IRC logs for #openttd on OFTC at 2007-09-08
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00:02:42 *** Greyscale has joined #openttd
00:29:44 *** Ben_1 is now known as _Ben_
00:30:15 <Sacro> didn't notice the fundraiser
00:32:47 * Sacro would have donated had he noticed
00:33:01 <Prof_Frink> ...and wasn't Northern
00:33:29 <Sacro> are you implying that because i'm northern, i'm tight with money?
00:34:20 <Sacro> i'm from Yorkshire, tis a very generous county
00:35:46 <Ammlller> openttd: /home/tt-ms/bin/ottd/src/network/core/packet.cpp:136: void Packet::Send_string(const char*): Assertion `this->size < sizeof(this->buffer) - strlen(data) - 1' failed.
00:36:06 <Ammlller> ^^ does someone know what that is?
00:37:57 <CIA-1> OpenTTD: belugas * r11058 /trunk/src/newgrf_commons.cpp:
00:37:57 <CIA-1> OpenTTD: -Fix[FS#1216]: GetTerrainType was a bit too relax with snow line.
00:37:57 <CIA-1> OpenTTD: After double checking with ttdpatch, behaviour is now more alike (Eddi)
00:39:20 <glx> Ammlller: someone sent a too long string
00:44:21 <Ammlller> glx: hmm was a paused server (autopilot)
01:24:29 <_Ben_> Sacro: Resent survey said that yorkshire and county durham were the most generous for charity donations. Sunderland was the highest. I think Berkshire was the lowest, and Guildford was lowest. (If I remeber correctly. It was in the guardian a few weeks back)
01:24:42 <Sacro> _Ben_: sounds abuot right
01:24:48 <Sacro> us Yorkshire folk are awesome
01:25:00 <Sacro> and eugh, i hated it in guildford
01:26:19 <_Ben_> The north sucks if your not from there. Guildford is like London but just richer. Its a no eye contact zone, people are just obsesed with having nothing to do with each other
01:27:09 <Sacro> my Uncle lives in Ashtead, just outside Guildford
01:27:15 <Sacro> i dunno how he can stand it
01:27:21 <Sacro> i'd hate to live down south
01:28:21 <_Ben_> The south is great, its the cities that suck. There very different places
01:28:59 <_Ben_> In the north if you arn't in a town/city it tends to be really empty, some times barran. (The moors or penines for example) but in the south its not like that
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01:31:12 <_Ben_> peaks and lakes are good, not been dales, but the moors arn't really the same, there just empty, really empty, I've riden almost every road in the moors and its just nothing leading to more nothing
01:31:24 <Sacro> yes, i love the emptiness
01:31:25 <glx> turn your screen 90° left _Ben_ :)
01:31:56 <_Ben_> heart?...(actually I was smart and did it with my head..)
01:33:16 * Sacro wants to be on Ilkley moor baht at
01:33:35 <_Ben_> talking of emptyness I'm considering going to do some munro's this weekend, see how many we can do in 3 days. Some of them (e.g. carngorms) are really far out from anywhere
01:34:21 <_Ben_> That far north really is pretty cool, once your beyond the central lowlands
01:37:34 <Eddi|zuHause3> the northest i ever got was cambridge...
01:38:41 <_Ben_> quitisential working class northern mining town that...
01:38:54 <Sacro> the whole country changes once you pass watford gap
01:39:24 <Eddi|zuHause3> well, we basically only visited the university, then went to london
01:39:26 <_Ben_> ha...that is true, that is where the accents start
01:39:46 <Sacro> with parts from t'yorkshire accent
01:39:57 <_Ben_> where you only make 1 volwe sound?
01:40:30 <_Ben_> ur, er, ure, eur etcetc
01:41:53 <_Ben_> all the vowle sounds sound like ur in hull, I've got some mates from up there, Some words they say that are the same bar the vowle sound identical when they say them
01:42:12 <Sacro> yes, it does confuse people
01:42:31 <_Ben_> shore as hurl confuses me
01:43:11 <_Ben_> so do I, but I dought it sounds the same
01:43:51 <_Ben_> Hull got voted the worst town in the UK didn't it?
01:44:05 <_Ben_> I didn't think it was that bad, it doens't have that many great thigns, its a little dull, but it's not bad
01:44:09 <Sacro> well not worst, crappest
01:44:15 <Sacro> then we moved to 7th for the next one
01:44:15 <_Ben_> lack of quality doesn't really mean its nasty
01:44:37 <_Ben_> Middlebrough/teeside/redcar is so much worse, that is just dangerous
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06:13:33 * Stoffe is away -[ Sleeping, or otherwise gone ]- at 08:13a -[ P:On / L:On ]-
06:13:58 <Noldo> away message hurray \o/
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07:30:08 <TrueBrain> Stoffe: nice of you to join this channel and immediatly show us that you are sleeping... please disable your away message, or you will be kicked
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08:15:21 <Chris82> I need help - again :)
08:15:54 <Chris82> what kind of resize property do I have to use on a widget (button) when I added it to the vehicle details window title bar next to name
08:16:15 <Chris82> I have tried all the available RESIZE_ types but it always gives me an assert when resizing the vehicle details window
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08:59:56 <Chris82> I just don't get why I always get an assert (crash) when resizing the window
09:00:06 <Chris82> I tried absolutely every RESIZE_ available always the same error
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09:00:51 <Chris82> what am I doing wrong???
09:04:15 <N101> sorry i dont have a clue.
09:06:28 <SmatZ> if you put RESIZE_NONE to both WWT_PUSHTXTBTN, will it assert too?
09:08:17 <Chris82> what is the difference between these two?
09:08:17 <Chris82> VARDEF PlayerByte _local_player;
09:08:17 <Chris82> VARDEF PlayerByte _current_player;
09:09:04 <svip> _current_player is the player doing something.
09:09:14 <svip> The first one doesn't change.
09:09:20 <svip> The latter changes all the time.
09:13:42 <Chris82> why does the purchase land command not use local player then?
09:14:46 <SmatZ> Chris82: when you receive a command from network, it must be done as _current_player
09:15:09 <SmatZ> almost all commands are done as _current_player
09:17:46 <Chris82> ic ok, well just fixed the ChrisIN bug why land couldn't be bought
09:17:53 <Chris82> I am going insane with this resize issue tho
09:20:44 <Chris82> interesting I just noticed it only asserts when I resize to the right or more than 4 lines to the bottom
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09:47:46 <Chris82> hmpf I start to think about removing that stupid resize button :D
09:52:26 <CIA-1> OpenTTD: rubidium * r11059 /trunk/src/ (6 files): -Fix [FS#1182]: inconsistency between Rail<->ElRail conversions of different kinds of rail containing tiles (normal rail, stations, depots, etc). Patch by SmatZ.
09:52:54 <Rubidium> Chris82: what assert is triggered?
09:53:59 <Rubidium> and have you tried RESIZE_RIGHT?
09:54:33 <Rubidium> hmm, never mind, that last one shouldn't solve the issue
09:56:17 <Rubidium> ah.. the scrollbar isn't 11 pixels wide
09:58:01 <Chris82> uhm.... { WWT_SCROLLBAR, RESIZE_LRB, 14, 393, 404, 56, 100, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST}, // VLD_WIDGET_SCROLLBAR
10:08:34 <Rubidium> Chris82: problem is that there are still some magic numbers
10:10:43 <CIA-1> OpenTTD: rubidium * r11060 /trunk/src/vehicle_gui.cpp: -Codechange: replace some magic numbers with the right enumified constants.
10:12:01 <Rubidium> and then especially the last chunk was the thing that caused problems in your case
10:12:19 <Rubidium> as that was the line that would resize the scrollbar
10:12:19 <Chris82> thx I'll have a look :)
10:12:44 <Rubidium> and the other two would've caused trouble too (I think), but later on
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10:16:04 <Chris82> and I have another problem... I want to make towns grow less quickly on high daylengths
10:16:19 <Chris82> therefore I edited line 294 in town.h static const byte TOWN_GROWTH_FREQUENCY = 70 * _patches.daylength;
10:16:29 <Chris82> but when I do this the game just starts with a black screen and full CPU usage
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10:19:39 <Chris82> I tried replacing byte with uint16 but that didn't help
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10:26:54 <SmatZ> Chris82: isn't TOWN_GROWTH_FREQUENCY == 0 then?
10:27:53 <Chris82> _patches.daylength is 1 to 30
10:28:15 <SmatZ> maybe you could try #define TOWN_GROWTH_FREQUENCY (70 * _patches.daylength)
10:28:19 <Chris82> so with daylength 10 for example the TOWN_GROWTH_FREQUENCY would be 700 making the town growth check executed 10 times fewer
10:28:38 <Chris82> hehe that was just my idea as well :) just try it with a #define
10:28:47 <peter1138> your static const will be set on startup
10:28:56 <SmatZ> well, I am asking because initializing const with a undefined static variables, that have a value of 0...
10:28:56 <peter1138> or compile-time, whatever
10:29:07 <Chris82> nope gives me a black screen as well with #define
10:29:09 <SmatZ> will set your const to == 0 forever
10:29:36 <Chris82> oh you mean that when starting the game _patches.daylength is initialized with 0 ?
10:30:05 <SmatZ> I don't know how did you define it
10:30:19 <Chris82> in variables.h byte daylength
10:30:27 <Chris82> in the _patches struct
10:30:58 <Chris82> and it's a value stored in openttd.cfg from 1 to 30
10:31:21 <SmatZ> you can add printf("%d\n",TOWN_GROWTH_FREQUENCY);
10:31:26 <SmatZ> somewhere in the town code
10:33:52 <SmatZ> do you have daylength defined using SDT_VAR(Patches, ... in settings.cpp?
10:39:13 <Chris82> can I make an if _patches.daylength == 0 T_G_F = 70 else 70 * blah ....or is that bad coding?
10:41:57 <peter1138> #define TOWN_GROWTH_FREQUENCY (70 * max(1, _patches.daylength)) ?
10:42:16 <peter1138> although better not to use macros ;)
10:44:58 <Chris82> well if macros are not good it's no optimum solution
10:47:24 <Chris82> errrm how can this be 0 ....static const byte TOWN_GROWTH_FREQUENCY ((70 * _patches.daylength) + 1);
10:47:52 <Chris82> no matter what _patches.daylength is shouldn't this at least be 1 ?
10:50:13 <Chris82> when I remove the static it's 1 but it stays 1 even when I run a game I don't get it
10:50:29 <Chris82> I use _patches.daylength in other places to calculate stuff and there it works totally fine
10:52:05 <SmatZ> const will never ever change
10:52:36 <SmatZ> it can be even optimised-out in compile time
10:54:27 <Chris82> ok I made it "static inline uint16 TownGrowthFrequency() { return 70 * _patches.daylength; }" now
10:54:58 <Chris82> and it returns the right values in the game and when loading the game and it also updates the value when changing daylength during a game
10:55:22 <Chris82> well it's the same type of inline function I use for DayLength() :)
10:56:06 <Chris82> now I just need to figure out how to modify tree growth speed
10:56:24 <Chris82> or to say it better, how often new trees are planted
10:58:25 <Chris82> yay finally a playable version of ChrisIN again lol :D the last build really is..... +*"? ;)
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11:08:46 <Chris82> I am off for today :) birthday preparations...
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13:29:46 <Prof_Frink> Buglet (r11005): Trying to dynamite the top corner of the map triggers "Ship in the way", not "Too close to edge of map".
13:31:25 <Rubidium> not the thing that needs to be fixed in trunk
13:32:23 <SmatZ> Prof_Frink: it is already fixed
13:45:56 <blathijs> anyone with MSVC around?
13:50:35 <blathijs> And if so, paste me the output?
13:50:36 <Sacro> mmm, that means i have ot boot my laptop and install it
13:51:16 <blathijs> Do we still support 6?
13:54:34 <blathijs> then 2005 should do fine :-)
13:54:48 <Sacro> right, installing it now
13:55:00 <Sacro> I need it ready for when i start Uni in 3 weeks time
14:16:33 <Sacro> blathijs: this is a long install D:
14:25:25 <Sacro> blathijs: how do i get it to compile?
14:28:03 <blathijs> Sacro: i don't know MSVC :-)
14:28:20 <blathijs> You can probably create a project, add just that file and hit "build"
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14:31:45 <Sacro> blathijs: it's just dumping numbers
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14:32:33 <blathijs> Sacro: It dumps pointers, could you paste them?
14:33:46 <Sacro> 00333C18, 00333C18, 00333C18
14:34:31 <blathijs> Sacro: Thanks, they're correct :-)
14:41:37 *** ChanServ sets mode: +v tokai
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15:00:21 <CIA-1> OpenTTD: glx * r11061 /trunk/src/ (gfx.h video/win32_v.cpp): -Fix [FS#1086]: [win32] some keys were handled twice
15:44:06 <SmatZ> wow, OTTD is very extensible...
15:44:24 <SmatZ> extending TileIndex to 64bits is very easy...
15:44:32 <SmatZ> 1 000 000 x 1 000 000 map, anyone? :-D
15:44:43 <SmatZ> 2048x2048 was too small :)
15:45:06 <Eddi|zuHause3> what are you trying to do? realistic world map?
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15:45:46 <SmatZ> mmmm it is a good idea, too... like let everything wrap around map borders
15:45:59 <SmatZ> I am just testing what is possible :)
15:46:11 <Eddi|zuHause3> 1 tile = 50m, 20 tiles = 1km, 800000 tiles = 40000 km
15:46:34 <Phazorx> 2000 makes sense only for maglev with current time line
15:46:34 <SmatZ> ah... 800 000 is enough :)
15:46:48 <mcbane> omg 1mil x 1 mil is a lil bit too large aye?
15:46:55 <SmatZ> I like building incredibly long train routes...
15:47:15 <Phazorx> we should try europe 2kx2k
15:47:19 <Eddi|zuHause3> SmatZ: do you have a computer which fits that kind of memory?
15:47:32 <SmatZ> actually, I am running map 32768x128 tiles...
15:47:44 <SmatZ> Eddi|zuHause3: yes, it is a problem...
15:47:55 <Eddi|zuHause3> one tile is like what? 10 byte?
15:47:58 <SmatZ> given you need x * y * 9 B of memory
15:48:33 <SmatZ> for 1Mx1M, 9GB is not enough...
15:48:49 <SmatZ> and ... the TileLoop() would take ages, too :(
15:49:03 <Prof_Frink> SmatZ: Run 2147483648x8
15:49:14 <Eddi|zuHause3> SmatZ: that's more like 9TB
15:49:29 <SmatZ> Eddi|zuHause3: ah :-x you are right
15:50:51 <Eddi|zuHause3> PS: mcbane, 1 mil = 1000
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15:54:54 <SmatZ> if course, the TileLoop could be changed to use some linked list of active tiles
15:55:14 <SmatZ> and things like growing trees would just use random() to choose tiles where trees will grow...
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16:02:41 <SmatZ> scrolling even on the map took 2-3 minutes :)
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16:19:58 <SmatZ> it even seems to save/load okay
16:20:23 <SmatZ> whoever did the SLE_VAR/SLE_CONDVAR did it very well
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16:28:20 <mcbane> ya writing patches smatz?
16:28:28 <SmatZ> I was going to buy 2GB of RAM this week... maybe I will buy 4GB instead :)
16:29:02 <mcbane> pitty i cant help (total programmer N00b here)
16:29:17 <mcbane> like no clue bout C or so
16:29:48 <SmatZ> mcbane: it is no problem, I used C for the first time like 17 months ago :)
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16:43:26 <SmatZ> I was at dinner... back now :) and OTTD is still generating 16384x16384 world... using ~ 2GB of RAM and still swapping :(
16:44:10 <Sacro> how did you get such a big map/
16:44:42 <Prof_Frink> He's a 1337 haxx0r. duh.
16:45:28 <SmatZ> only changing few variables :) devs did a very good job, this change was really easy
16:46:14 <SmatZ> I am a bit exscatic about it :)
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16:52:22 <skidd13> STR_1048576 :1048576 <<<< WOOT I need a new CPU and a few mor GB RAM
16:53:39 <SmatZ> I didn't really expect that OTTD will be the first program that will hit 1-3GB limit of 32bit OS :)
16:54:05 <skidd13> Maybe I can try it at work with our big workstation (4 CPU 64Bit 12GB RAM)
16:54:25 <Sacro> shall i start a bigmap server?
16:55:03 <SmatZ> skidd13: :-) it is not ready yet...
16:55:37 <SmatZ> Sacro: there is some size limit for savegames... saves are too big to play online :(
16:56:09 <skidd13> SmatZ: If you have an alpha canidate I can test it if I find time and access to the workstation
16:57:34 <SmatZ> I will ask you later :)
17:00:23 <SmatZ> /* A maximum size of of 128K * 500 = 64.000KB savegames */
17:01:43 <skidd13> 400GB Raid should do the job
17:01:55 <Noldo> I wonder if there is a tool that analyzed function calls between files
17:04:00 <SmatZ> Noldo: don't have standard profiling tools some options you could use?
17:04:14 *** Darkebie has joined #openttd
17:04:41 <Noldo> I could do it with grep of cource ;)
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17:19:37 <mcbane> ok lets see if i understand this =)
17:20:28 <mcbane> why did you change the savegame_ver ?
17:21:57 <mcbane> hmm ya changed to 64 bit var?
17:22:17 <SmatZ> because tiles must be saved as 64bit
17:22:24 <mcbane> maybe its not that hard but still hard enouth for me.
17:22:49 <mcbane> @@ -109,35 +109,36 @@ <-- what those things are good for?
17:23:30 <Progman> to specific the position of the change
17:23:51 <Noldo> part of the diff syntax
17:24:07 <SmatZ> mcbane: reading diffs is not a good way to understand code :(
17:28:07 <peter1138> it is if you know the code it's patching
17:38:13 *** ChanServ sets mode: +o Bjarni
17:40:33 <Bjarni> once you borrowed something from me, I will always be able to track you down
17:43:10 <Bjarni> looks like something I could have made
17:43:25 <Bjarni> I don't know if I would use the word "sexy" though
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18:00:05 <SmatZ> it takes 34 years for concorde to fly over 1M tiles and it earns ~50Mil Euro. With inflation.
18:00:33 <SmatZ> the second earned 80Mil
18:01:08 <SmatZ> third 55Mil and fourth 95Mil...
18:02:58 <MarkSlap> I've got a server with 8/8 companies, can I "kick" companies?
18:03:24 <SmatZ> I dont know, maybe delete ?
18:04:00 <SmatZ> 'help' in console maybe will show something
18:05:26 <MarkSlap> That just explained to me how I use it :p
18:05:54 <MarkSlap> Will check the wiki :)
18:06:50 <SmatZ> reset_company company_id
18:07:39 <SmatZ> you have to kick players before you can delete company
18:08:00 <MarkMc> There aren't any players :)
18:08:07 <MarkMc> Thay just joined and left
18:09:44 <SmatZ> all commands are at end of console_cmds.cpp
18:09:59 <MarkSlap> Thanks for the help ^^
18:10:48 <Bjarni> actually not deleting companies with no players resulted in autoreplace
18:11:17 <Bjarni> the reason was that I took over a company and it had a huge railroad network and every single engine needed to be replaced
18:12:10 <Bjarni> after replacing for 20 minutes and still nowhere near finished, I thought "there has to be an easier way" and like 8 or 9 days later, I had a working version of autoreplace. I didn't commit it at that time because it lacked a GUI
18:12:45 <Bjarni> so think of what possible features you might kill by killing companies :P
18:14:01 <Bjarni> the autoreplace GUI was actually my first real GUI work.... not the easiest task I could find
18:14:22 <Bjarni> like... I had to implement support for a 2nd vertical scrollbar
18:14:49 <Bjarni> first window I make and then I have to modify the engine to make it work :P
18:14:57 <SmatZ> maybe it would be easier just to kick that second company :-P
18:15:05 <SmatZ> but autoreplace is very useful feature
18:15:23 <SmatZ> now, it is not possible to take over a company...
18:15:35 <Bjarni> specially after I rewrote it to prevent desyncs and crashes
18:16:14 * Bjarni is currently rewriting autoreplace... again
18:16:34 <SmatZ> maybe will takeover be back again?
18:17:20 <Bjarni> this time it should make it just work, nomatter what screwed up newGRF features we implement. As it is right now, a decent amount of newGRF features demands modifications to autoreplace :(
18:18:04 <Bjarni> so it's a working autoreplace for the default vehicles and then a whole lot of fixes for different newGRF features and I can still find places where it could do better
18:18:55 <Bjarni> but now I think I figured out a way to simplify the code, make it easier to read the code and less time will be spend on maintaining it
18:18:56 <Prof_Frink> Bjarni: Go play Zimmlock's One Junction and see what develops
18:19:41 <Bjarni> there is just one issue... I have to finish coding it and test it for speed compared to the current one. We don't want a huge slowdown
18:19:51 <SmatZ> great, there is often some simple and well working solution :)
18:19:56 <SmatZ> maybe you found that one
18:20:21 <Bjarni> now I can use C++ features. The current code is written completely in C
18:21:01 <Bjarni> Prof_Frink: err.. is that some game currently being played right now?
18:21:28 <Prof_Frink> It's a single player challenge from donkeys ago
18:22:49 <Bjarni> 5 donkeys passes Prof_Frink's house every hour, so donkeys ago means a whole lot of hours :P
18:23:04 <Bjarni> 5*365*3 = a whole lot of donkeys
18:23:39 <Bjarni> resulting in even more donkeys
18:25:59 * Sacro assassintates the donkeys
18:26:17 <Bjarni> using what slaughterhouse?
18:26:24 <Bjarni> sounds like a huge one
18:26:36 <Bjarni> tokai isn't any donkey
18:27:37 <tokai> donkey? no.. maybe monkey. I can life with monkey at least. monkeys are cute. :)
18:27:57 <Bjarni> [20:25:59] * Sacro assassintates the donkeys
18:27:58 <Bjarni> [20:26:24] <-- tokai|mdlx has quit (Read error: Connection reset by peer)
18:28:34 <tokai> well.. tokai|mdlx was a donkey. no need to worry about him :)
18:28:37 <Bjarni> looks like Sacro did what he said and as usual, he did it wrong :P
18:28:54 <tokai> just standing in the way.
18:29:14 <Bjarni> are you allowed to kill whoever is in the way?
18:30:46 <Sacro> now, who shall replace him as OSX maintainer
18:30:52 *** Sacro was kicked by Bjarni (you can die too)
18:31:28 * Bjarni counters Sacro's resurrect spell
18:31:31 * valhallasw shoots Sacro down again
18:31:38 <valhallasw> Bjarni: teamwork \o/
18:32:11 <Bjarni> don't even think about trying to hurt me
18:32:12 <valhallasw> then give me one reason why it should be fair
18:32:42 <Bjarni> oh wait, you said a reason why it SHOULD be fair :/
18:34:58 <Sacro> :o you lost the cheese?
18:36:14 <Bjarni> [20:34:11] <Noldo> dumdidum
18:36:14 <Bjarni> [20:34:24] <Bjarni> where is the cheese?
18:36:15 <Bjarni> this is the lines said in Maniac Mansion if you steal the cheese from the fridge
18:40:04 <mcbane> and also steal the hamster from the room.
18:40:38 <mcbane> feed the waxfruits to tentacle.
18:41:40 <Bjarni> I like in Maniac Mansion II, if you visit Ed, he will tell you that his hamster used to be funny and running. Now it's just sitting still
18:42:00 <Bjarni> if you look at the hamster, you will see that it's reading New York Times
18:42:45 <mcbane> a lot funny things happen there. the story is great.
18:42:47 <Bjarni> also if you use his computer several times, you will play the original Maniac Mansion
18:43:04 <Bjarni> so it's two games in one :D
18:43:48 <Bjarni> yeah, the story is great and the gameplay... you just don't see that awesome gameplay today
18:44:22 <Bjarni> they tend to spoil it by wanting 3D and this gameplay can't be made with 3D
18:44:31 <SmatZ> I played Maniac Mansion as a child - I was too scared of it :(
18:44:55 <Bjarni> btw I found the gasolin for the chainsaw
18:45:01 <Bjarni> do you know where it is?
18:45:23 <mcbane> there were a lot of such games like zack mackracken , day of tentacle , space ace , larry.
18:45:33 <SmatZ> I didn't get too far, I didn't know English at all :-)
18:45:46 <Bjarni> it's not the first location one would think of when looking for gasolin
18:47:41 <Bjarni> it's in the Mars Base in Zack McKracken and if you look at it, you will get a message that it's for that particular chainsaw
18:48:20 <SmatZ> maybe I should play Maniac Mansion now... :)
18:48:56 <mcbane> i thinks its funnier then tentacle
18:49:31 <Bjarni> I really like how if you call Edna, she will ask if it's the phone company guy (forgot his name). If you call the phone guy (in Zack McKracken), he will ask if it's Edna again
18:50:32 <mcbane> we forgot monkey island
18:50:37 <SmatZ> it was box of diskettes, now all the games are at one CD ... :)
18:50:38 <mcbane> also a very good classic game
18:50:58 <Bjarni> <mcbane> we forgot monkey island <-- I didn't... I just didn't talk about it
18:51:09 <Bjarni> it lacks Maniac Mansion references
18:51:21 <glx> sierra games were bad, you could be blocked because you forgot to do one thing earlier
18:52:07 <glx> and sometimes they crashed with "you did something that wasn't needed to finish the game"
18:52:25 <Bjarni> <SmatZ> I didn't play that one <-- you are in luck... ScummVM can take you there and you will have a great time if you don't read any walkthroughs... do as I did: finish it without one :D
18:54:25 <mcbane> oh yea and the egg in the microwave in the airplane =)
18:54:26 <Bjarni> oh yeah.. the "on-on" switch :)
18:54:43 <Bjarni> <mcbane> oh yea and the egg in the microwave in the airplane =) <-- spoiler alert
18:55:38 <Bjarni> look at the stupid alien screenshot... it can be in on or the other location, which is on
18:56:47 <mcbane> or the brush alien which said stupid unfriendy aliens wiping with me the floor.
18:57:32 <Bjarni> yeah, but not with a German word placement :P
18:57:52 <Bjarni> actually you didn't use a German word placement
18:58:05 <Bjarni> now the question is... which system did you use? :P
18:58:31 <Bjarni> I meant for word placement :P
18:58:56 <mcbane> im eating/wrinting .. )=
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19:21:13 <Sacro> i'm just reading the minimig source code
19:21:56 <Prof_Frink> mcbane: A very small russian fighter jet
19:25:01 <SmatZ> you can do everything if you have large enough FPGA...
19:25:18 <Sacro> thats awesome, i can actually understand it
19:25:18 <SmatZ> I was thinking about implementing an 8086 chip :P
19:27:08 <SmatZ> original chips were constructed from several thousands transistors, so any small nowaday FPGA should handle it :)
19:27:46 <mcbane> i need workbench and OS for winuae
19:28:11 <Sacro> Kickstart and Workbench 1.3
19:29:45 <mcbane> i have kickstart 1.3 but so i can use only amiga 500 as main chip
19:38:39 <Sacro> well i only use the A500
19:42:02 <mcbane> first i had an A500 then A2000
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20:27:55 <Eddi|zuHause3> argh, i need PBS :(
20:34:15 <Bjarni> <SmatZ> you can do everything if you have large enough FPGA... <--- well no. There is a limit if you want to do stuff in real time
20:34:48 <Bjarni> but this appears to be a Spartan-3, which is actually an old chip
20:35:07 <Bjarni> so it appears that the demand isn't high
20:35:29 <SmatZ> we used Spartan 2E is school :-p
20:36:01 <Bjarni> well, I once got my hand on an FPGA with a built in 450 MHz 405 PPC
20:36:10 <Bjarni> now that is a nice chip
20:36:28 <Bjarni> and surprisingly small considering it's an FPGA and CPU in one
20:36:32 <SmatZ> :-) we have some too, I hope to work with them this year :)
20:38:03 <CIA-1> OpenTTD: miham * r11062 /trunk/src/lang/ (11 files): (log message trimmed)
20:38:03 <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2007-09-08 22:37:00
20:38:03 <CIA-1> OpenTTD: croatian - 1 changed by knovak (1)
20:38:03 <CIA-1> OpenTTD: estonian - 4 fixed, 3 changed by kristjans (7)
20:38:03 <CIA-1> OpenTTD: french - 2 changed by glx (2)
20:38:04 <CIA-1> OpenTTD: hungarian - 4 fixed by miham (4)
20:38:04 <CIA-1> OpenTTD: japanese - 4 fixed by ickoonite (4)
20:38:41 <Bjarni> I once made a VGA video card on a spartan 2E
20:39:49 <Bjarni> well, it was more like it had a an array and then it drew on the screen and it had tiles on the screen. Since one index in the array fitted one tile on the screen, it just drew based on a fixed set of sprites
20:40:05 <Bjarni> so it wasn't a real VGA card, but still a nice one
20:45:21 <SmatZ> I did just something simple - simple calculator with communication over serial line with PC
20:45:45 <tokai> the ppc is below the hd
20:49:33 <tokai> runs OpenTTD too of course ;)
20:52:37 <Bjarni> you wore baggy cloth to uni?
20:53:14 <tokai> maybe i can organize one or 2 more for openttd development after MorphOS is released for it.
20:54:50 <Bjarni> Do you mean that it is unofficially running MorphOS?
20:55:12 <Bjarni> make it run OSX and I will be impressed :P
20:57:02 <tokai> its running a not-public developer version of morphos
20:57:18 <tokai> and OSX should theoretically run on it
20:57:37 <tokai> dunno about the status of these things:)
20:57:47 <tokai> i have a real mac for OSX ;)
20:58:19 <tokai> probably it will not run it... the device has only 128MB ram ;)
20:59:07 <Bjarni> 128 is the minimum for OSX
20:59:18 <Bjarni> at least the public beta
20:59:24 <tokai> well.. linux will need a bit too then too.. (when using MOL)
20:59:36 <Bjarni> it ran fine with 128 mb, but not with 96... it was damn slow with only 96
20:59:51 <tokai> its slow with 512MB here :)
21:00:07 <tokai> compared to morphos at least
21:00:57 <tokai> but osx has the better apps ;)
21:01:07 <tokai> in some areas at least.
21:01:26 <tokai> there is no single good music player for osx.
21:01:34 <Bjarni> I don't think you are running the public beta
21:02:03 <Bjarni> I have no idea about memory demands for 10.3.x
21:02:09 <Bjarni> <tokai> there is no single good music player for osx. <-- iTunes?
21:02:34 <tokai> and annoys me with monster updates:)
21:03:35 <tokai> here.. again... 36.1 MB update.
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21:04:17 <Bjarni> yeah, I wonder what they did to it this time
21:05:17 <Bjarni> "appears to serve no purpose other than disabling the trick that allowed files renamed with an .m4r extension to be used as ringtones without separate purchase under iTunes 7.4" <-- hmm... major update for so little
21:06:32 <tokai> thats almost the size of a typical full morphos iso archive :)
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21:36:49 <Sacro> Bjarni: afaik that trick stil works
21:37:34 <biffy> I'm a complete linux newbie, I just installed Ubuntu, and was trying to setup open ttd - I installed the package, but dont know how to run the program now - when I browse to usr/games/openttd, nothing happens when I click on the openttd file
21:37:46 <Sacro> heh, sounds about right
21:37:59 <Sacro> biffy: you need to copy your sample.cat and tr*.grf to err
21:38:06 <Sacro> /usr/share/games/openttd/data
21:38:16 <Sacro> or maybe /usr/games/share/openttd/data
21:40:22 <biffy> copy the files to /usr/games/openttd?
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21:41:05 <skidd13> biffy: you need the data files from the orignal game
21:41:33 <biffy> right. that would probably be a good idea
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21:55:20 <biffy> sweet it works now :D thanks!
21:58:17 <Prof_Frink> Someone needs to make a package like quake2-data for openttd
22:01:43 <Sacro> but it'd be dubious as to legalities
22:05:16 <CIA-1> OpenTTD: rubidium * r11063 /trunk/src/ (economy.cpp lang/english.txt settings.cpp variables.h): -Codechange: make it possible for people to view the loading indicators of everyone. Patch by SmatZ.
22:06:04 <MarkSlap> Okey, some help with net_frame_freq? I've searched google on it and didn't find so much information
22:07:00 <MarkSlap> My client is telling me that it's too low
22:07:09 <MarkSlap> How high can/shuld I put it?
22:07:42 <Rubidium> it's the frequency at which commands are send to the clients
22:07:49 <Rubidium> higher means more lag when building/buying stuff
22:08:37 <Rubidium> and reducing the number of times the commands are send over (slighty) reduces the load (CPU and bandwidth)
22:09:21 <MarkSlap> Didn't think about it :)
22:09:39 <glx> dunno if it is up to date but sometimes it may help
22:13:36 *** MindFuck has joined #openttd
22:14:00 <svip> As opposed to "Brainfuck"?
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22:44:00 <biffy> man this game is really cool
22:46:29 *** SmatZ_ is now known as SmatZ
22:53:23 <CIA-1> OpenTTD: rubidium * r11064 /trunk/src/vehicle.cpp: -Fix [FS#553]: when autorenew is enabled and it cannot renew the vehicle anymore (because the player cannot build the engine), the aging warnings as if autorenew is not enabled are shown.
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23:58:41 <MarkSlap> It's just a computername, the other are: Mindness, MindRape, MindFlow and just, MindFuck :)
23:58:49 <MarkSlap> They are in "MindNet" ^^
23:59:05 <MarkSlap> It's cute, isn't it? ^^
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