IRC logs for #openttd on OFTC at 2009-12-04
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00:46:34 <CIA-4> OpenTTD: rubidium * r18394 /trunk/src/pathfinder/yapf/yapf_road.cpp: -Fix (r18373): one couldn't manually send a RV to a depot... but why compilers haven't complained about this?
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01:09:04 <Eddi|zuHause> oh how i wish i had a decent scripting language in openttd...
01:09:51 <Eddi|zuHause> ... or even pasting into the openttd console...
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01:24:49 <sparrL> Is there a way to force OpenTTD to use a full-screen resolution that SDL doesn't return on the list?
01:24:59 <sparrL> in Windows, if that matters
01:25:31 <Rubidium> maybe if you set fullscreen and the resolution in the config file?
01:25:35 <Eddi|zuHause> you can try setting it in the config file
01:25:53 <sparrL> did, the game un-sets fullscreen
01:27:36 <Rubidium> then there's hardly anything 'we' can do about it and it's limited somewhere in SDL I reckon
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01:30:07 <sparrL> I was hoping for an undocumented config or command line option
01:30:29 <sparrL> The problem is, I think, that OpenTTD is validating the resolution with SDL before trying it.
01:30:47 <sparrL> I want to skip that step, because my video driver and display support resolutions that they claim not to (as most do)
01:37:16 <sparrL> most 1280x1024 LCDs support 640x512, as do all of the major video drivers... but no games offer it without some tweaking
01:37:16 <Rubidium> then maybe skip GetAvailableVideoMode?
01:37:16 <sparrL> I am not quite put out enough by this problem to try solving it on my own. Not on Windows, at least, since I don't have any sort of toolchain here. I might try to tackle it when I am back on my development (Linux) box.
01:37:16 <Rubidium> though my opinion is that SDL should 'just' return that as valid resolution, but then I'm annoyed of its behaviour w.r.t. resolutions anyway
01:37:16 <glx> are you sur you are using SDL?
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02:06:33 <DaleStan> <planetmaker> hm... but is there a way to tell renum not to stumble about lines like... <-- Does //@@REALSPRITES COMMENTOFF do what you want?
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06:10:22 <Ch0Hag> Can you tell a train which platform to use?
06:11:20 <Forked> by using waypoints (only thing I could think of)
06:11:59 <Ch0Hag> Yeah that's what I thought.
06:12:06 <Ch0Hag> And they can't be next to each other.
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06:51:05 <planetmaker> [07:22] <Ch0Hag> [07:12:06] And they can't be next to each other. <-- of course they can
06:51:17 <planetmaker> the magic key is again ctrl
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07:18:10 <planetmaker> good morning Yexo
07:18:52 <planetmaker> DaleStan: it works somewhat. E.g. it renumbers everything correctly and doesn't comment anything it should not. But it still issues a warning comment for every line: //!!Could not read xrel from apparent real sprite.
07:19:13 <planetmaker> Quite fine, thanks :-) How're you?
07:19:20 <planetmaker> Haven't seen you for long
07:19:53 <Yexo> fine, busy with study, some other things
07:20:01 <Yexo> been absent a bit too long
07:20:34 <planetmaker> he... real life's a bitch, eh? ;-)
07:22:03 <planetmaker> nice to see you back, though :-)
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07:45:37 <Yexo> FS#1905 is closed, cool!
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08:05:31 <planetmaker> indeed. It's nice now :-)
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08:06:31 <Ch0Hag> planetmaker: Not if they're different waypoints.
08:06:42 <Ch0Hag> Something about can't build two stations adjoining.
08:06:45 <planetmaker> Ch0Hag: of course also then
08:07:14 <Ch0Hag> I tried it this morning. It didn't work.
08:07:32 <planetmaker> that's why I told you about the ctrl key
08:07:59 <Ch0Hag> I'll give that a try when I get home.
08:08:05 <Ch0Hag> Does that work with stations too?
08:08:27 <Ch0Hag> On a related note - can a single square of station be deleted without losing the whole station?
08:08:39 <planetmaker> see. those who read are at a distinct advantage
08:08:47 <Yexo> yes, use the bulldozer tool instead of the dynamite
08:09:20 <Ch0Hag> As in the remove scoopy thing that makes the cursor red?
08:09:42 <Yexo> r key is the shortcut for the bulldozer tool
08:10:16 <Ch0Hag> Didn't know it was a bulldozer.
08:10:23 <Ch0Hag> I suppose the icon makes more sense now.
08:17:54 <guru3> d is the bulldozer and is represented by a picture of dynamite
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08:44:31 <Yexo> hmm, trying the content download and it stops downloading at 34%
08:44:41 <Yexo> tried multilpe different files now,and it always stops before it's finished
08:45:52 <Yexo> oh, after a restart it all works
09:13:29 <CIA-4> OpenTTD: yexo * r18395 /trunk/src/aircraft_cmd.cpp: -Fix (r17415): helicopters can turn freely even while in the air
09:19:02 <petern> that font-selection patch is... quite old
09:19:09 <petern> and the code is not too nice :/
09:19:24 <petern> and the bounding-box feature is obsolete
09:21:39 <planetmaker> is there needed a font selection patch? Isn't there a good one already in trunk?
09:21:52 <planetmaker> or talking about one of your unpublished ones?
09:22:07 <Rubidium> planetmaker: user selection vs automagic selection
09:27:18 <planetmaker> ah indeed. There's no user selection I'm aware of. Is that impression correct?
09:27:44 <Rubidium> yes... and I reckon that would then again be a feature not to be implemented for a long time for OSX
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09:45:51 <petern> is fontconfig not used for osx?
09:50:34 <planetmaker> not 100% sure to what extend... it's a dependency also there. Getting hold of fonts works differently on OSX, though
09:52:20 <planetmaker> and there's a dedicated framework for that supplied by apple
09:56:34 <CIA-4> OpenTTD: yexo * r18396 /trunk/src/airport_movement.h: -Fix [FS#3169]: planes turned too much at the end of the runway when landing at the intercontinental airport~
09:56:53 <Rubidium> petern: ofcourse fontconfig isn't used for OS X
09:57:02 <Rubidium> planetmaker: and that is supported by 10.3.9?
09:58:52 <planetmaker> I guess it's 10.5+
09:59:57 <petern> i don't pay any attention to os x so i don't know :)
10:06:07 <planetmaker> hm... looks like NSFont is available since basically ever. So even 10.3.9 should work, though some methods get deprecated in 10.4
10:10:45 <planetmaker> and CTFontCollection might come in handy, too
10:11:04 <planetmaker> probably it would even suffice to only use that
10:12:25 <planetmaker> but then... that's 10.5+ :-)
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12:05:32 <Eddi|zuHause> why are there no halftile-rivers?
12:07:47 <planetmaker> no one bothered enough?
12:08:32 <Eddi|zuHause> i mean especially ones with one corner raised, like half-coast tiles
12:09:05 <planetmaker> same answer I guess ;-). It would also make sense to have water flowing down those oblique slopes
12:11:49 <Eddi|zuHause> question is: how to handle half-rail half-river tiles?
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12:25:04 <petern> Eddi|zuHause, make it!
12:25:25 <Eddi|zuHause> petern: i thought you already had a patch for it ;)
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12:34:45 <planetmaker> My best guess is that, if rivers are touched again, they'd need to become a flowing entity, are generated in the scenario editor and thus so that they can be really used ingame
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14:24:07 <CIA-4> OpenTTD: rubidium * r18397 /trunk/src/network/network_content_gui.cpp: -Fix [FS#3346]: after cancelling downloading the download button would remain disabled
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15:10:15 <Luukland> Guys, is there an option to disable monorail?
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15:16:38 <Luukland> I thought TTDpatch had that option no?
15:17:13 <planetmaker> OpenTTD != TTDPatch
15:17:36 <planetmaker> We have both, monorail and maglev. TTDP has only one at a time afaik
15:18:54 <Luukland> Unified Maglev (unifiedmaglev, -XM): Make both monorail and maglev engines available for both track systems
15:19:13 <Belugas> mmh... actually... ttdp have both. it's the electric one that shares the maglev ( i think)
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15:19:59 <Belugas> Luukland, this is ttdpatch, spech. not openttd one
15:20:12 <Belugas> we do not have to obey to the config they are using.
15:20:19 <Belugas> we obey to the grf specs
15:20:23 <Luukland> You dont have to obey anyhing :)
15:20:27 <Eddi|zuHause> is there a particular reason why towns are not allowed near map edges? (except "it has always been this way")
15:20:39 <SmatZ> Eddi|zuHause: it has always been this way
15:21:00 <SmatZ> the limit even got less strict recently (from 30 tiles to 20)
15:21:06 <Belugas> we do, since the fact that we adopted their specs (which has become more or less "universal") measn that we have to be compliant as much as possible to it
15:21:22 <planetmaker> Eddi|zuHause, people are afraid to fall off the map.
15:21:28 <Belugas> mmh... answerinf to Luukland
15:21:29 <SmatZ> maybe towns at edges are just not nice
15:22:11 <Rubidium> SmatZ: but the same holds on water edges
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15:34:03 <SmatZ> Rubidium: I was quite used to water edges :)
15:34:12 <SmatZ> but indeed freeform edges are superior
15:34:18 <frosch123> afternoon smatz and rubidium
15:34:24 <frosch123> and the whole channel \o/
15:34:45 <SmatZ> oh oh oh it's the frosch!
15:35:05 <Rubidium> SmatZ: you're probably misunderstanding me; why X tiles from the map edge when that requirement doesn't hold for water tiles (i.e. X tiles from water)?
15:35:14 <frosch123> yeah, and i had no lunch yet
15:35:31 <planetmaker> hello frosch123 :-)
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15:43:07 <Eddi|zuHause> SmatZ: apparently, the new limit is 12
15:44:32 <Eddi|zuHause> but more importantly: why is there no drag&drop landscaping in the scenario editor?
15:45:04 <Rubidium> because nobody implemented it decently?
15:48:56 <SmatZ> reminds me about Roujin...
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16:57:47 <CIA-4> OpenTTD: rubidium * r18398 /trunk/src/tree_cmd.cpp: -Fix [FS#3343]: the tree 'which one to draw' hash wasn't anywhere near random and thus showed a very visible repeated pattern when only one tree type was used
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17:12:26 <Eddi|zuHause> is there a setting to disable the OSK?
17:13:29 <Eddi|zuHause> because it's annoying me big time...
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17:44:57 <Prof_Frink> Sacro: Subliminal != Subluminal.
17:45:16 <Prof_Frink> One's a message you don't notice, the other's a Swanage crag.
17:49:47 <Sacro> Prof_Frink: HEY YOU, JOIN THE NAVY
17:50:13 <Coco-Banana-Man> YVAN EHT NIOJ!
17:51:05 <Prof_Frink> SpComb: Other channel is read-only.
17:52:12 <SpComb> Prof_Frink: if you say so, I guess
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17:56:39 <Eddi|zuHause> hm... Google-DNS...
17:57:24 <Eddi|zuHause> i wonder when Google starts an ISP...
17:57:54 <SpComb> they already have google-wireless.net
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18:05:38 <Eddi|zuHause> SpComb: that sounds very... local...
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18:26:53 <petern> ack, after 20 years of pikka's houses, my stations are flooded :s
18:28:38 <SpComb> petern: build some tram stops nearby, I'm sure that'll help
18:28:49 <fjb> Same happens with most houses grfs.
18:31:39 <Belugas> whooooo... trunk updated... first time i do that in like... 2 months
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18:34:59 <Belugas> just that... what's next ;)
18:35:41 <frosch123> "svn status" or "svn diff", then continue
18:36:31 <Belugas> mmh... that's my newobjects repo :S
18:36:40 <Belugas> and not the latest up to date...
18:37:04 <frosch123> my guesses were not that bad :)
18:38:21 <CIA-4> OpenTTD: rubidium * r18399 /trunk/src/water_cmd.cpp: -Codechange: bail out early in FloodVehicle instead of a massive if (...) { } else { return }
18:45:22 <CIA-4> OpenTTD: translators * r18400 /trunk/src/lang/ (greek.txt traditional_chinese.txt):
18:45:22 <CIA-4> OpenTTD: -Update from WebTranslator v3.0:
18:45:22 <CIA-4> OpenTTD: traditional_chinese - 52 changes by josesun
18:45:22 <CIA-4> OpenTTD: greek - 17 changes by fumantsu
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19:17:05 <CIA-4> OpenTTD: rubidium * r18401 /trunk/src/station_cmd.cpp: -Fix: drive through road stops did not get flooded
19:17:53 <De_Ghosty> i have a new 64 bit win 7
19:18:04 <De_Ghosty> is it a feature that it load so slow on the mutiplayer screen?
19:19:12 <planetmaker> But it depends upon the player name you choose.
19:19:30 <planetmaker> the longer the player name, the longer the loading time
19:21:36 <Sacro> you can reply as an actual country too
19:21:48 <Rubidium> "load slow on the multiplayer screen" <- uhm, what?
19:21:57 <Rubidium> what loading in the multiplayer screen?
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19:34:13 <De_Ghosty> and it takes like 6 seconds to get to the next screen
19:34:20 <De_Ghosty> it never happened on the 32 bit
19:35:18 <De_Ghosty> think it's windows 7
19:37:48 <SmatZ> maybe some new-connections-in-time limit reached
19:49:46 <_ln> is it possible to submit patches anonymously?
19:55:16 <fjb> Just upload it somewhere where you don't have to tell your name.
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20:24:52 <planetmaker> salut andythenorth
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20:26:07 <Ch0Hag> Are RORO stations still the way to go, or do the new signals allow for something better?
20:26:09 <flukes1> may have found a really strange bug... i've been playing on a server for the last 2-3 hrs and I have a group of about 10 coal mines surrounding a station. for some reason though, my trains have randomly decided to stop loading the coal
20:26:46 <flukes1> the mines are still producing but it's gone back down to 0% transported... very odd. any ideas, has this been seen before?
20:27:48 <SmatZ> savegame would be useful
20:28:00 <frosch123> are the trains refitted to coal?
20:28:11 <SmatZ> maybe someone bought ...
20:28:14 <flukes1> no, but they have 12 coal cars
20:28:22 <frosch123> exclusive transport rights?
20:29:34 <Sionide> wow 0.7.4 is out......
20:29:58 <CIA-4> OpenTTD: rubidium * r18402 /trunk/src/ (10 files): -Codechange: unify/centralise the code for crashing vehicles
20:30:21 <Sionide> last version I have downloaded is 0.5.2, insane!! I wonder what's new :D
20:31:18 <frosch123> and you have been idling in this channel all those years?
20:31:20 <planetmaker> new AIs, online content, newgrfs, signals...
20:31:44 <Sionide> frosch123, yeah pretty much
20:33:02 <CIA-4> OpenTTD: belugas * r18403 /trunk/src/table/town_land.h: -Codechange: Re-arrange header of table _original_house_specs
20:33:09 <Belugas> ho ben... it still works
20:33:34 <Alberth> you still know how to do it
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20:37:47 <Sionide> support for rivers wtf...... aaahhhhh am I gonna get any sleep tonight?? doubts it!
20:38:04 <planetmaker> mind... only in the scenario editor.
20:38:18 <planetmaker> thus they're not yet automatically generated.
20:38:34 <planetmaker> but, if on the map, they'll be there.
20:40:07 <Sionide> i'm not much caring about the details.. arrrghh there's so much changed!
20:40:13 <Alberth> Sionide: stop reading now to rescue the sleep you have left
20:40:24 <Sionide> noo i don't need sleep!
20:40:53 <Sionide> 0.5.2 released on 29 May 2007.
20:41:01 <Sionide> I have two years to catch up on!! Unreal..
20:42:50 <andythenorth> hmmm....I should put FISH on Bananas :(
20:43:06 <Rubidium> is it in such a releasable state then?
20:43:15 <andythenorth> dunno, you guys tell me?
20:43:35 <Rubidium> Sionide: and then you're even missing out the last 10 months of development ;)
20:43:59 <Sionide> screw it, i'll get the nightly
20:44:25 <Sionide> i have r10166 installed... old school.
20:44:40 <DorpsGek> Rubidium: Commit by peter1138 :: r10166 /trunk/src (3 files) (2007-06-15 16:21:56 UTC)
20:44:41 <DorpsGek> Rubidium: -Feature(tte): Add support for antialiased typefaces via FreeType. This is configurable for each font size in the configuration settings and requires using the 32bpp blitter and suitable fonts.
20:44:59 <Rubidium> that's definitely a reason to use a newer version :)
20:45:57 <Prince> can anyone help me here
20:46:22 <SmatZ> hello Prince, please ask your question
20:46:24 <Rubidium> not until we know where to help you with; e.g. we can't help you get a bigger you know what
20:46:33 <Prince> how to enable streetcar construction in openttd 0.7.4
20:47:04 <Prince> any tram newgrf would be fine
20:47:36 <SmatZ> you have to wait until first tram is available to be built
20:52:31 <CIA-4> OpenTTD: rubidium * r18404 /trunk/src/ (16 files in 5 dirs):
20:52:31 <CIA-4> OpenTTD: -Codechange: link drive through stops better together
20:52:31 <CIA-4> OpenTTD: -Feature: make penalty for road stop occupancy user configurable
20:52:31 <CIA-4> OpenTTD: -Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
20:52:31 <CIA-4> OpenTTD: -Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
20:52:33 <CIA-4> OpenTTD: -Change: improve the throughput of the drive through road stops by letting them stop closer together
20:54:23 <Eddi|zuHause> Rubidium: feeling good now that you have disproved my prediction? :p
20:55:33 <Eddi|zuHause> líke two days ago i said somewhere "nobody is going to touch the multistop code in the near future" :p
20:55:49 <Eddi|zuHause> and like two hours later you started ;)
20:56:22 <frosch123> "started" != "first commit" :p
20:56:33 <Eddi|zuHause> well, obviously...
20:56:43 <frosch123> i laughed already the first time i read it :p
20:56:44 <Eddi|zuHause> "you started commiting"
20:57:13 <Rubidium> oh, did I touch multistop? :)
20:57:34 <Tegal> anyone here know much about the openttd-python Bot
20:57:34 <Eddi|zuHause> yeah, you removed it ;)
20:58:08 <Eddi|zuHause> Tegal: was that SpComb's or Yoricks?
20:58:51 <DorpsGek> frosch123: yorick was last seen in #openttd 3 weeks, 0 days, 4 hours, 48 minutes, and 23 seconds ago: <yorick> documents/openttd
20:58:52 <Tegal> is the one i have been looking at
20:59:02 <Eddi|zuHause> then probably not...
20:59:07 <frosch123> someone banned him?
21:01:40 <CIA-4> OpenTTD: rubidium * r18405 /trunk/src/roadveh_cmd.cpp: -Fix (r18405): RVs didn't like to stop when the 'next' drive through station tile didn't have a compatible road type
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21:05:10 <petern> "multistop" for ships!
21:06:01 <Rubidium> nah, they don't need that
21:06:23 <petern> we don't need 32bpp either ;)
21:06:23 <frosch123> yeah, i also missed Ship::Crash()
21:06:31 <planetmaker> they would need more docks than one :-) - and if it's only for eye candy ;-)
21:06:31 <Eddi|zuHause> yes, they do... currently it's impossible to pick a specific ship that is waiting at the dock...
21:07:13 <planetmaker> btw... MOOOOAAR! ;-)
21:07:13 <Rubidium> click on dock -> click on ship icon -> select correct ship
21:07:42 <Eddi|zuHause> no, those are the assigned ships, not the waiting ships...
21:08:13 <Alberth> click on shiplist -> click on ship
21:09:00 <Alberth> hmm, Rubidium's option is easier :)
21:09:38 <Eddi|zuHause> well, in the worst case, they are the same...
21:11:06 <Eddi|zuHause> but one of the problems is that you don't even have an easy visual way to determine how many ships are currently waiting at all...
21:13:45 <CIA-4> OpenTTD: rubidium * r18406 /trunk/src/ (roadstop_base.h station_cmd.cpp): -Cleanup: remove some unneeded constants and code
21:14:18 <Rubidium> planetmaker: MOOOOAAR of what?
21:14:29 <planetmaker> features. Stuff. Whatever ;-)
21:14:55 * Rubidium sends planetmaker some STD ;)
21:15:02 <planetmaker> specifically: more docks on one station
21:16:16 <andythenorth> more docks on one station = win
21:16:29 <andythenorth> there is actually a valid case for it
21:17:17 <andythenorth> and I have a game with industry on a strip of land between two seas
21:17:59 <andythenorth> I want one station for cargo pickup...but that's not possible if I want to use ships on both seas
21:18:36 <Alberth> petern: is the black boxes invasion gone already?
21:19:34 <Rubidium> problem would be that multistop with ships might not work very well with the simple 'n' fast ship pathfinder
21:20:32 <andythenorth> he he. the "simple 'n' fast" ship pathfinder is trying to route my ships to a depot for servicing that they can't possibly reach (unless I do some terraforming) :)
21:20:48 <frosch123> and the new multistop code would not be useful for it either, as ships are slow and docks likely not directly neighboured, so mutiple ships would head for the same until the first starts loading
21:21:34 <andythenorth> meanwhile, I should draw some more ships...
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21:27:09 <planetmaker> Alberth: it's not gone. It got less. But still some industries are missiong
21:29:23 <Alberth> last parts are always difficult to get done. There are also several face parts still missing I noticed while hacking in the company face window.
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21:33:48 <planetmaker> yes, we're missing the black manager faces
21:34:17 <planetmaker> Zephyris is currently doing a great job, getting all sprites done, though.
21:34:27 <Sacro> planetmaker: african american manager
21:35:30 <Rubidium> Sacro: but when are you an African American and when not?
21:36:07 <Sacro> Rubidium: if your skin is dark then you are african american
21:36:24 <Sacro> if you are white, born in africa and then moved to america as a teenager you aren't
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21:37:59 <planetmaker> Sacro: whatever suits you.
21:39:16 <petern> oh, is "black" unacceptable again?
21:39:25 <planetmaker> black is beautiful ;-)
21:39:38 <Rubidium> Sacro: where is this 'dark' threshold?
21:39:45 <Brianetta> My black is blacker than your black. I call it, "black black."
21:40:40 <Sacro> Rubidium: errm, Obama seems to be around it
21:40:55 <Sacro> he's too dark for some people, not dark enough for others :\
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21:46:17 <Belugas> close the lights, everyone is as black as each other ;)
21:47:04 <petern> sacro has these silly ideas
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21:57:01 <_ln> nelson mandela, the first african american president of south africa.
21:59:26 <SpComb> Eddi|zuHause: openttd-python bot? Lies
22:02:51 <CIA-4> OpenTTD: rubidium * r18407 /trunk/src/tunnelbridge_cmd.cpp: -Fix [FS#3338]: aqueducts were not influenced by the "long bridges" setting
22:14:12 <Belugas> oh god... what are those sprites now...
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22:21:17 <Belugas> oh ... stadium parts...
22:31:04 <planetmaker> grfcodec -d is your friend, Belugas :-)
22:31:19 <Belugas> ho... it's decoded a long time ago...
22:31:30 <Belugas> just that the sprites.h table has some holes
22:32:05 <frosch123> i hope you do not forget to run home :)
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22:49:11 <fonsinchen> where does openttd put the crash dump on windows?
22:49:44 <Sacro> save folder / crash.dmp ?
22:49:49 <frosch123> lol. never noticed that spiegel online has a score table for the turkish football/soccer league
22:50:36 <Rubidium> fonsinchen: whereever it says it has placed them in the crash notification window
22:51:07 <Rubidium> IIRC it's where openttd.cfg is
22:51:16 <fonsinchen> Unfortunately you can't expect people to read the crash notification window.
22:51:33 <Gremnon> I thought it was always left with the openttd.cfg
22:51:38 <Gremnon> it always has been for me
22:53:17 <fonsinchen> I think that huldu guy didn't get a crash notice though. Probably the "release" build from MSVC doesn't produce crash dumps anyway.
22:55:38 <Terkhen> fonsinchen: I'm going to check that
22:56:25 <Rubidium> fonsinchen: it should; there's nothing during releases that enables them, unless he doesn't have dbghelp.dll
22:57:51 <fonsinchen> "should" or "shouldn't", "enables" or "disables"? In this combination your statement is hard to understand ...
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22:59:24 <Rubidium> there is nothing done during the release process to enable the crash.dmps
23:00:37 <Rubidium> but... it tries to load dbghelp.dll and uses that to make the dump, but that should be part of Windows installations according to Microsoft (not win9x, but MSVC builds don't work on win9x anyway)
23:01:13 <fonsinchen> So let's hope he finds it.
23:01:27 <fonsinchen> This bug is getting on my nerves.
23:02:32 <fonsinchen> However, he talks about "CTD" which probably is "crash to desktop" and implies no crash notice. But maybe that's just sloppy wording.
23:03:52 <Rubidium> hmm, maybe windows 2000 doesn't have dbghelp
23:04:05 <Rubidium> (or at least a new enough version)
23:04:54 <Rubidium> we need 5.1 or newer
23:16:58 <DaleStan> Oh. I suppose searching the bugs might have been a good idea.
23:20:00 <petern> road vehicle list window is... not right
23:21:18 <DaleStan> How ... descriptive.
23:21:42 <Chrill> thats why peterT always reminds of someone else on the forums
23:21:59 <Chrill> I've been wondering for weeks :(
23:22:30 <frosch123> T and N is kind of important :p
23:23:04 <Chrill> or DaleStan would be DaleSnat
23:23:33 <SmatZ> peter1138 would be more distinguishable :)
23:23:56 <frosch123> except petert changes to peter1337
23:24:21 <Chrill> well you never know, frosch123..
23:27:40 <frosch123> however, only fools append numbers to their nicknames
23:28:29 <Chrill> I really agree with you there
23:28:53 <SmatZ_> what about underscores?
23:29:05 <Chrill> that's just proof of a bad internet connection
23:29:35 <frosch123> SmatZ: they are a symbol of masculinity
23:30:03 <frosch123> esp. with 4+ underscores
23:30:36 <Chrill> perhaps SmatZ_1_2_3_4_5_
23:31:24 <frosch123> weird idea of an tattoo
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23:40:08 <matsebc> Hallo, got a question, not sure this is the proper place to ask
23:40:23 <matsebc> any idea why openttd for iphone is not on the Itunes store?
23:40:36 <Chrill> well, it's not an approved app
23:40:37 <Rubidium> got an answer for that somewhere
23:40:47 <matsebc> Chrill: but any particular reason?
23:40:56 <Chrill> have we tried to have it added, Rubidium?
23:41:10 <Rubidium> oh, my answer is for Steam
23:41:25 <matsebc> Chrill: ah ok thanks, so it's not like it uses some private API or whatnot ¿?
23:41:46 <matsebc> (which is why some apps are not on the app store)
23:41:53 <Rubidium> it's more like we have no Mac developer
23:42:06 <Rubidium> and we don't like charging people for something that's free
23:42:49 <matsebc> you can publish free apps on the itunes store :)
23:43:09 <matsebc> you would however have to spend 100 bucks to get a developer's license though
23:43:24 <Chrill> ask for donations for that, would probably get there
23:43:38 <Rubidium> Chrill: but without a developer it's still pointless
23:43:52 <Chrill> then again, i dont use the iphone :P
23:44:06 <Rubidium> even so, for OpenTTD to be useful we need to distribute also the data files, which aren't ours. As such it'd be illegal
23:44:26 <Chrill> We're not that far away from OpenGFX and SFX finishing, though
23:44:33 <Chrill> the aim is for both in 0.8, yes?
23:44:51 <Rubidium> true, but still some months from the first release that supports OpenSFX
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23:55:06 <Rubidium> anyhow, as I said a iPhone port is probably not going to happen as long as there is no Apple developer; proper testing requires an Apple and an iPhone. Something none of the current developers have. The binaries are compiled by compiling them on Linux and *hoping* they work on OSX
23:57:22 <frosch123> hmm, does "protected" apply in both directions of the class hierarchy :o
23:57:40 <frosch123> (e.g. after dynamic_cast)
23:58:20 <Rubidium> how to do that trick for iPhones I don't know, but testing those is quite a bit harder because you either need to jailbreak them or need to sign them, but I've got no clue how to do either of them
23:58:34 <Rubidium> nor an actual iPhone
23:59:16 <SmatZ> frosch123: how do you mean?
23:59:58 <SmatZ> predecessor doesn't know about successor's protected variables
23:59:59 <Rubidium> nor will I even acquire/accept such a thing that may only run what some self-appointed ruler
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