IRC logs for #openttd on OFTC at 2008-01-16
            
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00:28:31 <fjb> The path guessing algorithm is almost unusable with single track lines. :-(
00:29:01 <Gekz> lol
00:29:07 <Gekz> that just sounds insane.
00:30:30 <fjb> And the bad thing is that it doesn't find it's way back to the route once it lost it.
00:30:53 <Gekz> awesome.
00:30:56 <Gekz> give it a high five.
00:32:03 <fjb> And I can't afford to build doble track everywhere. That is just stupid for that few trains on that lines.
00:33:11 <Rubidium> can't afford?
00:33:30 <Rubidium> just make a debug build and you can afford anything without using the cheat window ;)
00:33:51 <Rubidium> by pressing ALT-1
00:33:51 <CIA-1> OpenTTD: smatz * r11870 /trunk/src/train_cmd.cpp:
00:33:51 <CIA-1> OpenTTD: -Fix: slow down train when approaching tile we can't enter in more cases
00:33:52 <CIA-1> OpenTTD: (tunnel/bridge/depot from wrong direction, competitor's track, wrong railtype)
00:33:52 <CIA-1> OpenTTD: -Fix: do not make crossing red when we can't enter it in any case
00:34:00 <Rubidium> pressing ALT-0 in a debug build is funny too
00:34:09 <Sacro> SmatZ: oooh, tell me more
00:34:43 <SmatZ> Sacro: just changes in TrainCheckIfLineEnds(), nothing extra :)
00:34:49 <fjb> Rubidium: What does ALT-0 do?
00:35:08 <glx> try it :)
00:35:19 <SmatZ> case '0' | WKC_ALT: // Crash the game
00:35:35 <glx> SmatZ: you spoiled the fun ;)
00:35:39 <SmatZ> sorry :-x
00:35:41 <fjb> And it would still be insane to build a whole double track line just in cast one lost trains gets onto that line.
00:35:50 <fjb> :-)
00:37:17 <fjb> I tried the pbs patch. You can see where the pathfinder reserves block with that patch. Is that a debug option that can be switchesd on in every build?
00:38:38 <Rubidium> showing the reserved blocks? that's always on by default
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00:39:39 <Rubidium> but then again, there is no block reservation so there's nothing to show anyways
00:39:52 <fjb> The swiches got a bit darker showing the route with that patch.
00:40:42 <fjb> I mean instaed of the block reservation the path that the pathfinder found in the not patched build.
00:42:42 <Rubidium> npf can do under certain circumstances (-d npf > 0, not networking)
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00:44:12 <fjb> But yapf can not?
00:44:38 <Rubidium> don't know about it
00:44:47 <Rubidium> don't think it can though
00:45:06 <Rubidium> and npf shows the path stuff by cutting grass under the rail tiles
00:45:14 <fjb> Ok, I will lok into the source if I find something.
00:45:15 <Rubidium> so with many trains it'll become pretty bare
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00:46:13 <fjb> I would not mind that. I'm having a hopelessly lost train that doesn't find it's way back. It always misses the swich it had to take.
00:47:04 <Bjarni> heh
00:47:18 <Bjarni> imagine that in real life
00:47:24 <Bjarni> it happens
00:47:25 <fjb> And trains get lost really easy with single tack lines.
00:47:29 <Bjarni> well
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00:47:47 <ln-> well!
00:47:51 <Bjarni> it did happen before electric systems made it clear where each train was
00:47:58 <fjb> But they will get the train back onte the route some times in reality...
00:49:51 <Bjarni> I read a story about a large group of people waiting for a train and it didn't show up and the station manager feared it had derailed because it was so late without any messages. Eventually it turned up at a station and the station manager there put his head out of the bedroom window and said "there aren't suppose to be any trains for the next two hours". Turns out that the train went down the wrong line and due to darkness and fog they didn't notice it
00:50:11 <Bjarni> meaning none of the crossings where secured and stuff
00:50:18 <Bjarni> but they could see NOTHING :P
00:50:28 <Bjarni> luckily nothing happened
00:51:26 <ln-> Bjarni: btw, have you heard about this combination called "screen + irssi"?
00:51:49 <fjb> Strange things happen...
00:52:23 <Bjarni> for the record this incident happened in the steam era before they even got electric signals
00:52:53 <Bjarni> ln-: do you mean you get one very long line?
00:54:08 <ln-> Bjarni: no.
00:54:08 <Eddi|zuHause3> fjb: if trains miss the right switch, your setup is probably wrong
00:54:31 <ln-> Bjarni: i mean; with that combination you could be here 24/7
00:54:59 <Eddi|zuHause3> fjb: if all fails, you can put up waypoints to better enforce directions
00:55:16 <Bjarni> ln-: why would I want to be here that long
00:55:20 <Bjarni> I sleep once in a while
00:55:25 <fjb> Eddi|zuHause3: The train had to turn right to go left. And it was lost, so none of the waypoints were in it's route.
00:55:34 <Bjarni> besides I prefer to think that I have a life
00:55:49 <fjb> I got it back on route by removing a pice of track.
00:56:00 <Eddi|zuHause3> fjb: i mean before it got lost
00:56:10 * fjb doen't believe that Bjarni has a life.
00:56:15 <Eddi|zuHause3> in normal operations, trains should never get lost
00:56:15 <SmatZ> lol
00:56:39 <ln-> Bjarni: you want to be here 24/7 so that people can bug you about Mac things 24/7 even if you're sleeping.
00:56:39 <Bjarni> fjb: why not?
00:56:47 <fjb> Eddi|zuHause3: It had all needed waypoints in it's list.
00:56:54 <Bjarni> ln-: that would be a reason why NOT to do so ;)
00:57:16 <Eddi|zuHause3> fjb: i can't judge that, because i do not know your setup
00:57:27 <fjb> Bjarni: I know you good enough to not believe in everything you say. :-)
00:57:39 <Bjarni> ...
00:57:51 <Bjarni> ok
00:57:54 <Bjarni> I'm dead
00:57:55 <ln-> Bjarni: besides, if you're here 24/7, it's harder to tell when you're having a life and when not. at the moment you can be assumed not to be having a life while online.
00:58:05 <Bjarni> fjb claims I lack a life... I guess that means I'm dead
00:58:08 <fjb> Eddi|zuHause3: It's a single track triangle.
00:59:19 <Eddi|zuHause3> fjb: still, i don't know it
00:59:39 <Eddi|zuHause3> for single tracks, i suggest switching twoway eol off
01:00:00 <Eddi|zuHause3> patch yapf.rail_firstred_twoway_eol off
01:00:32 <Eddi|zuHause3> that is the only reason i imagine that trains could take wrong switches
01:00:33 <ln-> Bjarni: does your university offer a shell + screen + irssi?
01:00:50 <Bjarni> I think I can get whatever I want there
01:01:08 <Bjarni> as long as it's legal, that is
01:01:45 <Bjarni> rumours has it that they kill people with p2p or hosting stuff they shouldn't host
01:02:11 <fjb> Eddi|zuHause3: I will try that. What does that switch do?
01:02:19 <Bjarni> I guess those two are related
01:02:38 <Eddi|zuHause3> [2008-01-15 23:25] <Eddi|zuHause3> fjb: it means "if the first signal is two-way and it is red, treat it like an end of line (do not search paths beyond this point)
01:02:54 <ln-> Bjarni: also, being online 24/7 makes it a lot harder for others to use your nick while you're gone.
01:03:42 <Bjarni> <ln-> Bjarni: does your university offer a shell + screen + irssi? <-- well. Looks like the shell I just opened has access to both screen and irssi
01:04:07 <Bjarni> so how do I figure out how to use this stuff?
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01:04:31 <ln-> say "screen -q". then say "irssi"
01:04:58 <ln-> then say "/connect irc.oftc.net" and join here
01:05:21 <fjb> Eddi|zuHause3: Thank you.
01:06:14 <Bjarni> xmodmap: unable to open display ''
01:06:19 <Bjarni> that went well :P
01:06:35 <ln-> err.. what command resulted in that?
01:06:43 <Bjarni> screen -q
01:07:03 <ln-> fascinating.. but are you inside screen nevertheless?
01:07:10 <Bjarni> no
01:07:14 <ln-> are you sure?
01:07:27 <Bjarni> no
01:07:47 <Bjarni> how do I make sure?
01:08:26 <Bjarni> ohh... now I have shitloads of screen-4 and bash running
01:08:26 <ln-> say e.g. "ls", then press ^A and c.
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01:08:44 <ln-> cool. time to execute irssi then.
01:09:29 <Bjarni> killed all of them
01:09:31 <Bjarni> starting over
01:09:40 <Bjarni> I don't need to run screen 5 times
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01:11:36 <ln-> \o/
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01:11:56 <Sacro> zomg, Bjarni-test
01:11:56 <Bjarni> ok I'm in
01:12:02 <SmatZ> :)
01:12:03 <Bjarni-test> then what?
01:12:18 <roboboy> grr
01:12:30 <roboboy> why do websites use realmedia
01:12:38 <Bjarni> to harass visitors
01:12:38 <ln-> the important functionality is to know how to detach and attach a screen.
01:12:57 <SmatZ> roboboy: because they don't use Windowsmedia, thanks God :-P
01:12:58 <ln-> when you press ^A d, your screen is detached.
01:12:59 <Bjarni-test> I never used screen before :(
01:13:15 <valhallasw> roboboy: because realmedia has the best compression ratio for video?
01:13:18 <ln-> after that, the command "screen -dr" will attach it back to you.
01:13:44 <roboboy> I can understand if they dont want to go with microsoft or apple but shurely mp3 would be best for audio
01:13:58 <roboboy> every one can use it
01:14:06 <Bjarni-test> then it says "no other window"
01:14:27 <Bjarni-test> I'm doing this wrong :(
01:14:37 <ln-> you pressed ^A twice?
01:14:50 <Bjarni-test> well
01:14:55 <Bjarni-test> pressing it once did nothing
01:15:06 <Bjarni-test> so I tried again
01:15:14 <glx> "^A d"
01:15:15 <ln-> it isn't supposed to do anything visible
01:15:47 <Bjarni> now it worked
01:15:49 <Bjarni> I hope
01:15:50 <ln-> Bjarni-test: ^A is a special start-of-command key.
01:16:07 <Bjarni-test> now I'm back
01:16:16 <ln-> great!
01:16:26 <Bjarni-test> but it looks horrible :(
01:16:34 <ln-> how?
01:16:44 <Bjarni-test> I lost colours, ability to click links and stuff
01:16:55 <Bjarni-test> it looks just like a shell
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01:17:01 <Bjarni-test> no GUI at all
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01:17:17 <Bjarni> \o/
01:17:18 <ln-> you have no colors at all, everything's black&white?
01:17:30 <Bjarni> roboman: welcome in the lines of the adults :)
01:17:38 <Bjarni-test> yeah
01:17:42 <Bjarni-test> B&W only
01:18:06 <Bjarni-test> it sucks
01:18:20 <ln-> then there's something odd about your terminal settings.
01:18:28 <CIA-1> OpenTTD: smatz * r11871 /trunk/src/ (10 files in 2 dirs): -Fix [FS#1074]: do not update signals after each tile when building/removing a large block of track/signals/station
01:18:43 <Tefad> TERM=xterm ? TERM=rxvt ?
01:18:56 <Bjarni-test> I have no idea
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01:19:15 <Bjarni> nice idea
01:19:16 <ln-> detach your screen, say "echo $TERM"
01:19:23 <Bjarni> but it didn't really work
01:19:36 <Bjarni> I don't want to chat in terminal anyway
01:20:19 <Bjarni> it lacks the abilities I'm using now with tabs and stuff
01:20:34 <ln-> Bjarni: even newbie girls learn to use screen + irssi over here. (this is a chauvinistic comment, i know)
01:20:46 <SpComb> pfft, tabs
01:20:53 <Bjarni> it's not like I can't figure out how to use it
01:20:59 <Bjarni> it's more like I don't see the need for it
01:21:13 <Tefad> my wife uses a console based music player
01:21:28 <ln-> Bjarni: err... you can have e.g. 50 windows (equivalents of "tabs") in irssi.
01:21:33 <Bjarni> <SpComb> pfft, tabs <-- I need those when people talk to me in more than one window/tab
01:21:40 <ln-> Bjarni: and the ability to click links depends on your terminal.
01:22:02 <Bjarni> maybe setting this up after midnight isn't the best time
01:22:02 <Tefad> text-select then middle click
01:22:09 <Tefad> sometimes ctrl+n in browser first
01:22:13 <Tefad> (or ctrl+t)
01:22:58 <ln-> 03:11 [oftc] CTCP VERSION reply from Bjarni-test: irssi v0.8.10 - running on SunOS sun4u
01:23:06 <SmatZ> wow
01:23:35 <Bjarni> yeah
01:23:37 <SmatZ> wow
01:23:38 <Bjarni> it's a nice system
01:23:41 <ln-> 03:23 [oftc] CTCP VERSION reply from ln-: irssi v0.8.10 - running on SunOS sun4u
01:24:11 <SmatZ> I didn't know you are using SunOS
01:24:33 <Bjarni> I am when I'm not at home
01:24:43 <ln-> it's the university's unix server.
01:25:02 <SmatZ> I didn't like its WM - CDE
01:25:05 <ln-> i also have a Sun SparcStation on my desk, but i don't use that for irc.
01:25:28 <ln-> ... unfortunately i don't have a screen for the Sparcstation.
01:25:28 <Tefad> i have a sparc that doesn't boot
01:25:33 <SmatZ> and well, I am too lame to run anything except windows and linux :)
01:25:37 <Tefad> it has VGA output
01:25:41 <Tefad> (luckily)
01:25:56 <Tefad> also a DEC Alpha PWS
01:26:03 <ln-> i ordered a vga adapter from dealextreme.com a while ago, still waiting for it.
01:26:30 <Tefad> the alpha gets as far as trying to boot an OS, then fails.
01:27:05 <Tefad> weird critters those are.. their firmware emulates x86 to be compatible with VGA BIOS.
01:27:18 <Tefad> (PC VGA adapters)
01:27:36 <CIA-1> OpenTTD: bjarni * r11872 /trunk/src/engine.cpp: -Fix (r9874): EngineHasReplacementForPlayer() didn't look in ALL_GROUP
01:28:27 <ln-> Bjarni: let's have a 24-hour experiment with innocent human specimens, m'kay?
01:28:43 <SpComb> Bjarni: indeed, and I have 72 windows ("tabs") in irssi, all switchable to in under a second
01:28:52 <SpComb> it's the ultimate IRC client in terms of efficiency
01:29:06 <Eddi|zuHause3> Bjarni: is that related to one of my still-unsubmitted findings?
01:29:25 <Bjarni> with all the IRC setup and checking then when are I'm supposed to get coding time?
01:29:58 <Bjarni> Eddi|zuHause3: I have no idea. I just noticed this issue and coded a fix for it
01:30:12 <ln-> Bjarni: mode -c for 24 hours??
01:30:43 <SpComb> Bjarni: using all the time that you save when you don't have to click around with your mouse anymore
01:30:48 <ln-> and if some bonehead abuses it, kick + mode +c
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01:31:06 <Eddi|zuHause2> i told about the trains-cancel-service a few days ago, and today i had an issue that replacement failed when i had a rule set in "all vehicles" and a different one in its group
01:31:28 <Bjarni> basically I made a vehicle in group DEFAULT_GROUP and a replace setting in ALL_GROUP and because those two weren't the same then it failed to check for the replacement. The stuff I was looking at is still broken though but now it's due to the function itself and not the functions it calls
01:32:46 <Eddi|zuHause2> DEFAULT_GROUP is "ungrouped vehicles"?
01:33:10 <Bjarni> Eddi|zuHause2: well... now it *should* use the settings for the group and if it lacks settings for the engine in question then it checks the all group if the group haven't used replace protection
01:33:39 <Bjarni> <Eddi|zuHause2> DEFAULT_GROUP is "ungrouped vehicles"? <-- yeah... it's the group vehicles starts in when they are build
01:34:15 <Eddi|zuHause2> ah, one thing i noticed: when i sell a vehicle, and build a new one immediately, it copies orders and stuff, but not the vehicle group
01:34:33 <Eddi|zuHause2> similar when ctrl+cloning
01:34:33 <Bjarni> heh
01:34:49 <Bjarni> you should post bug reports about those findings
01:34:55 <Eddi|zuHause2> yeah, i should
01:35:10 <Bjarni> I'm not going to solve it right now
01:35:15 <Bjarni> goodnight
01:35:19 <Bjarni> I should be sleeping
01:35:34 <Bjarni> ln- took way too much of my time with the screen stuff :(
01:35:54 <Bjarni> that... and I shouldn't be coding at this hour either
01:36:01 <Bjarni> goodnight
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02:07:52 <Belugas> Sacro : ping
02:09:17 <Belugas> ok...
02:09:31 <Belugas> who is native emglish speaker around?
02:10:28 <ln-> try asking anyway
02:12:47 <Belugas> ok..
02:12:58 <Belugas> a town have different zones
02:13:03 <Belugas> in ottd as well as in reality
02:13:20 <Belugas> i'm trying to find the best naming scheme
02:13:27 <Belugas> for those zones
02:13:46 <Belugas> so far, from the further to the inner, i've got
02:14:07 <Belugas> edge
02:14:11 <Belugas> periphery
02:14:13 <Belugas> suburb
02:14:17 <Belugas> city
02:14:18 <Belugas> center
02:14:33 <Belugas> but... i do not know if it is ... hem...
02:14:36 <Belugas> relevant
02:14:46 <Belugas> so... suggestions, comments?
02:15:09 <Andel> london does it in numbers
02:15:31 <Andel> but you have centre, the suburbs, then thats it
02:15:55 <Belugas> ok
02:16:21 * Belugas notes centRE instead og centER
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02:16:33 <Belugas> -g+f
02:17:26 <Belugas> what downtown really means, by the way?
02:17:42 <Tefad> Belugas: non-commonwealth is usually Center, British is Centre.
02:17:51 <Sacro> Belugas: pong
02:18:00 <Belugas> hey Sacro :)
02:18:03 <Tefad> downtown means high desnsity usually
02:18:04 <Sacro> hey :)
02:18:11 <Tefad> density too
02:18:22 <Sacro> Tefad: downtown is more an american term
02:18:24 <Belugas> i wanted to ask you about the upper posts i write, town zones
02:18:33 <Sacro> hmm
02:18:42 <Belugas> Sacro,any british equivalent?
02:19:06 <Tefad> downtown can also mean the oldest part of a city
02:19:15 <Tefad> "historic"
02:19:33 <Belugas> by a de facto standard, the british flavor of english is enforced in ottd
02:19:42 <Belugas> too bad, i liked the downtown name :(
02:20:03 <Tefad> the city in which i live has a "historic downtown" district
02:20:16 <Sacro> Belugas: mainly just centre, suburbs, outskirts
02:20:34 <Eddi|zuHause2> whatever "historic" in america means ;)
02:21:09 <Eddi|zuHause2> my city recently celebrated 1200 years
02:21:19 <Andel> Tefad: downtown means the centre
02:21:32 <Andel> historical areas are not always "down town"
02:21:33 <Belugas> outskirts?
02:21:44 <Andel> Belugas - yes, after suburbs
02:21:44 <Tefad> Andel: i said "usually"
02:21:49 <Andel> sorry
02:21:50 <Andel> anyway
02:21:51 <Sacro> Belugas: the edges of a city
02:21:52 <Andel> !bugger me
02:21:55 <Tefad> hehe.
02:21:58 * Sacro buggers Andel
02:22:05 <Belugas> mmh...
02:22:06 <Andel> !bugger
02:22:11 <Andel> try it, Sacro
02:22:20 * Sacro buggers Andel
02:22:24 <Tefad> Eddi|zuHause2: my state just established 400 years of settlement
02:22:31 <Andel> try !bugger
02:22:39 <Sacro> !bugger
02:22:39 * Andel buggers Sacro up the arse.
02:22:42 <Sacro> :o
02:22:42 <Belugas> periphery could be valid and a synonim of outskirt?
02:22:58 <Andel> Belugas: is that an innuendo?
02:22:58 <Tefad> Belugas: sounds ok
02:22:59 <Andel> :P
02:23:05 <Belugas> a WHAT???
02:23:18 <Andel> sorry...
02:23:28 <Andel> double entendre?
02:23:36 <Belugas> oh... ok...
02:23:39 <Andel> no?
02:23:42 <Andel> i'll get my coat
02:23:43 <Belugas> i don't know
02:23:53 * Andel wanders off again before causing offence
02:24:04 <Belugas> the probnlem i have,is that ttd has 5 town zones
02:24:09 <Belugas> i want to giuve them proper naming
02:24:13 <Andel> eeek
02:24:17 <Belugas> and...well...not easy
02:24:59 <Andel> try high street (central), town centre, inner suburbs, outer suburbs, outskirts?
02:25:08 <Andel> high street being very tiny
02:25:40 <SpComb> tidy
02:25:52 <Andel> outer being fairly more... whats the word - affluent?
02:25:54 <Belugas> so... centre, inner suburb, outer suburb outskirt, edge (or border)
02:25:57 <Belugas> looks good?
02:26:02 <Andel> yeah?
02:26:17 <Andel> inner suburbs will contain more built up houses
02:26:21 <Andel> maybe flats
02:26:37 <Belugas> now... edge or border?
02:26:47 <Andel> a few small houses
02:26:55 <Andel> nothing much else
02:26:56 <Andel> cottages
02:27:02 <Belugas> indeed
02:27:07 <Belugas> almost country side
02:27:19 <Eddi|zuHause2> "rural"?
02:27:23 <Andel> yes
02:27:45 <Sacro> Andel: Central Business District?
02:27:52 <ln-> where's "ghetto"?
02:28:00 <Sacro> ln-: we don't have them here
02:28:36 <Sacro> Andel: cottages? what kind of suburbs do you have?
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02:29:06 <Tefad> ghetto hahaha
02:29:13 <Andel> Sacro: south of hull
02:29:19 <Tefad> ghetto is two blocks from downtown ; )
02:29:22 <Sacro> Andel: the river?
02:29:40 <Belugas> i like edge
02:30:38 <Eddi|zuHause2> ln-: in germany we call such words "historically tainted"
02:30:53 <Belugas> i live east of Hull!
02:30:59 <Sacro> Belugas: germany?
02:31:01 <Andel> Belugas: oh crap
02:31:05 <Belugas> no canada :D
02:31:07 <Andel> I was about to like you, too lol
02:31:09 <Sacro> i think you mean west :p
02:31:13 <Sacro> Eddi|zuHause2 is to the east
02:31:19 <Belugas> hemmm
02:31:21 <Sacro> Andel to the south
02:31:21 <Eddi|zuHause2> the question is how far east :p
02:31:23 <Belugas> no east
02:31:29 <Sacro> and orudge to the north :(
02:31:46 <Eddi|zuHause2> orudge is in scotland?
02:31:52 <Belugas> we do have a Hull in canada!
02:34:22 * ln- likes maple syrup
02:34:38 <ln-> Eddi|zuHause2: we don't
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02:37:24 * Belugas goes to bed
02:37:30 <Belugas> enjoy the evening
02:37:36 <Belugas> and thanks for the help
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02:39:13 <ln-> Eddi|zuHause2: btw, >74.2% of people here probably wouldn't associate the word "ghetto" with its original meaning.
02:39:54 <ln-> but rather understand it as "area of the poor and criminals"
02:54:11 <CIA-1> OpenTTD: belugas * r11873 /trunk/src/ (road_cmd.cpp town.h town_cmd.cpp): -Codechange: less a few magical numbers and a tiny bit more comments on town zones
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07:54:46 <Nite> morning ...
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07:57:38 <Forked> ello :)
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08:41:18 <SquireJames> hello all
08:42:50 <a1270> hello
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08:53:13 <SquireJames> I was wondering, asked it on the other chat, if someone could walk me through a little compiling
08:54:31 <Noldo> how mysterious is it to you?
09:03:00 <SquireJames> well
09:03:19 <SquireJames> (sorry for long gaps, trying to tech support for a friend, yes at 3 in the morning, some friend)
09:03:53 <SquireJames> Basically, I have Tortoise or whatever its called,
09:04:47 <SquireJames> and I downloaded the (then) current version of trunk through the program
09:04:56 <SquireJames> but, beyond that I am a little clueless
09:05:57 <Noldo> http://www.tt-forums.net/viewtopic.php?f=33&t=31823
09:06:06 <Noldo> could that be helpfull?
09:07:10 <SquireJames> I think I have that, but I will re-install and have a look through that thread
09:07:36 <SquireJames> While I am a fairly competent programmer, making any edits to OTTD myself is white mans magic
09:07:52 <SquireJames> but all I want to do is add the ChrisIn diff and then the programmable waypoints
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09:08:14 <SquireJames> (i'd love to fix the annoying flooding train crash on corner tiles issues but, again, beyond me)
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09:17:40 <SquireJames> question
09:17:51 <SquireJames> using BuildOTTD how to I select more than one diff to add?
09:26:11 <Rubidium> you can't
09:35:46 <SquireJames> ah
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09:36:06 <SquireJames> well, it barfed up again when i tried to compile 0.6.0 with ChrisIns Diff anyway
09:37:50 <murray> http://img406.imageshack.us/img406/1185/hahaiy2.jpg
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09:44:12 <Rubidium> SquireJames: you have to compile ChrisIN's diff with the revision he made that diff against
09:44:23 <Rubidium> not any 'recent' trunk version as that is NOT going to work
09:47:39 * Forked cries
09:48:24 <Forked> progwaypoints.diff (0.6) doesn't patch correctly vs rev 11834 :\ such a nice idea too
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09:53:34 <Forked> oh wait, I messed up
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09:55:17 <Forked> like always.. *shuts up and does some work*
09:55:49 <SmatZ> hello
09:58:08 <Forked> ah right, compiles fine in linux.. but fails with both builottd and vc++ 2008 express
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10:06:42 <peter1138> hellay
10:06:53 <Forked> hola
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11:25:39 <CIA-1> OpenTTD: rubidium * r11874 /trunk/src/ (6 files in 2 dirs): -Fix [FS#1655]: all wagons of maglev/monorail trains would get the livery colour of the engine instead of their wagon type.
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12:11:35 <Roujin> good day!
12:13:12 <Roujin> anyone interested in drag&draw for terraforming?
12:16:50 <Roujin> either no one's interested or no one's here... hmmm :P
12:17:53 <dih> or noone has time to respond
12:18:04 * dih tries to erase that last line
12:18:26 <Roujin> meh :P
12:18:53 <Roujin> actually i don't have time to make patches either.. i should be sitting in a lesson right now ... so what
12:20:58 <Roujin> if someone told me that my patches are utter crap, i could live with it. but just getting close to no response is kinda sad :P
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12:22:14 <Roujin> well i'll post it in the forums (after i've updated to newest rev) and then see if anyone's interested this time :P
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12:27:49 <Nukebuster> you should reverse the question...
12:28:22 <Roujin> eh?
12:28:29 <Nukebuster> anyone not interested in drag&draw for terraforming?
12:29:19 <Roujin> ah ^^ heh, that would at least make me feel better if no one answered :P
12:29:25 <Nukebuster> :)
12:31:05 <Roujin> hope devs are interested as well ^^ :P
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12:36:23 <Nukebuster> well whats the difference with normal landscaping?
12:36:57 <Nukebuster> As it is now I mean...
12:37:28 <dih> Roujin: could be good for the scn editor
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12:47:09 <Roujin> well, try it ;) http://www.tt-forums.net/viewtopic.php?f=33&t=35627
12:47:41 <Roujin> works with scn editor, only when size=1 selected tho..
12:48:24 <Roujin> i've also attached a nice screenshot in that thread, so you can see the new feature in action ;)
12:49:47 <Nukebuster> hmm... I will...
12:50:09 <Nukebuster> brb rebooting to my Linux box
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12:55:35 <dih> Roujin: i would do following
12:55:53 <dih> rather than leveling +1 at starting point and then everything to that level when moving
12:56:19 <dih> level every tile +/- 1 where the cusor is moved to
12:57:11 <Gonozal_VIII> yes, the oter can be done with raise once and default leveling tool
12:57:16 <Gonozal_VIII> +h
12:57:40 <Roujin> what to do with multiple raise then?
12:58:00 <Roujin> if i stay on a tile, is it raised and raised and raised?
12:58:09 <dih> say you want to do +1 with that 'draw' patch
12:58:19 <dih> and you move your mouse over a slope
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12:58:29 <Gonozal_VIII> sim city does that raise and raise and raise thing
12:58:30 <dih> you dont level everything to the same level
12:58:46 <dih> but level every tile separately +1
12:58:55 <dih> from wherever they are at at that moment
12:59:09 <dih> @seen Bjarni
12:59:09 <DorpsGek> dih: Bjarni was last seen in #openttd 11 hours, 23 minutes, and 7 seconds ago: <Bjarni> goodnight
12:59:13 <Roujin> that leaves me with one issue
12:59:18 <Gonozal_VIII> when the mouse button is pressed it raises the current cursor position by one every x ticks
12:59:31 <dih> that is good too
12:59:33 <dih> ^^
12:59:47 <Roujin> ok what gonozal says is possible to do...
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13:00:13 <Roujin> could be an issue tho while in fast forward mode (i think)
13:00:34 <Gonozal_VIII> then use real time instead of ticks
13:00:36 <Roujin> then you suddenly have a huge mountain because the ticks are faster (amiright?)
13:01:31 <Gonozal_VIII> the arrows to change values in the configure patches menu have that speedup with fast forward too
13:03:21 <Roujin> but:
13:03:22 <dih> would fast forward not be 'detectable'?
13:03:33 <dih> i.e. you can ceck and base the number of ticks on that
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13:04:00 <Gonozal_VIII> fast forward has a different speed depending on the map and the hardware
13:04:00 <Roujin> if i do it "one raise every x ticks", i think it would not be comfortable if you want to raise a row or something
13:04:36 <dih> would be more like drawing though
13:04:50 <dih> think of the 'spray can tool' in ms paint ^^
13:05:03 <Gonozal_VIII> but less random^^
13:05:11 <dih> and less colorfull
13:07:21 <Gonozal_VIII> i guess you just shouldn't do it in fast forward...
13:08:53 <Gonozal_VIII> are there ticks in pause?
13:08:56 <Gonozal_VIII> i guess not
13:09:41 <Gonozal_VIII> would be best with real seconds i guess
13:09:44 <dih> how does 'building in paused mode' work then?
13:09:47 <Roujin> terraforming is disabled in pause anyways
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13:09:55 <Roujin> oh yes theres that cheat..
13:09:58 <Roujin> lemme check
13:10:00 <dih> :-P
13:10:08 * dih knows nothing about the cheats ^^
13:10:35 <Dominik> what revision is beta 3 based on?
13:10:44 <Roujin> well my current version works with build in pause mode
13:11:48 <Roujin> i'll note your comments about my patch but wait until i've got more feedback. personally i don't dislike the current behavior that much :P let's see what others say..
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13:22:08 <NukeBuster> @Roujin Is it supposed to level if you drag the raise land tool over... perhaps a mountain or uneaven land?
13:22:32 <Forked> whoever asked if there was a way to apply more than one diff/patch to buildottd .. you can, indirectly. Download the source using tortoiseSVN (spelling?) .. apply all patches that you want to the wanted rev .. then just use the same turtleSVN to make one .diff (I think I got that right..)
13:25:20 <Forked> I suck at explaining though :)
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13:25:43 <Gonozal_VIII> bjarni!
13:25:58 <Bjarni> did you script that behaviour?
13:26:05 <Roujin> NukeBuster: yep, that's intended behavior.. it works like the area terraform i did, just continiously for one tile each..
13:26:32 <NukeBuster> hmm.... woulden't it be nicer if it would raise every tile?
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13:26:55 <Roujin> the problem with that is you would have to remember the whole map somehow i think
13:27:02 <Gonozal_VIII> trillian doesn't do scripts^^
13:27:25 <NukeBuster> what i remember from the diagonal patch is that it would go about every tile
13:27:54 <Roujin> or make a 2d bool array with the size of the map and check there if a tile has been already raised
13:27:58 <NukeBuster> and make that tile the same height as the height of the tile the drag originated from
13:28:13 <Gonozal_VIII> just start at the lowest
13:28:46 <Roujin> eh? i'm confused now
13:29:05 <NukeBuster> well thats what level land drag does...
13:29:37 <NukeBuster> or at least how it worked diagonally
13:30:03 <Roujin> well with raise and lower there are some issues.. right now they do "level to source tile height +/- 1" for both area terraform and my new drag-draw terraform
13:30:06 <Gonozal_VIII> level land shoud level but raise should only raise every tile by 1
13:31:00 <NukeBuster> raise land now levels if heigher than 'originating tile height' +1
13:31:04 <Roujin> you see, the problem with that is that it would have to remember the whole map array to know which edge has already been raised by 1
13:31:18 <NukeBuster> only the selection...
13:31:26 <NukeBuster> you could do that with a for loop
13:31:42 <NukeBuster> you need to now the start tile and the end tile...
13:31:53 <Gonozal_VIII> you could sort the tiles by height in a list, then pop and raise from the lower side
13:31:57 <NukeBuster> and i think thats already covered in the level land functions
13:32:01 <Roujin> what about the drag-and-draw one @NukeBuster?
13:32:17 <Gonozal_VIII> they shouldn't get double raised that way
13:32:17 <NukeBuster> i thought i downloaded that one...
13:32:42 <Roujin> if you raise a tile at a cliff
13:32:49 <Eddi|zuHause2> <NukeBuster> raise land now levels if heigher than 'originating tile height' +1 <- i'd rather see 'lowest tile height' +1 [afaik the scenario editor worked like that]
13:32:51 <Roujin> it will raise several other tiles aswell
13:33:02 <Gonozal_VIII> it isn't a cliff anymore if the lower tiles were raised before
13:33:33 <NukeBuster> Eddi thats what i ment...
13:33:37 <Roujin> and the new drag-and-draw?
13:34:09 <Roujin> you drag and draw on a cliff, after that on a tile that was raised by raising the cliff
13:34:15 <NukeBuster> ill download and compile that one as well...
13:34:43 <NukeBuster> but i think dragging the raise land tool should raise all the tiles in the selection by one.
13:34:48 <Eddi|zuHause2> and the raise land tool should not under any circumstance ever lower a tile
13:34:51 <Gonozal_VIII> doesn't happen if it starts with the lowest
13:35:14 <NukeBuster> thats exactly the point I am trying to make Eddi
13:35:15 <Gonozal_VIII> (btw i'm talking about raise area)
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13:35:25 <NukeBuster> me too
13:35:28 <Eddi|zuHause2> yeah, i support that part of the point ;)
13:35:45 <Roujin> okay we have to seperate talk about raise/lower area and raise/lower draw
13:35:58 <NukeBuster> The problem is...
13:35:59 <Gonozal_VIII> that should raise every tile by one, same landscape shape but one tile higher
13:36:08 <Gonozal_VIII> that works when it starts with the lowest
13:36:30 <NukeBuster> the 'Raise land tool' lowers everything higher than "its starting height +1"
13:36:45 <Gonozal_VIII> lower bad^^
13:37:10 <NukeBuster> so that does work in the other patch?
13:37:23 <NukeBuster> i will try that as well
13:37:54 <NukeBuster> and i made som screenshots...
13:38:06 <Roujin> ok i didn't know that current behavior has so much opposition :P why didn't you all post something in the thread "area terraform" when it was done?
13:38:12 <NukeBuster> I'll post them @the forum
13:38:33 <NukeBuster> hmmm.... because I tried this one :)
13:38:34 <Gonozal_VIII> because i'm too stupid to apply a patch and compile^^
13:38:34 <Roujin> i mean, dev's even accepted it into trunk, didn't know so much disliked how it works... :/
13:38:47 <Roujin> (the area raise/lower)
13:38:58 <NukeBuster> well its just strange behavior....
13:39:05 <Eddi|zuHause2> <Gonozal_VIII> that works when it starts with the lowest <- the main part of that problem is a) you have to loop over the area to find the lowest tiles, for each level, and b) you have to remember which tiles you already raised, to not raise them again when starting the next level
13:39:33 <dih> you dont need b
13:39:37 <NukeBuster> if I wanted to level... I would use the level tool...
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13:39:51 <dih> even users have a brain - or are suppose to have
13:39:52 <NukeBuster> couldn't you just do something like tile_height++
13:40:15 <Eddi|zuHause2> dih: context?!?
13:40:22 <Eddi|zuHause2> this is not about "users"
13:40:30 <NukeBuster> just loop about every tile
13:40:48 <dih> Eddi|zuHause2: you are talking about the drag 'n draw thing right?
13:40:55 <Eddi|zuHause2> yes
13:41:08 <dih> then in the code you dont need to remember which tile was raised already
13:41:11 <Eddi|zuHause2> specifically Gonozal_VIII's thought about what it should do
13:41:45 <dih> again - it reminds me of the 'spray can tool' in ms paint
13:41:49 <Eddi|zuHause2> meaning "raise every tile by 1, keep original shape"
13:42:28 <Gonozal_VIII> eddi, that's why i said it should make a list of the tiles before it starts raising them
13:42:37 <Gonozal_VIII> a list sorted by height
13:42:46 <NukeBuster> for(x=origin_tile_x;x<end_drag_tile_x; x++;){for(y=origin_tile_y;y<end_drag_tile_y; y++;)tile_height++;}
13:43:14 <Eddi|zuHause2> NukeBuster: bad idea...
13:43:21 <NukeBuster> why?
13:43:52 <Eddi|zuHause2> a) you have to adjust the edges of the surrounding area
13:44:01 <Eddi|zuHause2> b) you have to check for unmovable tiles
13:44:15 <Eddi|zuHause2> c) you have to calculate the cost
13:44:35 <NukeBuster> just use a docommand "raise height"
13:44:41 <Eddi|zuHause2> d) before you implement all that again, just use the existing raise land function
13:44:43 <Gonozal_VIII> could be done while creating the list, no harm done then
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13:45:11 <NukeBuster> thats how the level diagonal land tool works...
13:45:41 <NukeBuster> or diogonal drag level land tool
13:45:52 <NukeBuster> somthing like that...
13:46:37 <Gonozal_VIII> it just raises tile_heigt without any checks?
13:47:52 <NukeBuster> it uses a docommand....
13:48:12 <NukeBuster> end in fact it does the loop twice to detirmine the cost....
13:48:16 <NukeBuster> *and
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13:49:55 <Bjarni> isn't there a problem if you raise one tile and the tile next to it is raised in the process and then you loop to the now raised tile and wants to raise it?
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13:50:34 <Roujin> because of what bjarni mentioned i did the area terraform like it is now...
13:50:37 <Gonozal_VIII> that doesn't happen if you create a sorted list first and start with the lowest :-)
13:50:39 <Bjarni> well.. the issue could be with cost estimation
13:51:15 <Roujin> and yes, cost estimation was and is off with level land (and thus now too with area raise /area lower)
13:51:26 <NukeBuster> hmm...
13:51:31 <Bjarni> Roujin: sounds sensible... I haven't read the diff though. I just have my share of unintended DoCommand issues ;)
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13:52:45 <Roujin> well i have to catch another lesson today so i'm off for now. wouldn't mind further comments about my patch in the thread tho ;) see you later
13:53:08 <Gonozal_VIII> why does nobody say something about the sorted list :S
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13:56:02 <NukeBuster> so why doesn't the level land tool as it is implemented now have the problem you mentioned Bjarni?
13:56:15 <NukeBuster> as it does use a DoCommand
13:57:30 <NukeBuster> Also I never heard any complaints about the cost estimate in the CrissIN
13:57:55 <dih> CrissIN?
13:57:56 <Gekz> ChrisIN*
13:57:58 <dih> ^^
13:58:04 <NukeBuster> Sorry
13:58:06 <dih> how many ChrissIN servers are there?
13:58:09 <Gekz> I'm always watching
13:58:14 <Gekz> Chris!
13:58:15 <Gekz> one s.
13:58:16 <Gekz> >_>
13:58:26 <NukeBuster> don't know didn't check...
13:58:27 <dih> how many people play there
13:58:51 <NukeBuster> but it the only place the patch is really implemented...
13:58:52 <Gonozal_VIII> i stopped playing that when vehicles started crashing on coasts
13:59:12 <dih> there are currently no ChrissIN servers
13:59:23 <CIA-1> OpenTTD: bjarni * r11875 /trunk/src/aircraft_cmd.cpp: (log message trimmed)
13:59:23 <CIA-1> OpenTTD: -Fix: automatically sending aircraft to depot for autoreplace/renew is now triggered by the correct conditions
13:59:23 <CIA-1> OpenTTD: Now it triggers by the following conditions:
13:59:23 <CIA-1> OpenTTD: - aircraft is old enough for renew or needs to be autoreplaced
13:59:23 <CIA-1> OpenTTD: - player has 2*cost of new aircraft+autorenew money (we don't want to send many aircraft to hangars when there is only money for replacing one)
13:59:23 <CIA-1> OpenTTD: - aircraft has no hangars in it's order list
13:59:25 <CIA-1> OpenTTD: - new aircraft is buildable (imagine autorenewing a retired design)
13:59:50 <Bjarni> This triggers right after a helicopter takes off or when a plane touches the ground while landing
13:59:50 <Bjarni> Another effect of this change is that this functionality no longer generates network traffic
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14:00:06 <Bjarni> CIA-1 cut it short :/
14:03:32 <NukeBuster> @Bjarni why doesn't the current leveling system have the cost estimate problems? http://paste.openttd.org/440
14:03:50 <ln-> NukeBuster: @ is not part of his nick.
14:03:58 <Gonozal_VIII> description OpenTTD SVN - trunk
14:03:58 <Gonozal_VIII> owner OpenTTD
14:03:58 <Gonozal_VIII> last change Mon, 14 Jan 2008 18:19:29 +0000
14:04:09 <Gonozal_VIII> strange, last change 43h ago
14:04:19 <NukeBuster> so how do you do the nice yellow marking thingy?
14:04:51 <Gonozal_VIII> nice yellow marking thingy?
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14:06:39 <glx> he means highloght I think :)
14:06:45 <glx> *highlight
14:06:56 <Gonozal_VIII> NukeBuster
14:06:59 <Digitalfox> Good afternoon :)
14:07:05 <Gonozal_VIII> hi
14:07:19 <NukeBuster> just by typing the nickL
14:07:21 <NukeBuster> ?
14:07:26 <glx> yes
14:07:31 <keyweed> /hilight <word>
14:07:34 <Gonozal_VIII> we did nothing, your client does
14:07:39 <NukeBuster> hmm...
14:07:43 <keyweed> and any sentence with that word hilights. (if you're using irssi)
14:07:49 <NukeBuster> Bjarni why doesn't the current leveling system have the cost estimate problems? http://paste.openttd.org/440
14:08:04 <Gonozal_VIII> it does
14:08:13 <NukeBuster> hmm Opera doesn't know it...
14:08:52 <NukeBuster> but I still wonder about the way level land works...
14:09:09 <NukeBuster> as its just 2 for loops...
14:09:53 <Gonozal_VIII> that could also work better with a sorted list
14:10:04 <NukeBuster> sam diagonally?
14:10:10 <NukeBuster> *same
14:12:59 <NukeBuster> ?
14:13:14 <NukeBuster> doesn't keeping a list require more memory?
14:13:31 <Gonozal_VIII> it can be freed after it's done
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14:17:16 <Gonozal_VIII> for leveling you could just loop through the selected area, ignore every tile that has the right height and sort the others into the list.. then if there are tiles higher than the target height, you start with lowering the highest tile by one, removing it, if it reaches the right hight or resorting it if it didn't... continue that until all high tiles are gone and start with the lowest
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14:17:36 <dih> hello Sacro
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14:18:14 <NukeBuster> hmm... but levelling just sets a height...
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14:18:33 <NukeBuster> (probably the function behind it)
14:18:36 <Gonozal_VIII> that's why the cost is wrong
14:19:12 <NukeBuster> hmm I was wrong....
14:19:34 <NukeBuster> it lowers or heighers every tile until its at the height wanted
14:19:43 <NukeBuster> *highers
14:19:55 <Gonozal_VIII> ok... then it should do that sorted
14:20:07 <NukeBuster> what would be the benefit?
14:20:10 <NukeBuster> less action?
14:20:23 <Gonozal_VIII> only one tile at once, that makes it possible to calculate
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14:20:31 <Gonozal_VIII> (easier)
14:20:39 <NukeBuster> but the loops also do tile at a tile...
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14:20:58 <Belugas> hello
14:21:04 <Gonozal_VIII> no, if you raise a tile that's not the lowest it could also raise others
14:21:08 <dih> hello Belugas
14:21:15 <Gonozal_VIII> hi
14:23:14 <NukeBuster> is it cheaper to raise tile for tile.. from lowest to highest... or just lower a big dip and afterwards lower smal differences?
14:23:52 <NukeBuster> or doesn't that make any difference...
14:23:58 <Gonozal_VIII> it should be cheaper
14:24:51 <NukeBuster> well if you'd like you could always try it diagonally ;)
14:25:03 <NukeBuster> I've got some source for ya :)
14:25:07 <Gonozal_VIII> well... not if you only lower and the result looks the same, then it should also cost the same
14:25:31 <Belugas> diagonal what?
14:25:39 <Gonozal_VIII> terraforming
14:25:44 <NukeBuster> http://www.tt-forums.net/viewtopic.php?f=33&t=19311&st=0&sk=t&sd=a&start=40
14:25:45 <Belugas> ha
14:25:59 <NukeBuster> :)
14:26:16 <NukeBuster> Still haven't finished the function stuff...
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14:26:44 <Belugas> i know, i've asked you ^_^
14:27:08 <NukeBuster> would love to but... am afraid its nasty....
14:27:51 <NukeBuster> some parts are needed for one operation and not for another...
14:28:27 <NukeBuster> So I guess thats why the original author choose to have a big macro
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14:29:44 <Belugas> and that is why it have not got into trunk, mainly
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14:31:09 <NukeBuster> perhaps a lot of different 'switch case' 's
14:32:40 <Belugas> refactoring using another approach, maybe?
14:32:52 <Belugas> i don't know, i have nothing to suggest
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14:34:17 <Gonozal_VIII> switch case? no, why?
14:34:30 <dih> case switch?
14:35:03 <Gonozal_VIII> list works for everything
14:35:07 <NukeBuster> lets say i have a piece of code witch is scattered serveral times around the patch
14:35:08 <Gonozal_VIII> even diagonal
14:35:20 <NukeBuster> but is different in every place
14:35:37 <NukeBuster> but also al whole lot is the same
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14:37:11 <Gonozal_VIII> well yes... then switches sound ok... or classes :-)
14:38:18 <NukeBuster> is it allowed.... to do something like 'action = CMD_LANDSCAPE_CLEAR' ... 'DoCommand(TileXY(x, y), 0, 0, flags, action);'
14:38:20 <NukeBuster> ?
14:38:59 <NukeBuster> in that case I would probably just need 1 switch case....
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14:40:26 <NukeBuster> Belugas: Would something like that be accepted?
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14:43:06 <Belugas> herrr....
14:43:16 <Belugas> highlighted... going back
14:43:22 <Gonozal_VIII> mr
14:43:55 <Belugas> why docommand?
14:44:10 <Belugas> classes might be interesting idea, in fact
14:44:25 <NukeBuster> because thats what level land does.... (and the diagonal leveleling aswell)
14:45:49 <Eddi|zuHause2> hmzzz... conflict...
14:46:22 <NukeBuster> and from what i see....
14:46:53 <NukeBuster> the original 'clear area' code has that same do command....
14:48:01 <Eddi|zuHause2> alright, that was easy to solve
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14:51:00 <Dominik> !seen Rubidium
14:51:19 <NukeBuster> Belugas: So I should make the selection stuff a class?
14:51:21 <Dominik> what's that command again? ^^
14:51:27 <dih> nothing
14:51:37 <dih> _42_ aint here
14:51:47 <Dominik> ah, ok
14:51:52 <dih> oh - sorry _42_ aint ever here
14:51:59 <dih> user @
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14:52:16 <dih> @seen Rubidium
14:52:16 <DorpsGek> dih: Rubidium was last seen in #openttd 5 hours, 7 minutes, and 52 seconds ago: <Rubidium> not any 'recent' trunk version as that is NOT going to work
14:52:38 <Belugas> NukeBuster, you cold, if it makes the code clearer
14:53:13 <NukeBuster> But that would also include all other area tools...
14:55:44 <Belugas> NukeBuster, i'm not in a position to judge an architecture right now.
14:55:57 <Belugas> but if classes would allow selction tools to be more user firendly,
14:56:03 <Belugas> coding wise,
14:56:05 <Belugas> why not?
14:56:17 <Belugas> if it only applies to your patch, why not?
14:56:21 <Belugas> it was merely a suggestion
14:56:35 <Belugas> you know the stuuf more than i do, by the way ;)
14:57:35 <NukeBuster> hmm...
14:58:08 <NukeBuster> I would still have the same problem though...
14:58:11 <blathijs> NukeBuster: Patches reducing duplicated will probably accepted, if implemented properly
14:58:37 <SmatZ> !logs
14:58:37 <SpComb> Logs: http://spbot.marttila.de:8120/logs/oftc-ottd (old: http://zapotek.paivola.fi/~terom/logs/openttd )
14:58:44 <blathijs> Patches reducing duplicated code using a ton of #defines, on the other hand, would probably not :-)
14:59:10 * dih 's logs are nicer ^^
14:59:19 <NukeBuster> the action stuff should be handed to the function....
14:59:56 * Belugas nods at blathijs, forgot to say that ^_^
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15:00:53 <NukeBuster> or i should make functions like clear_area...... and use that in the class.... but that would make it dependible wouldn't it?
15:02:11 <NukeBuster> now a list would be handy :P
15:02:26 <Belugas> std::list ? or something,,,
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15:02:37 * Belugas heads down on work@work
15:04:56 <NukeBuster> Gonozal_VIII, is there anywhere in the openttd code where a list has already been used?
15:05:30 <blathijs> NukeBuster: You could grep for "lst"
15:05:37 <blathijs> Hmm, I meant to say "list"
15:05:45 <NukeBuster> ok thanks :)
15:07:10 <CIA-1> OpenTTD: frosch * r11876 /trunk/src/industry_cmd.cpp: -Fix: Start industry tile animation also for overridden industry tiles. (Will only apply to new games or newly build industries.)
15:07:32 <Gonozal_VIII> does that matter if it has been used?
15:07:55 <NukeBuster> I'm not used to lists :)
15:07:59 <blathijs> Gonozal_VIII: It's good to have an example
15:08:14 <blathijs> Both for his coding as well as keeping a consistent style
15:08:27 <Gonozal_VIII> i don't know
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15:09:08 <Gonozal_VIII> and i'm used to automated allocation and garbage collector, so i would probably things up a lot^^
15:09:18 <Gonozal_VIII> +mess
15:09:41 <blathijs> hehe
15:10:48 <NukeBuster> I will look into the list stuff(already am) and than decide what to do with the diagonal level land patch (be it a selection class or a function)
15:11:23 <Gonozal_VIII> i guess you could also use an array
15:12:30 <Gonozal_VIII> and either make it big enough to sort the tiles in without problems or loop it several times for every height level
15:14:03 <Belugas> bad idea, in my opinion
15:14:15 <Gonozal_VIII> you could just loop through the section of the map array 15 times...
15:14:43 <NukeBuster> the idea was... to let the diagonal algorithm select the tiles to be levelled or cleared and then execute it when returned the (list or array) will be looped to level or clear
15:14:47 <Gonozal_VIII> but i guess the list would be the fastest
15:16:53 <Gonozal_VIII> 15 times would be worst case.. you can change lowest and highest in one run so best case would be 8 loops...
15:18:58 <Gonozal_VIII> you know what i mean?
15:19:01 <Belugas> classes are nice when using virtual and polymorphic stuff
15:19:17 <Belugas> functions a nice for small and not too complex stuff
15:19:18 <Belugas> dunno
15:19:23 <Belugas> my opinion
15:19:49 <Gonozal_VIII> i think in that case classes (list) would be faster
15:21:02 <Gonozal_VIII> but it's much easier to just loop throug a part of the array 8-15 times
15:21:09 <Gonozal_VIII> +h
15:22:01 <NukeBuster> I will try a function first... as creating a class would probably involve a lot more time... It would just be for use by the patch but could be altered for use in more applications.
15:23:09 <Gonozal_VIII> first loop you change height 0 to 1 and 15 to 14 and so on until everything is at the right height...
15:23:15 <Gonozal_VIII> should be easy
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15:48:47 <CIA-1> OpenTTD: smatz * r11877 /trunk/src/train_cmd.cpp:
15:48:47 <CIA-1> OpenTTD: -Fix: another way to crash competitors' train in a station
15:48:47 <CIA-1> OpenTTD: -Codechange: increase the speed train is approaching line end/semaphore in non-diagonal direction a bit
15:50:57 <peter1138> that last one doesn't parse, heh
15:54:13 <dih> hello peter1138
15:56:44 <rave> can you view the diff from irc?
15:57:01 <dih> ?
15:57:16 <Belugas> better use paste.openttd.org
15:57:53 <glx> or host the file somewhere
16:04:34 <LA[lord]> DaleStan, you here?
16:05:45 <DaleStan> It works better just to ask the question. Then you don't wait for me to respond when there are others who could respond to your question while I'm busy informing you that I'm awake.
16:06:55 <dih> LOL
16:07:04 <dih> nice one DaleStan
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16:07:59 <LA[lord]> :) ok.. As I understand you were the one who helped to code combined airport set.. I try to make one similar thing for skidd13.. But I stumble on parameters and things.. SO I decoded the grf
16:08:24 <LA[lord]> but because it doesn't have any comments, I can hardly understand
16:08:40 <LA[lord]> so I was wondering if you have the commented version somewhere..
16:08:45 <glx> LA[lord]: try using grf2html
16:09:04 <glx> it helps a lot to understand
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16:09:19 <skidd13> Hi folks
16:09:25 <LA[lord]> hi
16:09:40 <LA[lord]> I was just talknig about you behind your back :D :P
16:09:52 <skidd13> @logs
16:09:56 <LA[lord]> !logs
16:09:56 <SpComb> Logs: http://spbot.marttila.de:8120/logs/oftc-ottd (old: http://zapotek.paivola.fi/~terom/logs/openttd )
16:10:14 <DaleStan> Um... *google* I don't recall having anything to do with that set.
16:11:37 <LA[lord]> BIG THANKS
16:11:39 <LA[lord]> - to all the artists
16:11:40 <LA[lord]> - to DaleStan for his help with my NFO coding
16:11:44 <LA[lord]> ...
16:12:12 <LA[lord]> newairportw_0_5
16:12:33 <skidd13> LA[lord]: DaleStan's help -> http://www.tt-forums.net/viewtopic.php?f=26&t=28573&st=0&sk=t&sd=a&start=49
16:12:38 <DaleStan> Ah. I did provide hints on how to code things.
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16:38:08 * Belugas mogwais his ears with You don't know Jesus
16:38:23 <Belugas> astral atmospheric song, if one can be :D
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16:44:53 <NukeBuster> where do screenshots end up?
16:45:17 <skidd13> NukeBuster: Which OS?
16:45:17 <glx> same dir as openttd.cfg
16:46:06 <NukeBuster> CentOS (Redhat EL)
16:46:21 <glx> ~/.openttd
16:46:27 <NukeBuster> ah :)
16:46:33 <NukeBuster> thanks
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16:55:43 <CIA-1> OpenTTD: peter1138 * r11878 /trunk/src/group_gui.cpp: -Fix: Crash in MP in vehicle group window if the currently selected group is deleted by another player.
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17:07:04 <Belugas> poor soul : http://www.tt-forums.net/viewtopic.php?f=29&t=35807
17:07:53 <hylje> oh well
17:07:55 <murr4y> at least he tries :D
17:08:23 <Sacro> Forked: why do you use VMWare to compile for windows? why not mingw?
17:08:55 <Forked> Sacro: I had it up and running for other things anyway.. and I couldn't quite figure out mingw
17:09:24 <Sacro> Forked: ahhh
17:09:37 <Forked> I wont be using vs again though :)
17:10:30 <Belugas> murr4y, he tried the wrong thing, he tried asking and not searching
17:10:51 <murr4y> yeah
17:10:52 <murr4y> true
17:11:03 <Belugas> and it does not even have to be a forum's search...
17:11:08 <Forked> my first post beats that one :)
17:12:04 <Belugas> Sacro, by the way, anhkSVN is great. Not the Jack of all trades (?), but a usefull tool for sure
17:12:11 <hylje> ankh?
17:12:43 <Sacro> Belugas: does enough for me, but you could apply for a few free licences of the other one
17:12:52 <Sacro> being a leading dev on a GPL project
17:12:59 <Belugas> he?
17:13:44 <Sacro> he?
17:14:00 <NukeBuster> Belugas, what do you think of small patches....
17:14:02 <NukeBuster> ?
17:14:03 <Belugas> few free licences?
17:14:24 <Belugas> NukeBuster, maybe, maybe not, surely not while i'm at work :P
17:14:52 <NukeBuster> gehe :)
17:15:03 <Sacro> Belugas: that other non-free one said they'd do free licences for GPL projects
17:15:25 <Bjarni> attention everybody. Now we will have a nice little competition
17:15:25 <Belugas> the VisualSVN?
17:15:42 <hylje> bjarni-competition!
17:15:44 <Bjarni> who can write the best readme on how to install the TTD files on OSX
17:16:13 *** NukeBuster has quit IRC
17:16:14 <Bjarni> best as in "most possible users should be able to read and do this without making it seem overly complicated"
17:16:21 *** NukeBuster has joined #openttd
17:16:44 <Bjarni> the winner gets the chance of getting his written work published
17:16:48 <Bjarni> aka committed to svn ;)
17:16:53 <hylje> 1) RTFM 2) see 1
17:17:03 <NukeBuster> !logs
17:17:03 <SpComb> Logs: http://spbot.marttila.de:8120/logs/oftc-ottd (old: http://zapotek.paivola.fi/~terom/logs/openttd )
17:17:15 <Bjarni> but this is the fucking manual that people should read
17:17:28 <hylje> you didn't catch the self-reference
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17:17:56 <Bjarni> like... right now nobody will use /Library/Application Support/OpenTTD because this is an undocumented feature
17:18:16 <Sacro> Bjarni: could you not code an installer?
17:18:23 <Sacro> in like... GTK or something?
17:18:47 <Bjarni> ...
17:19:07 <Bjarni> for copying the TTD files?
17:19:48 <Bjarni> I can code an installer but then the installer would contain the TTD files in order to work and then distribution is out of the question and then the whole point in it dies
17:20:47 <Bjarni> hmm
17:20:58 <Bjarni> now when I think about it
17:21:09 <Bjarni> I could code an installer
17:21:53 <Bjarni> I once had my hands on some software that could turn a shell script into an executable binary file for distribution
17:21:56 <Sacro> that looks for the files?
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17:22:17 <Bjarni> but then I need to code all this in bash
17:22:19 <Sacro> actually, does OSX contain a C# framework?
17:22:25 <Eddi|zuHause2> 1. RTFM
17:22:26 <Eddi|zuHause2> 2. ???
17:22:28 <Sacro> cos I could probably rattle something up on that
17:22:30 <Eddi|zuHause2> 3. Profit!!
17:22:31 <Bjarni> I guess so
17:22:33 <Sacro> that would run on Linux/Windows
17:22:38 <Sacro> but not sure about OSX
17:22:53 <Bjarni> Sacro: we could make a quick test
17:23:01 <Eddi|zuHause2> did i win?
17:23:09 <Bjarni> Eddi|zuHause2: no :P
17:23:16 <Eddi|zuHause2> damn...
17:23:29 <Bjarni> your solution is even worse than mine
17:24:14 <Bjarni> I wrote half of the stuff I thought I needed to write and then... "damn if I download some software and needs to read a doc like this just to get it to work then I will discard it and move on"
17:24:29 <Bjarni> it looked way more complicated than it is
17:24:29 <Sacro> Bjarni: Yeah, i'll rattle up something in a bit
17:24:39 <Sacro> it'd need to detect the OS
17:24:45 <Sacro> and have some kind of folder selection
17:25:24 <Bjarni> let's skip the fancy OS detection and such for now
17:25:42 <Sacro> mmm, treu
17:25:47 <Bjarni> we need to ensure that we can get C# to run first
17:25:50 <Sacro> lets just see if i can do a hello world in a gui
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17:26:44 <Wolf01> hello
17:26:51 <Bjarni> world
17:26:58 <Wolf01> !
17:27:17 <Prof_Frink> Bjarni: For debian-based distros, a quake2-data workalike would probably be the best option
17:27:43 <Eddi|zuHause2> since when is OSX a debian-based distro?
17:27:58 <LA[lord]> any idea why nforenum gives this?
17:28:00 <LA[lord]> //!!Fatal Error (41): All action Ds are 5 or 9 bytes long.
17:28:02 <Prof_Frink> Eddi|zuHause2: Was I referring to OSX?
17:28:02 <LA[lord]> 2 * 5 0D 00 80 FF 00 //Action0D -> set default parameter0 to 0
17:28:03 <LA[lord]> it IS 5 bytes long...
17:28:23 <Bjarni> <Eddi|zuHause2> since when is OSX a debian-based distro? <-- I don't know :/
17:28:26 <Bjarni> is it?
17:28:40 <Bjarni> it looked a whole lot different the last time I checked
17:28:41 <Prof_Frink> Besides, do you really want Depends: mono?
17:28:41 <Eddi|zuHause2> how should i know, i have neither debian nor OSX
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17:30:09 <Sacro> Prof_Frink: well GNOME already uses mono now
17:30:13 <LA[lord]> anyone wants to answer my question? Dalestan?
17:30:24 <Prof_Frink> Sacro: Well KDE doesn't
17:30:35 <Prof_Frink> Sacro: Well XFCE doesn't
17:30:39 <Sacro> Prof_Frink: so?...
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17:31:15 <pavel1269> hi
17:31:17 <LA[lord]> hi
17:31:24 * Prof_Frink shall play about with quake2-data and see how it works and what he ca do with it
17:31:41 <Belugas> LA[lord], what is the char right after "2 * 5"?
17:32:06 <LA[lord]> ummm.. space?
17:32:20 <DaleStan> !?
17:32:33 * DaleStan starts the debugger.
17:32:49 <Belugas> sure LA[lord] ?
17:33:06 <LA[lord]> pretty much..
17:33:07 <Belugas> ho...no, it's fine... it must be a tab
17:33:29 <LA[lord]> .. ok.. it's tab.. it was done by renum
17:33:43 <LA[lord]> it was space before
17:33:44 <DaleStan> Oh, wait. Never mind. NFORenum is right, if a little non-descriptive. That action D needs 9 bytes, since one of the <source>s is FF
17:34:09 <LA[lord]> hmm... never make a copy-paste...
17:34:12 <LA[lord]> :D
17:34:36 <LA[lord]> but why does this work? 3 * 9 0D 00 80 FF 00 \d6
17:34:47 <LA[lord]> it's from the airport grf
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17:35:02 <LA[lord]> or.. how is it 9 bytes?
17:35:13 <LA[lord]> wait a mom...
17:35:17 <DaleStan> \d means "this is a doubleword"
17:35:26 <Eddi|zuHause2> \d is 4 bytes
17:36:01 <LA[lord]> yup.. I missed it
17:36:07 <LA[lord]> my fault.. thanks
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17:36:13 <Draakon> hello
17:36:19 <LA[lord]> hello draakon
17:37:57 <michi_cc> Rubidium: 50ac826aaf90741909291a880946dc62 http://www.icosahedron.de/openttd/openttd-0.6.0-beta3-win64.zip (and sf.net/incoming)
17:38:03 * LA[lord] starts encoding
17:39:04 <murr4y> beta3 !!
17:39:06 <murr4y> :D
17:40:11 <Draakon> after the fix of town bug :)
17:40:43 <Sacro> ooh, libjit
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17:42:16 <LA[lord]> beta3? beta 3!
17:42:40 <Eddi|zuHause2> "beta 3!" == "beta 6"?
17:42:51 <LA[lord]> and my GRF WORKS!!! today is happy day
17:42:55 <LA[lord]> Eddi|zuHause2: ?
17:42:57 *** Greysc[a]le is now known as Greyscale
17:43:36 <Eddi|zuHause2> 3! == 6
17:44:14 <Prof_Frink> b3ta!
17:44:30 <CIA-1> OpenTTD: peter1138 * r11879 /trunk/src/group_gui.cpp: -Fix: Only update group action drop down list when clicking on the dropdown text/button. Other times is not needed and caused a double free.
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17:44:48 <dih> LA what grf?
17:45:14 <Belugas> dih is curious! dih is curious! dih is curious! dih is curious! dih is curious! dih is curious!
17:45:26 <Belugas> lalalalereuuuuuu
17:45:29 <Sacro> s/curious/stupid/g
17:45:36 <dih> Belugas repeats himself Belugas repeats himself Belugas repeats himself Belugas repeats himself Belugas repeats himself Belugas repeats himself Belugas repeats himself
17:45:43 <Digitalfox> Oh boy...
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17:46:03 <Ammler> !s/boy/boys/
17:46:16 * dih slaps Sacro
17:46:22 <Digitalfox> Oh no...
17:46:23 <Belugas> man, is you do not mind :P
17:46:27 <hylje> s/*.//g
17:46:27 <Eddi|zuHause2> Tomatensalattomatensalattomatensalat
17:46:49 <Eddi|zuHause2> (that is the short version of a famous song text)
17:46:51 <dih> nee-isklar-'ne?
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17:47:08 <Digitalfox> And the virus spread.. Now people should run the anti-virus..
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17:47:31 * dih graps his av and goes for a run
17:47:35 <yorick> what was the last commit?
17:47:35 <dih> *grabs
17:47:42 <LA[lord]> dih: One cursors one.. for Skidd13..
17:47:43 <dih> @openttd youngest
17:47:43 <DorpsGek> dih: latest: r11879
17:47:46 <Eddi|zuHause2> http://de.wikipedia.org/wiki/Tomatensalat_(Lied)
17:47:52 <yorick> !svn 11879
17:47:54 <dih> @openttd commit r11879
17:47:54 <DorpsGek> dih: Invalid arguments for _commit.
17:48:00 <dih> @openttd commit 11879
17:48:00 <DorpsGek> dih: Commit by peter1138 :: r11879 trunk/src/group_gui.cpp (2008-01-16 17:43:46 UTC)
17:48:01 <DorpsGek> dih: -Fix: Only update group action drop down list when clicking on the dropdown text/button. Other times is not needed and caused a double free.
17:48:44 <Ammler> hmm, is the patch not needed anymore for using multible grfs?
17:49:11 <Digitalfox> Ammler: It still is
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17:50:01 <Digitalfox> Ammler: Last one http://fuzzle.org/o/enginepool20080115a.diff
17:51:59 <Sacro> is it going to get commited?
17:52:46 <glx> michi_cc: done :)
17:53:05 <Belugas> yes, no, maybe, one day, who knows
17:53:37 <dih> "not in the near future" :-P
17:54:13 <peter1138> Digitalfox, there's a 16a now
17:54:17 <Prof_Frink> Hmm, this postinst isn't the simplest
17:55:26 <Digitalfox> Oh damn peter, why do you still update it... :( Just put it in trunk and we all be happy...;)
17:55:31 <peter1138> in fact
17:55:35 <peter1138> i'll make a new one
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17:55:36 <peter1138> so ner ;P
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17:57:03 <peter1138> 16b
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18:25:46 <CIA-1> OpenTTD: peter1138 * r11880 /trunk/src/group_gui.cpp: -Codechange: Generate vehicle group action dropdown dynamically, and assign an enum for the function return codes.
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18:30:55 <dih> @seen Bjarni
18:30:55 <DorpsGek> dih: Bjarni was last seen in #openttd 1 hour, 2 minutes, and 15 seconds ago: <Bjarni> it looked a whole lot different the last time I checked
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18:35:06 <CIA-1> OpenTTD: peter1138 * r11881 /trunk/src/newgrf_station.cpp: -Cleanup: Code style for global variables.
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19:13:13 <Nite> s' going on
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19:21:55 <NukeBuster> XerusTC, The dialog will only show when a player starts a new company.
19:23:44 <NukeBuster> if they have a password set in openttd.cfg, that will be used. Using the password from openttd.cfg is default in the present nightly).
19:23:59 <NukeBuster> I posted the same in the topic.
19:24:42 <LA[lord]> good bye
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19:44:38 <Brianetta> ᗡ-:
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19:44:58 <LA[lord]> hello again
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19:45:26 <NukeBuster> !logs
19:45:26 <SpComb> Logs: http://spbot.marttila.de:8120/logs/oftc-ottd (old: http://zapotek.paivola.fi/~terom/logs/openttd )
19:46:22 <LA[lord]> does anyone know what is needed to replace sprites from openttdw.grf?
19:46:41 <LA[lord]> similar to action0A for trg1r.grf
19:53:47 *** Farden has quit IRC
20:02:05 <LA[lord]> ok.. I'll try again tomorrow
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20:34:02 <Gonozal_VIII> http://www.google.com/search?q=warchnotf
20:34:08 <Gonozal_VIII> only 2nd :-(
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20:34:59 <Wolf01> second on two...
20:35:15 <Wolf01> verrrrry difficult XD
20:35:39 <Gonozal_VIII> you see the first?
20:36:27 <Gonozal_VIII> 16:03 <@Belugas> warchnotf
20:36:27 <Gonozal_VIII> 16:11 <@ Belugas> can anyone try a google search for me? anyting.... just to see if it works the same as in here
20:36:27 <Gonozal_VIII> 16:12 < dih> ?
20:36:27 <Gonozal_VIII> 16:13 < dih> Your search - warchnotf - did not match any documents.
20:36:59 <Wolf01> eheh
20:37:46 <dih> lol
20:39:18 <Gonozal_VIII> there's something about owned land too... reminds me of: why does owned land use the bare land sprites and not the normal grass ones?
20:41:25 <peter1138> to make it look ugly to stop you buying up too much land
20:41:27 <peter1138> maybe ;)
20:41:36 <Gonozal_VIII> hehe
20:41:39 <NukeBuster> is it possible to add a p3 to a commandproc? or how should i go about it if p2 is already in use?
20:41:59 <peter1138> NukeBuster, bitstuffing, assuming p2 is totally used
20:42:20 <Gonozal_VIII> wtf
20:42:24 <NukeBuster> its just used by -1 and 1 for terraforming...
20:42:28 <SmatZ> NukeBuster: why?
20:42:39 <NukeBuster> while i used ctrl_pressed on that position...
20:42:46 <NukeBuster> which generates a conflict...
20:43:39 <SmatZ> for what command?
20:43:48 <NukeBuster> CmdLevelLand()
20:43:57 <NukeBuster> (Diagonal level land patch(
20:43:59 <NukeBuster> )
20:44:36 <SmatZ> * @param p2 height difference; eg raise (+1), lower (-1) or level (0)
20:44:45 <SmatZ> you have only 2 bits used there
20:45:15 <NukeBuster> jep, mine read * @param p2 0 if leveling a normal rectangle, 1 if leveling a 45° rotated (diagonal) rectangle
20:45:24 <Gonozal_VIII> strg pressed (-2) :-)
20:45:50 <Gonozal_VIII> ok... bad^^
20:46:11 <SmatZ> :)
20:46:19 <NukeBuster> (_ctrl_pressed) ? 2 : 0; ?
20:46:42 <SmatZ> you may use, say, the lowest bit for _ctrl_pressed
20:46:46 <SmatZ> so
20:47:11 <NukeBuster> the lowest bit... b0
20:47:16 <SmatZ> DoCommandP(end_tile, start_tile, 1, CcTerraform, CMD_LEVEL_LAND | CMD_MSG(STR_0808_CAN_T_RAISE_LAND_HERE));
20:47:19 <SmatZ> will change into
20:47:21 <NukeBuster> thats 0 or 1...
20:47:31 <SmatZ> DoCommandP(end_tile, start_tile, 1 * 2 + (uint)_ctrl_pressed, CcTerraform, CMD_LEVEL_LAND | CMD_MSG(STR_0808_CAN_T_RAISE_LAND_HERE));
20:47:40 <SmatZ> and then
20:47:53 <SmatZ> h = oldh + p2;
20:47:55 <SmatZ> into
20:48:15 <SmatZ> h = oldh + (int)p2 / 2;
20:48:35 <SmatZ> bool ctrl = HasBit(p2, 0);
20:49:58 <NukeBuster> hasbit is the same as & 0x01?
20:50:09 <SmatZ> yes
20:50:10 <NukeBuster> I am a bit lost here..
20:50:24 <NukeBuster> what does this do exactly?
20:50:34 <NukeBuster> as 1*2 wil always be 2?
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20:51:42 <peter1138> SmatZ, actually that's one place where << and >> are prefered
20:51:54 <SmatZ> peter1138: true
20:52:00 <SmatZ> what I wrote is wrongs
20:52:11 <NukeBuster> so i should bitshift....
20:52:12 <SmatZ> h = oldh + ((int)p2 >> 1);
20:52:24 <peter1138> it is
20:52:39 <peter1138> i think the sign bit might get confused somewhere
20:52:53 <peter1138> so might be better as a 2 bit enum value, heh
20:52:58 <SmatZ> I prefer bitshifts, but nobody likes them :)
20:53:07 <peter1138> we prefer bitshifts if that's the meaning
20:53:23 <Gonozal_VIII> >>>
20:53:58 <peter1138> if you want a number multiplied by four, * 4 is better than << 2
20:54:09 <peter1138> if you want a number shifted two places, << 2 is better than * 4
20:54:14 <peter1138> tis quite simple, i think
20:54:21 <SmatZ> compiler will optimise it anyway
20:54:28 <NukeBuster> ok so what bit should i use? lsb?
20:54:55 <SmatZ> the only problem comes with signed values that are not fully optimised - (int / 4 is different than int >> 2) - like in this case
20:55:15 <SmatZ> NukeBuster: I would use LSB, but it is your code :)
20:55:26 <peter1138> yeah
20:55:45 <peter1138> hence avoiding it as different systems may have different behaviour... i dunno though
20:58:05 <NukeBuster> p2 is an unsigned or signed value?
20:58:56 <peter1138> un
20:59:06 <peter1138> which is why we stuff -1 into it :D
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21:00:36 <NukeBuster> how can an unsigned value hold -1 thats where i lose it
21:01:43 <peter1138> casting
21:02:17 <peter1138> (using 8 bit ints for brevity) a signed int -1 is represented, bitwise, as 11111111
21:02:56 <peter1138> cast that to an unsigned int, and it stays as 11111111, which represents 255
21:03:01 <peter1138> and vice versa
21:03:13 <hylje> choo choo
21:07:17 <NukeBuster> hmm...
21:11:56 <NukeBuster> so by adding 255 to oldh i'm in effect performing -1
21:11:57 <NukeBuster> /* compute new height */
21:11:57 <NukeBuster> h = oldh + p2;
21:12:33 <Gonozal_VIII> http://www.tt-forums.net/viewtopic.php?f=33&t=35805 <-- wow, great idea, i didn't think of that
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21:14:44 <peter1138> what?
21:14:56 *** dih was kicked by Bjarni (hate auto-rejoin)
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21:15:15 <peter1138> what?
21:15:18 <peter1138> !logs
21:15:18 <SpComb> Logs: http://spbot.marttila.de:8120/logs/oftc-ottd (old: http://zapotek.paivola.fi/~terom/logs/openttd )
21:15:29 <hylje> peter1138: cross-channel pong
21:16:40 <peter1138> :o
21:16:54 <peter1138> Gonozal_VIII, looks ugly as hell
21:17:21 <Gonozal_VIII> doesn't matter how it looks, but the idea is great
21:17:30 <peter1138> i wonder how it looks with 32 cargo types... hehe
21:17:56 <CIA-1> OpenTTD: smatz * r11882 /trunk/src/ (8 files): -Codechange: introduce MarkSingleVehicleDirty() and simplify the code at some places
21:18:03 <Gonozal_VIII> maybe a dropdown would be better
21:18:17 <Gonozal_VIII> as you only need one cargo type..
21:18:18 <peter1138> ah, MarkSingleVehicleDirty(), nice to meet you
21:18:37 <SmatZ> :)
21:18:41 <NukeBuster> hmm.... i think i got it :)
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21:20:21 <Gonozal_VIII> remove the "sort by" text, triangle only, then there's enough space for an additional dropdown "cargo type"
21:20:25 <NukeBuster> p2 is 32bits so shifting right is no problem... i get my value from lsb, than shift it left and oldh will still get 255 added?
21:20:33 <NukeBuster> *then
21:21:28 *** Belugas is now known as Zelugas
21:21:42 <Gonozal_VIII> zelugas?
21:22:01 <hylje> it'Z more aweZome that way
21:22:23 <Gonozal_VIII> i zee
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21:23:53 <drguildo> openttd$ file core
21:23:53 <drguildo> core: ELF 32-bit LSB core file Intel 80386, version 1 (SYSV), SVR4-style, from './openttd'
21:24:02 <drguildo> beta3
21:24:14 <Ammler> peter1138: but its a nice idea (Gonzolas Link)
21:24:32 <Zelugas> mm... problem... i'm not highlighted :S
21:24:47 <Gonozal_VIII> yes it is rammler :P
21:24:57 <Ammler> sorry
21:24:59 <Ammler> :)
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21:27:07 <drguildo> heheh
21:27:14 <drguildo> this is 100% reproducible
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21:27:28 <drguildo> select the railway building tools
21:27:38 <drguildo> click on the bulldozer icon
21:27:41 <BlueRider> hello i know i am going to ask a stupid question, but can you tell me where the OpenTTD .cfg file is? i can't find it. i just installed the new version and want to arrange the fonts
21:27:44 <drguildo> use it on a house
21:27:46 <drguildo> boom
21:28:08 <Belugas> which OS BlueRider?
21:28:19 <Gonozal_VIII> it is generated when you launch it the first time and where it is placed depends on os
21:28:47 <Gonozal_VIII> and i guess every os has a search function :-)
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21:29:01 <BlueRider> winxp
21:29:08 <Gonozal_VIII> my documents
21:29:11 <BlueRider> oooh
21:29:23 <Belugas> yup
21:29:26 <BlueRider> that's confusing, why didn't you keep it in the openttd directory
21:29:37 <Gonozal_VIII> you can put it there
21:29:38 <BlueRider> i never save stuff in windows' folders
21:29:40 <Belugas> you can, you just have to move it there
21:29:51 <BlueRider> ok dokie :)
21:30:00 <BlueRider> can't wait to test the trams
21:30:09 <drguildo> great, another bug tracker that expects me to jump through hoops to file a bug report
21:30:15 <Belugas> you'll need to find trams grf, thoughg....
21:30:34 <BlueRider> there are some on the forum
21:30:37 <Gonozal_VIII> if there is one in the game dir it will use that, the version in my documents is if you want to use multiple versions of the game with the same settings/grfs
21:31:04 <BlueRider> understood
21:31:15 <Gonozal_VIII> http://grfcrawler.tt-forums.net/index.php?do=list&cid=105
21:32:15 <Gonozal_VIII> grfcrawler is great
21:32:23 <pavel1269> gn
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21:33:09 <BlueRider> i firstly noticed the nice touch with one way roads
21:33:19 <BlueRider> and road tool
21:33:23 <BlueRider> maybe they're older..
21:33:28 <BlueRider> i haven't played in a while
21:33:55 <Gonozal_VIII> one way roads were there for some time with ctrl
21:35:07 <Gonozal_VIII> you can build diagonal rails and even signals under bridges ;-)
21:35:25 <BlueRider> yeah i can hardly wait
21:35:28 <BlueRider> 8-)
21:38:10 <Wezz6400> I like that the settings and saves can now be in My documents, other games do it aswell and I have it located on a seperate partition so I don't need to copy it when I reïnstall
21:38:25 <Gonozal_VIII> btw i just reproduced drguildos bug
21:38:54 <drguildo> it looks like somebody started adding assertions while they were high on glue
21:39:49 <drguildo> i am guessing when you click on a tile it just calls GetTileOwner
21:40:12 <drguildo> let's see...
21:40:37 <drguildo> yes
21:40:41 <drguildo> looks like i'm right
21:40:44 <BlueRider> can you specify a bold font in the configuration?
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21:41:03 <drguildo> try doing it on an industry tile, same thing happens
21:41:17 <Gonozal_VIII> the fonts are sprites
21:41:21 <NukeBuster> Peter1138, how is this regarding to coding style?
21:41:22 <NukeBuster> DoCommandP(end_tile, start_tile, -1 << 1 +_ctrl_pressed
21:41:51 <BlueRider> uh?
21:41:52 <BlueRider> :)
21:42:06 <Gonozal_VIII> yes... same !IsTileType but with (tile, MP_INDUSTRY)
21:42:43 <drguildo> i need debugging synmbols but it looks like it got built without them, lame
21:43:42 <glx> drguildo: compile yourself if you want to debug :)
21:43:57 <drguildo> that's what i do, duh
21:44:32 <drguildo> didn't even make install and it stripped the binaries. lame.
21:45:04 <glx> configure --enable-debug
21:45:21 <drguildo> wrong
21:45:23 <drguildo> --disable-strip
21:45:37 <drguildo> --enable-debug looks like it just outputs more verbose messages
21:45:41 <drguildo> let's try this again...
21:46:04 <Maedhros> believe it or not, glx does know what he's talking about...
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21:46:53 <glx> and configure --help gives useful info too
21:46:57 <drguildo> knowing what you're talking about isn't an absolute
21:48:05 <Maedhros> fine. he's a developer. he knows how to enable debugging symbols
21:48:31 <Maedhros> *openttd developer, at that
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21:49:13 <glx> and it's always better to use --enable-debug=3
21:51:11 <drguildo> (gdb) frame 4
21:51:11 <drguildo> #4 0x08139ec2 in CmdRemoveSingleRail ()
21:51:11 <drguildo> (gdb) l
21:51:11 <drguildo> No symbol table is loaded. Use the "file" command.
21:51:13 <drguildo> argh
21:51:22 <drguildo> frigging c++
21:52:16 <drguildo> anyway, looks like that's where it's getting called
21:52:49 <peter1138> BlueRider, yes you can
21:53:40 <nicfer> whould be nice if the openttd's multiplayer becomes massive
21:54:05 <nicfer> (MMO*G)
21:54:17 <drguildo> so can somebody file that bug for me?
21:54:28 <drguildo> i can't be bothered signing up for yet another bug tracker account
21:54:44 <BlueRider> peter1138, how?
21:55:06 <peter1138> , Bold or just Bold, somewhere...
21:55:21 <BlueRider> and can i use a custom size?
21:55:22 <Belugas> drguildo, do so, or the bug will not get reported nor fixed. savegame, way to reproduce it etc
21:55:59 <Gonozal_VIII> nicfer, there was(is) wwottdgd with more players but really massive is not possible with the current system because everything runs on every client, not only on the server
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21:57:11 <nicfer> the trouble with wwottdgd is that there are only eight companies
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21:58:46 <drguildo> meh
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21:59:24 <Desolator> hello folks?
21:59:28 <Desolator> *!
21:59:34 <Gonozal_VIII> hi
21:59:48 *** Tlustoch has quit IRC
22:00:32 <Belugas> what a courageous young man :S
22:00:59 *** Desolator is now known as Desolator_
22:01:49 *** Desolator_ is now known as Desolator
22:02:22 <nicfer> the wiseous and corageour knight
22:02:25 <nicfer> lol
22:02:49 <nicfer> you feel stronght welling into your body
22:02:55 <nicfer> challenge again
22:02:57 <nicfer> lol
22:05:01 <NukeBuster> Belugas, did you see this patch? http://www.tt-forums.net/viewtopic.php?f=33&t=35806
22:05:55 *** peter1138 sets mode: +b *!~drguildo@*
22:10:44 <Desolator> ban for what reason?
22:11:14 <peter1138> being a cock
22:11:23 <Desolator> oh...I see
22:11:37 <peter1138> good
22:11:46 <Desolator> :)
22:11:53 <Desolator> kinda...quiet in here
22:12:34 <Desolator> WTF?!
22:12:37 <Desolator> mircea@mircea-opensuse:~/Documents/Projects/OpenTTD/trunk> make
22:12:37 <Desolator> bash: make: command not found
22:13:50 <peter1138> heh
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22:14:01 <SquireJames> Hello there gentlemen
22:14:40 <Desolator> so opensuse 10.3 got GCC installed, but it doesn't have make, by default?! jeez...
22:15:15 <Desolator> brb, gotta restart KDE, it doesn't want to show me the nice bloated effects
22:15:18 <glx> Desolator: maybe it has gmake
22:15:27 <SquireJames> I know I bother you all with my questions but this compiling business is confusing me
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22:15:54 <NukeBuster> Windows or Linux?
22:15:58 <SquireJames> Windows
22:16:14 <NukeBuster> sorry, can't help you...
22:16:16 <SquireJames> Using BuildOTTD but I may go back and try Tortoise again
22:16:30 <NukeBuster> why not using buildOTTD?
22:16:37 <SquireJames> basically, first things first how do i tell if it has compiled correctly
22:16:38 <glx> tortoise can't help to compile ;)
22:16:57 <NukeBuster> doesn't buildOTTD make a log?
22:17:44 <SquireJames> somewhere I think
22:18:35 <SquireJames> Is it foolish to expect BuildOTTD to output an exe or some form of data files somewhere
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22:18:52 <NukeBuster> no it should... looking in the topic :)
22:18:59 <NukeBuster> http://www.tt-forums.net/viewtopic.php?f=33&t=31823&view=unread#unread
22:19:04 <SquireJames> just, I can't interpret the outputs it gives, and I dont know if its working
22:19:20 <SquireJames> or if it isnt working, what i am doing wrong or whether the patch im using is defunct
22:19:36 <Desolator> ok
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22:19:55 <NukeBuster> hmm... doesn't it put the build in a directory inside the buildOTTD dir?
22:20:46 <NukeBuster> New in 0.2.0
22:20:47 <NukeBuster> The finished build is now copied to a userdefineable destination along with the buildlogs. This is only implemented for the new make system though.
22:21:00 <NukeBuster> so i'd check the options :)
22:21:24 <Desolator> peter1138, glx, do you know any portable GUI libs? I don't want to require Windows users to install GTK+ or Qt. I took a peek at FLTK, although I'm not sure if it's contained in a DLL for Windows, or it's installed separately.
22:21:46 <glx> Desolator: wxwidgets
22:21:47 <SquireJames> well ive checked both places, neither "My OTTD Builds" or C: BuildOTTD has anything in it
22:21:57 <SquireJames> does this mean anything to anyone ->
22:21:57 <SquireJames> Hunk #1 FAILED at 1.
22:21:57 <SquireJames> 1 out of 1 hunk FAILED -- saving rejects to src/progsignal.cpp.rej
22:21:57 <SquireJames> patching file `src/main_gui.cpp'
22:22:11 <peter1138> Desolator, swing? ;)
22:22:22 <Desolator> glx: thanks!
22:22:31 <Desolator> peter1138: I'll check it
22:23:19 <glx> SquireJames: patching failed, now you need to check the .rej to find why
22:23:35 <SquireJames> Why does everyone else find this so easy and I find it so hard
22:24:00 <Desolator> because we have experience
22:24:00 <glx> anyway progsignal.cpp is not an openttd file
22:24:05 <NukeBuster> because they already did it al lot... I guess
22:24:38 <SquireJames> Well look, I have the programmable signals patch and I want to compile it into the latest 0.6.06 Beta 2
22:25:14 <SquireJames> or whatever it is, now others seem to press the buttons and kablam, she rides, me, it just outputs what looks to me like an error, and I can't fathom it
22:25:17 <NukeBuster> hmm thats probably not going to work.... unless the author stated that the patch is written for beta 2
22:25:24 <SquireJames> it must work else the patch maker and others wouldnt have got it working
22:25:29 <SquireJames> so the fault is with me
22:25:58 <glx> pathes are meant to be applied to the "right" rev
22:26:05 <glx> *patches
22:26:15 <NukeBuster> you should set BuildOTTD to match the revision the patch is created from
22:26:33 <SquireJames> right okays, apparently the programmable waypoints is for "This patch is for 11834"
22:26:51 <SquireJames> Okay, done that, what svn should I use
22:27:10 <NukeBuster> svn://svn.openttd.org/trunk/
22:27:24 <NukeBuster> without the trailing slash
22:27:31 <NukeBuster> my fault
22:27:34 <SquireJames> okeedokes
22:27:44 <NukeBuster> svn://svn.openttd.org/trunk
22:28:06 <SquireJames> Just to check, 11834 does have NewIndustries on it right?
22:28:07 <NukeBuster> and then selecting the patch file on your computer should do it
22:28:15 <SquireJames> (been out of the lopp for a while)
22:28:34 <NukeBuster> as far as I know it does..
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22:28:52 <SquireJames> Thanks :) sorry to bother you all, but as I've said i'm a rookie at this
22:28:59 <SquireJames> NFO I can just about code
22:29:03 <NukeBuster> Your welcome :)
22:29:08 <SquireJames> but, programming revisions, over me head
22:30:08 <SquireJames> Also, just a brief history lesson here, when did trunk/nightlies introduce this "Flooding" Disaster
22:30:15 <SquireJames> (the one ChrisIn has errors with)
22:30:50 <CIA-1> OpenTTD: smatz * r11883 /trunk/src/rail_cmd.cpp: -Fix (r11864): assert when trying to remove rail from a house or industry tile
22:30:55 <NukeBuster> I've probably missed that... although I know there was a flood patch...
22:31:35 <SquireJames> Well, I had an oooold version of ChrisIn and an even older version of standard (the first nightly that had NewIndustries)
22:32:03 <SquireJames> and when i came back and updated them yesterday to play again, suddenly all my trains crash when travelling over foundations build on coasts
22:32:22 <SquireJames> so, somewhere, somehow, they implemented a flooding disaster, either as a patch or as part of a nightly
22:33:15 <NukeBuster> hmm... I don't know about that.... I have also been out of the running for a while.
22:33:40 <SquireJames> Well, okay now back to my compiling woes
22:33:46 <SquireJames> it appears, superficially to have worked
22:34:00 <SquireJames> But again, My OTTD Builds folder is empty
22:34:56 <Desolator> anyone on opensuse?
22:35:17 <NukeBuster> have you tried purging before updating?
22:35:23 <SquireJames> Will do
22:36:59 <SquireJames> okay, purged twice, although second time said it couldn't find a part of the path
22:37:20 <SquireJames> I went into where it said, and deleted the unwanted diffs, and the unused downloaded code of 0.6.0
22:37:34 <SquireJames> so I have a home folder with an empty folder of my username
22:38:16 <NukeBuster> ok...
22:38:34 <SquireJames> currently compiling :) lets hope she works
22:38:53 <SquireJames> (he says as the "compile failed" box appears
22:39:51 <SquireJames> me/ sighs
22:40:49 * SquireJames sighs
22:41:50 <NukeBuster> why did it fail? got some output?
22:41:59 <NukeBuster> your not using vista?
22:42:20 <SquireJames> Windows XP SP2
22:42:25 <NukeBuster> hmm
22:42:31 * SquireJames spits at the idea hes using vista
22:42:40 <NukeBuster> no spaces in path to buildOTTD
22:42:45 <NukeBuster> ?
22:42:53 <SquireJames> i'll purge again and try again
22:43:02 <SquireJames> its installed at C:\BuildOTTD
22:43:25 <glx> and where is the source?
22:44:06 <SquireJames> where should it be?
22:44:25 <SquireJames> I've just selected the svn as svn://svn.openttd.org/trunk
22:44:33 <SquireJames> selected my patch
22:44:38 <SquireJames> purged it, for good measure
22:44:42 <SquireJames> and then pressed compile
22:48:29 <Sacro> @seen Bjarni
22:48:29 <DorpsGek> Sacro: Bjarni was last seen in #openttd 5 hours, 19 minutes, and 49 seconds ago: <Bjarni> it looked a whole lot different the last time I checked
22:48:58 <SquireJames> right shes compiling again and i hope to either say "yay shes worked" or produce some output to help figure out why she failed
22:49:07 <NukeBuster> have you looked in this thread if your problem is already mentioned? http://www.tt-forums.net/viewtopic.php?f=33&t=31823&st=0&sk=t&sd=a
22:50:56 <SquireJames> Looked, but I can't see anything really relating to this
22:51:13 <SquireJames> apart from another guy named pavel who seems to have the same trouble, but no resolution
22:53:23 <SquireJames> okay, so, shes done, and it tells me that compilelog already exists
22:53:40 <Gonozal_VIII> openttd is female?
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22:54:37 <NukeBuster> no BuildOTTD
22:54:39 <NukeBuster> :P
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22:54:52 <SquireJames> right ive deleted the logs, and purged and compiling again
22:54:57 <NukeBuster> ok
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22:56:51 <SquireJames> compile failed
22:57:15 <SquireJames> which log do you need the data from to help me Nuke?
22:58:19 <NukeBuster> pfew... I havo no idea actually...
22:58:30 <NukeBuster> if there is a build log, that would be nice
22:58:46 <Brianetta> #tycoon is really boring tonight
22:59:25 <SquireJames> theres compile, svn , config and patch
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23:00:32 <BlueRider> wow you can see the loading of the trains without opening the train window *drools*
23:00:54 <Desolator> yea...
23:01:04 <SquireJames> so which log would tell us why she failed?
23:01:30 <NukeBuster> i would guess compile
23:03:30 <Sacro> Rubidium: you discovered real life? that's not gonna help development much
23:04:04 <SquireJames> okaays, so she says the following (first error report I can find)
23:04:11 <SquireJames> c:/buildottd/mingw/bin/../lib/gcc/mingw32/3.4.2/../../../../include/winsock2.h:771: error: `typedef unsigned int GROUP' redeclared as different kind of symbol
23:06:44 <NukeBuster> I think you should post this in the thread I handed to you earlier, as this seems to be a mingw problem...
23:06:56 <SquireJames> okkays
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23:09:05 <SquireJames> posted
23:09:26 <SquireJames> What causes these mingw errors?
23:09:50 <glx> well lines around this one may help :)
23:10:54 <SquireJames> Last post on this thread
23:10:55 <SquireJames> http://www.tt-forums.net/viewtopic.php?f=33&t=31823&p=657456#p657456
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23:12:07 <glx> I'd say it's an error in the patch
23:12:33 <glx> but it's also looks like the patch has been applied many times
23:12:52 <NukeBuster> shouldn't the purge undo that?
23:13:05 <Gonozal_VIII> hehehe "doppelt hlt besser"
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23:13:13 <glx> if it does svn revert, then added files are not removed
23:14:33 <glx> anyway this patch seems to use an already used identifier on windows
23:14:39 <SquireJames> Well, one ponders the question then, how do I remove these duplicates, and if its the patch at fault, why have others got it to work
23:14:59 <glx> it is patch's fault
23:15:19 <SquireJames> Then how have others got it working
23:15:26 <glx> on windows?
23:16:01 *** Zahl has quit IRC
23:16:27 <SquireJames> I assume
23:17:40 *** Wezz6400 has quit IRC
23:17:45 <SquireJames> ah, apparently there are some issues
23:18:04 <SquireJames> perhaps the program and the patch somehow don't like working together
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23:21:46 <BlueRider> the computer just built a 30 square long bridge ON TOP of my railroad lol
23:21:58 <BlueRider> it's wooden, of course
23:22:10 <nicfer> will be interesting this patch http://www.tt-forums.net/viewtopic.php?f=32&t=35601
23:22:29 <nicfer> transport sim and city sim in one same game
23:22:43 <SquireJames> Does anyone have any other patches (programmable signals etc) that would perform similarly to that one
23:22:57 <SquireJames> or if anyone can rewrite the patch so that it actually works
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23:26:10 <nicfer> and it can be extended to other types of simulations
23:26:58 <glx> SquireJames: try version 0.6 of this patch
23:27:32 <SquireJames> Will do
23:27:38 <nicfer> eg you can put also industry sim also
23:28:24 <glx> because it works for me (just compiled with r11834)
23:28:54 <nicfer> and why not mix with areas suggestion?
23:29:49 <SquireJames> okays, i'll give her a go
23:30:17 <SquireJames> so, copy the progwaypoints.diff to C;\BuildOTTD (just to make it simpler)
23:30:21 <SquireJames> then puuuuuurge
23:30:34 <SquireJames> then compile, and it should work (if set to force revision to patch)
23:30:38 <SquireJames> correct?
23:30:48 <glx> remove src\progsignal.[h|cpp] too
23:30:56 <SquireJames> from where
23:31:19 <glx> I don't know where buildottd puts files
23:31:39 <glx> maybe in home/trunk
23:31:47 <Bjarni> hmm
23:32:11 <Bjarni> nice tip... "Do not put electronics in or on heating devices such as microwave ovens"
23:32:19 <Bjarni> why would anybody do that???
23:32:31 <Bjarni> hey... I want to cook my camera
23:32:34 <Desolator> bye guys
23:32:35 <Sacro> Bjarni: what if you are building a microwave with said parts?
23:32:49 *** Desolator has quit IRC
23:33:02 <Bjarni> this is regarding consumer electronics
23:33:20 <Bjarni> looks like they aim this at people not knowing how microwave ovens works
23:33:39 <BlueRider> uhm, i think this is a SERIOUS bug. and it's a bug in design
23:33:40 <Bjarni> looks pretty much like it's written for US citizens XD
23:33:50 <Gonozal_VIII> like: small dog is wet? dry it in the microwave!
23:34:00 <Bjarni> BlueRider: explain
23:34:04 <BlueRider> you can basically just build a railroad on top of other railroad
23:34:11 <BlueRider> with the new bridges
23:34:15 * Bjarni kicks his nick colouring device
23:34:24 <Gonozal_VIII> sooo?
23:34:25 <Bjarni> BlueRider is painted yellow :(
23:34:42 <Gonozal_VIII> what's the bug in that?
23:34:49 <BlueRider> did you see it happen?
23:34:56 <Bjarni> don't you want to do that?
23:34:59 <BlueRider> it looks horrendous
23:35:23 <BlueRider> i would with my own tracks, maybe. but i wouldn't want the adversary to do it
23:35:26 <Gonozal_VIII> you can have two lines above each other with bridges and tunnels and signals every 5 tiles
23:35:28 <glx> we all like this feature
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23:35:53 <SquireJames> okay, glx, at what point do i delete this cpp
23:35:54 <glx> you can build over AI too
23:36:04 <Bjarni> sure they could be a few graphical glitches but overall it works pretty well
23:36:10 <SquireJames> Just, I can't find any file of that name right now
23:36:18 <glx> SquireJames: after purge, before patching and compiling
23:36:23 *** NukeBuster has left #openttd
23:37:12 <SquireJames> I haven't got a trunk folder right now
23:37:23 <BlueRider> how do the new bridges work? they simply ignore what's under them? like layers or something. or is there such thing as "allowed" tracks under the bridge. in the latter case you might have an option for being able to build only diagonally or orthogonally but not along an existing track
23:37:51 <Gonozal_VIII> why would you restrict it that way?
23:38:01 <BlueRider> cause i am horrified by what i am seeing
23:38:09 <Gonozal_VIII> then don't build it
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23:38:31 <BlueRider> i didn't build it! the computer built a 30 squares long wooden bridge on top of my railroad
23:38:49 <Chrill> the computer isn't very trustworthy IMO :P
23:39:09 <Gonozal_VIII> 30 square wooden bridge, nice^^
23:39:22 <Chrill> hmm
23:39:28 <SquireJames> my msys/home folder is blank
23:39:30 <Chrill> Loading a Top Gear episode to your iPod takes time..
23:39:48 <glx> BlueRider: bridges are like tunnels, they are black holes
23:39:49 <BlueRider> well you could do it in multiplayer to other players, right? then where's the strategy of building?
23:40:07 <BlueRider> i mean that was the real challange, that guy already built it so find another route
23:40:13 <Gonozal_VIII> strategy of building = blocking other players?
23:40:33 <BlueRider> does this happen in real life?
23:40:47 <BlueRider> a whole track on top of the other
23:40:52 <Gonozal_VIII> nope, they would share tracks
23:41:01 <SquireJames> Happens with roads though
23:41:10 <SquireJames> those double decked highways they have over in California
23:41:18 <Gonozal_VIII> rail track parallel above road happens too
23:41:28 <BlueRider> and it's not about blocking, think of it like the game of go
23:42:03 <BlueRider> you don't have to be in an open conflict with someone to make it clear whose a territory is
23:42:09 <SquireJames> glx, im still puzzled about this file removal
23:42:34 <SquireJames> my ottdscr folder didnt appear until after i pressed update and compile
23:42:37 <Wolf01> 'night
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23:43:25 <glx> SquireJames: search for progsignal.h or progsignal.cpp
23:44:10 <SquireJames> Ah, strange, I compiled again and she worked
23:44:19 <Bjarni> <Chrill> Loading a Top Gear episode to your iPod takes time.. <-- not as long as it takes to recover from watching on such a small screen :P
23:44:33 <SquireJames> tis that normal glx?
23:44:50 <glx> maybe purge removes everything :)
23:44:52 <Chrill> Bjarni, it wouldn't run anyway, .avi was not supported by the crap :P
23:45:26 <Bjarni> ahh
23:45:31 <Bjarni> using it as an external HD
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23:46:06 <SquireJames> well, either way, thanks for your help, all of you :)
23:46:10 <Bjarni> isn't that kind of expensive?
23:46:16 <SquireJames> I dont think i'll ever figure this patch buisness but
23:46:23 <Gonozal_VIII> crap comes cheap?^^
23:46:31 <Bjarni> I mean it has a high price for each GB compared to HDs or flash memory
23:47:39 <CIA-1> OpenTTD: peter1138 * r11884 /trunk/src/settings_gui.cpp: -Cleanup: leftover use of widget numbers instead of enum
23:48:51 <Chrill> who's Bjarni talking to..?
23:49:15 <Gonozal_VIII> you obviously
23:49:32 <Chrill> Oh..
23:49:44 <Chrill> using what as an external HD how where when!? :O
23:50:04 <Gonozal_VIII> ^^
23:50:46 <Sacro> Chrill: wtf are you doing in here
23:50:49 <Chrill> Let's try putting the show in the mp3 the proper way then..
23:51:01 <Chrill> I did it my way and it disapproved :(
23:52:24 <Chrill> you damn iRiver add-on crap that will not install, albeit I managed to install it just fine once..
23:52:48 *** jonisdead has quit IRC
23:53:03 <Sacro> Chrill: iriver ftw
23:53:25 <Chrill> Sacro, not when iRiver plus wont install :(
23:54:30 * Chrill tries to re-install for the 2nd time
23:55:15 <Sacro> Chrill: i had a H340
23:55:19 <Chrill> why did it work this time :/
23:55:21 <Sacro> was a bog standard HDD
23:55:24 <Chrill> anyway, reboot
23:55:25 <Chrill> BRB
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23:55:51 <Bjarni> who is Chrill?
23:56:05 <Bjarni> looks like he totally missed what I just said :/
23:56:39 <Gonozal_VIII> looks more like he missed what he said
23:56:46 <Bjarni> that too
23:58:01 <Bjarni> Sacro: I wonder about one thing... you said that you are sending your rice cooker back to China. Why don't you keep her in the basement like everybody else?
23:58:15 <Bjarni> they are more than a billion people. They will not notice if it's one more or less :p
23:58:27 <Gonozal_VIII> hehehe
23:58:44 <Sacro> Bjarni: i would if i could
23:58:49 <Sacro> but i'm after her friend now
23:58:58 <Bjarni> besides you would do her a favour. According to human rights movements China is a bad country to be in
23:59:11 <Gonozal_VIII> btw, billion is 10^12 here
23:59:19 <Bjarni> here too
23:59:22 <Bjarni> but not in English
23:59:36 <Bjarni> it's not like it should be too easy
23:59:42 <Bjarni> <Sacro> but i'm after her friend now <-- that's the Sacro I know
23:59:58 <Bjarni> did you make a reservation for her at the hospital?