IRC logs for #openttd on OFTC at 2007-09-09
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00:09:36 <svip> Name your computers after countries.
00:09:50 <svip> This one is Switzerland because it is my main desktop and in the middle.
00:10:04 <svip> My laptop is called new-zealand, because it is sorta remote.
00:10:28 <svip> I have a server I called Venezuela because it is sorta distant.
00:10:40 <svip> And also a honour to a Venezuelan friend of mnie.
00:11:16 <MarkSlap> My laptop is called "iBitch" like an parody to Apples "i"-stuff
00:11:27 <svip> A Dutch friend I know names his computers with Finnish words.
00:11:50 <svip> So he named one of them "roska" because he found it in the garbage.
00:12:01 <svip> "roska" means garbage in Finnish.
00:13:00 <MarkSlap> Cool, where in netherlands do he live? :)
00:13:07 <svip> Speaking of i<noun>, MarkSlap.
00:13:19 <Eddi|zuHause3> you also want to find computers in the garbage? :p
00:13:56 <svip> Eddi|zuHause3: It was purely random he came across a working computer in garbage.
00:14:27 <MarkSlap> Can't the name be "Skrp" instead? :)
00:15:25 <MarkSlap> That was like, eh, "Satan Swedish" ^^
00:15:40 <svip> You call use "djævle danska".
00:15:43 <MarkSlap> With an danish/norweigian ""
00:16:24 <svip> It is not without reason my keyboard has æøå keys.
00:16:54 <svip> o_o Isn't that apparent?
00:17:15 <glx> well .dk host may suggest it
00:17:24 <MarkSlap> Didn't check that...
00:18:01 <MarkSlap> I where in kpenhavn in july :)
00:18:27 <MarkSlap> I still have the "tur-pas"
00:18:33 * glx doesn't irc client sending squares instead letters :)
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00:19:13 <svip> And isn't it spelt "Köpenhamn"?
00:19:27 <svip> Perhaps my client is just that awesome.
00:19:36 <svip> I have a track called "Farvel Köpenhamn".
00:19:39 <MarkSlap> But I never like the swedish spelling
00:19:55 <svip> Don't worry, Copenhagen is only "København" in Danish and Norwegian.
00:20:04 <svip> It has a translation to most other languages.
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00:20:39 <MarkSlap> And "Tukholma" Finnish for Stockholm :D
00:21:14 <MarkSlap> Stockhlm is used everywere I think (Not i Finland though) :>
00:22:02 <svip> Ido is one of the few languages I can find that hasn't translated its name.
00:22:22 <svip> And of course Greenlandic.
00:23:21 <svip> o_o And apparently Novial, Runa Simi, Sámegiella, Slovenščina and Volapük.
00:23:22 <MarkSlap> But I cant still understand why the fuck denmark owns it :D
00:23:36 <MarkSlap> Do you have boring in some way? :D
00:23:59 <svip> That makes 8 languages other than Danish that use the name "København" for Copenhagen.
00:24:02 * MarkSlap is considering learning some more grammar
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00:24:16 <svip> Other than that, there is a large variety of names
00:25:58 <svip> And of course 哥本哈根 in Chinese.
00:26:49 <svip> And apparently कोपनहागन in Sanskrit.
00:27:32 <MarkSlap> "Chinese: Four Dots" "Sanskrit: 8 small Dots"
00:28:48 <MarkSlap> No, if I should play some games and then sleep
00:29:04 <glx> Chinese is properly shown here, but not Sanskrit
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00:31:19 <glx> better with arial unicode
00:36:40 <MrBrrr> Care to remind me the console command to bankrupt a company? When it's player wants to restart.
00:39:13 <glx> should be something like reset_company
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00:56:24 <glx> lol he needs a joker to reply
00:59:51 <Sacro> glx: how does he *not know*
01:00:27 <Sacro> or do you still teach the heliocentric view of the universe?
01:00:56 <glx> heliocentric is the right way ;)
01:01:02 <_Ben_> arn't none of them correct, as the moon rotates around the sun, but has its orbit altered by the earth?
01:01:46 <Sacro> _Ben_: moon rotates around the earth
01:01:49 <_Ben_> the question was what rotates around the earth
01:02:05 <Sacro> and the sun and all the planets rotate against 1 centre of gravity
01:04:14 <_Ben_> I was lectured that it orbits earth, but rotates around the sun
01:04:41 <Sacro> orbits == rotates around
01:05:00 <glx> the correct translation is "what revolves around the Earth"
01:07:51 <Sacro> the moon doesn't revolve around the earth
01:07:54 <SmatZ> I was lectured that Earthe is the centre of the Universe :-p
01:08:19 <_Ben_> hmm, it knows much better than my retarded teachers. I need to filter crap from my head
01:08:19 <Sacro> and it smells like someone is cooking stir fry at 2:10am
01:10:24 <Phazorx> that's actualy interesting - earth canbe as well the center of the univers :)
01:10:56 <SmatZ> maybe I am the cetre of Universe ^_^
01:12:01 <Phazorx> quite possible... not quite sure what that entitles you too
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01:23:22 <Eddi|zuHause3> i was taught that _I_ was the center of the universe
01:24:27 <Eddi|zuHause3> well, ok, the actual phrase was "movement is relative to the viewer" :p
01:30:46 <Pengo__> hey guys wheres a good site to d/l openttd scenarios
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01:34:37 <Sacro> Mein Hovercraft ist voller Aale :(
01:36:38 <Eddi|zuHause2> use them for electric power :p
01:40:20 <Phazorx> Pengo__: wiki.openttd.org
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01:50:58 <Sacro> Eddi|zuHause2: nein, alle
01:51:06 <Sacro> Mein Hovercraft ist voller Aale
01:51:30 <Eddi|zuHause2> Aale = plural of Aal
01:51:55 <Eddi|zuHause2> (-> english "eel")
01:53:29 <Sacro> Eddi|zuHause2: Ich bin kein Mitglied dieser Konferenz, dennoch möchte ich einen Pinguin.
01:54:17 <Eddi|zuHause2> but i don't have any...
01:54:46 <Sacro> De jättelika kräftorna försöker ta över Jorden! :(
01:55:45 <Eddi|zuHause2> did anybody ever teach you to not copy-paste uncyclopedia? :p
01:58:31 <Sacro> it makes sense to me :)
01:59:25 <Sacro> O mein Gott! Es gibt ein axt im meine kopf.
02:02:16 <Eddi|zuHause2> that is gramatically incorrect
02:08:12 <Sacro> i do have an axe in my head
02:08:20 <Sacro> well, it certainly feels like it
02:08:35 <Eddi|zuHause2> "Hier fliegen gleich/die Löcher aus dem Käse/denn nu geht sie los/unsre Polonäse/von Blankenese/bis hinter Wuppertal"
02:09:12 <Eddi|zuHause2> "Wir ziehen los/mit ganz großen Schritten/und der Erwin faßt der Heidi/von hinten an die... Schultern"
02:10:03 <Phazorx> what does "ganz" means?
02:10:18 <Eddi|zuHause2> in that context, "really"
02:10:44 * Sacro fights with student finance direct
02:10:53 <Eddi|zuHause2> depends on the context :p
02:11:17 <Eddi|zuHause2> usually "complete"
02:11:40 <Eddi|zuHause2> or the opposite of "broken"
02:12:10 <Eddi|zuHause2> yeah, that sounds fitting
02:13:03 <Eddi|zuHause2> but in combination with another adjective/adverb, it's purely emphatic, like "really"
02:13:30 <Sacro> i hate this stupid site
02:13:33 <Phazorx> i guess in that context "whole big" or "really big" both can be used
02:14:07 <Eddi|zuHause2> i have never heard "whole big"...
02:15:05 <Sacro> this form should have been in by May
02:15:49 <Phazorx> Eddi|zuHause2: 294,000 of "whole big" on google
02:16:54 <Eddi|zuHause2> as opposed to 2.720.000 "really big", that does not really count as a statistically relevant measure :p
02:17:14 <Phazorx> well depends on desired menaing :)
02:17:27 <Phazorx> really big mroe applicable to most cases
02:17:45 <Phazorx> however whole big exists as well
02:18:00 <Eddi|zuHause2> the "desired meaning" is the context above, and that almost literally means "with really big steps"
02:19:56 <Eddi|zuHause2> PS: i forgot two verses: "das hebt die Stimmung/ja da kommt Freude auf"
02:20:12 <Phazorx> cant really argue since i dont know german :)
02:22:50 <Eddi|zuHause2> hm, damn spaces
02:23:35 <Eddi|zuHause2> www.lyrics007.com/Gottlieb%20Wendehals%20Lyrics/POLONSE%20BLANKENESE%20Lyrics.htm
02:24:28 <Eddi|zuHause2> i think it makes a colour code out of "% C 4"
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03:05:08 <Pengo__> how do i get tram tracks in my game, i'm using the Light rail/tramtracks grf but see no tram tracks :(
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06:07:09 <Pengo__> i got my trains set to 30 days service internval yet they still breakdown, how can i make it better?
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10:13:41 <CIA-1> OpenTTD: rubidium * r11065 /trunk/src/ (14 files): -Documentation [FS#1186]: of the dirty marking/repainting subsystem. Patch by Progman.
10:21:40 <CIA-1> OpenTTD: rubidium * r11066 /trunk/src/ (map.cpp map.h): -Documentation [FS#1091]: of map.*. Patch by Progman.
10:23:04 <mcbane> wow rubidium on patchviewing and comitting spree.
10:24:32 <Rubidium> totally non-intrusive patches ;)
10:25:25 <mcbane> well ya soon back at 134 bugs/feat./patches
10:28:42 <Noldo> Rubidium: while fixing documentation could you update vehicle.h line 425. It talks about a function that I belive doesn't exist anymore
10:28:49 <Rubidium> pushing patches has an inverse effect on me :D
10:29:58 <mcbane> im not soovious but it is on 100% progress. but anyways im not sure if it really complete.
10:30:31 <Noldo> Rubidium: well, it might have been you that removed GetFirstVehicleInChain() so...
10:30:56 <Rubidium> Noldo: yup, you're right; I think HasFront can even be removed
10:32:06 <Rubidium> anybody know a flag so the (gcc) linker complains about unused functions?
10:34:45 <CIA-1> OpenTTD: rubidium * r11067 /trunk/src/ (5 files in 2 dirs): -Codechange: also make it possible to use the advanced vehicle list for other players. Patch by SmatZ.
10:40:17 <KouDy_> hey folks... maybe someone could aid me with something in transport tycoon... there are railroad signs right, now i put signs on the rails and then push ctrl and click again, i will get signs with yellow horizontal stripe under that if i click again, i will get white vertical stripe. what is the difference between those?
10:40:44 <KouDy_> next question is what is the point of having any of these anyway?
10:42:08 <KouDy_> yea... there were also some orange lights right?
10:44:22 <KouDy_> i remember something you needed to have PTR option on...
10:45:20 <KouDy_> at allowed to move 2 trains through cross rails in the same time... screen would be better i guess
10:45:26 <Eddi|zuHause2> those were PBS, that is a long time ago
10:50:19 <KouDy_> hmmm i hardly can figure usage for my rails with these pre-signals...
10:51:16 <Rubidium> then your stations aren't big and busy enough
10:53:26 <Eddi|zuHause2> presignals are generally useful, if you have more trains than platforms at any station
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11:21:29 <KouDy_> but then again i barely found usage for my playing...
11:21:30 <guru3> presignals are useful in situations where if a train chooses the wrong path it could block up the line
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11:24:06 <dihedral> any way something could be done agains 'phlooding'
11:24:16 <CIA-1> OpenTTD: rubidium * r11068 /trunk/src/ (8 files): -Codechange: remove Vehicle::HasFront as all vehicles have the Vehicle::first pointer correctly set.
11:28:09 <dihedral> other players joining a game and 'phlooding' the map :-)
11:28:40 <guru3> forgive us for being incredibly confused
11:29:34 <dihedral> i recall there being a forum topic on, e.g. hindering players from leveling too much land at once, etc
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11:31:08 <CIA-1> OpenTTD: rubidium * r11069 /trunk/src/ (town_cmd.cpp unmovable_cmd.cpp): -Codechange: allow slopes under statues. Patch by kaan.
11:32:49 <Wolf01> how much for autoslopes?
11:42:40 <Rubidium> 0,00000000000000001 %
12:09:45 <SmatZ> openttd: /mnt/svn/openttd-rev/src/engine.h:239: const RailVehicleInfo* RailVehInfo(EngineID): Assertion `e < (sizeof(_rail_vehicle_info)/sizeof(_rail_vehicle_info[0]))' failed.
12:11:44 <Eddi|zuHause2> sounds like an elaborate version of an "array index out of bounds"
12:12:31 <SmatZ> it happened so fast - I started new game, then let the time flow, so AI built something...
12:12:39 <SmatZ> then it crashed in say 2 months
12:15:34 <SmatZ> there is still something wrong with articulated vehicles
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12:18:45 <SmatZ> maybe damaged newgrf...
12:19:07 <Eddi|zuHause2> AI code... it's time we ripped that out...
12:19:49 <SmatZ> backtrace shows it happens in LoadUnloadVehicle()
12:20:44 <SmatZ> too bad, I never did any newgrf code :(
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15:33:12 <CIA-1> OpenTTD: rubidium * r11070 /trunk/src/newgrf_engine.cpp: -Fix [FS#1217]: due to making an Action2 variable work properly, the NewGRF called other code too that wasn't prepared for non-train vehicles.
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16:54:49 <Rubidium> what a lovely silence from time to time ;)
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17:00:19 <CIA-1> OpenTTD: rubidium * r11071 /branches/0.5/ (main_gui.c vehicle.c): [0.5] -Fix [FS#1218]: crash when quiting the game in one of the end score windows.
17:01:09 <mcbane> heh we are happy with CIA-1 messages =)
17:02:22 <mcbane> btw can you add last edited so ya can sort it by that way?
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17:07:55 <Rubidium> mcbane: I'd rather have a FlySpray that has the option to store the columns you want in your own profile
17:08:43 <Rubidium> as I'd rather have a few columns removed (or moved to the back) so it fits better on my screen
17:13:42 <Eddi|zuHause> what? you don't have a 1920x1080 display with 6pt font? :p
17:15:25 <Rubidium> don't know the fontsize though
17:15:41 <Rubidium> but people always complain that it is "too small"
17:17:04 <Rubidium> on the other hand, my firefox/iceweasel is only half as wide as my screen
17:18:23 <mcbane> u use 1200 x 1024 and the fonts are ok.
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17:27:22 <Eddi|zuHause> mcbane: TFT displays are designed for one fixed ("native") resolution
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17:32:21 <ln-> besides, 1200x1024 is neither 16:9, 16:10, 4:3 or 5:4.
17:36:02 <Sacro> Geben Sie mich dab Geleeschaumgummiring. Ihre HinterteileSIND im Begriff zu explodieren!
17:43:12 <CIA-1> OpenTTD: rubidium * r11072 /trunk/src/ (aircraft_cmd.cpp roadveh_cmd.cpp ship_cmd.cpp train_cmd.cpp): -Fix [FS#1045]: when a vehicle had a service order, the goto-depot button did not make it possible to stop the vehicle at that depot.
17:44:58 <Rubidium> mcbane: last edited is kinda "useless" as it is not updated when someone adds a comment
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17:58:29 <Progman> why is there a while loop for the return_cmd_error-macro?
18:02:11 <Rubidium> my suspicion is that it was something like "do { _error = err_code; return MAGIC_NUMBER } while (0);"
18:02:32 <Rubidium> and the do { } while (0); makes it a single block that works nice in whiles, ifs etc.
18:02:57 <ln-> actually the "do" in the begin is not needed.
18:03:23 <ln-> or.. ok, in some cases yes.
18:04:40 <Eddi|zuHause> Sacro: what's "dab" supposed to be?!?
18:05:22 <Rubidium> "ringel-s" (or however you write it in German), anyway, the thing that looks like a beta
18:06:11 <Rubidium> though maybe they write it as "dass" nowadays
18:06:12 <ln-> digital audio ßroadcasting
18:06:43 <Eddi|zuHause> Rubidium: in any way, it would be wrong...
18:07:33 <Eddi|zuHause> and it does not even closely resemble like a "b"
18:08:20 <Rubidium> for somebody ignorant it looks like a B, which is a b in lowercase :O
18:10:32 <Eddi|zuHause> anyway, it is "der Ring", so "gib mir _DEN_ [...] Ring"
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18:12:30 <Eddi|zuHause> "daß/dass" are not an article, it only appears at the beginning of minor clauses, not around nouns
18:13:12 <Rubidium> Eddi|zuHause: anything Sacro says in a non-English language lacks any correct order of words...
18:14:24 <Eddi|zuHause> interestingly enough, the word order is quite correct, it just lacks any kind of sense :p
18:15:31 <Prof_Frink> Rubidium: s/non-English//
18:15:58 <Sacro> Rubidium: Hoe gaat het met je duiven?
18:16:26 <Rubidium> Sacro: ze vliegen, net zoals jij zometeen!
18:17:41 <Sacro> Ik geef u een recept voor zetpillen
18:17:54 <Rubidium> @kick Sacro je wilt dus echt vliegen?
18:17:54 *** Sacro was kicked by DorpsGek (je wilt dus echt vliegen?)
18:19:37 <Rubidium> I bet Sacro is now reading the logs of SpComb and returns in a short while...
18:20:45 <Rubidium> @kick Sacro en die zetpillen mag je zelf in je achterste stoppen!
18:20:46 *** Sacro was kicked by DorpsGek (en die zetpillen mag je zelf in je achterste stoppen!)
18:22:37 <nzvip> When I am awfully lone.
18:30:01 <Rubidium> you're going to marry Sacro?
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18:56:46 <skidd13> Rubidium: You seem to be watching FS#1161 too, can you reproduce the bug with the scenario?
19:04:56 <ln-> has someone been using DS1820 temperature sensors?
19:05:53 * Phazorx looks at channel name and topic
19:06:19 <Noldo> Computer Club Ruut uses DS1822 for tracking temperature of the space where computers are located
19:11:12 <ln-> I've been noticing those sensors tend to stop working after 2..3 years of use.
19:11:52 <ln-> Any similar experiences, or is it my serial adapters that break them?
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19:27:10 <Rubidium> skidd13: that's just because there is no way it can build roads without slopes from there
19:27:32 <Rubidium> not quite a bug, but rather "bad" luck as the town will not terraform water
19:28:44 <skidd13> But I noticed that something like this could happen in the middle of a flat map
19:29:25 <Rubidium> it's usually the town making it impossible to expand itself -> i.e. bad luck for the town, or rather AI stupidity
19:29:47 <skidd13> I'm glad to hear that.
19:31:19 <Eddi|zuHause> a propos town AI, i play with road layout "improved", and i think the towns often build very straight roads, it should be forced to build road crossings more often
19:32:50 <Eddi|zuHause> last time i looked at town code, it only ever built 2 road bits on a new tile, it should randomly also build 3 and 4 road bits at once
19:33:42 <Eddi|zuHause> otherwise, the probability is too high, that all possible crossing locations will be blocked by houses
19:34:01 <Greyscale> brb, I heard a girl say desperate about a quarter of a mile away.
19:34:13 <skidd13> Eddi|zuHause: I'll have a look at it
19:34:33 <Eddi|zuHause> Greyscale: i really do not think anybody her cares...
19:35:00 <Eddi|zuHause> note, that "last time" is well before new road layouts
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19:42:02 <skidd13> Eddi|zuHause: The default algorithm didn't change by adding the new road layouts.
19:43:19 <Eddi|zuHause> yeah, but i said i was using the "improved" layout meanwhile, and i do not know how that one works
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19:49:07 <skidd13> it works quite the same, only one different check
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19:51:50 <MarkSlap> I've realized that the fast aircrafts (ca. 2.400km/h) and Lev 4 Maglev-trains (640km/h) are going at the same speed in the game
19:52:13 <Rubidium> because Chris coded it that way
19:52:34 <Prof_Frink> because openTTD does not implement the planespeed switch.
19:52:35 <ln-> MarkSlap: the plural of aircraft is aircraft
19:52:43 <Eddi|zuHause> because you do not use nightlies ;)
19:53:16 <MarkSlap> I don't use planes anymore because of that :p
19:54:48 <MrBrrr> Quick question (motivated by lazyness): Which function(s) handle(s) drawing the train and it's wagons?
19:55:19 <SmatZ> ViewportAddVehicles() in vehicle.cpp
19:57:19 <SmatZ> well... depends what part of drawing you mean :)
19:57:20 <Rubidium> AddSortableSpriteToDraw
19:58:23 * Rubidium tries to find more functions that have something to do with drawing of trains, but are totally useless for MrBrrr ;)
19:58:37 <MrBrrr> Woohoo ;) Keep em coming!
19:59:51 <Eddi|zuHause> anything in cocoa.* ;)
20:00:39 <Rubidium> BeginVehicleMove, EndVehicleMove, UpdateVehiclePosHash
20:00:56 <Rubidium> AfterLoadVehicles has some influence on the drawing too
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20:36:38 <CIA-1> OpenTTD: rubidium * r11073 /branches/0.5/ (10 files in 2 dirs): (log message trimmed)
20:36:38 <CIA-1> OpenTTD: [0.5] -Backport from trunk (r11039, r11029, r11027, r11024, r11021, r11020, r11018):
20:36:38 <CIA-1> OpenTTD: - Fix: Underflow that caused overflows in the performance rating [FS#1179] (r11039)
20:36:38 <CIA-1> OpenTTD: - Fix [Windows]: MIDI does not stop when closing openttd [FS#1164] (r11029)
20:36:38 <CIA-1> OpenTTD: - Fix: Do not unconditionally assume that a tile has a depot (r11027)
20:36:40 <CIA-1> OpenTTD: - Fix: Give a more correct error when building some things on tile 0 [FS#1173] (r11024)
20:36:42 <CIA-1> OpenTTD: - Fix: Do not display income/expenses when they do not belong to a "valid" tile, like the money cheat and giving money [FS#1175] (r11021)
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20:53:07 <CIA-1> OpenTTD: rubidium * r11074 /branches/0.5/ (12 files in 2 dirs):
20:53:07 <CIA-1> OpenTTD: [0.5] -Backport from trunk (r11040):
20:53:07 <CIA-1> OpenTTD: - Fix: Removing CMD_AUTO from some commands could remotely trigger an assertion [FS#1179] (r11040)
20:54:25 <ln-> has there been any attempts to have a wikipedia-style policy for an open source software project, i.e. allowing anyone to submit changes to version control?
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20:54:35 <Rubidium> is there anybody who cares enough about the stable releases to give the 0.5 branch a little testing?
20:54:58 * ln- is not interested in horses
20:55:57 <Progman> 0.5 release testing although 0.5.3 exists? or what do you mean?
20:56:16 <Rubidium> 0.5.3 does not exist
20:56:54 <Rubidium> however, I've (basically) added some fixes to 0.5.3-RC3 and want to release that as 0.5.3
20:57:22 <Rubidium> the 0.5 branch is where the 0.5.X-RCX and 0.5.X are branched of
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20:58:28 <Rubidium> branched/tagged, what's the difference from a SVN pov?
20:59:00 <glx> none, but we decided to not modify code inside tags
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21:14:42 <CIA-1> OpenTTD: rubidium * r11075 /branches/noai/src/ai/api/ai_abstractlist.cpp: [NoAI] -Fix: sorting on value did not work as expected. Patch by GeekToo.
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21:57:15 <CIA-1> OpenTTD: truelight * r11076 /trunk/src/blitter/ (32bpp_anim.cpp 32bpp_base.hpp 32bpp_simple.cpp):
21:57:15 <CIA-1> OpenTTD: -Fix: MakeTransparent of 32bpp blitter used 0..100; using 0..255 makes it much faster (frosch)
21:57:15 <CIA-1> OpenTTD: -Fix: ComposeColourXXX could work a tiny bit faster when using 256, not 255 as value to divide with; downside is that it can give alpha errors (frosch)
22:00:40 <ln-> what? divide and not bit-shift?
22:01:06 <TrueBrain> any compiler does that for you
22:01:30 <SmatZ> compilers even substitute division by multiplication and shifts
22:01:41 *** DorpsGek sets mode: +o TrueBrain
22:01:51 <TrueBrain> hmm, my IRC lost old topics, bah...
22:01:55 <ln-> but it's against the ottd coding style not to bit-shift wherever possible.
22:02:00 <TrueBrain> can any other operator change it back to the old topic?
22:02:09 <TrueBrain> ln-: where is that defined?
22:02:22 <TrueBrain> for as long as I remember, we try to replace bitshifts with more readable code
22:02:28 <SmatZ> only difference - when you try to do divide a signed value, it will generate non-optimal shifting code, because it will try to handle negative values...
22:02:30 <TrueBrain> but, I can be wrong :)
22:02:32 <ln-> the unwritten, unpublished coding style manual
22:02:55 <SmatZ> ln- there is division instead of shifts almost everywhere in the code... :(
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22:03:16 <TrueBrain> ln-: we only have a published coding style
22:03:19 <Tefad> wouldn't the compiler handle this already?
22:03:33 <Tefad> and if your types are signed/unsigned, it will know
22:03:39 <TrueBrain> SmatZ: true, lucky we mostly use unsigned variables :)
22:03:42 <Rubidium> TrueBrain: doesn't your log retain topics?
22:03:48 <TrueBrain> Rubidium: possible, but I am lazy ;)
22:03:52 <glx> TrueBrain: 0.5.2 | Website: *.openttd.org (DevBlog: blog, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Patches & Bug-reports: bugs) | #openttd.notice for FS + SVN notices | No 'mom', no IRC Quote Website links
22:04:27 *** TrueBrain changes topic to "0.5.2 | Website: *.openttd.org (DevBlog: blog, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Patches & Bug-reports: bugs) | #openttd.notice for FS + SVN notices"
22:04:33 <SmatZ> mom = moment, not mother
22:04:41 <Tefad> no idea what that is either
22:05:42 <SmatZ> will there be 0.5.3-RC4, or just 0.5.3 ?
22:07:10 <Rubidium> SmatZ: mom != moment, mom == mother <- that was the reason for the no 'mom'
22:08:05 <Rubidium> at least, that's what I gather from the logs of "way back"
22:08:23 <SmatZ> Rubidium: yes... as I undertand it, people misused 'mom' for 'moment'
22:08:32 <Rubidium> SmatZ: if people care to test the current 0.5 branch 0.5.3, otherwise 0.5.3-RC4
22:09:15 <nzvip> What's wrong with writing "moment"?
22:09:54 <Rubidium> nothing, but using 'mom' for moment is
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22:18:26 <SpComb> OpenTTD related and such, I'd just be interested in hearing some comments
22:20:03 <guru3> "MyOTTD Like very, very alpha"
22:20:09 <guru3> that's a versioning system i can agree with
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22:27:57 * SpComb is off to zZzZz, but is still interested in opinions on the main idea itself, and such
22:35:33 <CIA-1> OpenTTD: rubidium * r11077 /branches/0.5/ (7 files): [0.5] -Fix: Possible NULL pointer dereference.
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22:59:40 <Eddi|zuHause> <SmatZ> Rubidium: yes... as I undertand it, people misused 'mom' for 'moment' <- it's kind of a "false friend", because in german. "mom" is a very common abbreviation for "moment"
23:01:20 *** Dark_Link^skola is now known as Dark_Link^sleep
23:02:33 <Eddi|zuHause> <ln-> but it's against the ottd coding style not to bit-shift wherever possible. <- do not use existing code as "precidence case" for coding style... the coding style defines the coding style, not the code
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23:16:27 <CIA-1> OpenTTD: truelight * r11078 /trunk/ (7 files in 3 dirs):
23:16:27 <CIA-1> OpenTTD: -Add: added 32bpp-optimized, which is almost twice as fast as 32bpp-simple (based on the work of frosch)
23:16:27 <CIA-1> OpenTTD: -Add: let 32bpp-anim use 32bpp-optimizeds, so he profits from the speed-up too
23:17:53 <TrueBrain> so now even more people can play 32bpp :)
23:18:23 <TrueBrain> (Still 4 times as slow as 8bpp-optimized)
23:18:26 <ln-> 32 bits is so 90's, i want 64.
23:22:59 <Eddi|zuHause> TrueBrain: it's reverse for me...
23:23:10 <Eddi|zuHause> 8bpp is extremely slow
23:23:24 <TrueBrain> of course it depends on your video backend :)
23:23:47 <Eddi|zuHause> btw, i checked 0.5, and it is fast there...
23:24:05 <TrueBrain> now that is odd, as 8bpp-optimized is almost exactly the same
23:24:21 <TrueBrain> it just uses more memory
23:24:24 <TrueBrain> (as it stores all zoom-levels)
23:27:01 <TrueBrain> hmm, nobody noticed animation no longer works? :s
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23:41:45 <TrueBrain> now that was stupid, my own mistake :s
23:44:25 <Eddi|zuHause> started with wrong argument? :p
23:44:36 <TrueBrain> no, I had all 8bpp images converted as 32bpp images without mask
23:44:39 <TrueBrain> no mask == no animation
23:48:08 <CIA-1> OpenTTD: truelight * r11079 /trunk/src/blitter/32bpp_anim.cpp: -Fix: dirty fix to allow big-screenshots with 32bpp-anim
23:57:59 <CIA-1> OpenTTD: truelight * r11080 /trunk/src/blitter/32bpp_anim.cpp: -Fix r11079: fix it, still dirty, correctly, as the last commit was ... wrong ;)
23:59:00 <Eddi|zuHause> i'm not going to update until i am in a conflict resolving mood...
23:59:15 <TrueBrain> what do you have as local changes? :)
continue to next day ⏵