IRC logs for #openttd on OFTC at 2008-02-27
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00:01:30 <foe> But that means everybody playing need to have that grf installed?
00:14:01 <CIA-1> OpenTTD: glx * r12285 /3rdparty/squirrel/ (include/squirrel.h sqstdlib/sqstdstring.cpp): [Squirrel] -Add: added scsnprintf, scfprintf and scvsnprintf
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00:23:07 <Progman> scvsn-printf? the abbrevation is almost longer than the actually function namen
00:24:08 <glx> the function is vsnprintf or vsnwprintf (depending on _UNICODE)
00:25:11 <glx> and the sc prefix is the squirrel standard
00:25:53 <Progman> scvsnwutf8mbsprintf \o/
00:29:24 <foe> Initial loan also has to be changed through a grf file?
00:29:47 <CIA-1> OpenTTD: glx * r12286 /branches/noai/src/ (ai/ai_squirrel.hpp squirrel.cpp squirrel.hpp): [NoAI] -Fix (r12277): restore compilation with _UNICODE
00:29:53 <Gonozal_VIII> hmmm i don't know if a grf can change that
00:30:35 <Gonozal_VIII> so you have to change the code for that
00:35:54 <Gonozal_VIII> i guess you could also change the code to enable grfs to do that^^
00:36:12 <Gonozal_VIII> or something like that..
00:37:00 <foe> My problem is that the game is too easy. I'd like to set up a hardcore-hardcore server.
00:37:30 <Gonozal_VIII> try vehicle grfs with more expensive purchase and running cost
00:38:03 <foe> That's the problem again, then everybody need those grf's.
00:38:11 <Sacro> "you have made a middle aged man very happy)"
00:38:35 <Gonozal_VIII> sold your body again?
00:38:47 <foe> Are there *any* non-middle-aged men playing openttd? ;)
00:39:15 <Gonozal_VIII> depends on your definition of middle aged...
00:39:43 <Gonozal_VIII> and i've heard rumors about the existance of female players
00:40:01 <glx> foe: is £100 000 too much ?
00:40:01 <Sacro> Gonozal_VIII: yes there are
00:40:06 <foe> In my case, middle-aged would mean the age of 32.
00:40:22 <DorpsGek> Sacro: I have not seen SAC^.
00:40:24 <foe> glx: How much is that in DM? 300 000?
00:40:38 <Gonozal_VIII> just because they have a female nick doesn't mean they are female :P
00:41:18 <foe> Yes, it's too much. I imagine a hardcore game where players are *forced* to start with buses and lorries in order to built a train route.
00:41:25 <Gonozal_VIII> dm? there is something called euro if you haven't noticed^^
00:42:06 <foe> Heh, I noticed. My mother's from Germany so my vacation memories of Germany usually involve DM's :>
00:42:51 <glx> you can use high interrest rate (4%), low subsidies multiplicator (x1.5), high construction costs
00:43:13 <Gonozal_VIII> yep, nothing of that makes it challenging
00:43:19 <glx> with normal vehicle breakdows
00:43:36 <Gonozal_VIII> even mountainious maps are easy with default stuff
00:43:58 <Gonozal_VIII> but grfs can make it a lot harder, you should use them
00:45:32 <foe> I'm thinking: a guy running a simple train route without synergy, constantly sending empty cars back to the pick-up spot, should go bankrupt. That kind of hard.
00:46:03 <foe> Which would imply about ten minutes of planning and pondering before you settle for a route.
00:46:27 <foe> Most online maps today are more about building than thinking.
00:46:43 <glx> yeah they use too flat maps
00:47:01 <glx> with no water nor anything hard in landscape
00:47:44 <glx> low number of industries and towns can make things harder too
00:47:54 <foe> Exaclty. Makes the game mechanic somehow.
00:50:02 <Gonozal_VIII> you can't make the game that hard without grfs or changing the code
00:50:58 <Rubidium> just limit the number of road vehicles to about 5-10 and the number of other vehicles to 0, then high running costs etc.
00:51:51 <Gonozal_VIII> ok, that would be hard... but wouldn't make much sense
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00:52:55 <Gonozal_VIII> but you could do rvs/ships only with a reasonable limit
00:54:06 <Gonozal_VIII> rvs would be more fun with diagonal roads, highways, road signals/waypoints and stuff like that
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01:01:02 <Gonozal_VIII> what earthquake?
01:01:33 <Sacro> Gonozal_VIII: the whole fucking city just shook
01:02:03 <Gonozal_VIII> since when are there earthquakes in gb?
01:02:30 <Sacro> Gonozal_VIII: since 00:57 GMT
01:02:34 <Axamentia> I mean my monitor moved
01:02:45 <Sacro> everything fucknig moved
01:02:50 <Toby> We just had an earthquake a few days ago where I live
01:03:06 <Axamentia> I thought my building was falling down or something
01:03:30 <Gonozal_VIII> maybe just some nuclear tests in your area :-)
01:04:59 <Gonozal_VIII> what's the speed of sound in rock?
01:05:43 <Gonozal_VIII> but i guess i can't notice anything here anyways
01:05:53 <Axamentia> Sacro that was a pretty violent earthquake, well not violent, but heavier than the ones we had a few years back
01:10:32 <Gonozal_VIII> Between 200 and 300 quakes occur in Britain each year, but only about 10% are strong enough to be felt. <-- oh... 20-30 that can be felt... here i didn't notice a single one since i can remember
01:11:15 <Gonozal_VIII> except some vibrations from avalanches...
01:11:37 <Axamentia> Weve had a few minor ones Gonozal, and manchester was hit with ones in 2002 or something
01:11:55 <Gonozal_VIII> yes i just read about that
01:12:03 <Axamentia> But that was heavy i mean, the whole room shook and my monitor actually moved
01:12:29 <Gonozal_VIII> hmm i never experienced an earthquake
01:12:45 <Phantasm> Earthquake "simulator" is nice.
01:14:58 <Eddi|zuHause2> we have had a mine collapsing
01:15:19 <Eddi|zuHause2> but it was at night, and i was too far away to notice anything
01:16:36 <Axamentia> 4.7 on the richter scale
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01:18:33 <Phantasm> Over 10 would be nice. ;P
01:18:56 <Gonozal_VIII> i guess i would have noticed that here
01:19:18 <foe> Tell them your monitor jumped.
01:19:56 <foe> So do you guys use the in-game menu to find multiplayer games or are there better sources?
01:20:09 <Gonozal_VIII> tell them it broke, maybe you can get some insurance money^^
01:20:32 <Gonozal_VIII> i only play with people i know
01:20:44 <foe> They'll probably just send him some silver tape.
01:20:46 <glx> all advertised servers are in the in-game list
01:21:33 <glx> but you can use "private" servers too (not advertised)
01:21:45 <glx> they are not in the list though
01:21:53 <foe> glx: Just a matter of finding them then
01:22:16 <glx> yes you need to know the owner, or someone playing on it
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01:22:36 <foe> In what way can I mod the game and still play online? I'm thinking 32-bit graphics, new train sets a s o.
01:22:53 <Gonozal_VIII> 32 bit stuff is only local
01:23:08 <foe> Modified trains sets aren't?
01:23:16 <glx> 32bpp is just a cosmestic thing
01:23:28 <Gonozal_VIII> can't be, everybody has to use the same trains
01:23:54 <foe> Yes, and the same visualization of the trains it would seem.
01:24:08 <Gonozal_VIII> i guess you could change that
01:24:19 <glx> you can override train images with 32bpp
01:24:54 <Gonozal_VIII> but only the sprites, no data
01:25:21 <foe> Do you guys use any of the 32bpp candy?
01:25:41 <Gonozal_VIII> it slows down the game quite a lot...
01:26:21 <Phantasm> The highest ever recorded earthquake is 9.5 on Richter scale.
01:28:32 <foe> Seems to me there's this uncoordinated sea of tiny 32bpp files floating around in forum threads. Is there some kind of "big 32bpp experimental show-off package"?
01:30:03 <Gonozal_VIII> tar files.. you don't need to unpack them
01:31:08 <Gonozal_VIII> or something like that... didn't use much 32bpp stuff
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02:50:51 <Belugas> question: you havd an array of struct inside a class. You want a function that returns a pointer to an element of this array.
02:50:58 <Belugas> hoiw would you declare and define it?
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02:55:14 <Eddi|zuHause3> too unspecific question...
02:55:25 <Eddi|zuHause3> but i have a PBS bug
02:55:57 <Eddi|zuHause3> an electric train cannot reserve a path into an electric station, when the continuing track is unelectrified and has no signal
02:58:19 * Belugas does not care about pbs
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04:00:48 <CIA-1> OpenTTD: belugas * r12287 /trunk/src/table/bridge_land.h:
04:00:48 <CIA-1> OpenTTD: -Codechange: Give meaning to two other bridges sprites arrays.
04:00:48 <CIA-1> OpenTTD: A bit of re-indenting too
04:26:37 <CIA-1> OpenTTD: belugas * r12288 /trunk/src/table/ (bridge_land.h sprites.h):
04:26:37 <CIA-1> OpenTTD: -Fix(r12287): forgot to include two sprite renames out of consistency.
04:26:37 <CIA-1> OpenTTD: And obviously forgot to compile before committing, as the array rename would have been evident.
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08:11:30 <ActySofts> Rubidium, do you have a good knowledge of the STL C++ containers?
08:12:40 <Rubidium> depends on what you call good; have to use the api most of the time
08:13:10 <ActySofts> well, I'll try to ask my question anyway, shall I strap it here on in a query?
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08:29:06 <yorick> your worst nightmare has returned!
08:43:32 <peter1138> Yeah, lobsters are scary...
08:45:09 <yorick> I can't even join #tycoon without seeing <lobster>RUB RUB RUB RUB
08:47:28 <globester> wow, you typed that exactly to start <lobster> on the 2nd line in my screen
08:47:35 <globester> looks like lobster actually said something :o
08:47:49 <globester> and now i did the same :o
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12:33:20 <Sacro> Forked: well nothing much will top a 5.2 earthquake
12:56:42 <Eddi|zuHause3> Sacro: wasn't it only 4.7 yesterday?
12:56:50 <Sacro> Eddi|zuHause3: no, 5.2 now
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13:10:49 <Progman> if an industry is closed and a new one appears, is the old IndustryID used again or will there be an "hole" in the industry IDs?
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13:36:24 <peter1138> FATAL: Error running install command for nvidia
13:36:36 <peter1138> (EE) NVIDIA(0): Failed to load the NVIDIA kernel module!
13:37:27 <SmatZ> do you have valid config.h / autoconf.h in your <2.6.24 kernel sources directory?
13:39:46 <Eddi|zuHause3> i can honestly say that never happened to me before ;)
13:41:33 <ln-> did DDR have the same bundeslnder as today?
13:49:43 <keyweed_> and now my head is perpetually full of trainlogic
13:59:03 <Eddi|zuHause3> <ln-> did DDR have the same bundesländer as today? <- long story...
13:59:20 <Belugas> Progman, the IndustryID is just an index in the industry pool. The pool can do anything with it. But i assume that it will be "wasted" Why asking?
14:02:48 <Eddi|zuHause3> after 1945, Prussia was split up (in DDR territory that is what is now Meklenburg-Vorpommern, Brandenburg, Berlin and Sachsen-Anhalt), and some smaller states got merged (Thüringen consisted of a lot of states, Anhalt and parts of Meklenburg were separate, afaik)
14:03:12 <Eddi|zuHause3> Sachsen was more or less left like it is now
14:04:31 <Eddi|zuHause3> after the creation of the DDR, these were kept for a while, but then the territory was rearranged in "districts" (Bezirke)
14:05:12 <Eddi|zuHause3> that was around 1953, but i'm not really sure about that year
14:06:39 <Eddi|zuHause3> after the reunification in 1990, the districts were merged into roughly what the "Länder" were before, but not exactly
14:09:25 <ln-> did the split-up obey lnder boundaries, or was some land split up half-DDR, half-west?
14:09:59 <ln-> besides Berlin, obviously
14:10:24 <Eddi|zuHause3> longer story... ;)
14:12:01 <Eddi|zuHause3> the split up of prussia was made to obey the lines of the "Besatzungszonen"
14:13:23 <Eddi|zuHause3> but some smaller areas were cut right through, and not all organisational borders were along the real border
14:13:31 * Yorick is testing out chatzilla
14:14:05 <Eddi|zuHause3> e.g there were church communities in west germany that fell under the juristiction of the east german bishop
14:14:16 <Progman> Belugas: for NoAI, holding an oil field industryID, got deleted and a new industry use the same ID, can maybe some trouble with the ai
14:16:44 <glx> Progman: could be fixed using an event
14:17:10 <Progman> anyway, just thoughts
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14:19:51 <Yorick> that events are not implemented yet :(
14:19:57 <Yorick> only crashing vehicle is
14:22:46 <Yorick> or how about callbacks?
14:23:18 <Belugas> [09:20] <Yorick> then make it! <--- such the right way ...
14:25:50 <ln-> Eddi|zuHause3: thanks again for the history lesson :)
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14:55:39 <CIA-1> OpenTTD: belugas * r12289 /trunk/src/table/bridge_land.h: -Fix(r12288)[FS#1808]: Wrong bridge head table associated
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15:35:36 <CIA-1> OpenTTD: belugas * r12290 /trunk/src/road_cmd.cpp: -Fix[FS#1807]: Do not draw trees nor lamps between tram tracks.(Roujin)
15:36:06 <Gonozal_VIII> there were trees between tram tracks?^^
15:36:38 <Gonozal_VIII> ah those city center roadside trees?
15:38:09 <Eddi|zuHause3> there's a screenshot
15:38:38 <Belugas> picky Eddi|zuHause3 ;)
15:38:40 <Gonozal_VIII> i think i pretty much figured out where the problem could have been
15:39:35 <Gonozal_VIII> yep, the screenshot is what i thought of
15:40:06 <Gonozal_VIII> my trams usually follow the roads inside cities so i never noticed
15:42:26 <Gonozal_VIII> between rsselhorst tal and hbf there's a 3*3 road block with a building in the middle that has no road connection... cities do that?
15:42:47 <Gonozal_VIII> there are more of them...
15:43:04 <Eddi|zuHause3> i don't know, but they do that
15:44:23 <Yorick> they do that since...erm....the 3x3 road block was introduced
15:44:25 <Gonozal_VIII> but on the outside of the city there's nothing built not touching a road, only in those 3 tile wide blocks
15:45:31 <Eddi|zuHause3> <Gonozal_VIII> my trams usually follow the roads inside cities <- yes, but that track was outside the city when i started
15:45:55 <Gonozal_VIII> ah ok, makes sense
15:46:02 <Yorick> I think they can be built when there are buildings surrounding them everywhere
15:48:15 <Gonozal_VIII> btw.. reichsmark^^
15:49:24 <Gonozal_VIII> you should make a patch that allows realistic inflation and multiple currency changes ;-)
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15:51:52 <Gonozal_VIII> suddenly all your money is worth nothing :-)
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16:32:03 * Gonozal_VIII is quietly quiet
16:32:41 <yorick> the strange thing is that everyone is watching the channel, but no one is saying something
16:33:15 <Belugas> blablabla blala ?? ball! balalbllabllab... :S BLABLA!!!!
16:33:18 <yorick> proven by the fact above, I say something, 13 seconds later Gonozal_VIII responds
16:33:51 <Gonozal_VIII> i'm always watching
16:34:17 <yorick> Gonozal_VIII is watching you!
16:35:11 <yorick> aftger that, it went silent again
16:37:28 <keyweed_> i try to limit the amount of uselss lines here, so i don't talk often.
16:37:34 *** keyweed_ is now known as keyweed
16:39:13 <keyweed> too lazy to remake openttd in perl or learn enough C to contribute, so i watch. mostly.
16:40:01 <Belugas> i watch and i respond when work@work allows me, when there is something worth adding or... if i feel inspired
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16:51:51 <Gonozal_VIII> yep, seems like somebody left a window open and it snuck in
16:52:10 <LordAzamath> anyone else to greet?
16:53:46 <LordAzamath> /yorick has misunderstood something/
16:53:46 * keyweed reads todays changed wiki pages
16:54:01 <LordAzamath> keyweed: it's !yorick not yorick
16:54:12 <keyweed> ow. sorry. let me try again.
16:54:22 <yorick> !yorick triggers yorick!
16:54:26 <keyweed> close. still no cigar.
16:54:59 <LordAzamath> !yorick triggers "/me feels loved" for the bot...
16:55:17 * yorick feels not-so-loved-anymore
16:55:48 <LordAzamath> I just love this bot.. It's so funny sometimes :D
16:56:29 <keyweed> yus. and you wiki pages are being scrutinized
16:56:51 <LordAzamath> !yorick cmd_NOT: "Talk in passive"
16:57:36 * LordAzamath hugs everybody but...
16:59:07 <LordAzamath> I sometimes get a feeling that yorick is not a bot...
16:59:26 <yorick> there is being talked about yorick!
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17:01:34 <yorick> where is that pacman when you need him
17:01:52 * yorick can download things from bash.com
17:02:03 <yorick> yes, pacman eats dots!\
17:02:29 <LordAzamath> ee... Untitled Document.. WTF?
17:03:24 <murray> Results 1 - 10 of about 36,200,000 for intitle:"Untitled Document". (0.21 seconds)
17:03:34 <Belugas> #i wandered lonely as a cloud
17:04:02 <LordAzamath> how can a channel wander? =?
17:04:23 *** UserError has joined #openttd
17:04:36 <murray> don't you see LA, it's a precompiler directive
17:04:54 <yorick> Deopped you on channel #i because it is registered with channel services
17:06:33 <Belugas> # It's a super sized bird that sure can fly!
17:07:01 <LordAzamath> x, y, o and z and F channels all deopped :O
17:08:11 <Belugas> # When the raven flies there's jeopardy
17:09:26 <Belugas> # I'm in the agony of Slipper Pain
17:10:03 <Gonozal_VIII> could somebody please tell me wtf is up with those # lines?
17:10:41 <Gonozal_VIII> the stuff that belugas writes
17:11:02 <glx> Gonozal_VIII: he's singing
17:11:08 <Belugas> get yourself Genesis - Lamb lies Down on Broadway
17:11:54 <Gonozal_VIII> i noticed that it looks like song lyrics... but why does every line start with #?
17:12:24 <Belugas> jsut to be sure they could not be interpreted as real posts
17:12:53 <Belugas> i';ve got a song that says that...
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17:29:58 <yorick> we've set up #? as a fully-functional channel there
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17:49:29 <Belugas> the work you do when not watching forums :D
17:53:11 * Forked applies this theory to real life
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17:55:21 <Eddi|zuHause3> passenger destinations, villages, branch lines... this game is so lovely...
17:55:41 <Eddi|zuHause3> i'm never going to get to do an industry game...
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17:59:56 <Eddi|zuHause3> anyone else going to invite me to #?
18:00:04 *** ChanServ sets mode: +v tokai
18:00:27 <LA[lord]> Eddi|zuHause3: Well.. there are only two of us there...
18:01:15 <Eddi|zuHause3> well, i am three, but i'm not there ;)
18:02:09 <Belugas> mmh... three->there->theer
18:02:16 <LA[lord]> it is easy with Gonozal_VIII though... he has auto accept invitations on...
18:02:49 <Eddi|zuHause3> what is "theer"?
18:03:46 <yorick> (you're supposed to click #? :P)
18:04:05 <LA[lord]> !yorick invite list.#openttd #?
18:04:52 <LA[lord]> no.. I don't want to get flamed for highlightning all...
18:05:05 <LA[lord]> It's much easier to use a bot
18:05:15 <yorick> and dorpsgek will do it
18:05:51 <LA[lord]> yea, but they see that I gave the command.. although they don't see privmsgs
18:06:48 <yorick> actualy, @seen * will just print the first 10, the other ones are available using the @more command
18:07:35 * LA[lord] would like to have another bot but yorick at #?...
18:07:59 <yorick> how about triying to invite dorpsgek?
18:10:11 <Patrick`> DorpsGek is still around!
18:12:34 <SpComb> yorick: aaaand what is the #? channel about?
18:12:50 <yorick> the #openttd social channel!
18:13:04 <SpComb> hmm... does #openttd need a social channel?
18:13:50 <LA[lord]> but we can change the #? channel to something else too :)
18:14:07 <Forked> holy crap.. this no-forum thing while working is pretty .. effective
18:14:18 <yorick> because it's name is ?
18:14:59 <LA[lord]> which means we don't know what it is ^^
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18:35:08 <Belugas> and another bridge done :D
18:41:57 <LA[lord]> Belugas: bridge?... hmm maybe I shouldn't ask you now.. your'e still work@work...
18:42:14 <Gonozal_VIII> read commit logs
18:42:43 <LA[lord]> Gonozal_VIII: CIA should report them, shouldn't it?
18:43:10 <Gonozal_VIII> there... bridgestuff
18:43:25 <Forked> Belugas: Maybe avoiding IRC helps even more
18:43:31 <Forked> but not sure I'll ever find out :p
18:43:51 <Gonozal_VIII> you not highlighting him would help even more i guess :P
18:44:05 <Forked> I was speaking for myself =p
18:44:12 <Forked> only 15 minutes left before I head home though
18:45:10 <Eddi|zuHause3> you are working this late?
18:45:38 * Belugas nods at Forked. IRC is time consuming too...
18:46:19 <Belugas> LA[lord], doing some cleanup basically... bridge data is an ocean of meaningless numbers
18:46:32 <Belugas> now, it's getting clearer
18:46:52 <LA[lord]> so it was just untouched from beginning?
18:47:14 <Forked> Eddi|zuHause3: yep, doing a bit extra when I can .. pretty good pay :)
18:49:59 <Eddi|zuHause3> you are paid by the hour?
18:52:38 <Belugas> not me. it has positive and negatives sides. Overtime can be accounted for, but you need to do a lot before it is really noticeable. You are not afraid of lack of work either
18:53:23 <Belugas> if ever i have to leave for the day, pay check is untouched
18:53:31 <Belugas> weekends, if needed, here i am
18:53:39 <Belugas> that is boring part :S
18:53:47 <Belugas> even more when having a wife and kid
18:54:07 <Forked> no kids.. but soon-to-be-wife, two cats and a dog
18:54:07 <glx> you were faster for this one ;)
18:54:51 * LA[lord] is going to reboot to linux and try to get network to work again
18:54:58 <Forked> then again she is working late today .. so all it really does is give a bit extra cash, a bit less backlog and I don't get to play x3: reunion
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19:11:04 <LA[lord]> didn't get it to work
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19:27:28 <Ammler> what does MM mean of a svn diff, normally it has only one M
19:27:50 <Gonozal_VIII> modified modification?^^
19:33:11 <Diabolic-Angel> MM! on a diff!!!
19:36:22 <Belugas> Ammler, maybe you could show that, as it does not make sens for me.
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19:41:10 * SpComb wonders if he's supposed to include the entire OpenTTD project history in his public copy of the OpenTTD git repo
19:42:21 <Ammler> Belugas: sorry for deleay
19:42:30 <Ammler> I made a svn diff --summarize
19:42:57 <Ammler> and most files only had a M some a D or A and one had a MM
19:43:31 * Belugas nevr used that feature...
19:46:35 <Ammler> I try that to check which files did change
19:50:09 <CIA-1> OpenTTD: truebrain * r12291 /branches/noai/src/ai/api/ai_cargolist_valuator.hpp.sq: [NoAI] -Fix: squirrel file was out-of-date
19:50:10 <peter1138> Ammler: MM means attributes were modified.
19:50:26 <SpComb> specfically, date_func.h and date_type.h
19:54:44 <glx> maybe it doesn't support svn externals correctly
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19:56:26 <Luukland> yorick... Ben jij de yorick die ik ken? :p
19:56:27 <SpComb> no, it looks like the entire .git repo is almost a year out of date
19:56:37 <SpComb> last commit 2007-03-17
19:56:40 <Belugas> Luukland, in english please
19:56:51 <Luukland> Yeah forgot that one Belugas :p
19:56:53 <SpComb> who maintains OpenTTD's svn <-> git stuff?
19:57:42 <glx> SpComb: talk to TrueBrain in PM
19:58:29 <CIA-1> OpenTTD: truebrain * r12292 /branches/noai/bin/ai/regression/ (regression.nut regression.txt): [NoAI] -Fix: no need to print GetName twice for Engine in regression
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19:59:27 <ln-> Luukland: pardon, bent u'n romulaan?
19:59:38 <Luukland> no i aint a romulaan :p
20:01:38 <Luukland> btw, for my World Scenario I still need some people who like to help me optimize it. Currently only scandinavia is really 100% checked, but Europe needs to be checked also, just like Russia, Asia etc. So if you wanna help please feel free to query me, or check the scenario on the board: http://www.tt-forums.net/viewtopic.php?f=60&t=36407
20:02:08 <Luukland> The only thing I ask is 10-20 mins build time :P
20:02:51 <yorick> I don't have 10-20 mins build time
20:03:29 <Luukland> no prob :) Its just out of free-will :P
20:04:24 <Luukland> But I really need some people that are willing to help me :D
20:09:31 <Luukland> Let me take a look....
20:09:52 <yorick> if you can connect to that forum
20:10:26 <Luukland> its taking some time :p
20:11:54 <Luukland> Whats the size of that map?! :S
20:12:47 <Luukland> for a world map... Thats not really realistic, but i will take a look at it :p
20:12:51 <pv2b> they dont call it enormous screenshot for nothing :-)
20:13:51 <Luukland> america isn't on it :p
20:14:31 <Luukland> what a stupid map :p
20:15:00 <yorick> I spent a couple of days remaking it to that version
20:15:12 <Luukland> yeah, well you shouldn't have done that :p
20:15:20 <Luukland> It looks ugly anyway :(
20:16:05 <Luukland> Sydney on the west side of Australia, whahahaha :D
20:16:25 <Luukland> Kind of Messed up :p
20:17:21 <yorick> ok, good luck doing that map on your own, I'm not going to help you with it this way
20:19:19 <Luukland> I am glad you didn't want to help me (puh)
20:20:24 <yorick> SmatZ: I unbanned you on #?, banning yourself eh?
20:30:19 <Prof_Frink> Is there anybody out there?
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21:07:37 <CIA-1> OpenTTD: peter1138 * r12293 /trunk/src/ (6 files in 2 dirs):
21:07:37 <CIA-1> OpenTTD: -Feature: Ability to change aircraft speed factor, from so
21:07:37 <CIA-1> OpenTTD: called 'realistic' (matching other vehicles) (1/1) to original TTD
21:07:37 <CIA-1> OpenTTD: speed (1/4). Note this option defaults to original TTD speed.
21:07:42 <CIA-1> OpenTTD: truebrain * r12294 /branches/noai/ (15 files in 5 dirs): [NoAI] -Add: added AIBridge(List), which lists all available bridges (no build yet)
21:11:38 <yorick> as long as you can't build the things...
21:12:19 * Belugas was whoooooing at aircraft speed factor :P
21:12:37 <Belugas> i've got plenty of bridge stuff to whhooooo myself ;)
21:12:49 <peter1138> I did consider including the old code and speed units at one point!
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21:16:39 <[1]Roujin> is the ttd plane speed favored because it's more "balanced" ?
21:17:07 <Belugas> nope, because it's like original
21:17:42 <Belugas> i wanted to talk to you, [1]Roujin, but i forgot about what :S
21:17:47 <[1]Roujin> so all patch settings that change something from original behavior are default off? :P
21:18:23 <Belugas> and it should be the way to go for changes from orignal behaviours too
21:18:41 <[1]Roujin> hmm. a patch of mine? bugfixing? meaning of life? cheesecake?
21:18:42 <peter1138> It should be, it hasn’t always been in the past :o
21:20:15 <Belugas> [1]Roujin: bug fixing : nice fs1807
21:20:24 <Belugas> but that's not what i wanted to talk
21:21:46 <[1]Roujin> thanks, it happened to be at the part of code i've been diving into for my traffic lights anyways ;) so, glad to help
21:23:34 <[1]Roujin> hmm.. do road vehicles stop in the middle of rail crossings if the bars get lowered?
21:24:15 <Gonozal_VIII> that would be kind of bad for the rv
21:24:35 <Gonozal_VIII> but i know why you asked, read it in the tr topic
21:24:48 <[1]Roujin> can anyone try for me? with YAPP it could be tested
21:25:01 <Gonozal_VIII> watched too much japanese stuff^^
21:34:04 <CIA-1> OpenTTD: peter1138 * r12295 /trunk/src/newgrf.cpp: -Codechange: Make plane speed option available to NewGRFs
21:47:09 <CIA-1> OpenTTD: glx * r12296 /trunk/src/ (group_cmd.cpp order.h order_cmd.cpp timetable_cmd.cpp): -Fix [FS#1549]: restore timetable from backupped orders and add group ID to the backup
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22:07:37 *** Greyscale is now known as Greysc[a]le
22:07:50 <Patrick`> so still no autosignals
22:07:55 <Patrick`> you dissapoint me, community
22:08:00 <Patrick`> is it in one of the patch collections?
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22:10:59 <Gonozal_VIII> autosignals as in?
22:11:08 <Vikthor> Patrick`: You mean like building one signal, then holding ctrl and dragging in direction to build them
22:11:28 <Patrick`> and having it predict along the track, following twists and turns?
22:11:49 <Patrick`> there were various attempts to patch it into mainline but hackykid vanished and there was another one in miniIN at about revision 5000 or so
22:12:15 <Patrick`> just lay signals along the track, following twists and turns
22:12:32 <Gonozal_VIII> ah yes that... it doesn't fullow corners, just straight as far as you drag
22:12:55 <Patrick`> it was called autosignals and it was really useful in the start of the game
22:13:05 <Patrick`> later on, I just terraform to give me long straight tracks :)
22:13:46 <Vikthor> no, it does its already in trunk AFAIK
22:13:50 <[1]Roujin> patrick: try holding ctrl while dragging in a direction
22:14:05 <Eddi|zuHause3> Patrick`: there is autosignals
22:14:14 <[1]Roujin> it should do what you're looking for
22:18:13 <Gonozal_VIII> wow cool, i didn't know that
22:21:37 <Eddi|zuHause3> it is only for advanced users ;)
22:21:46 <Eddi|zuHause3> (and i never use it)
22:22:26 <Patrick`> it's such a time saver
22:23:33 <Eddi|zuHause3> only when you want to place a gazillion of signals
22:33:33 <Gonozal_VIII> turn vehicle Ctrl + click on vehicle in depot window. <-- huh?
22:34:14 <Patrick`> I know, I just thought that
22:34:18 <Patrick`> depots have one exit, so ...
22:34:45 <Roujin> no, it turns the wagon/locomotive
22:35:22 <Gonozal_VIII> wow, i have a backwards running engine now
22:35:34 <Patrick`> reverses the order of wagons
22:35:57 <Gonozal_VIII> no only the sprite
22:41:36 <Gonozal_VIII> but trains still have to start with an engine
22:45:39 <CIA-1> OpenTTD: truebrain * r12297 /branches/noai/ (5 files in 2 dirs): [NoAI] -Add: added AIBridge.BuildBridge and friends
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23:04:32 <glx> remaxim: he's going ro home
23:05:07 <remaxim> it's quite hard to reach him ;)
23:05:25 <glx> not really, you just need to know his time zone
23:06:10 <remaxim> I know his time zone... I just always forget to go on at the right time ;)
23:06:50 <remaxim> I have to go then, have a nice day/night/evening/morning ;)
23:06:55 <CIA-1> OpenTTD: truebrain * r12298 /branches/noai/ (9 files in 5 dirs): [NoAI] -Add: added AITunnel (Morloth)
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23:15:59 <CIA-1> OpenTTD: truebrain * r12299 /branches/noai/src/ai/api/ai_industry.cpp: [NoAI] -Fix: don't assume any length of produced_cargo and accepts_cargo
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23:28:46 <CIA-1> OpenTTD: truebrain * r12300 /branches/noai/ (5 files in 2 dirs): [NoAI] -Add: added AIAbstractList.AddList() (on request by Progman)
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23:37:46 <Patrick`> 12345 is coming up soon
23:37:53 <DorpsGek> Patrick`: Commit by truelight :: r1234 /masterserver (main.cpp udp.cpp) (2004-12-22 20:12:28 UTC)
23:37:54 <DorpsGek> Patrick`: -Fix: fixed 2 memleaks
23:38:00 <DorpsGek> Patrick`: Commit by dominik :: r123 trunk/town_gui.c (2004-08-23 21:12:51 UTC)
23:38:01 <DorpsGek> Patrick`: Fixed some indentions... btw credits for the last commit go to Celestar
23:38:07 <DorpsGek> Patrick`: Commit by dominik :: r12 /trunk (8 files in 2 dirs) (2004-08-10 17:06:10 UTC)
23:38:08 <DorpsGek> Patrick`: Change: removed patch no_train_service. Instead you can set the default service interval for any vehicle type to 'disabled'.
23:38:32 <DorpsGek> SmatZ: Commit by rubidium :: r10000 mapgen/README (2007-05-31 15:16:44 UTC)
23:38:33 <DorpsGek> SmatZ: -Fix: the readme did not explain how to install the wonderfull ``world'' needed for mapgen.
23:38:34 <DorpsGek> Patrick`: Commit by rubidium :: r10000 mapgen/README (2007-05-31 15:16:44 UTC)
23:38:35 <DorpsGek> Patrick`: -Fix: the readme did not explain how to install the wonderfull ``world'' needed for mapgen.
23:40:52 <SmatZ> I do not know why this statement is different than the one in svn logs... maybe svn logs were edited later?
23:48:23 <CIA-1> OpenTTD: truebrain * r12301 /branches/noai/src/ai/api/ai_industrylist.hpp: [NoAI] -Fix: clearify the behavoir of AIIndustryList_CargoProducing (Progman)
23:50:12 <fjb> Hm, there are lots of vehicle sets, but only one ship set. Is nobody using ships?
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