IRC logs for #openttd on OFTC at 2009-05-27
            
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00:07:59 <z-MaTRiX> heheh found AI route fail already
00:08:43 <z-MaTRiX> (at lakeside)
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00:27:31 <SineDeviance> i still cant get this dedicated server to advertise
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00:35:31 <Belugas> [20:30] * SineDeviance bangs head against wall until blood spews out <--- that can take long... I've never seen a wall bleeding :S
00:37:50 <glx> lol
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00:44:09 <Eddi|zuHause> we have a saying in germany: "Der Klügere gibt nach" (about: "the smarter one gives in") :p
00:46:30 <CIA-3> OpenTTD: yexo * r16447 /trunk/src/settings.cpp: -Fix [FS#2922] (r16444): compiling on x86-64 failed
00:49:41 <fonsinchen> Can we use ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS as default nonstop type for aircraft and ships? It describes better what they actually do and it would be nice for cargodist.
00:50:32 <Eddi|zuHause> there are non-non-stop orders for aircraft?
00:50:36 <SmatZ> intermediate stations?
00:50:39 <SmatZ> for aircraft?
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00:51:31 <fonsinchen> the nonstop flag is meaningless for aircraft and ships. It's just getting in the way.
00:52:00 <fonsinchen> At the moment it's set to ONSF_STOP_EVERYWHERE.
00:52:15 <fonsinchen> But only because that's incidentally 0.
00:52:48 <fonsinchen> I propose changing the order so that ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS becomes 0 and modifying some checks accordingly.
00:53:05 <SmatZ> why?
00:53:48 <SmatZ> it would mean savegame bump
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00:53:53 <SmatZ> for no apparent reason
00:53:57 <Eddi|zuHause> sounds like he wants to reduce the amount of special cases
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00:54:06 <SmatZ> simpler code?
00:54:19 <glx> how can this flag be a problem for cargodist?
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00:55:02 <Yexo> SmatZ: a savegame bump isn't necesary
00:55:27 <glx> Yexo: it is if flags order is changed
00:55:42 <fonsinchen> cargodist decides if an order is nondeterministic by looking at the nonstop flag
00:55:55 <fonsinchen> if an order isn't nonstop it's nondeterministic.
00:55:56 <Eddi|zuHause> cargodist, like cargodest, has general problems with non-non-stop orders, because it can stop at stations unknown to the link graph
00:56:10 <Yexo> why? All aircraft/ship orders can be fixed in AfterLoadGame (non-stop shouldn't be changeable for thsoe vehicle types anyway, so they should all be 0 now)
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00:56:29 <glx> aircraft and ships never stop on stations not in there schedule
00:56:47 <Yexo> exactly
00:56:51 <fonsinchen> Cargodist doesn't have problems with those orders. It just lets the vehicle load any cargo when it has a nondeterministic order.
00:56:53 <SmatZ> Yexo: true, but fonsinchen suggested changing values of flags :)
00:57:08 <Yexo> oh, that
00:57:11 <fonsinchen> glx: that's my point. We can as well express that in the nonstop flag.
00:57:13 <Yexo> that isn't a good idea indeed
00:57:39 <SmatZ> but you are of course thinking the right way ;)
00:59:04 <fonsinchen> We could also change the constructor of Order to set the nonstop to flag to ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS.
00:59:55 <glx> fonsinchen: write a patch and submit it :)
01:00:04 <Eddi|zuHause> or you could simply change your check to "has non-stop flag or is aircraft/ship"
01:00:04 <fonsinchen> ok
01:00:29 <fonsinchen> Eddi: I could also do that, but I consider it a hack.
01:00:33 * SmatZ agrees with Eddi|zuHause
01:00:59 <SmatZ> fonsinchen: setting a flag that isn't used for that vehicle type isn't a hack?
01:01:23 <Eddi|zuHause> luckily i'm not in the position to decide that :p
01:01:25 <fonsinchen> Basically the flag is implicitly set to something stupid now.
01:01:38 <fonsinchen> I'd like to set it to something meaningfull.
01:01:42 <Yexo> no, the flag is unused
01:01:45 <Yexo> which is different
01:02:15 <glx> this change should be part of cargodist :)
01:02:23 <glx> if cargodist use it
01:02:33 <fonsinchen> the whole "type" field is explicitly set to 0 and the flag is checked in several places to be ONSF_STOP_EVERYWHERE for airplanes and ships.
01:03:23 <fonsinchen> like order_cmd.cpp:497, 563 ...
01:03:38 <glx> but as you need it, you can just write a patch and maybe we will accept it, else it will be a part of cargodist patch
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01:03:56 <glx> the result will be the same for you
01:03:57 <Yexo> fonsinchen: if you refer to line numbers, please refer to trunk lines
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01:04:37 <Nite_Owl> Hello all
01:05:05 <fonsinchen> oh, sorry. 443 and 509 then
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02:05:40 <SineDeviance> i finally figured out my problem
02:05:52 <SineDeviance> it seems it works when i reset my cable modem and router
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02:13:28 <SineDeviance> yeah it seems to be advertised
02:13:29 <SineDeviance> yay!
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03:50:21 <z-MaTRiX> hello
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04:43:23 <Pizen> good morning
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05:30:52 <z-MaTRiX> hi
05:31:07 <z-MaTRiX> :) interesting AI detected Jam
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06:20:01 <dihedral> haha
06:20:16 <dihedral> Sing a pore kid -> Sing a poor kid :-D
06:21:22 <petern> that's so 5 years ago
06:21:44 <dihedral> http://www.tt-forums.net/viewtopic.php?p=791627#p791627 <- lol
06:21:51 <dihedral> yes petern probably is :-P
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06:24:46 <Singaporekid> oh you
06:28:45 <Xaroth> dihedral: he's just being a git tbh
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07:23:33 <planetmaker> http://www.tt-forums.net/viewtopic.php?p=791635#p791635 <-- nice reply, dihedral :)
07:24:07 <dihedral> hehe :-)
07:25:10 <Forked> Comperende :\
07:26:08 <Forked> too early for the whoring of the forums.. coffeeee
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08:15:42 <Pizen> when making a patch, should I make it for the current revision, the latest nightly, the testing or the stable release?
08:18:21 <planetmaker> always head
08:18:38 <planetmaker> e.g. latest available version on the repository.
08:19:07 <Pizen> so 16447 for now?
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08:28:23 <Pizen> I'll take that as a yes
08:29:10 <dihedral> Pizen, svn up, THAT revision!
08:29:18 <dihedral> and of trunk
08:29:50 <Pizen> current HEAD is presumably 16447
08:29:54 <Pizen> trunk of course
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08:30:04 <Pizen> (that's what SVN tells me anyway)
08:30:12 <dihedral> then you have your answer
08:30:17 <Pizen> good then =)
08:30:24 <Pizen> just making sure I do not write stuff in vain
08:30:33 <dihedral> you already did
08:30:50 <Pizen> ...
08:30:54 <dihedral> and again!
08:30:55 <Pizen> I meant ... bleh =p
08:30:56 <dihedral> :-D
08:34:30 <Pizen> quick question
08:34:40 <Pizen> when were the strings changed?
08:34:44 <Pizen> (what rev?)
08:35:12 <dihedral> which strings?
08:35:14 <dihedral> langauge?
08:35:18 <Pizen> no, uh
08:35:26 <Pizen> just the removal of the explicit ID
08:35:49 <dihedral> i have no idea what you want :-P
08:36:03 <Pizen> well it isn't vital anyway, I just ...
08:36:33 <Pizen> well, I wanted to update the "buy land area" patch, but it used the old STR_5808_CAN_T_PURCHASE_THIS_LAND format
08:36:46 <Pizen> and as far as I can tell, that'd be STR_CAN_T_PURCHASE_THIS_LAND now
08:38:08 * Pizen compiles
08:38:22 <dihedral> you can search english.txt for that ;-)
08:38:26 <dihedral> if you find it, congrats
08:38:52 <Pizen> I didn't need to change the string, just find the correct enum to put in the source code
08:38:57 <Pizen> and I did, in strings.h
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08:40:33 <dihedral> well done!
08:40:59 <Pizen> well I missed the _ERROR part of the prefix, so I'll have to compile again - but thanks!
08:41:21 <dihedral> like i said - search in english.txt to get the id
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08:41:52 <Pizen> I don't need the ID
08:41:56 <Pizen> oh, OH
08:42:01 <Pizen> for when I develop stuff myself
08:42:08 <Pizen> I'll keep that in mind
08:42:19 <Pizen> thanks ^^
08:44:35 <Pizen> oh joy it works
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08:50:24 <Pizen> now, to update the cargodist patch
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08:53:55 <Pizen> what is the current view on patch "packs"?
08:54:06 <dihedral> they dont live long
08:54:10 <Pizen> that figures
08:54:18 <dihedral> you get a bunch of 'users'
08:54:29 <dihedral> and if you approach it like alain - they are very annoying
08:55:08 <Pizen> I'm packing them up for my own sake, just figured some other people might be interested - I realise the odds of my taste in patches probably doesn't match with that of many other people, though
08:55:34 <dihedral> if you are prepared to get a bunch of 'uh add this' and 'i want that'
08:55:41 <Pizen> I'm not
08:55:41 <dihedral> and keep your work up to date
08:55:42 <Pizen> =P
08:55:47 <dihedral> and post win32 bins
08:55:51 <dihedral> and fix bugs
08:55:59 <Pizen> well
08:56:12 <dihedral> and find out in which patch the bug was caused
08:56:20 <Pizen> as said, I'm not
08:56:20 <dihedral> and and and
08:56:24 <dihedral> aye
08:56:31 <Pizen> so I'll just leave it be and use it for friends and myself
08:56:38 <dihedral> :-)
08:57:33 <Pizen> in what way did alain approach it, though?
08:58:10 <dihedral> read the kgat thread
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08:59:24 <Pizen> I see
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09:08:06 <Pizen> do you mind all these questions?
09:11:53 <dihedral> if someone wants to make a patchpack he should not expect that amount of support in applying his first patch and being told how to compile
09:12:09 <dihedral> that person most likely has no clue of the code, or how to code
09:12:19 <dihedral> and therefore is just not the right person to make a patch pack
09:12:53 <dihedral> you can simply read that thread and understand
09:13:53 <dihedral> it's harsh - yes, but nobody here wants to constantly have to babysit such a person
09:14:11 <dihedral> then we might as well just do the work ourselves
09:15:05 <planetmaker> Pizen, if you are interested in some client-side only patches, I can recommend you to have a look at http://dev.openttdcoop.org/projects/ottdbash/repository/browse/autostart/patches (It's a shameless plug, yes :P )
09:15:33 <dihedral> http://www.tt-forums.net/viewtopic.php?f=33&t=43723 <- lol
09:16:06 <Pizen> dihedral, well no, I agree
09:16:06 <dihedral> hehe planetmaker
09:16:09 <dihedral> :-P
09:16:21 <Pizen> planetmaker, I'll have a look at that
09:16:55 <dihedral> i loved it when alain mentioned he had tortoisesvn installed but did not find the 'compile' button :-D
09:17:02 <planetmaker> hehe. If you're interested in starting with a client-side only patch pack, you might start there :)
09:17:04 <Pizen> ... XD
09:17:04 <Noldo> I never really understood what the point of patchpacks is
09:17:06 <Pizen> also aww
09:17:11 <Pizen> that's kinda cute actually
09:17:20 <dihedral> hehe
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09:17:24 <dihedral> uh
09:17:26 <dihedral> hello Rubidium
09:17:26 <planetmaker> uh :)
09:17:31 <planetmaker> Hello Rubidium :)
09:17:36 <Pizen> I also read earlier someone asking about "where to put the patch file to make it work ingame"
09:17:39 <Rubidium> 'lo
09:17:43 <dihedral> how is you sir?
09:18:00 <Pizen> planetmaker, I'm not really that interested in patch packs
09:18:28 * Rubidium wonders how long it takes till he gets sent away again
09:18:47 <planetmaker> Pizen, sorry, didn't read whole backlog. I thought you considered to do one yourself - though only for you and a few friends :)
09:18:55 <planetmaker> hehe @ Rubidium :)
09:19:04 <dihedral> Rubidium, stay :-)
09:19:08 <planetmaker> ^^
09:19:22 <dihedral> the channel feels so empty without you :-)
09:19:49 <planetmaker> hm... it helps to have a newer hg version than 1.0.36
09:19:58 <planetmaker> no error on hg up anymore :)
09:20:03 <dihedral> :-P
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09:20:38 <Rubidium> looks like you can use a package manager that updates hg for you ;)
09:20:54 <Pizen> planetmaker, nah, I'm just applying a few patches and afterwards distributing the binaries to the friends I play with.
09:21:16 <planetmaker> well... Rubidium my packet manager didn't find a new one. But once I told it where to get it, it accepted it flawlessly :)
09:21:18 <dihedral> "but you English-speaking colleagues propably not to be a very celebrated" <- WHAT?
09:21:56 <planetmaker> but probably I didn't tell yast the proper repository source. So... nvm :)
09:22:20 <Pizen> yeah, about that ... there seems to be quite some problems with the English on the boards at times
09:22:21 <dihedral> "But to me, and so many helps you.." <- hehehe
09:22:41 <planetmaker> "what?"
09:22:44 <Pizen> not that I'd mind normally, but sometimes it reaches the point of no intelligibility
09:22:51 <dihedral> http://www.tt-forums.net/viewtopic.php?p=791668#p791668
09:23:01 <dihedral> Pizen, hehe might be a 'bug' in phpBB :-D
09:23:16 <Noldo> it's a feature
09:23:23 <dihedral> :-P
09:23:59 <planetmaker> he...
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09:25:14 <Pizen> well, cargodist seems to crash when somewhat directly applied to the newest rev. Seems like I have to get my hands dirty :/
09:25:47 <planetmaker> hehe. the patch is not like a clean solution afaik either
09:26:19 <Pizen> it's not just a diff of the cargodist mercurial to trunk?
09:26:35 <Rexxars> I was thinking about making an OpenTTD tshirt, to complete my geek tshirt collection.. wouldnt that be awesome? :D
09:26:36 <dihedral> i love the forum topic: " Help! Server!"
09:26:38 <planetmaker> oh, that might be, probably will be.
09:26:51 <planetmaker> ^ @ Pizen
09:27:08 <Pizen> then how would it not be a clean solution? unless you mean the actual implementation not being clean ^^
09:27:17 <dihedral> not implemented nicely?
09:27:23 <planetmaker> but doesn't mean that the patch intrinsically is a good solution to the problem it tries to solve :)
09:27:23 <dihedral> ^^
09:27:25 <Rubidium> Rexxars: I think someone already tried that
09:27:50 <dihedral> does orudge not have a shop?
09:27:56 <Pizen> nono, I get it. I thought you were talking about the patch not being the best way to get the code in there
09:27:56 <Rubidium> Rexxars: http://www.cafepress.com/openttd
09:27:57 <dihedral> i recall something like that
09:28:04 <planetmaker> Pizen, yes, I mean that. And not sure the approach of it is the desired solution to cargo destinations.
09:28:18 <Rexxars> cool.. not a big fan of cafepress tho, spreadshirt usually does a better job :)
09:28:23 <dihedral> thanks Rubidium :-)
09:28:31 <dihedral> was trying to remember that url
09:28:36 <Rubidium> http://www.tt-forums.net/viewtopic.php?f=29&t=39405&start=0 <- well, suggest it ;)
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09:29:26 <dihedral> Rubidium, a mug with the intro game on it could be fun :-D
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09:35:15 <Pizen> what makes TTDPatch interesting? ie. why is it still active (if it is)?
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09:35:40 <Rubidium> that you can disable everything*
09:36:13 <dihedral> * <- hehe
09:36:27 <dihedral> Pizen, why would it not be active?
09:36:27 <Rubidium> (* everything is not everything when you want to play under a Windows from the NT family, anything later than ME)
09:36:58 <Pizen> well, it just seems to me that TTDPatch is OpenTTD with less features. But I've never tried it
09:37:02 <Pizen> TTDPatch, that is
09:37:07 <Hirundo> ttdpatch still has some stuff openttd doesn't have (e.g. custom bridge heads)
09:37:07 <dihedral> ??
09:37:15 <Pizen> oh, I didn't know that
09:37:18 <dihedral> they are 2 different things Pizen
09:37:22 <Pizen> I know
09:37:31 <dihedral> then the one cannot be the other ;-)
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09:37:54 <Pizen> I didn't say it was. Just that my impression was that whatever TTDPatch has done, OpenTTD has also
09:37:57 <Rubidium> neither OpenTTD's features are a superset of TTDPatch's features nor are TTDPatch's features a superset of OpenTTD's features
09:37:59 <Pizen> that turned out to be untrue though
09:38:15 <Pizen> well, that answers my question quite well
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10:10:05 <Amr0d> hi
10:10:46 <Pizen> hi
10:11:02 <Pizen> hmm, what exactly is "moving average length" and "moving average unit"?
10:11:14 <Pizen> other than magic
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10:14:43 <Nester> morning peeps
10:15:58 <Nester> iam running @ the moment a server can some look fore it on the server list?
10:16:12 <Nester> **dutchBase** its namend
10:16:26 <Noldo> http://www.openttd.org/en/servers
10:17:36 <Pizen> not there
10:17:50 <Nester> well ist not on that servers list! how long does it takes untill the main server will see my server running
10:17:59 <jonty-comp> 0 seconds, usually
10:18:05 <jonty-comp> is it dedicated?
10:18:35 <Nester> its on my priavte computer!
10:18:45 <Nester> runnign mohaa on it too
10:18:56 <jonty-comp> check firewalls and things then is all I can suggest
10:19:04 <jonty-comp> and check it's on internet mode and not lan mode
10:20:34 <Nester> well i restarted the game
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10:24:33 <Amr0d> I still need a 4 way 6 track junction
10:24:35 <Amr0d> :(
10:24:44 <Amr0d> But I am to stupid for that I think
10:29:43 <Yexo> do you really need such a big junctions? (do you already have trains running?
10:29:52 <Yexo> if not, try a 4 way 4 track junction first
10:31:05 <dihedral> Amr0d, you can look at the openttdcoop junctionary, it's in the wiki at www.openttdcoop.org
10:31:15 <Amr0d> yea I did
10:31:18 <dihedral> Nester, make sure you are forwarding the udp ports not just the tcp ones
10:31:28 <Amr0d> but there are no 6 track junctions
10:31:32 <Amr0d> only 2 and 4
10:31:55 <dihedral> style would be the same
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10:32:38 <Yexo> Amr0d: there you go http://www.openttdcoop.org/wiki/images/7/7d/Psg102_bbh01.png
10:33:02 <dihedral> hehehe
10:33:03 <Amr0d> errr......no
10:33:22 <dihedral> these openttdcoop junctions are insance :-)
10:33:26 <dihedral> errrr.....yes
10:34:08 <Yexo> http://www.openttdcoop.org/wiki/images/d/d0/SandboxGame35.png another one
10:34:44 <Amr0d> I want to know how long it takes to build such a junction
10:34:58 <Yexo> depending on the player from a few minutes up to an hour :p
10:35:08 <Amr0d> an hour?
10:35:17 <Amr0d> atleast two days here
10:35:17 <Yexo> I have no idea
10:35:23 <Amr0d> 3 with corrections
10:35:24 <Amr0d> ^^
10:36:15 <dihedral> Amr0d: then start smaller
10:36:26 <dihedral> or just waste the 3 days you need
10:36:28 <planetmaker> I think a full-style 4-way BBH with two tracks per direction will take me more than an hour. I rather think two.
10:36:29 <Amr0d> I did but it doesn't work
10:36:39 <planetmaker> I only start it, if I'm sure I want to spend the evening on it :)
10:36:42 <Yexo> you're far better off gettnig the techniques that were used to make the junction (split-before join, double bridges, etc.) then copying an exising junction
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10:37:04 * dihedral nodes at Yexo
10:37:08 <dihedral> *nods
10:37:09 <dihedral> hehe
10:37:11 <dihedral> nodes :-P
10:37:18 <planetmaker> and spending three days initially on it is no waste. It will teach you what works and what not
10:37:19 <Yexo> planetmaker: I had no idea, so I did a random guess
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10:37:36 <planetmaker> Yexo, there are people who build such things way faster than me.
10:37:56 <dihedral> XeryusTC :-P
10:37:56 <Amr0d> I could build a junction, thats not the problem but when I am finished it looks like puking rails all over the field
10:38:00 <planetmaker> I always exercise some kind of perfectionism :) E.g. not a single slightly slow curve etc ;)
10:38:08 <planetmaker> doubling every bridge / tunnel etc.
10:38:29 <dihedral> planetmaker, it's a game - sure it's a waste of time :-P
10:38:51 <planetmaker> Amr0d, you should really just get a couple of games from our archives and have a look there how different hubs were built.
10:38:57 <planetmaker> you might then get the hang of it.
10:39:00 <planetmaker> dihedral, yes, sure :)
10:40:03 <planetmaker> but can be an enjoyable waste :P
10:40:50 <dihedral> uh yeah it can :-P
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10:41:02 <dihedral> addicting
10:41:19 <dihedral> hehe - anonymous openttd addicts :-P
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10:49:13 <planetmaker> hehe
11:13:19 <Hirundo> hg.openttd.org gives http error 500 - internal server error
11:13:57 <Hirundo> git results in the same error, svn does work
11:18:31 <oskari89> 10000 lakes scenario in progress :)
11:19:04 <oskari89> Based on heightmap of Finland..
11:23:17 <oskari89> It _really_ has 10000 lakes :P
11:24:05 <SpComb> one boat in each lake
11:24:24 <oskari89> :P
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11:29:44 <dihedral> SpComb, you aint gonna get that far :-D
11:29:46 <dihedral> not with yapf :-P
11:30:07 <petern> shouldn't be a problem
11:30:11 <petern> if they don't have orders
11:30:36 <oskari89> Hmm, it's nice to test how ships go from place to another in this one ;)
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11:42:12 <planetmaker> he, that guy with the bus stuck on the pavement is actually right. I can re-produce that.
11:44:44 <planetmaker> FS#2909 ^
11:46:46 <Hirundo> I couldn't reproduce the pavement thing, but if I deleted a DTRS with a stopped bus inside, it wouldn't go anywhere afterwards
11:47:02 <planetmaker> It worked here :)
11:47:17 <planetmaker> it would then jump from the left pavement to the right and back, turning on each side.
11:47:30 <planetmaker> kinda teleporting over the road in between :D
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12:13:28 <Hirundo> What is the preferred variable name for a variable of type Train *, t or v?
12:13:50 <Yexo> currently it's all v
12:13:56 <Yexo> but maybe SmatZ want to change that
12:14:12 <Rubidium> I'd personally go for '*v' (Vehicle) as '*t' is used for Towns
12:14:55 <Hirundo> Thanks, I'll go for v now
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12:50:31 <Amr0d> wohey
12:50:41 <Amr0d> I did it
12:50:47 <Amr0d> build my own junction
12:50:58 <Amr0d> looks abit weird but it works
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13:10:30 <Belugas> hello all
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13:16:40 <mikk36|work> hey :)
13:16:59 <mikk36|work> it's nice to see that road vehicles station handling has been finally fixed
13:17:17 <mikk36|work> no pointless queueing for one single station when there are others available
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13:19:19 <Belugas> they have? darn... another thing been addressed withouth me noticing
13:19:45 <mikk36|work> 6 stations combined to one and buses share them just fine
13:19:51 <mikk36|work> no clogging up
13:20:44 <Ammler> mikk36|work: maybe you just have luck.
13:20:53 <Yexo> FS#1944, it's still not perfect, but the worst bug was fixed in r14703
13:20:53 <mikk36|work> several games in a row already
13:21:08 <mikk36|work> all 6 stations are rather equally used
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13:22:55 <Hirundo> Is gcc 3.4.5/MinGW supported by OpenTTD, or is it too old?
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13:24:28 <Yexo> I have that exact version working here
13:27:50 <Rubidium> it's the only 'stable' gcc for mingw :(
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13:51:26 <Eddi|zuHause> why do they have such big problems getting gcc4 running?
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13:52:07 <Belugas> gcc4 has still not received the shoes he ordered ;)
13:52:10 <Rubidium> Eddi|zuHause: because you're trying to run it in a chroot with /dev and /proc ?
13:52:44 <Rubidium> the question is, which gcc4 ;)
13:53:15 <Eddi|zuHause> i don't really understand what you just said
13:53:42 <Rubidium> s/with/without/ ?
13:56:13 <Rubidium> anyhow, gcc4.3, gcc4.4 and gcc4.5 work fine on my computer
13:59:55 <Eddi|zuHause> then what exactly is the holdup to declaring it "stable"?
14:00:45 <Rubidium> hmm, 'they' as in the mingw people ;)
14:01:33 <Rubidium> they complain about broken compilers and then they promised to release gcc4.2 'soon', which changed into release gcc4.3 'soon', which changed into release gcc4.4 'soon', which I don't trust anymore
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15:17:03 <PeterT> nobody talks?
15:17:30 <PeterT> whatever
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15:20:38 <Roujin_> who's PeterT? evil twin of petern?
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15:21:49 <Rubidium> a template of Peter
15:22:07 <Roujin_> :)
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15:29:45 <z-MaTRiX> hi
15:30:05 <nicfer> heya
15:31:14 <Belugas> funny... nobody talks, and he quits... Why didn't he started a conversation instead??
15:31:22 <Belugas> people... go figure...
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15:32:32 <z-MaTRiX> found bug in AI
15:32:50 <Eddi|zuHause> lucky you, keep it.
15:33:10 <Eddi|zuHause> hang it on the wall of your hunting chamber
15:33:20 <z-MaTRiX> "Your script made an error the index 'station_manager' does not exist"
15:34:13 <Eddi|zuHause> that is most likely known... refer to the AI's thread
15:34:45 <Yexo> yes, it's known
15:34:49 <z-MaTRiX> ok
15:35:19 <z-MaTRiX> is there a log file with AI-debug?
15:35:26 <Yexo> nope
15:41:48 <z-MaTRiX> was searching for it
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15:57:00 <XeryusTC> Amr0d> I want to know how long it takes to build such a junction <- depending on the junction from half an hour to half a day
15:58:38 <Amr0d> http://img29.imageshack.us/my.php?image=amr0dtransport10apr1945.png&via=tfrog
15:58:53 <Amr0d> after trying and trying I managed to build my own
15:59:08 <Amr0d> was pretty hard in my opinion but it works very good
15:59:39 <Amr0d> costs about 70m € :)
16:00:02 <Amr0d> most of it was spend to flatten the land
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16:01:24 <Eddi|zuHause> that's one of the reasons why i think such junctions are the wrong approach...
16:01:38 <Eddi|zuHause> why flatten the landscape if you can take it to your advantage?
16:02:25 <petern> urgh
16:02:27 <petern> how ugly
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16:02:46 <petern> and an attack of signals everywhere
16:03:12 <Amr0d> its my first one :)
16:03:15 <Amr0d> be patient
16:03:22 <Amr0d> I will build better ones
16:05:47 <Eddi|zuHause> we need a gameplay mechanism to thwart the whole signal-every-tile mess
16:06:20 <Eddi|zuHause> like limiting speed to 20km/h*signal distance
16:06:29 <petern> :D
16:07:40 <Eddi|zuHause> that would be so cool to force the coop people to a 15 tile distance when they want to go 300km/h :p
16:08:18 <Ammler> lol :P
16:08:22 <Amr0d> thats crap
16:08:51 <Amr0d> otherwise I couldn't send hundreds of trains on my rails
16:09:09 <Eddi|zuHause> it would add another dimension to deciding an optimal train length
16:09:13 <Ammler> a switch Be1ugas/Eddi mode
16:10:11 <Eddi|zuHause> why "switch"? in no place i used the "r"-word ;)
16:10:38 <Ammler> :-)
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16:14:19 <Ammler> well, that junction of Amr0d has nothing to do with coop.
16:14:39 <Amr0d> is there a difference?
16:14:48 <Eddi|zuHause> no, but it shows a certain direction
16:14:52 <Amr0d> aslong as it works it should be ok
16:14:53 <Ammler> except it is using the same game engine ;-)
16:15:42 <Ammler> that is more like a wiki.openttd.org junction :-)
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16:15:58 <Eddi|zuHause> and i wasn't referring to his junction specifically. i was formulating a new challenge to the "we take every challenge" people :p
16:16:19 <Amr0d> its my first one and i am lucky :)
16:16:26 <Amr0d> because it works
16:17:06 <Ammler> Eddi|zuHause: of course, it would be nice to find a way "around" :-)
16:17:09 <Eddi|zuHause> as in "i hereby challenge you to a (strict) 15 tile signal distance game"
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16:18:38 <Belugas> [12:12] <Ammler> a switch Be1ugas/Eddi mode <--- that was sneaky! It almost is good enough for a kick!
16:19:25 <Ammler> ah, I tried to make it secret from you, mäh, I failed :-D
16:19:41 <Belugas> Eddi|zuHause, that would be part of a per-game config, a bit lke the goal stuff
16:20:20 <Belugas> Ammler, even if i do not pollute the channel with all the insanities laying in my head, i still read most of it when at work
16:20:23 <Belugas> :)
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16:21:50 <Eddi|zuHause> yes, it could be a simple (mental) game restriction, but it could be useful to have a gameplay mechanism that enforces/encourages certain behaviour
16:22:06 <Ammler> Eddi|zuHause: btw, the 1st or 2nd cargodest coop game with celestar had signal gaps like that and most junctions were included to stations.
16:22:07 <Eddi|zuHause> like the physics simulator enforcing curve radius
16:22:24 <Ammler> (we are able to play that style)
16:22:30 <Ammler> just not many of us :-(
16:24:13 <Ammler> http://www.openttdcoop.org/wiki/Dev_Server#.22Subrules.22_for_current_Pax.2FCargo_Destination_game
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16:25:33 <Ammler> "3) Block signals are every 15 tiles"
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17:05:32 <Eddi|zuHause> one thing i noticed with long signal distances is that the block length should be platform length + junction length, otherwise you increase the signal distance at stations
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17:12:57 <petern> um
17:13:04 <petern> you do?
17:13:50 <Eddi|zuHause> well, yes. you have one signal before the junction and one signal behind the platform
17:14:04 <Eddi|zuHause> inbetween are no safe waiting locations
17:17:20 <CIA-3> OpenTTD: rubidium * r16448 /trunk/src/station_cmd.cpp: -Fix [FS#2909]: road vehicles ending up on the pavement when they are in a drive through station that got removed due to bankruptcy
17:19:06 <CIA-3> OpenTTD: rubidium * r16449 /trunk/src/engine_gui.cpp: -Fix [FS#2924]: vehicle recolouring wasn't done for engine preview/news
17:22:28 <petern> heh, "Fix"
17:22:37 <petern> vehicles have never ever been recoloured in the news message
17:23:31 <Rubidium> why do it for the build vehicles gui and not there?
17:23:47 <petern> who knows
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17:27:12 <Chruker> Can the newgrf stations have layouts where the tracks turn or switch direction?
17:27:25 <petern> no
17:27:43 <Eddi|zuHause> they should have, but petern screwed it up :p
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17:29:18 <Belugas> liar liar, pants on fire
17:29:20 <Chruker> 2nd Q: Are the sounds in openttd the original ones? If so are there any projects aiming at replacing them?
17:29:38 <Eddi|zuHause> yes.
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17:29:51 <Ammler> (and yes)
17:29:51 *** Muxy has joined #openttd
17:30:20 <Muxy> Kiss from Goulp
17:31:17 <Belugas> Lick from Belugas
17:31:28 <petern> Punch from Ammler
17:31:30 <Eddi|zuHause> i should sue this goulp guy for sexual harrassment
17:32:04 <Muxy> thanks men
17:32:53 <Belugas> who said we are men?
17:33:16 <Belugas> who said we were boys?
17:33:24 <Muxy> hum i suposed there's minimum one...
17:33:59 <Muxy> should i says, thanks shadocks
17:34:13 <Muxy> *say
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17:36:27 <Belugas> we are electronic entities floating on an eternal flux of strange and marvelous particles
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17:38:09 <Prof_Frink> charmingly strange.
17:38:53 <Sacro> who me?
17:40:16 <CIA-3> OpenTTD: translators * r16450 /trunk/src/lang/ (6 files in 2 dirs): (log message trimmed)
17:40:16 <CIA-3> OpenTTD: -Update: WebTranslator2 update to 2009-05-27 17:39:46
17:40:16 <CIA-3> OpenTTD: arabic_egypt - 2 fixed by khaloofah (2)
17:40:16 <CIA-3> OpenTTD: danish - 2 fixed by ThomasA (2)
17:40:16 <CIA-3> OpenTTD: english_US - 2 fixed by WhiteRabbit (2)
17:40:17 <CIA-3> OpenTTD: indonesian - 2 fixed, 8 changed by anansboga (10)
17:40:19 <CIA-3> OpenTTD: romanian - 1 changed by CrystyB (1)
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17:58:29 <Wolf01> hello
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18:30:46 <Belugas> Goulp kissed you
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19:37:51 <CIA-3> OpenTTD: smatz * r16451 /trunk/src/vehicle.cpp: -Fix (r16449): crash when a spectator (or dedicated server) received news about new engine
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20:37:19 <EoD> hi
20:39:13 <Belugas> hi
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20:46:26 <Wolf01> 'night
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20:49:57 <Belugas> soooo boringly vague... does not even deserve the usual Go Search answer -> http://www.tt-forums.net/viewtopic.php?f=31&t=43730
20:50:14 <Belugas> Mommy Mommy! Gimme Gimme!
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20:51:08 <z-MaTRiX> hey
20:51:31 <FooBar_> hi
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20:57:28 <Belugas> bye bye, time to hit the road
20:57:32 <Rubidium> yes Belugas, we know you want to go home ;)
20:57:39 <Belugas> :D
20:57:42 <Belugas> i want?
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20:57:44 <Belugas> i CRAVE!!!!!
20:57:45 <Rubidium> got to Mommy! :)
20:57:47 * Belugas is gnoe
21:02:48 <Prof_Frink> Are you my mummy?
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21:06:29 <FooBar_> is it always this of a ghost town around here?
21:06:42 *** Exl has quit IRC
21:06:49 <FooBar_> I'd expect some more activity given the length of the user list and all...
21:06:51 <Rubidium> it is when there's nothing special to talk about or nbodoy to bash
21:07:04 <Prof_Frink> Where's Sacro when you need him?
21:07:26 <Rubidium> in Huhll?
21:07:33 <Sacro> zHm?
21:07:37 <FooBar_> you can try and bash me, but that might make me leave :P
21:08:00 <Rubidium> bash: FooBar_: No such file or directory
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21:08:05 <Sacro> Prof_Frink: you rang?
21:08:07 <Rubidium> sorry, it failed
21:08:13 <FooBar_> lol :)
21:08:31 * Prof_Frink bashes Sacro
21:09:15 <Sacro> ow :(
21:09:29 <Prof_Frink> Rubidium: There's no H in Ull
21:10:14 <FooBar_> There's two in Huhll ;)
21:10:23 <Rubidium> it's no unsigned long long, but a Huh long long
21:10:35 <Prof_Frink> Y'what, eh?
21:11:19 <EoD> hint64_t?
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21:13:00 <Prof_Frink> You're talking nonsenser!
21:13:43 <Rubidium> did I ever talk non-non-sense?
21:14:36 <Prof_Frink> No. But you're talking nonsenser than usual.
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21:26:17 <Sacro> Prof_Frink: nonce sense?
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21:34:53 <welshdragon> if(nonsense=true)bash Sacro
21:35:16 <welshdragon> i have no idea if that makes any sense
21:35:30 <Eddi|zuHause> checking the result of an assignment, always great ;)
21:36:44 <Prof_Frink> welshdragon: while :; do bash Sacro; done
21:37:03 <welshdragon> hmm
21:37:26 <Eddi|zuHause> :(){ :|:& };:
21:37:29 <Prof_Frink> bash bashing.
21:37:30 <Yexo> Eddi|zuHause: I don't see the problem, just bash Sacro anyway :)
21:37:31 <Prof_Frink> ESOD!
21:37:46 <Yexo> I've no idea what that does, but I'm not going to try
21:37:57 <Prof_Frink> It's the Evil Smiley Of Death.
21:38:01 <SmatZ> Eddi|zuHause: hmm I should really type that on my bash prompt, ideally as root
21:38:06 <SmatZ> just to see what it does
21:38:10 <Prof_Frink> Look up "Fork Bomb" on wikipedia
21:38:45 <Eddi|zuHause> the way i see it, ":" is a parallel-recursive function
21:38:58 <SmatZ> & doesn't even need to be there
21:39:07 <SmatZ> (at least last time I tried it ;)
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21:46:35 <welshdragon> i tried forkbombing my macbook
21:46:45 <welshdragon> they have forkbomb protection
21:46:59 * welshdragon goes to forkbomb his vista machine
21:48:20 <Prof_Frink> ulimit, iirc
21:48:32 <welshdragon> yep
21:49:02 <SmatZ> some linux distros have "rf -Rf /" protection
21:50:22 <Prof_Frink> alias rm='rm --preserve-root'
22:03:17 <Sacro> unlink /
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22:21:54 <Prof_Frink> Or just go for a good old fashioned dd if=/dev/urandom of=/dev/sda
22:22:34 <SmatZ> will that work without bs= ?
22:23:08 <Prof_Frink> I don't know, and I'm not going to try.
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22:28:12 <Eddi|zuHause> it's using a default bs of 1024, or something
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23:03:28 <Chruker> is it just me or are the rail and road ai libraries on bananas outdated compared to what people have been posting on the forum?
23:04:08 <Yexo> there are newer versions on the forum, but they are still waiting on feedback before I'll upload those to bananas
23:04:14 <Yexo> at least I hope so
23:05:18 <Chruker> is it the licensing thingy you are waiting on feedback for? or just whether or not the modified versions work?
23:06:10 <Yexo> no, whether everyone is ok with the modified version
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23:06:23 <Yexo> but it's quite some time I checked those thread, I'll do so now
23:07:19 <Chruker> Could also use a ship/canals pathfinder
23:07:30 <Yexo> feel free to write one ;)
23:07:52 <Yexo> I probably have some (old) code to help you get started if you want
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23:08:37 <Chruker> It cant hurt :-)
23:09:31 <Yexo> http://devs.openttd.org/~yexo/boatai.zip <- a ship ai I wrote quite some time ago
23:09:48 <Yexo> main function is problably only constructino lines between to random docks or so
23:09:58 <Yexo> but there is a working ship pathfinder in there
23:10:07 <Yexo> feel free to use any code under gpl
23:10:31 <Chruker> nice
23:11:50 <Yexo> and for updated pathfinder you can also look in the code for the available AIs
23:12:05 <CIA-3> OpenTTD: smatz * r16452 /trunk/src/station_cmd.cpp: -Fix: don't trigger station animations when the station was deleted in the same tick
23:12:08 <Yexo> as far as I know all of them are under gpl
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23:13:18 <oskari89> Station animations?
23:13:27 <oskari89> Is that possible? O_O
23:13:36 <oskari89> Hmm..
23:13:40 <Yexo> yes, several newgrfs already include them
23:13:54 <oskari89> Is station sound possible too?
23:14:05 <Yexo> quite possible, but I'm not sure about that
23:14:43 <Rubidium> oskari89: not on deleted stations ;)
23:15:04 <oskari89> Would be nice if, for example, electric catenary feeder station would have 50 hz buzzing stationary sound :)
23:15:29 <oskari89> Planned to Finnish Rail Infrastructure & Stations set.
23:15:35 <SineDeviance> hah i love waking up to my openttd game and having a billion dollars
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23:31:20 <oskari89> Yexo: Is it possible to have stationary sound on level crossing? Like relay ticking? :)
23:31:32 <Yexo> I don't think so, but again I don't know
23:31:40 <Yexo> ask frosch when he's around again
23:31:50 <oskari89> Okay :)
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23:35:54 <oskari89> Would be a blow on certain enthustians at Finland if it is possible ;)
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23:38:04 <CIA-3> OpenTTD: yexo * r16453 /trunk/src/economy.cpp: -Fix: Move some code around so a company is no longer used after deleting it
23:38:34 <Yexo> http://www.tt-forums.net/viewtopic.php?p=791401#p791401 How to do a discussion NekoMaster style:
23:38:47 <Yexo> He: OpenTTD is better then TTDPatch
23:38:55 <Yexo> someone else: but TTDPatch does ... better
23:38:59 <Yexo> he: I don't know about that
23:39:11 <Yexo> it's so easy discussing things that way :p
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23:40:28 <oskari89> :DD
23:41:01 * SmatZ has NekoMaster in his Foes list
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23:41:18 <Yexo> I dislike the foes list, since post from foes still mark a topic as unread
23:41:28 <SmatZ> yeah :(
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23:41:55 <Yexo> and when I used it, I read replies from other people,then ended up checking the reply from my foe anyway because I couldn't follow the discussion
23:42:01 <SmatZ> "invisable" "giuve" "simular" ... in one sentence :-x
23:42:08 <SmatZ> hehe
23:42:10 <SmatZ> true
23:42:49 <SmatZ> and all his sentences look like this
23:42:49 * oskari89 is wondering how to draw this: http://fi.wikipedia.org/wiki/Tiedosto:Liikenteenohjauskeskus_Pieks%C3%A4m%C3%A4ki.jpg
23:42:52 <Yexo> normally I don't care about some spelling mistakes, it's more the contents of his posts I dislike
23:43:08 <SmatZ> that too :)
23:43:15 <SmatZ> there is a limit though...
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23:49:54 <Eddi|zuHause> oskari89: you start with one pixel, then put the next one next to it, then another one, and so on, until you have a satisfactory set of pixels
23:52:38 <SineDeviance> hey guys i have a question
23:53:21 <SineDeviance> what's the biggest map you could run stable and smooth on a dedicated server running on a 1500mhz athlonxp and 512meg of ram?
23:53:24 <SineDeviance> oh and winxp
23:53:38 <Yexo> that really depends on the amount of vehicles
23:53:45 <Yexo> but as always: just try and see what works
23:53:50 <SineDeviance> okay
23:53:58 <Yexo> the memory won't be the issue
23:54:06 <SineDeviance> yeah i'm running 512x512 right now with maybe 80 trains and 20 aircraft
23:54:11 <SineDeviance> it's running smoothly so far
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23:57:42 <Eddi|zuHause> back with miniin i had a game that was getting slow with about 120 trains
23:58:12 <Eddi|zuHause> but that had general speed issues, so a current trunk game should be better than that
23:58:20 <Eddi|zuHause> 1500mhz is plenty
23:58:23 <SineDeviance> okay
23:58:25 <SineDeviance> awesome
23:59:01 <SmatZ> openttdcoop is running ~512x512 games with >1000 trains
23:59:10 <SmatZ> and ~1.5GHz CPU is sufficient for that
23:59:14 <Eddi|zuHause> original TT was starting to get slow on a 60MHz computer with 80 trains
23:59:26 <SineDeviance> SmatZ, seriously? that's pretty amazing
23:59:33 <SmatZ> so unless you are going to have that many trains, you can play 1024x1024 maps :)
23:59:48 <SineDeviance> SmatZ, haha give me enough time and i could :D
23:59:56 <SineDeviance> the most i've ever had on a singleplayer game was 2800
23:59:59 <SineDeviance> 2048x2048