolf01> notepad++
09:10:22 <OwenS> Nickman: GEdit and Make :P
09:10:28 <boekabart> look at my patch for town name languages
09:10:35 <boekabart> (forum, development)
09:10:48 <Nickman> Hehe, you really are hardcore ;)
09:10:48 <Wolf01> OwenS, is very easy to add widgets now ;)
09:11:07 <OwenS> Oh good =)
09:11:13 <Nickman> Wolf01: you code on windows?
09:11:18 <Wolf01> yes
09:11:35 <boekabart> Wolf01: why don't you use MSVC ?
09:11:41 <Nickman> you compile with cygwin?
09:11:45 <Nickman> or something else?
09:12:14 <Wolf01> i hate IDEs, so i use notepad++ and mingw via msys
09:12:27 <OwenS> boekabart: It only adds a button? Is the process the same for a toolbar?
09:12:29 <Wolf01> cygwin compiles but the game has black windows
09:12:32 <boekabart> OwenS: The patch you can check for an easy example: http://www.tt-forums.net/viewtopic.php?p=591691#591691
09:12:54 <boekabart> peter1138: Do you have time to take a look at it too? :)
09:14:37 <Nickman> Wolf01: Do you need to set some special libraries to use or not? I remember having a hard time getting it to work in MSVC :)
09:15:27 <Wolf01> with cygwin i got some troubles with libraries, with msys i followed the wiki and always worked
09:15:35 <Nickman> ah :)
09:16:17 <Nickman> I'll try it by going trough the wiki ;)
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09:23:23 <Nickman> When I get more free time I'll start looking in to the OpenTTD code ;). Right now I'm having exams... :p
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09:32:43 <OwenS> How do I get the rail toolbar window?
09:33:18 <Wolf01> rail_gui.cpp
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09:33:38 <Nickman> Wolf01: I think s omething whent wrong with my wget install ...
09:34:01 <OwenS> No, I mean, from a PlaceRail_xx function, which doesn't get passed it as a parameter
09:34:31 <Wolf01> you mean where is called the gui opening?
09:34:53 <OwenS> No, I want to get a pointer to the shown rail toolbar's window
09:35:29 <Wolf01> look in main_gui.cpp, maybe you find something there
09:36:03 <Wolf01> arggghghghhg the city is eating my highway!!!
09:36:53 <Nickman> :D
09:37:26 <Nickman> Wolf01: I don't see a "usr" folder in my MYSYS folder, is this normal? since I created it...
09:37:41 <Wolf01> just follow the wiki
09:37:50 <Nickman> I am :p
09:37:55 <Wolf01> i can't remember all the steps
09:39:28 <stillunknown> Bjarni: Why can't trains just crash into themselves :-(
09:40:19 <Nickman> Wolf01: I get this when running the wget sh script : http://pastebin.ca/532980
09:40:19 <Nickman> This is at the end of the script, but I think the installed failed on the C compiler?
09:40:21 <Wolf01> because so a train can crash into itself also in straight line
09:40:47 <Wolf01> i pasted a link yesterday on this problem
09:40:58 <Nickman> ?
09:41:53 <Wolf01> Nickman, i'm the last person who can help you
09:43:40 <Nickman> :D
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09:45:23 <Rubidium> stillunknown: because in that case the wagons crash into the train too
09:46:11 <Wolf01> http://www.tt-forums.net/viewtopic.php?t=29451&highlight=collision
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09:52:43 <kaan> goodmorning
09:52:54 <Wolf01> morning kaan
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09:54:53 <Nickman> morning ;)
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09:56:50 <OwenS> How do I send a string via DoCommand?
09:57:07 <TheJosh> a real string, or a StringID ??
09:57:20 <Rubidium> how long is the string?
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09:57:35 <OwenS> A real string.I don't know how long - It's entered code. What max do you suggest?
09:58:03 <TheJosh> whats it for?
09:58:17 <OwenS> Programmable signals
09:58:29 <TheJosh> why do they have a string anyway?
09:58:34 <TheJosh> signal name?
09:58:35 <OwenS> For the code?
09:58:39 <TheJosh> ah ok
09:58:52 <TheJosh> what language is the code in?
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09:59:00 <OwenS> Squirrel
09:59:25 <TheJosh> and it shows just a text entry box?
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09:59:36 <OwenS> TheJosh: Yep
09:59:38 <Rubidium> 80 characters (including '\0', so basically 79)
09:59:43 <TheJosh> wouldnt some form of GUI be better?
09:59:44 <Wolf01> the code won't fit in the textbox
09:59:54 <OwenS> Most shouldn't be that complex
09:59:59 <OwenS> If it is, well...
10:00:00 <TheJosh> like a set of lines that and dropdowns, etc
10:00:12 <OwenS> Noo, take too long
10:00:17 <TheJosh> command dropdown with if, etc etc.
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10:00:25 <OwenS> Take too long for someone to program a signal with
10:00:28 <TheJosh> then youn can send numbers (CommandID)
10:00:47 <TheJosh> depends how advanced they want. and if its that complex, 80 chars wont do
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10:01:10 <OwenS> Well I can improve the entry method later
10:01:31 <TheJosh> a little like the dynamic groups they want to have, with a list of conditions
10:02:01 <TheJosh> also, then you dont need to put a squirrel parser into the game
10:02:10 <OwenS> TheJosh: It's already in:P
10:02:13 <OwenS> NoAI uses it
10:02:25 <TheJosh> ah ok
10:02:59 <TheJosh> i think you will want more than 80 chars. and I have no idea how to send through a DoCommandP
10:03:26 <OwenS> Station GUI sets a _cmd_text before the DoCommandP... is that it?
10:03:43 <Rubidium> yup
10:03:56 <Rubidium> and that may only be 80 characters long (including '\0')
10:04:14 <TheJosh> that will suck a bit though, if you need to write a small program
10:04:49 <OwenS> It doesn't have enough features ATM for it to be a problem, when it does, then i'll modify the send method
10:05:18 <TheJosh> the DoCommandP system?
10:05:40 <OwenS> No, i'll send it a different way... Maybe split it up into hunks or something
10:06:11 <TheJosh> cool
10:06:15 <Rubidium> you can most likely condense the code dramatically by not sending the actual sourcecode
10:06:29 <OwenS> But what do I send instead?
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10:06:36 <Wolf01> OwenS, just send action codes
10:06:41 <Bjarni> <stillunknown> Bjarni: Why can't trains just crash into themselves :-( <--- because the game logics can't prevent this from happening. It would be bad to make random train crashes
10:06:45 <TheJosh> ok i have a problem. how can I draw something at an arbirary position on the main viewport?
10:06:52 <OwenS> Wolf01: Then I need to implement a custom Squirrel parser...
10:06:57 <Wolf01> yes
10:07:13 <Rubidium> OwenS: how powerfull do you want the programmable signals to be?
10:07:32 <Rubidium> as in: how much variables can they check
10:07:37 <OwenS> Rubidium: I eventually want them to be able to query the state of any signal on the map
10:07:38 <Wolf01> TheJosh, DrawSprite()
10:07:39 <Bjarni> as powerful as possible, I presume :)
10:08:14 <TheJosh> Wolf01: i want to draw some lines
10:08:27 <TheJosh> loading indicators (floating above the train while it loads)
10:08:29 <boekabart> GfxDrawLine ?
10:08:37 <Wolf01> you might need a grf and thd
10:08:54 <Wolf01> ah, ok
10:08:59 <TheJosh> trying, but it doesnt shopw up. ive got it in ViewportDoDraw (viewport.cpp)
10:09:10 <TheJosh> just under the line where it draws all the strings
10:09:21 <TheJosh> i tried draing a string but it doesnt show up
10:10:02 <Wolf01> maybe because you need a WE_PAINT
10:10:39 <Wolf01> it will be overwritten if draw before the viewport
10:10:46 <Wolf01> *drawn
10:11:37 <TheJosh> its in the ViewportDoDraw. isnt that where the viewport _is_ drawn?
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10:11:50 <stillunknown> Bjarni: I think i'm at the point were everything except rideing circles inside itself and turning around in a crossing with itself works
10:12:06 <Bjarni> good
10:12:33 * Bjarni wonders about making trains able to crash into themselves
10:12:42 <Bjarni> it will only happen on very poor designs
10:12:54 <Bjarni> so it would be kind of darwinism ;)
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10:15:02 <TheJosh> Wolf01: its sortof working. the text appears, but disappears sometimes when you scroll
10:15:16 <stillunknown> Bjarni: and i still need to improve the train detection algoritm, but that won't be the issue
10:15:28 <stillunknown> for > 3 trains
10:15:29 <Wolf01> i have the same problem with the OpenTTD writing on the intro gui, i had to put a background under it
10:16:04 <Wolf01> but is really ugly... with rectangular shapes you can hide the whole background under the shape
10:16:04 <TheJosh> is the background a picture?
10:16:12 <Wolf01> no, is a window
10:16:29 <TheJosh> is that in the scrolling background patch?
10:16:32 <Wolf01> or better, a panel
10:16:36 <Wolf01> yes
10:17:14 <TheJosh> what I want to do is have a small indicator above each train (when it is loading or unloading) showing how full it is
10:17:23 <TheJosh> a small progress indicator
10:17:31 <TheJosh> difficult?
10:17:50 <boekabart> TheJosh: Then draw it in the train drawing code
10:18:09 <TheJosh> where is that?
10:18:18 <boekabart> cmd_train.cpp i guess
10:18:26 <TheJosh> this is new to me (i ususally work with towns)
10:18:44 <TheJosh> looked there, thats the code for in the train edit window
10:18:53 <boekabart> TheJosh: but I don't think you can actually call drawline there, it's way too early in the drawing process. That's where the sprites are just 'queued' to be drawn
10:19:09 <boekabart> So you'll need grfs, probably
10:20:15 <TheJosh> a grf for all 100 different percents that are in existance?
10:20:47 <boekabart> actually you could see if you can find out (i don't know) how the train income 'popup' text is done, and do it in a similar way
10:21:11 <boekabart> TheJosh: You're going to count pixels?
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10:21:34 <boekabart> I guess 4-8 states of loading should do the trick right?
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10:21:42 <TheJosh> actually the bar was probably going to be 50 px wide, so 1px / 2%
10:21:55 <TheJosh> boekabart: perhaps
10:22:09 <TheJosh> ill look at the popup text, that is a good idea
10:22:20 <Rubidium> what about unloading and loading at the same time?
10:22:39 <OwenS> What CharSetFilter would I use for all characters (Symbols, Letters, Numbers)?
10:24:01 <TheJosh> i was just going to show a bar if the train state is loading
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10:25:45 <Rubidium> TheJosh: but it is actually loading when still unloading other wagons
10:26:41 <TheJosh> oh
10:26:54 <Rubidium> (with gradual loading)
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10:27:39 <stillunknown> http://www.tt-forums.net/viewtopic.php?p=592847#592847
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10:29:14 <stillunknown> Bjarni: http://www.tt-forums.net/viewtopic.php?p=592847#592847
10:29:38 <OwenS> TheJosh: In each carriage, set a flag to 0 when it arrives at a station. Then, set it to 1 when it starts loading, and only count it then?
10:30:12 <TheJosh> it can be a 'how full' indicator, not 'how complete'
10:30:28 <Wolf01> it should be "how full"
10:30:44 <TheJosh> so it doesnt matter if its loading or unloading or both
10:30:59 <TheJosh> but at this point i have no idea how to get it on there
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10:31:53 <peter1138> look at the ViewportAdd... functions
10:32:34 <OwenS> And I have no idea why this assertion is failing :-(
10:32:37 <OwenS> openttd: /home/oshepherd/Projects/openttd/prog/src/misc_gui.cpp:1162: void ShowQueryString(StringID, StringID, uint, uint, Window*, CharSetFilter): Assertion `realmaxlen < (sizeof(_edit_str_buf)/sizeof(_edit_str_buf[0]))' failed.
10:33:01 <OwenS> The calling code is ShowQueryString(STR_SIGPROG_CODE, STR_SIGPROG_TITLE, 79, 180, railtb, CS_ALPHANUMERAL);
10:33:01 <TheJosh> is an object your putting on a window outside the window?
10:33:44 <skidd13> Another update for my order-gui-patch ... Now with textbtn's only... (Hope you're satisfied peter1138 & Rubidium) ;)
10:33:47 <TheJosh> i once got assertions simmilar to that (i think) because i made the window smaller, but the sticky button was outside it
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10:34:02 <peter1138> OwenS: it means your length is longer than the edit text buffer
10:34:05 <peter1138> which is 64 chars iirc
10:34:14 <OwenS> I was told it was 80...
10:34:28 <OwenS> Oh no, thats DoCommand's max
10:34:28 <peter1138> no you weren't :)
10:34:32 <TheJosh> meh im off cya round
10:34:38 <TheJosh> thanks for the help
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10:36:04 <Wolf01> the text boxex also take count of the width in pixels of the string, i had troubles inserting capital letters, but lower case ones were accepted
10:36:09 <Wolf01> *boxes
10:37:15 * OwenS bumps up the buffer size
10:38:47 <OwenS> O_o it only goes up to 36 characters
10:39:28 <OwenS> ... Which is 180 pixels, aah
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10:43:25 <OwenS> CmdProgramSignal isn't getting called...
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10:55:19 <Wolf01> uh somebody (me) forgot the transparency of the trees on the city roads
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10:57:14 <peter1138> heh
10:57:38 <Wolf01> what's better: tree ring transparency with roads infrastructure or houses?
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11:20:56 <Wolf01> peter1138, i have 4 patches related to transparency gui to commit, can you give a look at them?
11:21:10 <Wolf01> *please* ;)
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11:30:30 <Wolf01> http://bugs.openttd.org/task/827 <-
11:32:25 <boekabart> Wolf01: good work!
11:38:42 <OwenS> =S
11:38:58 <OwenS> I'm sending a command via DoCommandP, but it's not coming out the other end
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11:44:14 <Wolf01> i have also an optimisation for the AddSortableSpriteToDraw function which require less lines for transparency and handle correctly the palette by itself, but i think that somebody don't want it
11:44:49 <OwenS> Anyone got an idea?
11:45:11 <Wolf01> OwenS, is multiplayer safe?
11:45:28 <OwenS> DoCommandP is how you send a multiplayer safe command
11:45:53 <Wolf01> but what you send is valid?
11:46:24 <OwenS> Hmm... *thought*
11:46:53 <OwenS> Gotcha
11:49:30 <Nickman> what did you send maybe?
11:49:39 <OwenS> I forgot to save the tile clicked
11:49:44 <OwenS> How do I get a Track from a given tile?
11:49:49 <Nickman> :)
11:50:03 <OwenS> Aah hang on, doesn't matter
11:50:06 <Wolf01> IsTileType
11:50:11 <Nickman> ;)
11:50:51 <Eddi|zuHause2> map accessors should be in rail_map.h
11:52:33 <OwenS> I just need to find out if a prorgammable signal is on a tile
11:53:18 <Nickman> if you have lot's op programmable signals, wont it slow down the game alot?
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11:53:29 <OwenS> Nickman: Theoretically
11:53:40 <OwenS> I don't envision there being too many
11:53:44 <Nickman> ;)
11:54:11 <Nickman> how do you access the other signals that your programmable one depends one?
11:54:18 <Nickman> on*
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11:54:42 <OwenS> Nickman: I'm gonna make it so you can do GetSignalState(0xTILENUMBER) or something
11:56:21 <Nickman> hi Brianetta :)
11:56:45 <Nickman> Maybe you should be able to give the signals names of numbers?
11:57:06 <Nickman> but on the other had, that could be the tile number :D
11:57:09 <Eddi|zuHause2> OwenS: i'd suggest also a system of relative position, chances are that signals only depend on other signals near them
11:57:19 <Nickman> most probably
11:57:42 <Eddi|zuHause2> also, that might make things easier to copy-paste ;)
11:57:43 <OwenS> Eddi|zuHause2: Yeah, i'm probably gonna make it so you can do GetDependency(n), where n is the order of the signal scanned
11:57:58 <Wolf01> OwenS, rail_map.h lines 22-51
11:58:15 <Nickman> or make a system where you can clickon a certain tile to get the tile number at once :)
11:58:34 <OwenS> Nickman: About tile or something similar already exists
11:58:41 <Eddi|zuHause2> you can get the tile number with the query tool, Nickman
11:58:43 <Nickman> ah :)
11:58:57 <Nickman> But i mean the tile number automatticly gets inserted into your current code? :)
11:59:21 <OwenS> Thats hard
12:00:01 <Nickman> it isn't first priority neither :)
12:00:41 <OwenS> No, first priority is making it so it can't crash the game
12:01:00 <Nickman> :D
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12:07:04 <Nickman> so, how far do you think your progress is at the moment? :) I remember your first NAND signals :D
12:08:05 <Wolf01> i rememer the flip flop i made with that patch
12:08:07 <OwenS> The scripting engine is in. I'm currently getting it to set the script in the table
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12:09:59 <Nickman> nice :)
12:10:18 <Nickman> I wish I could compile OTTD again on my PC... but it always keeps on fighting :p
12:11:57 <OwenS> OK, I just programmed a NAND signal in game =D
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12:16:01 <Eddi|zuHause2> just that NAND signals are totally useless :p
12:16:16 <Wolf01> nope, they are usefull for priority
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12:17:11 <Eddi|zuHause2> you should do priority with other ways
12:17:13 <Nickman> you can do almost anything with it, but it an't easy :D
12:17:30 <Nickman> so does that mean it's working OwenS ? :)
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12:17:42 <OwenS> Nickman: Pretty much. More client side erorr checking now
12:17:57 <Nickman> ofcourse ;)
12:18:06 <Wolf01> yes you should build a piece of track and some signals placed in a weird way
12:18:16 <Nickman> haha :D
12:18:39 <Nickman> with OwenS new patch priority should finally look normal :D
12:18:52 <Nickman> I hope ;)
12:19:02 <OwenS> Nickman: Dunno about that!
12:19:09 <Nickman> :D
12:19:13 <Nickman> why not?
12:19:14 <Wolf01> it only takes less space
12:19:33 <OwenS> I have a way it could be made smaller, but it needs some extra functions
12:19:49 <Wolf01> OwenS, do you remember the signal cascading?
12:19:51 <Eddi|zuHause2> ideally, you should be able to make priority signals without any additional tracks
12:20:02 <Nickman> indeed
12:20:23 <OwenS> Wolf01: Yes. I'm gonna implement the counter on a per signal basis this time I think
12:20:56 <OwenS> If I can
12:21:30 <OwenS> Eddi|zuHause2: With the idea I have, yes
12:21:34 <Wolf01> i think the best solution is to make one change per tick, so not all the signals are triggered in the same tick
12:21:50 <Wolf01> causing some signals be in a quantum state
12:21:50 <OwenS> Wolf01: OpenTTD signals are asynchronous
12:21:55 <OwenS> That would be a massive rewrite
12:22:52 <Eddi|zuHause2> Wolf01: if the dependencies are cyclic, the signal code should error out (maybe have a red blinking state or something :p=
12:23:10 <OwenS> Eddi|zuHause2: If it's like in the old patch, then it will pop up an error box
12:23:24 <OwenS> And set them to red
12:23:34 <Eddi|zuHause2> that's an option
12:24:17 <Wolf01> no, that is not an option, i won't be able to build flip flops :P
12:25:01 <Nickman> to bad :)
12:25:06 <OwenS> Oscillators you mean? :P
12:25:40 <OwenS> If you need an infinite loop you will want a relay :p
12:25:42 <Wolf01> no, the flip flop, the exit is linked with the entrance in a loop which remembers an 8
12:26:44 <OwenS> Wolf01: Do the signals always change though?
12:27:08 <Wolf01> no, they change only if they get an input
12:27:19 <OwenS> So theyre a loop, but a constant loop
12:27:24 <Wolf01> yes
12:27:29 <Wolf01> a sort of
12:27:31 <OwenS> if(!(GetSignalType(tile, TRACK_LOWER) == SIGTYPE_PROG) ||
12:27:31 <OwenS> (GetSignalType(tile, TRACK_RIGHT) == SIGTYPE_PROG))
12:27:37 <OwenS> Can anyone see the issue?
12:28:08 <Wolf01> error?
12:28:16 <OwenS> I want to detect if a tile contains a programmable signal. It's always true =S
12:28:55 <Eddi|zuHause2> what's the "!" doing there?
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12:29:12 <Wolf01> !(A||B)
12:29:26 <Wolf01> but that is (!(A)||B)
12:29:44 <Eddi|zuHause2> but it says !(A) || (B)
12:29:55 <OwenS> Gotcha! Thanks
12:30:31 <Eddi|zuHause2> and unary operators have the highest priority
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12:32:18 <OwenS> OK, where can I hook to find out that a signal has been destroyed?
12:33:57 <Rubidium> OwenS: what do you think yourself? It really looks like you don't look for it, but just start asking questions so other people are going to search for you.
12:34:50 <Nickman> :D
12:34:50 <Wolf01> Nickman, i just saw you run windows vista... good luck :)
12:34:57 <Nickman> hehe :D
12:35:00 <Nickman> to compile it you mean?
12:35:07 <Wolf01> yes
12:35:10 <Nickman> dang!
12:35:44 <Nickman> OTTD doesn't like vista? :D
12:35:47 <Wolf01> you need to set permissions on folders
12:35:53 <Eddi|zuHause2> it's not like the functions are named "magic function 5B to modify feature FA" (->nfo :p)
12:36:07 <Wolf01> no, vista don't like other softwares
12:36:15 <Nickman> hehe :D indeed :)
12:36:20 <Eddi|zuHause2> you can search for functions that have "signal" in the name
12:36:31 <Nickman> what do you mean with the permissions?
12:36:36 <Eddi|zuHause2> there aren't that many
12:37:07 <Wolf01> programs can write only on "my folder" etc in documents and settings
12:37:24 <Nickman> what if I run it as administrator
12:37:31 <Wolf01> you can try
12:37:39 <Nickman> I'll do that ;)
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12:41:19 <OwenS> Rubidium: I dunno.. I guess i'm just too used to projects with every function documented in the Doxygen (Then again, theyre libraries...)
12:42:19 <Rubidium> OwenS: maybe every *external* function documented
12:42:36 <Nickman> when you use something like Visual studio you can request all those possible functions :)
12:42:50 <OwenS> Generally, I don't work within the confines of the other projects much, so...
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12:43:35 <Nickman> Wolf01: still getting the same errors... :(
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12:44:26 <Wolf01> i don't know well vista, i tried it a little and then formatted and installed xp pro
12:44:48 <OwenS> SetHasSignals... Will that be called in every case that a signal is removed?
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12:45:50 <Wolf01> seem so
12:45:57 <Nickman> I don't know... I like vista, but still some things bother me...
12:46:02 <Nickman> but then again, in XP they also did :D
12:46:14 <Nickman> Maybe I'll go back to Windows 98 :p
12:46:22 <hylje> or just go ubunt
12:46:22 <hylje> u
12:46:26 <Nickman> yeah
12:46:35 <Rubidium> OwenS: you should not add code to the map accessors
12:46:38 <Nickman> only problem with linux is that my webcam isn't supported... :(
12:46:44 <hylje> oh noes!
12:46:51 <Nickman> yeah
12:46:56 <Nickman> but it's the only thing :D
12:47:02 <Nickman> and it sucks
12:47:10 <Nickman> my girlfriend likes to webcam so...
12:47:16 <hylje> go get a generic webcam and you're all set
12:48:08 * OwenS hooks CmdRemoveSingleSignal
12:48:59 <Wolf01> you might check this: HasSignalOnTrack(tile, track)
12:49:04 <Nickman> what you mean with a generic one?
12:49:13 <Wolf01> a logitech one ;)
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12:49:21 <OwenS> Nickman: Ones which are rebranded by tonnes of companies :P
12:50:33 <Nickman> I have one from Logitech... I would think they would be the ones with the most support :D
12:50:35 <Zuu> Wolf01: Logitech Quick cam 5000 does not work ...
12:50:39 <Nickman> but I guess I was wrong :)
12:50:43 <Nickman> I have the 4000 one
12:51:04 <Zuu> Well, the kernel module detects it after lot of work but the v4l-part don't work.
12:51:23 <Wolf01> i have the lego webcam which is logitech compatible and works very well and almost driver-less ;)
12:51:24 <Nickman> I did get it to work under ubuntu and aMSN
12:51:36 <Nickman> but it only works once and then it stops...
12:51:42 <OwenS> Wolf01: Thats not the one from the old mindstorms set is it?
12:51:44 <Nickman> and that one time is during setup :D
12:51:47 <Nickman> yeah
12:51:48 <Wolf01> yes is that
12:51:51 <Nickman> that one was cool!
12:51:57 <OwenS> The quality on that always sucked for me...
12:52:18 <Nickman> yeah, quality wasn't that good, but it looks cool ;)
12:52:34 <Nickman> I have a great webcam, but it has little to no support under linux which sucks!
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12:52:58 <Wolf01> it was cool because it can follow my head automagically XD
12:53:04 <Nickman> :D
12:53:12 <OwenS> Wolf01: Which model RCX did you have? =P
12:53:18 <Wolf01> 1.5 and 2
12:53:23 <OwenS> 1.0 =P
12:53:45 <Wolf01> 1.0 was cool, it had the external power connector
12:53:49 <OwenS> Actually, it sits above my head
12:53:52 <OwenS> RCX 1.0? =S
12:54:04 <Wolf01> it doesn't?
12:54:16 <OwenS> It does, I forgot =P
12:54:44 <OwenS> Serial number 036022 =P
12:55:27 * Zuu goes out to the park to play beach volley ball :)
12:56:51 <OwenS> Now, my question is, whats the correct way to add an extra hunk of data to the save file?
12:57:17 <glx> first step is savegame bump
12:57:34 <OwenS> So theres no support for adding extra hunks in a given version? =(
12:58:23 <Nickman> Maybe the savegame format should be changed to some XML format, that way you wont have to change the version anymore?
12:58:31 <OwenS> XML? Eww!
12:58:37 <Nickman> you can just check if everything is tehre
12:58:38 <Nickman> :D
12:58:47 <OwenS> I'm thinking of making it more IFF like
12:58:51 <Nickman> IFF?
12:58:56 <OwenS> Interchange File Format
12:58:57 <glx> and have very huge savegames
12:59:09 <OwenS> http://www.szonye.com/bradd/iff.html <- Very old
13:00:47 <OwenS> Store a list of chunks and their lengths, then the data in the chunks themselves. If the version doesn't understand a given chunk, bail out
13:01:00 <Nickman> :)
13:02:57 <Rubidium> OwenS: IFF looks like our savegame format
13:03:11 <OwenS> It does? =O
13:03:51 <OwenS> Hmm, a comment in saveload.cpp mentions RIFF... Riff is IFF, just with reversed byte orders
13:03:52 <Rubidium> chuncks which then contain arbitrary data
13:06:09 <Nickman> so, when will someone start a threaded OTTD? :D:D
13:06:29 <Nickman> Or a multi core based version
13:06:30 <Nickman> :p
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13:07:03 <Rubidium> Nickman: when somebody can do all the game logic in the same order (on all clients/servers) and parallel
13:08:05 <Nickman> :D
13:08:22 <Nickman> It would actually mean a whole rewrite I guess :)
13:08:43 <OwenS> Rubidium: I'm guessing I create a ChunkHandler and register it somewhere
13:08:52 <Rubidium> Nickman: that's not a whole rewrite anymore. It's just starting from scratch.
13:09:40 <Nickman> hehe indeed :D
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13:31:35 <TheJosh> when games are saved, are the various structs etc just serialised? is there a way to add a parameter without killing the savegame? i probably dont need the parameter saved anyway
13:33:13 <peter1138> if you just add it to a struct then it won't matter
13:33:14 <TheJosh> basically i am modifying AddTextEffect, so i can create another text effect for my train load info, but i am passing back an int handle so i can update the text effect later. i need to save this int handle in the train struct, but i dont want to kill the savegame.
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13:36:02 <TheJosh> thanks
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13:42:44 <izhirahider> Can anyone show me a screenshot of a freight tram in OpenTTD?
13:42:55 <izhirahider> How do they differ from a regular tram
13:43:04 <peter1138> presumably in graphics
13:43:12 <peter1138> and they carry freight instead of passengers
13:43:13 <TheJosh> whats an articulated vehicle?
13:43:31 <peter1138> a vehicle that comes in multiple parts
13:43:36 <TheJosh> cool
13:43:47 <Jerub> TheJosh: like a bus with 6 axels and an acordian section
13:43:54 <Jerub> (in australia we call them banana busses)
13:44:10 <TheJosh> i call them bendy busses (you from australia Jerub?)
13:44:16 <Jerub> yes.
13:44:28 <TheJosh> that would look cool when it goes around a corner
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13:44:52 <TheJosh> are they NewGRF only?
13:45:05 <Joriz_laptop> Are there trams in OpenTTD? I thought they were only in locomotion
13:45:26 <Nickman> they are in OpenTTD since a couple of days :)
13:45:31 <Nickman> in the nightlies
13:45:33 <Joriz_laptop> oh k
13:45:44 <Joriz_laptop> are there screens in the forum
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13:46:58 <izhirahider> Not much
13:47:16 <izhirahider> But I can only spot regular trams (for passangers) not cargo (or freight)
13:47:36 <izhirahider> I assume freight trams == cargo-other-than-passangers trams?
13:48:51 <TheJosh> my patch works (well everything i have done so far -> is still locked at 25%, theres no actual calculations going on)
13:49:11 <Nickman> so you get the graph to show?
13:50:37 <TheJosh> nah, i am going with a text percentage instead
13:51:25 <TheJosh> there is stacks of text drawing stuff in the code, but hardly any line stuff. i havent coded any drawing at all, just hooked text effects (the money values that rise when you make money)
13:52:02 <Joriz_laptop> i really got a traffic jam with my vehicles. one way lanes should be added
13:52:14 <TheJosh> they have been
13:52:22 <Joriz_laptop> cool
13:52:42 <TheJosh> ctrl-click a road
13:52:53 <Joriz_laptop> i will try
13:53:48 <Joriz_laptop> it doesnt work in the newest stable
13:53:51 <Joriz_laptop> 0.5.2
13:54:14 <OwenS> Joriz_laptop: New features don't get added to the stables
13:54:21 <OwenS> Theyre just bugfixes
13:54:21 <Joriz_laptop> :(
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13:54:29 <OwenS> You need to use a nightly
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13:56:32 <Nickman> TheJosh: To bad, a bar would have looked cool :D. Not that a text representation isn't ;)
13:56:35 <TheJosh> Joriz_laptop: dont cry, nightlies are cool
13:57:10 <TheJosh> Nickman: we can always add a bar later. no point spending adges making it cool, if the idea ends up sucking anyway
13:58:31 <Nickman> You are right there :D
14:01:16 <stillunknown> i wonder who actually uses the stable releases.
14:01:33 <Nickman> indeed :D
14:03:14 <Joriz_laptop> i do
14:03:24 <Joriz_laptop> and much other people who play openttd online
14:03:32 <Nickman> Nightliy's have alot more features
14:03:34 <Nickman> that's true
14:03:40 <Nickman> it IS a stable release afterall :)
14:03:47 <Nickman> I used to have both running :D
14:05:27 <Rubidium> stillunknown: just look at servers.openttd.org and you'll see most of the servers are non-nightlies
14:05:36 <Nickman> :)
14:07:56 *** mikk36|bike is now known as mikk36
14:13:38 <TheJosh> i need to use a variable of type Vehicle inside the Vehicle class, but the compiler is complaining because its abstract. is there a way around this?
14:15:25 <TheJosh> nevermind
14:16:01 <OwenS> OK, Squirrel VM cacheing is in =)
14:16:28 <OwenS> Now all thats left is saving
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14:19:03 <OwenS> If only there were some documentation on it...
14:22:08 <TheJosh> my filling thing works...sortof
14:22:22 <Rubidium> OwenS: that's the legacy of reverse engineered code
14:22:26 <TheJosh> it only ever shows 0% or 100% (the update function is not getting called often enough)
14:22:32 <TheJosh> but im going to bed now
14:22:35 <TheJosh> cya all round
14:22:50 <OwenS> Rubidium: Mmm, ndisasm
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14:24:56 <OwenS> Hmm, I'm guessing I add my chunk handler arround saveload.cpp:1244, add it to the list arround 1262, and then write out the data
14:27:38 <OwenS> The question is, whats a good chunk handler example?
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15:19:26 <OwenS> Could you have written a more complex save system?!
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15:19:37 <Kjetil> Probably
15:20:27 <OwenS> Let me rephrase that: Couldn't you have written a less complex one
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15:23:17 <Rubidium> it isn't that complex
15:23:35 <OwenS> Without a manual it's nearly incomprehensible
15:23:40 <TrueBrain> the correct reply would have been: Probably
15:24:17 <_Mist_> or: "You're welcome to submit a better one yourself."
15:31:03 <Nickman> just rewrite it owen? :)
15:31:12 <OwenS> That would take forever...
15:31:21 <Nickman> Is it that complex? :)
15:31:32 <Kjetil> If it works... don't touch it
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15:32:24 <Nickman> Improvements arn't that bad in my opinion :)
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16:07:11 <stillunknown> kaan: i posted a new version of the caching patch, which *should* work on loops
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16:17:06 <stillunknown> Anybody in the mood for some testing?
16:18:05 <hylje> what is it
16:18:25 <stillunknown> A train caching system to reduce collision detection load.
16:19:13 <stillunknown> http://www.tt-forums.net/viewtopic.php?t=32319
16:23:42 <stillunknown> hylie: It's ok if you don't want to test ;-)
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16:26:04 <hylje> building..
16:26:38 <stillunknown> Just unleash it on the largest/most complex savegame you have lying around.
16:26:57 <hylje> i have a somewhat complex savegame
16:27:03 <hylje> ill leave it running
16:34:32 <hylje> appears to work this far, just fine
16:35:55 <stillunknown> Only a few people try to break the system.
16:37:53 <stillunknown> hylje: If you have time and are in the mood for breaking, try making all sort of weird constructions.
16:38:26 <stillunknown> I tried several very strange situations, but you never know.
16:39:16 <stillunknown> But that would require uncommenting some fprintf and see if everything stays correct.
16:39:46 <stillunknown> But a long run would be good (i'm doing the same).
16:40:42 <hylje> train that crosses itself four times in the same tile
16:40:47 <hylje> seems to work
16:41:17 <stillunknown> The fun bit would be to watch the occupancy level of the first engine.
16:41:26 <stillunknown> In non loop conditions it should be 0.
16:41:32 <hylje> hm?
16:42:16 <stillunknown> In the patch (and code) there is commented fprintf, that displays the occupancy level of the tile in front of the first engine.
16:42:58 <stillunknown> But i will check multiple crossing in one tile as well (at some point).
16:44:27 <stillunknown> hylje: Don't worry if you find my words confusing.
16:44:37 <hylje> yes
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17:01:00 <Rubidium> stillunknown: your algorithm fails in depots
17:01:33 <hylje> heh several trains on a tile
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17:04:48 <UndernotBuilder> luukland isn't here :(
17:05:06 <UndernotBuilder> I want to join the tournament
17:05:18 <Rubidium> stillunknown: your algorithm uses bits that aren't "free" in level crossings
17:07:37 <stillunknown> Rubidium: I checked the landscape grid
17:08:16 <stillunknown> As far as i can tell, they are free.
17:09:13 <Rubidium> hmm, you're right... I was looking at the wrong row
17:09:30 <Rubidium> though the landscape grid isn't always right
17:10:18 <stillunknown> I will investigate the issues with depots, after i check another potential problem.
17:11:20 <stillunknown> Rubidium: Do you know specifically what goes wrong in depots?
17:11:54 <Rubidium> no
17:12:23 <Rubidium> it's just that when you start two trains simultaniously, in trunk they crash instantly, with your patch once they reach the tile in front of the depot
17:12:46 <Rubidium> (use the skip red signal button to start two trains)
17:15:56 <Rubidium> your patch is going to fail horribly under MSVC with compile errors (using non-bools as bools)
17:16:20 <Rubidium> char is not per definition signed
17:17:16 <stillunknown> Were am i using non-bools as bools?
17:17:33 <Rubidium> lots of places
17:17:50 <Rubidium> for example if (u->next)
17:18:19 <stillunknown> Why will that fail?
17:18:40 <Rubidium> just ask somebody to compile your patch under MSVC
17:18:50 <Rubidium> I know it will happen, don't know exactly why
17:19:04 <hylje> stupid nonstandard compiler
17:19:55 <Rubidium> hylje: MSVC is actually right about that
17:20:18 <hylje> did i say any names? :-)
17:20:23 <Rubidium> the C++ does not specify that NULL == false or !NULL == true
17:20:26 <hylje> (yeah, context)
17:20:36 <Rubidium> *C++ specification
17:21:19 <hylje> is null neither?
17:22:05 <Rubidium> well, stillunknown's code assumes NULL evaluates to false (or rather that non-NULL evaluates to true)
17:23:00 <stillunknown> Thanks for the warning, eventually i'll clean those up.
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17:24:08 <Rubidium> the comment of CountNumVehicles is just wrong; it's not returning the number of vehicles on the tile
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17:25:12 <Unaimed> Is there a builtin shuffle function in openttd?
17:25:25 <Rubidium> for?
17:25:38 <stillunknown> Rubidium: It should return the number of unique "whole" vehicles.
17:25:43 <Unaimed> one dimensional array
17:25:47 <Unaimed> of ints
17:26:11 <Rubidium> maybe in the music playing code
17:26:37 <Rubidium> stillunknown: but for vehicle on the given tile, it includes vehicles from neighbouring tiles too
17:27:38 <Rubidium> ooh, that CountVehicles function is *ugly*
17:28:57 <stillunknown> I could improve it, but do you have structurally better way?
17:29:57 <Rubidium> well... the hash area is but ugly and way too large
17:30:24 <stillunknown> I could verify if the vehicle is on the tile.
17:31:01 <Rubidium> and you could use a container type that guarantees uniqueness instead of a vector and guaranteeing the uniqueness yourself
17:31:21 <Rubidium> stillunknown: my problem with the "hash area to scan" is the fact that it's way too large
17:32:58 <stillunknown> A FOR_ALL_VEHICLES is better?
17:33:00 <Rubidium> hmm, that function also counts vehicles in tunnels/on bridges (and aircraft I think)
17:33:22 <Rubidium> stillunknown: no
17:33:28 <Rubidium> for all is even worse
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17:41:09 <stillunknown> Rubidium: fortunately such scans are rare
17:41:59 <stillunknown> does anyone know a prettier way for this?
17:42:00 <stillunknown> if (u->next != NULL && u->next->next != NULL && u->next->next->next != NULL) {
17:42:22 <Rubidium> why do you need to look that far to the back of the train?
17:42:37 <kaan> short answer: no
17:42:51 <Noldo> stillunknown: looks pretty enough
17:43:20 <stillunknown> In certain cases i look through the entire train, this saves an entire loop to determine train length, since i only want to skip a few segments.
17:44:11 <Noldo> saves how?
17:44:51 <Rubidium> stillunknown: but why the initial 3?
17:45:22 <stillunknown> They are behind the first engine, and could be on the same tile, yet cannot form a loop by themselves
17:45:48 <Eddi|zuHause2> you don't even know the length of the train
17:46:04 <Eddi|zuHause2> you could have e.g. 6 short wagons on the same tiles with newgrfs
17:46:28 <stillunknown> Wagons can be that short?
17:46:40 <Eddi|zuHause2> or 3 ultra long wagons
17:46:46 <Progman> in ukset they are
17:47:10 <Eddi|zuHause2> just assume wagons can be any length :)
17:47:27 <kaan> this is turning in to quite a headache ;)
17:47:31 <stillunknown> I can redesign this, just need to give it some thought.
17:48:45 <stillunknown> kaan: I can see why noone tried before.
17:48:53 <Wolf01> mmmh no commits today
17:49:13 <kaan> simple truth might be that noone thought of it before
17:49:42 <Rubidium> Wolf01: lies...
17:50:47 <Eddi|zuHause2> !openttd commit
17:50:49 <_42_> Commit by rubidium :: r10029 /trunk/src/roadveh_cmd.cpp (2007-06-02 21:07:03 UTC)
17:50:51 <_42_> -Fix (r9923): trams should not/cannot turn on roadworks.
17:51:03 <Eddi|zuHause2> there were commits in the last 24h :)
17:51:19 <TrueBrain> at least 1 reason to make a new nightly :)
17:51:49 <Eddi|zuHause2> well, it's only 18:00 UTC
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17:56:52 <TrueBrain> nightly runs at 20:00 CEST, but okay
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17:57:44 <Eddi|zuHause2> i know, that is in 3 minutes
17:58:01 <TrueBrain> 2
17:58:11 <peter1138> 4!
17:58:14 <peter1138> or 2
17:58:18 <TrueBrain> sorry peter1138, it really is 2
17:58:19 <Eddi|zuHause2> 4! = 24
17:58:21 <peter1138> depending on which clock i look at :D
17:58:50 <Eddi|zuHause2> peter1138: but it's not depending on your clock :)
17:58:56 <tokai|noir> 992 years until 3000 ;)
17:59:32 <Eddi|zuHause2> tokai|noir: you plan on going to that party, too? :p
17:59:53 <tokai|noir> depends on progress in science, but yes :)
18:00:54 <stillunknown> Rubidium: i've put up another patch
18:01:11 <tokai|noir> my latest computer toy: http://tokai.binaryriot.org/efika_1st_time.jpg wondering how well OpenTTD will work on it (speed wise).
18:02:09 <Eddi|zuHause2> what exactly is that?
18:02:58 <tokai|noir> 400mhz powerpc SoC evaluation thingy.
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18:03:25 <tokai|noir> http://www.genesippc.com/efika.php
18:05:14 <Wolf01> i want to purchase a ipaq rw6815, will ottd run on it?
18:06:14 <stillunknown> Bjarni: hello
18:06:20 <Sacro|Laptop> Bjarni: helllo
18:06:29 <tokai|noir> Wolf01: if it doesn't work you always can make it work :)
18:06:35 <Wolf01> Bjarni: hellllo
18:06:49 <stillunknown> Bjarni: http://www.tt-forums.net/viewtopic.php?p=593076#593076
18:07:12 <Bjarni> hi channel
18:07:31 <Wolf01> me? i can only code simple things
18:08:09 <stillunknown> Everyone has their flaws, i prefer to stay far away from (the) gui code.
18:08:28 <Bjarni> I used to say something like that as well
18:08:38 <Sacro|Laptop> now Bjarni delves in and breaks things
18:08:48 <Bjarni> then I needed a GUI for autoreplace and there was nobody to make it, so I had to learn it the hard way
18:10:57 <Kjetil> tokai|noir: If you can get some HW-acceleration on the graphics card it should work
18:11:21 <stillunknown> Is anything in openttd gpu accelerated at all?
18:11:30 <Bjarni> stillunknown: don't end lines with */ when next line starts with /*
18:11:38 <Bjarni> just start the next line with *
18:11:58 <stillunknown> ok
18:12:24 <Bjarni> minor issue, but still... it's also fairly easy to correct ;)
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18:12:54 <tokai|noir> Kjetil: will know more next weekend... need to build some proper temp. case first. ;)
18:13:22 <Kjetil> stillunknown: accelerating SDL would help would help a lot me thinks
18:13:35 <Sacro|Laptop> /* no comment */
18:14:00 <stillunknown> Sacro|Laptop: what do you know?
18:14:32 <Sacro|Laptop> stillunknown: i know lots of things
18:15:08 <stillunknown> very funny, i mean about accelerating SDL
18:16:33 <Sacro|Laptop> i know a fair bit
18:16:38 <Sacro|Laptop> i'm learning SDL current
18:16:39 <Eddi|zuHause2> i tried to run ottd unaccelerated once, it was very... well... you know :)
18:16:41 <Sacro|Laptop> +ly
18:17:03 <Eddi|zuHause2> 2D acceleration helps a lot
18:17:50 <stillunknown> Bjarni: still happy with the caching idea?
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18:32:40 <Bjarni> stillunknown: sorry... I just had something else to look at. I haven't read the new diff yet
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18:33:11 <stillunknown> Bjarni: np
18:35:55 <Sacro|Laptop> Bjarni: pron?
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18:47:02 <Bjarni> Sacro|Laptop: are you trying to say something dirty to me???
18:47:14 <Sacro|Laptop> Bjarni: only if you'd like me to
18:47:27 <Bjarni> I DON'T
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18:49:31 <peter1138> here's something dirty
18:49:33 <peter1138> 3rd rail
18:50:01 <hylje> is it like third leg?
18:50:08 <Sacro|Laptop> ><
18:50:17 <Bjarni> err, if it's dirty, then the connection is poor
18:50:21 <Bjarni> we need to clean it
18:50:32 * Bjarni hands a bucket of water and a brush to Sacro|Laptop
18:50:53 * Sacro|Laptop sets to work polishing the 3rd rail
18:51:40 <Bjarni> so now Sacro|Laptop is polishing the long hard beam
18:51:52 <Sacro|Laptop> indeed he is
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18:54:25 <Bjarni> stillunknown: the check to see if the tiles are inside the map... shouldn't that be asserts?
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18:54:59 <stillunknown> That's just something i added due to a vague problem a long time, shouldn't even be needed now.
18:57:09 <stillunknown> Bjarni: consider it gone
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19:10:39 <kaan> oh my, you seem to be busy, ill drop by later
19:11:09 <Bjarni> stillunknown: I wonder if we could simplify the crossing code
19:12:54 <stillunknown> Bjarni: the "moving status" trough the train seems to be needed
19:13:09 <stillunknown> loops are a bitch to deal with
19:14:15 <stillunknown> Bjarni: If you have specific ideas
19:14:45 * Kjetil doesn't quite see the problem with rail loops
19:15:10 <Bjarni> stillunknown: PM
19:22:47 <CIA-1> OpenTTD: rubidium * r10030 /trunk/src/rail_cmd.cpp: -Fix [FS#823]: one could build on (some) slopes when building on slopes was disabled.
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19:35:17 <Sacro|Laptop> oh noes
19:35:46 <peter1138> what?
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19:40:30 <Sacro|Laptop> i'll leave you to ponder that one
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20:07:36 <Thomas[NL]> I know it cant be used in game but it looks funny :P : http://www.xs4all.nl/~burgtvaj/highway2.png
20:08:48 <hylje> why not
20:09:49 <Thomas[NL]> same sprites are used on sloped hills and if vehicles are taking over on de right road they drive over the lampposts
20:10:07 <hylje> oh no
20:11:24 <Thomas[NL]> like this http://www.xs4all.nl/~burgtvaj/wrong%20slope.png
20:11:32 <Wolf01> that's called road accessories, i think it is not so difficult to extend
20:11:45 <TrueBrain> http://devs.openttd.org/~truelight/art5.png <- aint it pretty?
20:11:48 <TrueBrain> the newest addition :)
20:12:24 <Sacro|Laptop> ye gad
20:12:31 <hylje> is dat sum 4bit color
20:12:47 <Sacro|Laptop> TrueBrain: its very... arty
20:13:11 <hylje> TrueBrain: you are fucking with the renderer for fun? :>
20:13:16 <TrueBrain> yup
20:18:37 <Phazorx> hylje: coopers chan plz
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20:21:35 <UndernotBuilder> !seen luukland
20:21:36 <_42_> UndernotBuilder, Luukland (~Luukland@s559031d6.adsl.wanadoo.nl) was last seen quitting #openttd 11 hours 25 minutes ago (03.06. 08:55) stating "Quit: Ik wacht, en ik wacht, al sinds februari wacht ik. Ik vraag mijn zelf af: hoelang moet ik nog wachten, want er lijkt geen einde aan te komen..." after spending 1 hour there.
20:21:57 <TrueBrain> @seen luukland
20:21:57 <DorpsGek> TrueBrain: luukland was last seen in #openttd 11 hours, 49 minutes, and 6 seconds ago: <Luukland> *nm
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20:32:35 <UndernotBuilder> @seen UndernotBuilder
20:32:36 <DorpsGek> UndernotBuilder: UndernotBuilder was last seen in #openttd 11 minutes and 0 seconds ago: <UndernotBuilder> !seen luukland
20:34:39 <Sacro|Laptop> @seen Sacro|Laptop
20:34:39 <DorpsGek> Sacro|Laptop: Sacro|Laptop was last seen in #openttd 21 minutes and 51 seconds ago: <Sacro|Laptop> TrueBrain: its very... arty
20:34:45 <Sacro|Laptop> @seen Sacro|Laptop
20:34:46 <DorpsGek> Sacro|Laptop: Sacro|Laptop was last seen in #openttd 6 seconds ago: <Sacro|Laptop> @seen Sacro|Laptop
20:34:49 <Sacro|Laptop> yay!
20:34:57 <TrueBrain> @kick Sacro|Laptop You are annoying
20:34:57 *** Sacro|Laptop was kicked by DorpsGek (You are annoying)
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20:35:09 <TrueBrain> :)
20:35:13 <Sacro|Laptop> nyoro~n :(
20:52:58 <Bjarni> nyoro?
20:53:32 <Bjarni> you dirty bastard >_<
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20:54:41 <Bjarni> hmm
20:54:53 * Bjarni wonders if he should kick Sacro|Laptop
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20:55:28 <Bjarni> ...
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21:02:00 <Wolf01> 'night
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21:06:57 <Sacro|Laptop> http://www.pocketpcfreewares.com/en/index.php?soft=1377
21:07:01 <Sacro|Laptop> how have they got 1.0?
21:09:16 <Eddi|zuHause2> who prevents them calling it 1.0?
21:09:25 <Sacro|Laptop> don't the devs here?
21:09:47 <Eddi|zuHause2> why? if they fork it, they can call it whatever they want
21:11:33 <Sacro|Laptop> hmm
21:11:44 <Sacro|Laptop> does the channel registration run out next week?
21:18:41 <peter1138> hmm?
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21:25:37 <TrueBrain> http://devs.openttd.org/~truelight/art8.png
21:25:38 <TrueBrain> more art! :)
21:25:51 <Sacro|Laptop> ack MY EYES
21:29:52 <Thomas[NL]> still no .deb package added to the download section of the site :(
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21:32:30 <Rubidium> Thomas[NL]: that usually means that the person building those binary has other stuff with higher priorities than building the debian packages
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21:33:15 <Bjarni> luckily it's just a matter of typing "./configure && make" and then you can do without a .deb package
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22:56:09 <Nickman> hi all
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