IRC logs for #openttd on OFTC at 2008-06-23
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00:00:15 <SpComb> zooming in is a slow operation
00:01:23 <SpComb> hmm, actually, it's not even that bad, although it's a bit slow resampling it
00:02:44 <fjb> A webbrowser is not always the best option to view pictures...
00:02:57 <SpComb> it will be once I write my large-image-viewer
00:02:58 <curson> definitely not, but I've not problem opening huge image in opera
00:03:30 <SpComb> EOG is pretty smooth now that it got it loaded
00:04:08 <SpComb> it completely trashed firefox
00:04:19 <curson> opera is still fully usable
00:04:31 <SpComb> can you view the image and zoom in nicely?
00:04:41 <curson> but I wouldn't try to open a video on youtube now
00:04:58 <curson> zooming is damn slow, but it works
00:05:14 <SpComb> go admire the passenger network in the west and south
00:05:41 <curson> btw, who's the crazy-must-be-the-devil who's posting a screenshot of 83mb?
00:07:59 <SpComb> hmm... 4.4mbit/s... is that restricted by my end or your end?
00:08:30 <SpComb> I have pretty good speeds for national traffic that goes via FICIX, but international traffic goes via nebula and is often pretty slow
00:09:07 <SpComb> (well, "often pretty slow", I mean low-quality)
00:15:18 <Eddi|zuHause2> well, the first few rows loaded fine for me, and i could scroll around nicely, i didn't want to drain my line any further
00:15:45 <Eddi|zuHause2> i wouldn't finish 83MB before the disconnect anyway
00:16:26 * curson is compiling the latest nightly with daylenght patch
00:16:35 <curson> ...lots of warning, but let's see if it works ;)
00:18:03 <Eddi|zuHause2> generally apply patches only to the revision they were made for, unless you really know what you are doing
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00:19:55 <SpComb> warnings might just cause it to crash later
00:20:36 * eekee thinks 95% of gcc warnings are spam anyway
00:25:45 <glx> eekee: same goes for MSVC ones, but sometimes MSVC is right to warn
00:27:57 <eekee> personally I'd rather not have one or two warnings than lose all warnings in a 95%-meaningless flood
00:29:39 <glx> <SpComb> the disconnect? <-- yes he has a silly disconnect every 24h ISP
00:29:50 <fjb> Patching, patching, patching, I hope the latest trunk and YAPP work together...
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00:37:53 <Georgio> hey is there a OpenTTD editor for download on the site?
00:38:41 <Georgio> yea like a program that eases the editing of vehicles and stuff
00:39:01 <Chrill> Well, there's a language
00:39:08 <Chrill> learn to code, perhaps?
00:39:10 <Georgio> or do i need to hex edit it...
00:39:42 <Chrill> I believe there was some sort of editor
00:39:49 <glx> and action 0 grfs are very easy to write
00:39:52 <Chrill> but for TTDPatch or something, and not sure if it was actually released
00:41:38 <Georgio> how do i "make" vehicles?
00:42:24 <Sacro> you take a mummy vehicle and a daddy vehicle that love each other very much...
00:42:56 <Chrill> Georgio, you make some graphics and kindly ask someone who can produce it.. to produce it
00:43:00 <fjb> That results in a traffic jam...
00:43:04 <Georgio> ok simpler question... why dosnt my cutom vehicle names save?
00:43:16 <Chrill> Why'd you want those? :P
00:43:35 <Chrill> Also, am not aware of that issue and wont be able to help without a save and stuff
00:47:08 <Eddi|zuHause3> custom vehicle names? i thought we did away with them a long time ago
00:47:44 <Eddi|zuHause3> the feature has been broken for ages
00:48:54 <glx> Chrill: no need for a gfx to just change vehicle properties
00:49:20 <glx> just needs an action 8 (required) and as many action 0 as needed
00:49:22 <Chrill> no need for a wut to do what?
00:50:03 <glx> I guess Georgio wants something like ttdalter
00:50:53 <Eddi|zuHause3> i'd suggest we'd redirect him to #tycoon :p
00:50:58 <Georgio> omg i jus came back from swimming at beach giv me a break
00:51:49 <Eddi|zuHause3> beach... at 3AM... could be fun :p
00:58:49 <Chrill> where in US be you living?
00:59:12 <Georgio> i used to live in Moscow Russia
00:59:22 <Chrill> I used to live in Stockholm, Sweden
00:59:49 <Chrill> before I move to Gothenburg with the sweetheart :P
00:59:58 <Chrill> need to finish high school college whatever thing
01:00:24 <Chrill> she's there now tho and have been for 2 and a half weeks
01:00:42 <Georgio> omfg how many times do i have to fund new buildings for a significant effect?
01:00:56 <Chrill> Georgio, just build 3-4 bus stops and run like 4 buses
01:01:26 <Chrill> Eddi|zuHause3, 4 bus stops and a train station
01:01:39 <Georgio> in locomtion you build 1 bus stop and population jumps by 10,000
01:01:44 <Eddi|zuHause3> well, one bus stop at the train station :p
01:01:56 <Chrill> in Locomotion, you shut the game off and play OpenTTD :P
01:02:22 <Chrill> see the channel name ;)
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01:33:13 <Eddi|zuHause2> hm... i'm afraid this is getting worse...
02:59:29 <ccfreak2k> Is a "coal mine subsidence" part of a newgrf?
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06:25:02 <planetmaker> morning #openttd :)
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08:25:38 <mucht_work> sounds plausible to me
08:26:26 <ben_goodger> I cannot foresee any logical counterargument
08:31:04 <Rubidium> the real question is... what did he mean with hello
08:33:05 <Eddi|zuHause2> maybe that he is an islamic fundamentalist in disguise
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08:36:43 <globester> is there any way of compiling yapp on vista yet?
08:37:06 <Eddi|zuHause2> globester: there always has been
08:37:07 <globester> besides the horribly lengthy work of trying to get buildottd to work
08:37:10 <ln> syntax and semantics of "<Mchl> hello" has been analyzed, now it's time for pragmatic analysis.
08:37:42 <Mchl> I did compile YAPP on Vista
08:38:10 <Eddi|zuHause2> buildottd is not a compiler, it's just a one-click-wrapper for the mingw compiler, which you may as well install by yourself
08:38:21 <CIA-3> OpenTTD: rubidium * r13611 /trunk/src/ (bridge.h tunnelbridge_cmd.cpp):
08:38:21 <CIA-3> OpenTTD: -Fix [FS#2100]: if the first bridge can't be build for a given length, then none
08:38:21 <CIA-3> OpenTTD: of the other bridges can. Effectively meaning that if someone replaces the first
08:38:21 <CIA-3> OpenTTD: bridge with a bridge that can be only 3 tiles longs then only other bridges that
08:38:21 <CIA-3> OpenTTD: can be 3 tiles long will be buildable, but only if they are 3 tiles long.
08:39:55 <globester> k thanks, i'll have a look
08:42:35 <Rubidium> peter1138: should I start writing buildt?
08:42:36 <peter1138> that commit message doesn't make a lot of sense :o
08:43:06 <Mchl> it's hell of a overkill (and a pain in the ..) to install over 1GB of software and libraries to compile OTTD... but it works :P
08:43:43 <Rubidium> Mchl: that's why MS advertises with "what do you want to do today"
08:44:02 <Rubidium> instead of "what do you want to do now"
08:45:10 <Rubidium> peter1138: then how would you describe the issue that when the first bridgetype can limit the minimum and maximum length of all bridges?
08:49:21 <CIA-3> OpenTTD: rubidium * r13612 /trunk/src/players.cpp: -Fix [FS#2104]: wrong comment of CmdSetAutoReplace. Patch by Yexo.
08:49:21 <peter1138> you just did it there
08:49:37 <Rubidium> but... that isn't complete
08:49:43 <Rubidium> because it's ambiguous
08:50:20 <Rubidium> as it could also mean that if bridge 0 can only be 3 tiles long and bridge 1 can only be 2 tiles, bridge 1 can't be build
08:51:03 <Rubidium> so it only limits if min is lower and/or max is higher, which makes it like five lines longer and imo even more vague
08:53:35 <Eddi|zuHause2> i had to read that message three times before i even got a vague clue what it should mean
08:55:00 <Mchl> theres alway flyspray to get more information
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09:09:57 <TiberiusTeng> well .. are there anybody using Windows having GeForce 6100+ / Radeon 9550+ wanna try a not-so-fast OpenGL OTTD? :p
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09:12:13 <TiberiusTeng> it's still slower than 32bpp-anim actually
09:12:38 <TiberiusTeng> but I managed to do all the functionality (well I believe ...)
09:12:42 <Eddi|zuHause> i have a radeon 9700 but i'm on linux
09:13:03 <TiberiusTeng> I'm using 7600GT so ... peter1138 you should be able to run it well
09:13:58 <peter1138> it was meant to be a GTO but it's not
09:15:02 <TiberiusTeng> I think there's still some optimization in blitter stage
09:15:18 <peter1138> i got an 8800GT for home
09:15:19 <TiberiusTeng> but won't be big if we don't change upper layers
09:16:00 <TiberiusTeng> using gDEBugger stepping would find upper layers redrawing many things in 2D way
09:17:18 <peter1138> i wondered if drawing windows as textures would ever work
09:17:28 <peter1138> then it would be two triangles to draw, heh
09:18:05 <peter1138> and they'd only ever need to be marked dirty when content changes
09:18:31 <peter1138> major changes to the gui system though
09:19:05 <TiberiusTeng> and it will nuke all current other blitters
09:19:29 <TiberiusTeng> SetPixel/SetPixelIfEmpty is really trick to do fast in OpenGL ....
09:19:44 <TiberiusTeng> hope it don't crash on your machine :pp
09:20:09 <TiberiusTeng> I already using draw-to-texture when scrolling ...
09:24:41 <Eddi|zuHause> "a trick" i assume
09:24:52 <Eddi|zuHause> otherwise he'd said "it does"
09:25:48 <peter1138> powerstation animation is broken
09:26:02 <peter1138> possibly related to the threading problem i had
09:26:30 <peter1138> specifically the sprite that is not showing is the one that is loaded during map generation, in another thread
09:26:32 <TiberiusTeng> the smoke is missing?
09:27:34 <TiberiusTeng> so I should try to intercept all sprite-loading actions in map generation and run them in main thread ...
09:32:37 <yorick> SmatZ: about FS#2066, wasn't it the point to get those buttons away from the terraform gui?
09:34:02 <yorick> and could you point me to the whitespace problem, please?
09:34:23 <TiberiusTeng> well, delay the actual encoding to first Draw() should solve the problem ... if map-generating thread won't Draw() ...
09:37:23 <Yexo> about the whitespace, for example in _scen_edit_land_gen_widgets, the line with SPR_IMG_ROCKS misses a space before 90
09:37:23 <peter1138> TiberiusTeng: it doesn't
09:37:32 <peter1138> TiberiusTeng: it loads the sprite only to get the dimensions
09:37:38 <Yexo> same for STR_SE_NEW_WORLD and STR_022B_RESET_LANDSCAPE
09:38:14 <Yexo> + 'Y' <- misses a comma at the end of line
09:38:27 <TiberiusTeng> great. seems easy to solve then.
09:38:41 <peter1138> well, easier than if it did, heh
09:38:52 <peter1138> there is also a hack in the sprite loader for the old landscape generator
09:39:06 <peter1138> that does use some sprites, but they're never passed to encode
09:39:16 <Yexo> + DTW_RIVER, ///<Build river button (in scenario editor) <- the comment doesn't align with the comments before / after
09:39:37 <Yexo> in BuildDocksClick_Canal, why add an empty line?
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09:40:34 <Yexo> _build_docks_scen_toolb_widgets is messed up (commas should align)
09:40:56 <TiberiusTeng> I plan to make Encode() store the loaded bits in Sprite*, then actually upload them as texture when first Draw() the sprite
09:41:23 * TiberiusTeng wonder if my blitter will be blamed on coding style :p
09:41:57 <TiberiusTeng> anyway the two-stage encoding is dirty
09:42:03 <Yexo> TiberiusTeng: is it your first patch? then probebly it will at first :)
09:42:55 <TiberiusTeng> opengl.cpp's already an 1800-lines monster
09:43:45 <Yexo> that shouldn't be a problem
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09:44:58 <TiberiusTeng> just released by J.D.? :p
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10:07:52 <Eddi|zuHause2> glx is not here to react on it ;)
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10:37:20 <Mchl> TiberiusTeng: your build runs here
10:41:53 <Mchl> some animations are missing though
10:43:38 <Mchl> you probably know about it already :P
10:45:42 <Mchl> also the currency symbol does not display properly
10:52:12 <SmatZ> yorick: it depends :) now don't move the buttons, there is a discussions about it
10:54:36 <TiberiusTeng> peter1138, the encoding thread problem fixed (but I haven't updated the binary yet)
10:55:11 <TiberiusTeng> now wanna fit all palettes into one texture ...
10:55:38 <peter1138> might run out of space ;)
10:59:27 <TiberiusTeng> but it doesn't become faster though
10:59:45 <TiberiusTeng> I think it's ok ... since there aren't many palettes
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11:09:13 <TiberiusTeng> in my testing run there are always less than 20 palettes
11:09:24 <TiberiusTeng> not tested with huge numbers of NewGRFs, though
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11:10:01 <TiberiusTeng> so a 256x1024 would more than enough, I think
11:10:14 <TiberiusTeng> but I'm already in 'lazy mode' :p
11:17:30 <TiberiusTeng> and the font drawing ... currently it looks strange when anti-aliasing is enabled
11:17:53 <TiberiusTeng> I think it should do two color-remapped render pass rather than put the shadows on the same sprite
11:20:52 <TiberiusTeng> looks easy, I can do a little patch tonight, gotta eat dinner first ;) (19:20 here)
11:29:17 <peter1138> shadows are done like that as that's how the original sprites were done
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12:34:04 <CIA-6> OpenTTD: truebrain * r13613 /branches/noai/ (5 files in 2 dirs): [NoAI] -Add: added AIStation::GetNearestTown(), which returns the nearest town AT MOMENT OF STATION CREATION (Yexo)
12:39:25 <yorick> "AT MOMENT OF STATION CREATION"
12:39:46 <Pikka> what's that thread about power plants all about, eh?
12:39:57 <dih> someone wanting them to close
12:40:08 <yorick> is it like towns move? :S
12:40:26 <Pikka> yes, but don't they? and if not, why not?
12:40:46 <TiberiusTeng> Ignoring the shadow color (draw it transparent) then use the main color + shift position as shadow, then it should compatible with original font sprites too
12:41:16 <yorick> I haven't ever seen the nearest town at a location change?
12:42:46 <Yexo> yorick: even when station walking, the value returned will not change
12:43:09 <peter1138> answer: make a grf :p
12:43:40 <yorick> "after like 70 years of playing, leaves me with 20 Powerplants, but only 1 Sawmill, 1 Factory, 2 Steelmills and 2 Refinerys"<-- isn't it a better solution to change the other industry behavior?
12:44:07 <Pikka> but why is the behaviour different in the first place?
12:44:13 <yorick> or something that freezes all of them, for example in a scenario with strategically placed industries where you don't want the player to move them?
12:44:22 <peter1138> that's just the way it is
12:44:26 <peter1138> apparently that's how it is in ttd
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12:44:35 <peter1138> if not then someone misread, heh
12:44:51 <TiberiusTeng> will 'normal' power plants closedown? :p
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12:46:03 <TiberiusTeng> damn it's hot ...
12:46:12 <Pikka> I've never noticed it as a "feature" of default powerplants in TTDP, but it's quite possible
12:46:14 <TiberiusTeng> aha, speaking of transparent ;)
12:46:36 <yorick> those houses look like they're melting
12:46:53 <CIA-6> OpenTTD: rubidium * r13614 /branches/noai/ (17 files in 5 dirs): [NoAI] -Add: AIGroup which allows an AI to manage its vehicle in the context of groups.
12:47:19 <TiberiusTeng> I think transparency by OpenGL blending looks prettier than current 32bpp blitters (just my personal taste)
12:47:53 <peter1138> the end result can be the same
12:47:59 <TiberiusTeng> maybe I can do a screenshot, one second.
12:48:00 <SmatZ> TiberiusTeng: if it works with palette animation, then it's perfect :)
12:48:24 <TiberiusTeng> peter1138, I believe current blitters didn't calculate alpha in a 'formal' way
12:48:49 <SmatZ> there is a little problem when you have "animated water" behind "transparent building"
12:49:12 <TiberiusTeng> oops, I didn't solve this problem too
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12:49:15 <peter1138> SmatZ: but that's the case with the old 8bpp stuff anyway :)
12:50:11 <SmatZ> peter1138: well, it is :)
12:50:29 <SmatZ> I never tried it in 8bpp blitter and thought it works
12:51:15 <yorick> someone else suggests a "Tee Tee" for ingame :')
12:51:52 <Rubidium> "it looks like you're ignoring a thread, do you really want to ignore the thread?"
12:52:51 <yorick> TiberiusTeng: whoa, that looks nice
12:53:13 <yorick> but does it also work any faster?
12:53:29 <TiberiusTeng> unfortunately, NO. :p
12:54:04 <TiberiusTeng> about the same speed as 32bpp-anim on my computer (C2D @ 2400), your mileage may vary.
12:54:14 <yorick> anim with animation enabled?
12:54:27 <TiberiusTeng> 32bpp-anim is animated :pp
12:54:38 <yorick> unless you disable the animation using the menu
12:55:50 <TiberiusTeng> try for yourself, hope I packed with correct language files
12:56:02 <TiberiusTeng> (requires GeForce 6100+ / Radeon 9550+)
12:56:31 <yorick> does it need any switches from command line?>
12:56:45 <TiberiusTeng> no, if you use the packed openttd.cfg
12:56:55 <TiberiusTeng> or execute it with '-v win32gl -b opengl'
12:58:19 <glx> TiberiusTeng: it seems you ottdres.rc(.in) is wrong
12:58:39 <EightBot> i have a little problem with constructing roads
12:59:10 <EightBot> i'd like to use one way roads and the manual say i create them by holding ctrl and clicking on the road
12:59:18 <EightBot> but nothing happens ^^
12:59:46 <yorick> EightBot: try pressing the one-way button
12:59:50 <TiberiusTeng> glx, could you describe it in detail ?
13:00:05 <yorick> it's the 8th button from left
13:00:21 <yorick> and it becomes enabled if you have a road tool selected
13:00:28 <EightBot> yeah, never mind, i just found out ^^
13:00:48 <glx> TiberiusTeng: openttd.exe version is 0.7.0.13571 but it should be 0.7.0.13603
13:00:50 <yorick> TiberiusTeng: it displays all text in pink here ;)
13:01:16 <TiberiusTeng> glx, ouch ... the version script didn't run correctly
13:01:36 <TiberiusTeng> yorick, what's the card you're using ?
13:01:41 <Rubidium> TiberiusTeng: using MSVC 9?
13:02:03 <yorick> TiberiusTeng: I'll check
13:03:03 <TiberiusTeng> MSVC 9 = MSVC 2008, there's an Express version free downloadable from M$
13:03:10 <yorick> Video kaart NVIDIA GeForce2 MX/MX 400 (64 MB)
13:05:55 <glx> TiberiusTeng: hmm using other blitters result in black screen
13:05:59 <Rubidium> TiberiusTeng: but that doesn't run under Wine
13:06:37 <TiberiusTeng> yorick, MX400 doesn't have pixel shaders, so remapped color will broke ...
13:06:51 <TiberiusTeng> glx, please use win32gl driver only with opengl blitter :pp
13:06:56 <ln> Uw samenleving wordt aangepast om de onze te dienen.
13:07:19 <glx> TiberiusTeng: it shouldn't break others ;)
13:07:30 <glx> else you can't compare speed
13:07:38 <TiberiusTeng> glx, yes, so I leave win32 driver intact
13:08:24 <TiberiusTeng> OpenGL initialization & interfacing are platform specific, so I think it's better to do them at driver
13:08:37 <glx> oh I failed to read driver's list
13:08:38 <TiberiusTeng> then perhaps we can share the same opengl blitter across platforms
13:09:28 <TiberiusTeng> by make e.g. an glX driver for unix-like platforms, a Quartz driver for MacOS X ...
13:09:55 <TiberiusTeng> ahh, big mistake
13:10:06 <glx> can I have the diff (to try to compile with mingw)
13:10:15 <TiberiusTeng> previous screenshots of the powerstation are made by 8bpp-optimized blitter
13:10:26 <TiberiusTeng> these two are by OpenGL blitter
13:10:41 <TiberiusTeng> glx, wait a minute, let me clean it up
13:11:32 <TiberiusTeng> like peter1138 said, they should look really the same ... (?)
13:11:41 <yorick> does it need any libs?
13:14:51 <TiberiusTeng> there's a huge GLee.c (BSD license) in it
13:15:23 <TiberiusTeng> hence the size ...
13:16:01 <TiberiusTeng> please don't blame on indentations etc. since I haven't polished it for release yet ... >_<
13:16:54 <TiberiusTeng> yorick, I think you really should stick with old blitters (e.g. 32bpp-anim) for now, and try this when you replaced the card
13:17:02 <TiberiusTeng> since it's not really faster or anything
13:17:12 <glx> TiberiusTeng: please use generate.vbs to update *.vcproj
13:17:50 <TiberiusTeng> ahh, the line ending ... perhaps the Save button killed it
13:18:26 <SmatZ> TiberiusTeng: wow it looks huge :)
13:18:55 <TiberiusTeng> blitter/opengl.cpp 48KB
13:20:49 <TiberiusTeng> ahh, just remove them, it's a dirty hack for MSVC9 on a Japanese Windows XP .......
13:23:39 <glx> d:/developpement/ottd/trunk3/src/GLee.c:43:18: GLee.h: No such file or directory <-- nice missing file ;)
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13:26:16 <peter1138> glee.c looks nasty :p
13:27:19 <TiberiusTeng> it's a cross-platform extension loading library
13:27:31 <TiberiusTeng> I believe the file's auto generated by GLeeGen
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13:28:23 <TiberiusTeng> maybe it's not a good idea to put hem in the patch file ... although they're BSD licensed.
13:28:59 <TiberiusTeng> perhaps I'll put a clean patch file and direct users to the site instead
13:29:21 <glx> maybe it could go in 3rdparty
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13:36:03 <yorick> I got the v->type==VEH_TRAIN assertion
13:36:23 <yorick> lets see if I can reproduce it
13:36:33 * Rubidium suspects autoreplace
13:37:45 <yorick> but you can also just say you suspect you-know-who
13:38:29 <yorick> yes, I suspect the combination of you two
13:38:57 <peter1138> i blame yorick personally
13:39:00 <yorick> but I haven't enabled multiple newgrf trainsets
13:41:16 <yorick> could it be wagon autoreplace?
13:41:19 <peter1138> i still blame yorick
13:41:30 <peter1138> that comes under Rubidium's first suggestion
13:42:11 <yorick> or loc trailer autoreplace?
13:43:06 <yorick> oh...there are no articulated locs in my save
13:44:40 <yorick> it doesn't even happen on clean trunk
13:44:48 <svip> Hm, are there anyone crazy enough to be making monorails for OpenTTD?
13:44:51 <peter1138> so it's not even in trunk?
13:45:53 <yorick> peter1138, no, but my counter for patches that suffer from the exact same assert is now on 2
13:46:12 <peter1138> if it's not in trunk
13:46:19 * TiberiusTeng thinks really should sit and play some OTTD rather than hacking code
13:46:27 <svip> peter1138 only cares about things in trunk?!
13:47:06 <yorick> lets see if it even happens if I don't go randomly replacing signals with PBS
13:47:35 <svip> No, glx, that's not what I am asking.
13:47:40 <fjb> The narvs test truck look great. Too bad it is not refittable to anything.
13:47:42 <svip> Do you only care about it if it is in trunk?
13:47:53 <svip> Damn, lots of two letter beginning with i words.
13:48:14 <glx> to be in trunk, it must work
13:48:21 <Belugas> svip, taking care of trunk is good enough of a job
13:48:41 <svip> But if he said yes, then I could kill his family and he wouldn't care.
13:48:47 <svip> Because THEY are not in trunk.
13:49:14 <Belugas> hoo... a wise guy, we have here... Good logic, svip o_O
13:49:45 <svip> Luckily for him he did not say yes.
13:50:49 <yorick> I suffered from a bug some time ago
13:51:08 <yorick> and it was uncovered by my patch
13:51:36 <yorick> and then I converted it to the "zoom buttons in scenario editor don't get disabled" problem, and it got fixed the same day :)
13:52:14 <fjb> Hm, is an articulatet road vehicle not able to overtake?
13:52:25 <Belugas> ain't done a thing :S
13:52:44 <CIA-6> OpenTTD: truebrain * r13615 /branches/noai/ (10 files in 2 dirs):
13:52:44 <CIA-6> OpenTTD: [NoAI] -Fix: fixed most, if not all, problems around AIAbstractList. It is now safe to remove values while looping, among other things.
13:52:44 <CIA-6> OpenTTD: [NoAI] -Add: allow foreach() usage for AIAbstractList
13:52:44 <CIA-6> OpenTTD: [NoAI] -Add: allow [] usage for AIAbstractList (read-only)
13:52:44 <CIA-6> OpenTTD: [NoAI] -Add: allow [] usage for AIList (read/write)
13:53:05 *** Osai`off is now known as Osai
13:53:13 <yorick> Belugas, you fixed my bug
13:53:43 <peter1138> svip: obviously i am talking about bug reports against openttd, you buffoon
13:53:51 <yorick> but now to buy a laptop!
14:11:24 *** dR3x4cK has joined #openttd
14:15:40 *** Pikka|afk is now known as Pikka
14:18:20 <TiberiusTeng> hmm. even some huge game (PublicServer 96 final) uses 29 palettes total ...
14:18:36 <TiberiusTeng> (animated palettes don't count :p)
14:20:58 <TiberiusTeng> perhaps I should turn some tall buildings 90 degrees ......
14:22:07 <peter1138> or use a different atlas for taller sprites
14:25:45 <TiberiusTeng> hmm ... basically I wish to eliminate the need to switching between textures
14:30:26 *** michi_cc has joined #openttd
14:30:26 *** ChanServ sets mode: +v michi_cc
14:42:37 <glx> TiberiusTeng: I finally compiled it ;)
14:43:03 <TiberiusTeng> oh! congratulations :D
14:43:04 <glx> needed to "fix" blitter and video headers and add some -l
14:44:46 *** skidd13 has joined #openttd
14:45:06 <TiberiusTeng> compatible with stock fonts, but slower due to drawing the text twice
14:45:18 <TiberiusTeng> yeah, shadow's better
14:48:32 <glx> now recompiling to give you the warnings log ;)
14:49:27 <TiberiusTeng> maybe VC's too kind to me
14:50:10 <glx> VC usually warns for different things
14:52:51 <SmatZ> d:/developpement/ottd/trunk3/src/aircraft_cmd.cpp:427: warning: 'w' might be used uninitialized in this function
14:52:59 <SmatZ> glx, do you get this warning in clean trunk?
14:57:59 <TiberiusTeng> glx, I couldn't connect to the host you put that file :~
14:59:10 *** ChanServ sets mode: +v tokai
15:06:09 <TiberiusTeng> this works, thanks
15:08:23 *** Frostregen has joined #openttd
15:29:03 <Noldo_> would the dungeon collapse if CalculateCompanyValue could return negative company values?
15:29:56 <yorick> would it be possible that company values are negative without the company being bankrupt?
15:31:29 *** frosch123 has joined #openttd
15:33:02 *** Noldo_ is now known as Noldo
15:37:45 <Noldo> PlayersCheckBankrupt checks steer the company towards bankrupcy when it runs out cash
15:38:18 <yorick> lets make a slight modification on IsFrontEngine, because track sharing somehow assumes that it's safe to call that on non-trains
15:42:11 <yorick> removing the assert worked, it doesn't assert anymore :P
15:42:43 <Noldo> adding a check wouldn't have worked?
15:43:08 <yorick> yes, but I first wanted to make sure that it'd work without that assert
15:43:46 <yorick> because it asserted when reserving track
15:44:10 <Noldo> combining shared and yapp?
15:44:18 <yorick> and not even enabling shared
15:47:35 <glx> <yorick> removing the assert worked, it doesn't assert anymore :P <-- best way to have weird crashes later
15:50:25 <yorick> if (v->type != VEH_TRAIN && !IsFrontEngine(v)) crash();
15:51:41 *** Lakie` is now known as Lakie
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15:55:23 <yorick> that autoreplace code is really ugly and all over the place :o
15:55:58 <Belugas> are you up to change it?
15:56:10 <Belugas> Bjarni will sure need a hand :D
15:56:35 <yorick> I just said that it could have been so much easier like autoreplacevehicleindepot(v) and such
15:57:39 <yorick> then backing up data in a local var, finding new vehicles, checking the money for the autoreplace, and do the autoreplace or something
15:58:27 <Belugas> yorick, i'm not against to any improvment on that part of the code, at all...
15:58:50 <SmatZ> autoreplace needs fixing
15:59:07 <Noldo> blah, shares and merger code of cource use the company value
15:59:39 <Noldo> might be somewhat odd if the price for 1/4 of a company were negative
15:59:41 <yorick> sure it does, I agree with that, if I see how many bugs it has caused/is causing
15:59:43 *** Wezz6400 has joined #openttd
16:00:01 <DorpsGek> peter1138: bjarni was last seen in #openttd 2 days, 18 hours, 10 minutes, and 32 seconds ago: <Bjarni> say it with a Welsh accent and you will actually sound... ununderstandable :P
16:00:21 <TiberiusTeng> is there any 'bot commands help' ? :p
16:00:57 <Noldo> how many bots are there any way?
16:01:25 <yorick> Tiberuisteng: try @list
16:02:07 <yorick> but first I go checking out 42 cases in which it could be asserting
16:02:32 <Noldo> is it happening frequently?
16:02:54 <DorpsGek> TiberiusTeng: Ctcp, Filter, Format, Math, Misc, OpenTTD, Scheduler, Seen, Topic, WT2, and XMLRPC
16:03:41 <yorick> It happens if a train on my save goes straight on a pbs junction
16:03:49 <yorick> consisting of 2 signals
16:04:26 *** TiberiusTeng has joined #openttd
16:07:19 <yorick> it could be like yapp is stupid enough to call VehicleEnter_Track on something that isn't a train
16:08:08 <peter1138> yapp wouldn't call that
16:08:53 <peter1138> your mum smells of elderberries
16:09:30 *** TiberiusTeng has joined #openttd
16:09:46 <Mchl> <@DorpsGek> peter1138: bjarni was last seen in #openttd 2 days, 18 hours, 10 minutes, and 32 seconds ago... <-- I think this bot has missed some time on the channel
16:10:43 <peter1138> my lastlog does not contain bjarni
16:10:57 <peter1138> but that only goes back to sunday afternoon
16:11:05 <Mchl> I talked to him yesterday evening
16:14:28 <Belugas> could it be that the bot only knows of the presence of someone wjen that someone actually writes something?
16:14:37 <Belugas> in that case, the bot is right
16:15:00 <Belugas> so if you spoke with Bjarni, it must have been private
16:15:04 <peter1138> in that case it's stupid
16:15:38 <yorick> peter1138: it saves a log of the last line someone said, and if someone says @seen ..., it looks up when that last line was
16:15:49 <Belugas> ha.. well... you knwo who to blame for that peter1138 :D
16:15:53 <yorick> but you can just rewrite it :)
16:16:22 <yorick> I think JJ saves quit messages too
16:16:49 <yorick> make[1]: *** No rule to make target `/home/ottdsrc/trunk/src/thread_win32.cpp', needed by `thread_win32.d'. Stop. <-- make failure?
16:17:44 <yorick> [SRC] DEP misc_gui.cpp
16:17:44 <yorick> 0 [main] sed 1748 open_stackdumpfile: Dumping stack trace to sed.exe.stackdump
16:18:06 <peter1138> that's your computer that is
16:23:48 <CIA-6> OpenTTD: truebrain * r13616 /branches/noai/src/ai/api/ai_abstractlist.cpp: [NoAI] -Fix: on AIAbstractList->Clear(), make sure the sorter is invalidated too
16:31:51 <fjb> Hm, why do the running costs have to halv the buying costs? Doesn't make sense...
16:33:35 <fjb> Reminds me of inkjet printers.
16:33:52 <fjb> Just some thoughts about train sets.
16:34:48 <fjb> I'm almost deciding against using trains. Road vehicles are cheaper to run.
16:36:58 <peter1138> but slower and less profit
16:37:08 <peter1138> swings and roundabouts
16:37:33 <peter1138> whatever that phrase is supposed to mean
16:39:03 *** Ammller has joined #openttd
16:40:20 <fjb> Maybe slower. But some trainsets have running costs which are extra high. So you get more profit using road vehicles.
16:41:26 <SmatZ> some roadsets have extra high running costs
16:41:42 <fjb> At least if you are not having flat terrain without water. It may be different there. But as soon as you can not build straight lines the road vehicles have an big advantage.
16:42:28 <SmatZ> I don't know, but sure there are some :)
16:43:15 *** Osai is now known as Osai^Kendo
16:45:00 <fjb> Hm, they are not high compared to some of the train sets. I'm using LV4 most of the time (wishing they would be not that long).
16:47:03 *** Osai^Kendo is now known as Osai^Kendo`off
16:48:37 <Ammller> the upcomming heavy vehicels looks nice.
16:49:42 <fjb> Yes. The narvtest.grf also looks nice. Real articulated semtrailers.
16:50:25 <Belugas> would that break anyone's patch?
16:50:51 *** Brianetta has joined #openttd
16:51:43 <glx> Belugas: please don't type urls by hand ;)
16:52:25 * Belugas takes note to try url first
16:56:01 <Belugas> freaking hardcoded values...
16:56:19 <Pikka> <glx> Belugas: please don't type urls by hand ;) <- what is he supposed to type it with? :O
16:56:41 <Belugas> which i suck at, either way :D
16:56:49 <Pikka> presumably he has to type it at some point though ;)
16:57:45 <fjb> Really? You still have to type it?
16:58:23 <Pikka> unless the computer can magically extract the url from his brain!
16:58:59 <yorick> Belugas: that is the least code-style compliant thing I've ever seen
17:00:25 <Belugas> ho yeah? never viewed jezz's patches, didn't you?
17:00:41 <Belugas> nor YOURS, far what it's worth :D
17:01:19 <Belugas> seriously, waht's missing??
17:07:46 *** Artamir has joined #openttd
17:07:56 <Artamir> someone can help me about YAPP please!?
17:08:14 <Artamir> I don't know how to install the patch :S
17:09:10 <SpComb> you don't "install" it, you apply it an then compile
17:09:32 <Artamir> can u help me please?
17:09:43 <Artamir> my english is very poor
17:10:04 <Belugas> do you know how to compile (I guess not, just wondering)
17:10:24 <SpComb> isn't there a wiki article on how to compile patches?
17:10:44 <Artamir> one moment, I'll search it
17:10:50 <Belugas> look for somethaing called BuildOTTD
17:10:50 <glx> isn't there a YAPP build in YAPP thread?
17:12:17 <Artamir> I have to install the exe?!
17:12:53 <Belugas> this will allow you to compile the patch
17:13:36 <Artamir> :D!!!!!!!!!!!!!!!!!!!!!1
17:13:51 <Artamir> I can finish my terrible track
17:14:29 <Artamir> now, I only have to try
17:26:34 *** ChanServ sets mode: +o Bjarni
17:26:42 <yorick> Belugas: "Enums are not used to store single numbers. "
17:28:12 <yorick> wiki.openttd.org/index.php/Coding_style#Enumerations_.2F_static_consts
17:28:37 <Belugas> yorick, did i said it was only going to be holding that 22?
17:28:57 <Belugas> it is was the case i would have used th plural form :P
17:30:06 <yorick> # Enumeration names also use CamelCase.
17:30:06 <yorick> # Enumerators are all caps with "_" between the words.
17:30:46 <yorick> ..."belong logically together (railtypes, string IDs, etc.). " <-- I don't think that properties would fit that category
17:31:47 <yorick> but I wouldn't really bother if you could enumify the amount of buttons :)
17:32:47 <yorick> also, the scenario toolbar isn't splitted
17:39:06 <yorick> I don't say you have to make it splittable
17:49:46 <Belugas> i have plans to do it, but i won't do anything like that before the code has been cleaned up from all hardcoded values
17:50:15 <Belugas> both toolbars are close enough to have some kind of an inheritance happening
17:52:56 <yorick> with tracksharing in place
17:53:09 <yorick> we could enable the railtoolbar in scenario editor
17:56:07 <Belugas> there is not going to be a rail tool bar in scenario editor
17:56:46 <frosch123> yorick: Why don't you just remove the scenario editor and add a scenario toolbar to main game?
17:58:09 <Wolf01> If somebody might want to add a customisable "A" hotkey, what will be the best way to do it?
17:59:16 <eekee> Wolf01: I'm thinking of trying to gather all the hotkeys into a file-configurable system
17:59:17 <Rubidium> Wolf01: make all hotkeys configurable
18:00:14 <Belugas> note : it will not be an easy task... A few considerations have to be taken care of before...
18:00:41 <Belugas> like function calls with same signature
18:01:03 <Belugas> but yes, it is a very good patch subject
18:01:29 <Wolf01> I did it once, I might do it again
18:02:16 <eekee> what if each binding was stored with context? i.e. sections in the config file for main, rail toolbar, landscape toolbar, etc etc?
18:02:47 <yorick> [19:56] <@Belugas> there is not going to be a rail tool bar in scenario editor <-- as this game is opensource, I can decide that myself :)
18:02:59 <Wolf01> nah... look at the enemy territory key bindings section
18:03:15 <Wolf01> I *can* do a thing like that
18:03:23 <Belugas> yorick, true, but do't beg for commiting
18:03:38 <yorick> then why do we have roads & canals?
18:03:50 <Belugas> Wolf01, by all means, it is worth checking
18:04:15 <Belugas> yorick, it's not even worth answering...
18:04:56 <eekee> Belugas: actually it might be. If someone was making a future scenario, rails might have been around for as long as canals have in the present
18:05:46 <Rubidium> as long as there isn't tracksharing of some sort those rails added in the SE are pointless
18:06:27 <yorick> I don't really know if the current ts patch is really the good way
18:06:45 <yorick> it more or less hooks into the other code, instead of nicely integrating
18:07:32 <yorick> so I think it's nice as a patch, but not worth trunkanizing :)
18:08:19 <yorick> if tracksharing ever gets into openttd, I think it needs to be done by a dev
18:09:40 <Wolf01> do you need an interface for key bindings?
18:09:55 <Wolf01> (I might copy the OSK)
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18:23:15 <planetmaker> [20:06] <yorick> it more or less hooks into the other code, instead of nicely integrating <--- how else do you want to do it, if you have to modify path finding?
18:23:29 <planetmaker> (I'm not saying it's all clean and stuff, hell, no)
18:24:00 <TiberiusTeng> some like country-owned railways? :pp
18:24:21 <planetmaker> I think that was the approach in wwottdgd/1 :)
18:24:39 <TiberiusTeng> there are so-called 'third-sector' railway companies in Japan
18:25:09 <planetmaker> what does that mean, TiberiusTeng ? "third sector"?
18:25:21 <planetmaker> only rails? no trains for them?
18:25:59 <TiberiusTeng> railway that owned by NPOs
18:26:01 <Wolf01> ctrl+shift and click on the widget and a window popups to assign an hotkey to it, or directly a double list to chose from?
18:26:12 <TiberiusTeng> first sector = national railway (JR)
18:26:21 <TiberiusTeng> second sector = operated by private business group
18:27:02 <TiberiusTeng> many third-sector railway companys don't have extensive trains/tracks
18:27:43 <TiberiusTeng> instead they 'lease' tracks/trains from first-sector (almost none) / second-sector (almost all) companies to operate
18:28:00 <TiberiusTeng> they sometimes lease their tracks to first-sector/second-sector too :p
18:29:06 <planetmaker> ah, ok. We have that here also, though not too much
18:30:07 <TiberiusTeng> this can be implemented by IS patch, very interesting ...
18:33:29 <TiberiusTeng> I can build only a depot, then completely operate on other companies' track and stations
18:34:06 <TiberiusTeng> (leasing rate will be a HUGE problem though)
18:34:42 <planetmaker> hehe. Indeed, that can be a problem with mean competitors, too, in the patch :)
18:34:52 <yorick> you don't even need your own depot
18:34:59 <eekee> can you set your own leasing rates?
18:35:11 <planetmaker> depending upon patch setting: yes
18:36:25 <TiberiusTeng> wait, I can purchase things in other companies' depots? aha!
18:36:40 <planetmaker> yes. For an extra fee, of course :)
18:36:46 <TiberiusTeng> that's insane ...
18:37:01 <planetmaker> x% of purchase price
18:37:26 <planetmaker> you should join the game on #openttdcoop.dev and play around with it :)
18:38:39 <TiberiusTeng> they only built 'one station' extending from Keisei Electric Railway, and rent 'one' train to operate on it ..........
18:39:14 <eekee> hehe, well if you can make a living like that, why not?
18:39:22 <TiberiusTeng> (well KERC's train will sometimes stop at this station too)
19:07:59 *** Swallow has joined #openttd
19:08:30 <peter1138> TiberiusTeng: shouldn't you need to check that only FS_NORMAL is drawn with a shadow?
19:09:01 <TiberiusTeng> ahh, yes, it'll save some work ...
19:09:35 <TiberiusTeng> uh, wait a second.
19:10:30 <TiberiusTeng> ok, I see. will update the patch later ...
19:17:26 *** dR3x4cK has joined #openttd
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20:04:20 <Bjarni> wanna try something funny
20:04:43 <Bjarni> try translating "skal kunne skrive og tale dansk" (must be able to write and speak Danish) from Danish to English using google translator
20:04:51 *** Osai^Kendo`off is now known as Osai
20:04:56 <Bjarni> and see for yourself :D
20:05:24 <Bjarni> of all the possible interesting translations made by google translator I guess this one takes the price
20:06:01 <Bjarni> I have no idea how it can fail like that though
20:06:28 <glx> danish->french : doit être en mesure d'écrire et parler l'anglais
20:06:45 <glx> I guess it's danish->engish->french
20:07:09 <Bjarni> I suspect google to only have translators between English and the other languages so everything passes though English
20:07:52 <Bjarni> I was informed of this by an exchange student today
20:08:24 <Bjarni> he was looking for a job what wouldn't need any Danish skills and when google wrote this he got interested in the job
20:08:38 <Bjarni> right until he realised what it actually said
20:09:20 <Bjarni> I have no idea how they can switch the languages though
20:11:17 <Bjarni> "Skal være i stand til at skrive og tale engelsk" <--- this is the string that I get if I translate back again
20:11:25 <Bjarni> "skal kunne skrive og tale dansk" <-- just compare it to the original one
20:13:03 * glx suggested a better translation ;)
20:13:34 <glx> I should do it for danish->french too ;)
20:16:06 <peter1138> hmm, dansk on its own says danish :o
20:16:35 <Bjarni> usually it can figure out how to translate this word
20:16:51 <Bjarni> but this particular sentence makes it fuck up
20:18:27 * TiberiusTeng stuck AGAIN on texture coordinates
20:18:37 <peter1138> it works the other way, heh
20:47:01 <TiberiusTeng> strange, in fragment shaders {xyzw} != {strq} ... the spec is really misleading O_o
20:53:03 *** skidd13 has joined #openttd
20:55:57 <Belugas> good evening mister skidd13
20:59:43 <skidd13> anyone native english in here?
21:01:22 <TiberiusTeng> can GRF contain 32bpp graphics? is there some documentation?
21:02:33 *** planetmaker is now known as planetmaker|away
21:02:46 *** planetmaker|away is now known as planetmaker
21:02:55 <TiberiusTeng> (ahh, my mistake again, -_-)
21:03:01 <glx> TiberiusTeng: they could, but they not
21:04:04 <glx> but 32bpp system works for newgrfs too
21:04:55 <TiberiusTeng> I certainly mixed some tar files in ... just get puzzled with some toolbar icons
21:11:29 <skidd13> yorg: what fits better for the "Dock construction" toolbar?
21:11:29 <skidd13> "Aquatic construction", "Channel construction" or even something different. Since I'm not native english there might be slight different meanings
21:13:35 <Prof_Frink> Waterways construction.
21:13:45 <yorg> I would say Marine construction
21:14:44 <Prof_Frink> Marine to me means seas, not canals
21:14:49 <TiberiusTeng> fileio.cpp/h FioSeekToFile(), FioGetFilename() still using uint8 as slot, while FioOpenFile(), FioCloseFile() using int ...
21:17:19 <yorg> ya... there's things in the toolbar for both seas and canals though
21:17:48 <yorg> so maybe "aquatic construction" actually is the best way to go
21:19:47 <skidd13> To Prof_Frink too ;)
21:22:27 <peter1138> Aquatic is like ponds and plant life
21:22:40 <skidd13> Ah peter you are there :D
21:24:37 <skidd13> "Waterway construction" or "Waterways construction" ?
21:26:15 <Eddi|zuHause2> argh.. google translator fails so badly in konqueror...
21:26:22 <Eddi|zuHause2> nobody at google appears to use it
21:29:28 <Eddi|zuHause2> "Wasserstraßenbau"
21:40:54 <Bjarni> peter1138: there is also an hospital in America called... (something I can't remember) and it's OMG for short
21:42:23 <Bjarni> I should really proofread what I write
21:42:43 <Eddi|zuHause2> googleing for "OMG hospital" does not give any useful results
21:43:06 <Bjarni> maybe it was LOL, but I think it was OMG
21:43:09 <Prof_Frink> Aww, there's no OMG station.
21:43:42 <Prof_Frink> There is, of course, Orly airport
21:45:35 <glx> "Orly-sud" or "Orly-ouest" ?
21:47:08 <Eddi|zuHause2> is there a "Norlynot"?
21:47:20 <Bjarni> I can't find that hospital on google either
21:47:27 <Bjarni> OMG! Baby stolen from Florida Hospital <-- but I found this o_O
21:47:35 <Eddi|zuHause2> yeah, i did also ;)
21:48:04 <Eddi|zuHause2> and lots of "OMG <insert semi-famous name> is in hospital!"
21:50:26 <TiberiusTeng> ViewportSortParentSprites() is the ... king?
21:52:08 <peter1138> that ntdll.dll is a hog ;p
21:54:55 <TiberiusTeng> I spent 190,000,000 microseconds to dismiss that openttdw.grf outdated dialog ... and NTDLL.DLL have 4 threads waiting on it, so ... it's not its fault actually. :p
21:55:44 <peter1138> and why is it outdated?
21:57:09 <TiberiusTeng> I forgot to copy it to my testing folder
21:59:31 <skidd13> Bjarni: 3 hours and 4-6 man thats enough :D
21:59:52 <Bjarni> but you have to come up with the idea
22:00:40 <skidd13> sure add a few hours of planing ;)
22:00:55 <TiberiusTeng> SmatZ, I think I just forgot it in the background ... but I don't really know how it got that timing ...
22:01:34 <TiberiusTeng> when profiling with VTune it downs to 0.3fps
22:06:00 <Eddi|zuHause2> Bjarni: i find it troubling that there is no 23 in any of these calculations :p
22:07:09 <SmatZ> I wonder how UFOs know how many planets we have in our Solar system
22:07:18 <SmatZ> they think we have 9...
22:07:31 <Eddi|zuHause2> they haven't heard the news yet :p
22:07:47 <Prof_Frink> SmatZ: Now Stephen Fry will steal some of the aliens' points.
22:08:48 <Prof_Frink> SmatZ: Also, aliens may use a different definition of "planet" to us.
22:09:13 <Prof_Frink> Seeing as human astronomers can't agree, it's almost certain that aliens wouldn't.
22:09:40 <Eddi|zuHause2> also, aliens must have 10 fingers (or a different reason to use a decadic representation of pi)
22:10:46 <Prof_Frink> They might have 3 arms with 3 hands each, and 1 1/9 finger on each hand.
22:10:55 <SmatZ> if they are advanced anough
22:10:56 <Bjarni> maybe aliens has 10 limbs
22:11:09 <SmatZ> they should at least learn our stupid alphabet
22:11:14 <SmatZ> instead of these circles
22:11:21 <Prof_Frink> Or, it might be two blokes, a plank and a bit of string.
22:12:05 <Bjarni> if I were to do something like this I would use binary... it's so universal that it's not linked to humans
22:12:29 <eekee> there's no sign of "plank stomping" in this one, aparently, which implies some care and experience if nothing else
22:12:34 <skidd13> SmatZ: Don't inspire me :D
22:12:49 <skidd13> ABC cirles found in Germany :D
22:12:55 <Bjarni> I remember at one time in math we had to use "Gobo numbers". They were just like normal numbers except they were 7-base numbers (or was it 8?)
22:13:20 *** Osai is now known as Osai^zZz
22:13:44 <Bjarni> some made up alien name
22:13:46 <Eddi|zuHause2> and which race has 7 fingers?
22:14:04 <Eddi|zuHause2> spread over >1 hands :)
22:14:06 <Prof_Frink> Eddi|zuHause2: Bad butchers.
22:14:30 <Eddi|zuHause2> seing as you need at least two hands to do any significant work
22:14:59 <SmatZ> NOTE: 17 x 4 ( 4 is number of turns of the Ratchet spiral) = 68
22:15:47 <Eddi|zuHause2> no really, why is there no 23?
22:15:53 <SmatZ> that's really... impressive :)
22:16:50 <SmatZ> Updated Monday 23rd June 2008
22:16:57 <SmatZ> Eddi|zuHause2: ^^^ here is your 23
22:17:24 <SmatZ> and I am 66446th visitor ...
22:17:35 <SmatZ> and 66446 has many 4s and 6s
22:18:34 <Prof_Frink> SmatZ: 66..6! You're the beast!
22:18:57 <Prof_Frink> And Fry steals my points too :(
22:20:27 <SmatZ> "If you take the sine of 666ş, you get -0.80901699, which is one-half of negative phi, or perhaps what one might call anti-phi." <--- long live to degrees :)
22:23:49 <eekee> hehe ya, I was thinking these "aliens" must have either educated humans in the past or been educated by a common source if they exist
22:28:14 <Prof_Frink> I'd love to crop"circle" a checkerboard pattern into a field, with a "dot" inside some squares, chosen by RNG.
22:28:28 <Prof_Frink> And see what the conspiracy theorists made of it
22:29:33 *** Digitalfox has joined #openttd
22:31:25 <eekee> Prof_Frink: yeah... although I think it wouldn't get as much attention as something relatively complex, but planned to be easily appreciated by weak mathematicians, like this one
22:31:39 <TiberiusTeng> wglSwapIntervalEXT(0);
22:31:42 <TiberiusTeng> and it becomes 600fps
22:31:57 <TiberiusTeng> with full animation ............................
22:41:42 *** TiberiusTeng has joined #openttd
22:41:50 *** Osai^zZz is now known as Osai^zZz`off
22:44:07 <TiberiusTeng> cpu usage down to 1% ...
22:44:15 <TiberiusTeng> maybe it was busy-waiting on SwapBuffer
22:51:16 <fjb> Hm, do road vehicles have some trouble going a depot now if no depot is in the order list?
22:51:45 <CIA-6> OpenTTD: skidd13 * r13617 /trunk/src/station_gui.cpp: -Codechange: calculate the diff in StationWaitingSorter directly
22:55:44 <TiberiusTeng> if you see pink texts in main menu, your card doesn't support needed functions, go buy a GeForce 6100+ or Radeon 9550+.
22:59:45 <Yexo> TiberiusTeng: all I see is a complete black screen
23:00:00 <Yexo> although I hear the sounds from the introscreen
23:00:19 <TiberiusTeng> what card are you using? did you use the supplied openttd.cfg ?
23:01:49 <Yexo> ATI FireGL V5200 with 256MB
23:01:55 <Yexo> and I'm using the supplied openttd.cfg
23:02:04 *** Ridayah has joined #openttd
23:02:24 <TiberiusTeng> I used fragment program (read: pixel shader) to do palette lookup/animation
23:02:34 <TiberiusTeng> so older card can't run it correctly
23:03:22 <TiberiusTeng> I'll fix it later so it display (crappy) title screen, without correct text colors, re-colored buildings, company colors etc ...
23:03:39 <TiberiusTeng> on older cards without pixel shader
23:04:20 <TiberiusTeng> to do these on CPU ... I'd rather use 32bpp-anim :p
23:04:41 <Prof_Frink> opengl openttd? First to implement wobblywindows wins a pint.
23:05:48 <TiberiusTeng> for those who's interested, need GLee.c/h to compile. There's still a few things I wish to tweak before releasing in the forum ...
23:06:10 <TiberiusTeng> gotta take a nap, 07:05 here, I stayed up for a whole night :~
23:26:30 <ccfreak2k> What version does it patch against?
23:30:32 <ccfreak2k> The win32 version crashed outright on first launch.
23:30:59 <ccfreak2k> Looks like it won't run.
23:31:48 <ccfreak2k> Exception C000001C at 004D3B7B
23:47:52 <ccfreak2k> Lazy...what's the address for svn?
23:53:26 <ccfreak2k> Now I just need to figure out how to "apply" a diff.
23:53:34 <ccfreak2k> I guess I'll use kdiff or something.
23:54:56 <ccfreak2k> Oh. It's for Windows anyway.
23:55:56 <ccfreak2k> The code is delightfully nearly devoid of comments.
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