IRC logs for #openttd on OFTC at 2010-02-12
            
00:02:53 <PeterT> will this french language problem be solved in tommorow's commit?
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00:03:35 <Yexo> yes
00:07:48 <PeterT> Anyone have experience with x64 compiling?
00:07:56 <PeterT> I got a few errors (ignore the french.txt one)
00:08:16 <PeterT> http://paste.openttd.org/221421
00:11:08 <Yexo> you have not properly installed directmusic for use with a x64 compiler
00:11:25 <PeterT> Oh, is there a guide for that somewhere?
00:11:32 <Yexo> no idea
00:11:34 <PeterT> btw, that's exactly what happened
00:11:55 <Rubidium> just ask in #openttd.compile
00:12:09 <ccfreak2k> Yexo, quick, what number am I thinking of?
00:12:19 <SmatZ> 14
00:12:23 <Yexo> 42
00:12:32 <HackaLittleBit> 21
00:12:33 <Rubidium> 0/0
00:12:51 <ccfreak2k> I guess there's a bit of an identity crisis.
00:14:25 <SmatZ> ccfreak2k: so what number were you thinking of?
00:15:00 <Rubidium> identity crisis? How can that happen? I don't even have an identity...
00:15:07 <glx> <PeterT> Oh, is there a guide for that somewhere? <-- just do like you did for win32
00:15:07 <SmatZ> :)
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00:15:38 <ccfreak2k> SmatZ, it was 3.
00:15:50 <Shapeshifter> Have any of you played openttd on the Nokia n900? It runs really well. Good stuff. But the lack of a "hovering" mouse poses a tricky problem at times ;)
00:15:55 <PeterT> glx: oh, i have directx installed already, so this will be easy
00:15:58 <PeterT> thank you :-)
00:16:05 <glx> just set paths ;)
00:16:17 <Rubidium> yay... I was right :) (3 = 0/0 => 3 * 0 = 0 => 0 = 0)
00:16:38 <PeterT> yeah, my express/professional doesn't always find the needed libraries with paths
00:16:56 <PeterT> I'd rather copy the dxgui.lib to my OpenTTD useful location
00:17:38 <glx> if it fails to find libs then you failed to set paths
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00:18:10 <SmatZ> ccfreak2k: and the point is?
00:19:08 <ccfreak2k> I wanted to see if Yexo was psychic.
00:19:18 <ccfreak2k> Turns out he was just a lucky guesser.
00:19:23 <Rubidium> · <- there
00:19:48 <Yexo> of course I'm not psychic :p
00:19:52 <Yexo> and what makes me a lucky guesser?
00:20:12 <Yexo> PeterT's error was easily deduced from the log he posted, that was no guess at all
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00:21:56 <SmatZ> Yexo: (4+2)/2 = 3
00:22:08 <Yexo> hehe :)
00:22:28 <Yexo> and your answer was -1+4=3
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00:22:34 <SmatZ> hehe
00:23:07 <Rubidium> so everyone was right! :)
00:23:28 <PeterT> glx: Thank you, works perfectly so far
00:23:42 <SmatZ> :)
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00:25:45 <Rubidium> 3.1415926539879323846 <- what am/was I thinking of?
00:26:27 <PeterT> You're missing a 5
00:26:45 <PeterT> 3.1415926535...
00:27:14 <PeterT> scratch that, replace the nine with a five
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00:31:32 <Eddi|zuHause> 3.14159265358979...
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00:32:51 <Rubidium> Eddi|zuHause: nah, that's not what I was thinking of
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00:33:10 <SmatZ> hello Eddi
00:33:25 <SmatZ> or is he really gone?
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00:33:38 <SmatZ> I knew he will be back soon ;)
00:33:44 <PeterT> he is always back soon
00:33:51 <SmatZ> hehe
00:34:20 <Eddi|zuHause> unless i'm not one time...
00:35:19 <Rubidium> http://translate.google.com/translate?hl=en&sl=nl&u=http://wwwutnws.utwente.nl/new/printversie.php%3Fid%3D58111&ei=yqF0S8qSC8iF-AaN5ZicBg&sa=X&oi=translate&ct=result&resnum=2&ved=0CAwQ7gEwAQ&prev=/search%3Fq%3D3,1415926539879323846%26hl%3Den%26safe%3Doff <- that's what I was thinking of :)
00:35:43 <SmatZ> now that's a short link
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00:36:02 <Rubidium> nah, it's fed through google translate, cause it's Dutch
00:36:16 <Rubidium> and it's nice to see what a mess google translate makes of it :)
00:36:42 <SmatZ> "A very attentive student knew UT-news" was it you? :)
00:37:06 <Rubidium> nope
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00:37:21 <SmatZ> oh :(
00:37:58 <Rubidium> it's from way before I started to study there :)
00:38:01 * SmatZ remembers just 3.1415926536
00:38:04 <SmatZ> hehe :)
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00:40:39 <SpComb^> 589?
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00:43:19 <PeterT> SpComb^: Remember those batchfiles for building with MSVC? Do you have a copy that I can download to test?
00:45:50 <SpComb^> the ones I have online are slightly outdated (i.e. a little broken)
00:45:58 <CIA-9> OpenTTD: yexo * r19100 /trunk/projects/ (generate generate.vbs langs_vs80.vcproj langs_vs90.vcproj): -Fix: [MSVC] don't stop building language files if building one language file fails
00:46:12 <PeterT> Thanks ^
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00:47:36 <SpComb^> http://qmsk.net/~terom/openttd/scripts/ <-- those should work, I think
00:50:39 <PeterT> where should build.sh be placed?
00:50:57 <SpComb^> somewhere
00:51:08 <SpComb^> it'll put the build/ dir next to it
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00:53:00 <PeterT> what is build tag?
00:53:07 <PeterT> and "[ ENV=VALUE [...]]"?
00:53:20 <PeterT> I entered this: PeterP@PETER ~
00:53:20 <PeterT> $ ./build.sh -P win32 -c Release r19100
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00:54:24 <SpComb^> those are the defaults for -P/-c
00:54:31 <SpComb^> build tag is the name of your build
00:54:57 <SpComb^> openttd-${build_tag}-${ottd_version}-${ottd_platform}
00:55:16 <SpComb^> and svn wc is the path to an svn working copy
00:55:26 <PeterT> So what should I add to the command above?
00:55:49 <SpComb^> ./build.sh path-to-checkout-of-trunk myfunbuild
00:57:11 <PeterT> SpComb^: http://paste.openttd.org/221423
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00:58:36 <SpComb^> a) create a build/ dir - forgot that big b) also download build-msvc90.bat and svn-clean.sh
00:59:25 <PeterT> why not just add a "mkdir" and "wget"?
01:00:16 <SpComb^> mkdir is missing, yes - wget no, that'd be silly
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01:01:23 <PeterT> wow, this is great
01:01:36 <PeterT> how are you building MSVC from outside of MSVC?
01:02:04 <SpComb^> it has a command-line interface that's just about barely useable
01:02:20 <SpComb^> just don't try and interrupt/abort the script with ^C while it's building, or nasty things will happen
01:02:56 <PeterT> sounds kinky
01:03:17 <PeterT> where is this command line?
01:03:28 <SpComb^> look at build-msvc90.bat
01:03:33 <PeterT> you mean commands from cmd.exe
01:03:55 <PeterT> oh, the "call"
01:04:26 <SmatZ> someone please kill PeterT
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01:04:43 <SmatZ> yay it works
01:04:49 <SpComb^> SmatZ: OFTC implements this autokill feature
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01:04:57 <PeterT> ??
01:05:31 <SpComb^> if you can get someone to say the right stuff, or join the right channel, OFTC can autokill them
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01:06:06 <sparr> Eddi|zuHause: how about infrastructure costs, such as making road removal profitable?
01:06:11 <PeterT> SpComb^: http://paste.openttd.org/221424
01:06:30 <SpComb^> PeterT: as I said, create a build/ dir
01:06:34 <Yexo> someone please kill PeterT
01:06:35 <SpComb^> er, builds
01:06:39 <Yexo> SmatZ: ah, local only? :p
01:06:43 <PeterT> /builds?
01:06:46 <PeterT> oh, ok
01:06:55 <SpComb^> yes, builds, in plural :(
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01:07:10 <SmatZ> Yexo: it has some delay :-/
01:07:11 <PeterT> what the hell?
01:07:13 <Yexo> <sparr> Eddi|zuHause: how about infrastructure costs, such as making road removal profitable? <- you can do that with a newgrf
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01:10:32 <SmatZ> I was surprised how PeterT teached TrueBrain about @ports today :)
01:10:46 <SmatZ> it's like, pupil learning his teacher...
01:16:36 <Eddi|zuHause> it's like the worst fitting phrase to the situation, but "every good teacher gets his pupil to the point where he surpasses him"
01:16:53 <SmatZ> :-)
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02:09:35 * Belugas stretches
02:10:09 * Rubidium waves
02:10:45 * Belugas waves back, after wondering if he'll e able to sleep again tonigh
02:11:09 <Belugas> guess it's possible
02:19:18 <Belugas> cute. my son left me a note with a kiss, a hearth and a dad :)
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03:00:49 <Belugas> so... head to bed. Rubidium, watch out, you will never be normal after living under glx's life style/time zone ;)
03:01:02 <Belugas> night out
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03:08:40 <ccfreak2k> I fixed the multithreading issue.
03:08:58 <ccfreak2k> I made a small typo in that EndCritical() didn't actually unlock the mutex. :x
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09:58:27 <peter1138> 00 6d da 48 b5 22 90 fd 6b d8 45 b3 20 8d fb 68
09:58:28 <peter1138> b0 1e 8b f8 66 d3 41 ae 1b 89 f6 63 d1 3e ac 19
09:58:28 <peter1138> 61 ce 3c a9 17 84 f1 5f cc 39 a7 14 82 ef 5c ca
09:58:39 <peter1138> is that pseudo random enough?
10:00:08 <TrueBrain> no
10:00:48 <TrueBrain> (hihi, sorry, just had to :p)
10:00:57 <__ln__> no; i closed my eyes for a second and after that those numbers were still exactly the same.
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10:02:46 <TrueBrain> funny: 4th, 10th, 16th and 20th end with a 8, 26th, 32th, 36th and 42th end with a 9. 48th ends with a 'a', so I expect either 54th or 52th to do so too
10:04:24 <TrueBrain> (in general, the lower 8th bit is 'predictable' (with an error of 1))
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10:06:34 <peter1138> heh
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10:08:46 <planetmaker> FF FF FF FF FF FF FF FF FF FF FF is just as likely, if we assume uniform distribution
10:10:10 <TrueBrain> s/8th bit/4 bits/
10:10:22 <TrueBrain> planetmaker: not really, his is 48 bytes long, yours isn't :p
10:10:38 <planetmaker> :-P
10:10:46 <planetmaker> so mine is even more likely :-P
10:10:49 <TrueBrain> and the entropy of your sequence will be 0
10:11:00 <TrueBrain> his is a bit more than 0, but still on the low side :p
10:11:23 <planetmaker> random-ness was asked, not entropy ;-)
10:11:44 <TrueBrain> asking if something is random enough, is asking for the entropy value ;)
10:11:47 <planetmaker> and 'random' depends upon the model you want to put in. Uniform, gaussian, ...
10:11:59 <TrueBrain> (even more if you just assume it comes from a random generator)
10:12:25 <TrueBrain> as if not, it indeed is always random
10:12:37 <TrueBrain> but even this sentence in that case is completely random ;)
10:12:45 <planetmaker> point
10:13:04 <TrueBrain> (at least, from your point of view ;))
10:13:15 <planetmaker> taken
10:13:18 <TrueBrain> :p
10:13:34 <planetmaker> :-)
10:14:14 <planetmaker> basically it's a question for predictability and not random-ness, though ;-)
10:14:30 <TrueBrain> hence, entropy ;)
10:14:35 <planetmaker> yeah
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10:28:36 <Terkhen> good morning
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10:40:43 <CIA-9> OpenTTD: alberth * r19101 /trunk/src/smallmap_gui.cpp: -Fix (r19039): Click sound was not played when pressing zoom in/out buttons.
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11:00:06 <roboboy> do programs like Autopilot actually take full control over the console OpenTTD is running in?
11:01:41 <valhallasw> yes
11:01:52 <valhallasw> although it supports a pass-through console
11:01:56 <roboboy> ok
11:02:35 <peter1138> stdio doesn't work like that
11:02:50 <peter1138> the 'flow' is terminal <--> autopilot <--> openttd
11:03:40 <peter1138> and they're actually just file descriptors
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12:11:15 <CIA-9> OpenTTD: yexo * r19102 /trunk/Doxyfile: -Codechange; let doxygen parse as much code as possible
12:14:46 <CIA-9> OpenTTD: alberth * r19103 /trunk/src/smallmap_gui.cpp: -Codechange: Use px/py for pixel coordinates in PixelToTile(), as promised by the documentation.
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12:21:12 <JayDubeu> Holy sh--
12:21:21 <JayDubeu> Did not expect this many people in the channel.
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12:24:11 <Alberth> shall we all leave?
12:24:36 <JayDubeu> If you like.
12:24:44 <Alberth> nah :)
12:24:45 <JayDubeu> It would give me some privacy to take a shower.
12:24:50 <JayDubeu> Ohfine.
12:25:00 <JayDubeu> You can just all watch.
12:25:13 <Alberth> most do, it seems
12:25:17 <__ln__> Don't take the shower anywhere, I'll need it tomorrow.
12:25:29 <JayDubeu> Ahaha. Bad pun. :|
12:26:45 <Alberth> hmm, openttdcoop does seem to play other sizes than 2Kx2K too.
12:26:56 <Yexo> in fact, they never play 2kx2k
12:27:41 <KenjiE20> don't normally go above 1kx1k
12:28:11 <KenjiE20> most connections/PCs can't handle the load at that point
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12:28:48 * JayDubeu will be setting up a dedicated server tomorrow.
12:28:57 <JayDubeu> I wanted to add TTD onto the server.
12:29:07 <JayDubeu> Already hosting Freelancer and Civ4.
12:29:26 <Noldo> There are currently more servers than players, right?
12:29:35 <Alberth> usually, yes
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12:29:48 <JayDubeu> Private Server though. :V
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12:32:16 <planetmaker> <Alberth> hmm, openttdcoop does seem to play other sizes than 2Kx2K too. <-- 1Megatiles is the limit. Clients cannot handle more usually
12:32:25 <planetmaker> And we don't want to deter half our player base
12:32:33 <planetmaker> And it's not like the smaller maps are no fun
12:33:20 <planetmaker> And KenjiE20 told so already :-P
12:34:54 <Alberth> I agree. I was just thinking that openttdcoop has the man power to fill such a map.
12:35:07 <planetmaker> We certainly would. But no one could play them
12:35:13 <planetmaker> Painful experience tells so
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12:36:06 <roboboy> yep
12:36:18 <planetmaker> also it's hard to admin a server, if you cannot join it yourself anymore ;-)
12:36:36 <roboboy> ive been on coop maps that are nearly foold and kept geting desynched
12:36:50 <KenjiE20> "foold"?
12:37:21 <roboboy> filled
12:37:21 <cornjuliox> have the devs ever considered extending the single player gameplay?
12:37:38 <roboboy> what do you mean?
12:38:06 <KenjiE20> sandbox isn't extended enough?
12:38:15 <cornjuliox> i mean adding like an in-game tutorial for newbies, and a "campaign"
12:38:33 <cornjuliox> a real singleplayer campaign
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12:38:59 <KenjiE20> there used to be tutorials in TTDLX, so that'd be cool
12:39:39 <roboboy> their implementation was borked
12:40:04 <roboboy> just changing the news settngs would brake them
12:40:05 <cornjuliox> KenjiE20, you're talking about the recorded ones, right?
12:40:19 <cornjuliox> i remember those
12:40:36 <Alberth> you can design a campaign without further openttd support. Just write a sequence of assignments on a wiki page
12:40:51 <cornjuliox> one of them was supposed to show you how the train signals worked but it looked like whoever was recording them gave up halfway through
12:41:17 <cornjuliox> Alberth, i mean one in-game, a "forced" campaign
12:41:31 <cornjuliox> like the kind you see in Rollercoaster Tycoon
12:42:00 <Alberth> what would be different?
12:42:06 <planetmaker> Not until there are scriptable scenarios. Which is an illusion ;-)
12:42:20 <planetmaker> at least now. As no one works on it.
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12:43:01 <planetmaker> (except if Alberth has super-secret projects going on :-P )
12:43:10 <Alberth> always :p
12:43:19 <KenjiE20> so secret even he doesn't know about it
12:43:24 <planetmaker> ha, I knew it!
12:43:42 <Ammler> "I have a patch for it..."
12:43:47 <Alberth> planetmaker: ask KenjiE20. he seems to know what I am doing
12:43:55 <planetmaker> that's another person ;-), Ammler :-)
12:43:58 <KenjiE20> :P
12:44:28 <Alberth> I do want to try hooking a AI into the GUI system one day....
12:44:48 <planetmaker> what do you mean by hooking an AI into the GUI?
12:44:53 <Alberth> Probably I can never release that code.
12:45:06 <Alberth> AI controlling the mouse pointer, and clicking
12:45:12 <planetmaker> ah
12:45:30 <Alberth> you'd need that for a tutorial
12:45:42 <planetmaker> Not necessarily
12:45:51 <planetmaker> Depends upon how you want the tutorial to work
12:45:59 <roboboy> I'm geusing it would actually show what GUI buttons were clicked by the AI so as to kinda replicate the old TTD macro tutorials but in a more flexible way
12:46:24 <Alberth> roboboy: yeah, that's what you'd want to show, right?
12:46:30 <planetmaker> You could just display a sequence of instructions (with images) and continue, if the right action was taken
12:46:32 <roboboy> yeah
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12:47:12 <roboboy> \but we want to minimise the space they take up and thus the amount of data being downloaded to play the game
12:47:17 <Ammler> planetmaker: but that, you can do with the wiki aswell
12:47:38 <planetmaker> Ammler, no, you don't have control over the flow then
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12:47:50 <roboboy> or I'm asumiong thats what CS wanted and Alberth wants (escept CS had to fi it on Floppy/CD)
12:48:00 <Ammler> like that: http://wiki.openttdcoop.org/Tutorial_Savegame
12:48:11 <planetmaker> he, long time I looked at it :-)
12:48:23 <planetmaker> Maybe it should be updated somewhen
12:48:43 <planetmaker> ...long time since...
12:49:07 <Ammler> no pbs, else it is still very good
12:49:19 <Alberth> wrong graphics :p
12:49:25 <planetmaker> :-P
12:49:35 <planetmaker> well. A savegame cannot have wrong graphics ;-)
12:49:57 <Ammler> he
12:50:11 <Ammler> the gui might differ now
12:50:33 <roboboy> the old TTD Tutorials are even reliant on the old Map Generator. TTDO's new map generator amongst other TTDP settings brake them
12:50:49 <Alberth> yeah, like planetmaker discovered two new buttons on the smallmap recently :p
12:50:50 <peter1138> break
12:51:00 <roboboy> bah
12:57:08 <planetmaker> hehe :-) @ Alberth
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13:47:04 <CIA-9> OpenTTD: alberth * r19104 /trunk/src/smallmap_gui.cpp: -Fix (r19039): Stablize main view centering in smallmap.
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14:16:31 <[Jako]> is there any way to stop industry from disappearin?
14:16:51 <[Jako]> i think there is some differences betveen scenarios
14:19:33 <Belugas> hello
14:20:12 <Alberth> [Jako]: no
14:20:22 <Alberth> Belugas: hai
14:20:43 <Noldo> shark? where?
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14:21:36 * Alberth gives Noldo an english dictionary
14:21:51 <Belugas> [Jako] : play smaller maps. You will think there are less industries disappearing since there are less industries
14:22:12 <Noldo> Alberth: :P
14:22:16 <Alberth> also, when you service industry, they disappear less fast :)
14:22:38 <Alberth> Noldo: you needed something to throw, didn't you?
14:22:50 <Eddi|zuHause2> Noldo: unfortunately that joke doesn't work in english...
14:22:53 *** Eddi|zuHause2 is now known as Eddi|zuHause
14:24:04 <Noldo> now don't tell me we managed to mangle 3 languages in to one "joke"
14:24:27 <Alberth> ok, I won't tell
14:24:49 <Noldo> but it's true! isn't it?
14:25:03 <TrueBrain> I only count 2 :(
14:25:14 * Alberth also counts two
14:25:39 <Noldo> hai is finnish for shark
14:26:34 <ptr> hehe
14:26:38 <ptr> haj is swedish for shark
14:26:46 <ptr> funny.
14:26:47 <Noldo> figures
14:26:49 <TrueBrain> Noldo: where does the 3rd language come from?
14:28:26 <Noldo> well, there is the hypothetical language where the so-called-joke works that isn't english
14:28:48 <TrueBrain> always a good excuse :)
14:30:45 <Noldo> and I know it isn't finnish either
14:32:33 <Eddi|zuHause> Hai is also german for shark
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14:33:18 <__ln__> haj is also danish for shark, afaik.
14:35:03 <Eddi|zuHause> postulate 1: in all sane languages, "Hai" [modulo spelling] means "shark"
14:35:28 <rane> whoa, it is?
14:35:46 <planetmaker> Eddi|zuHause, is 'shark' just another spelling of "Hai"?
14:36:04 <Noldo> aaa
14:36:17 <Eddi|zuHause> planetmaker: i'd love to see that sequence of vowel shifts ;)
14:36:29 <Belugas> to me, "Hai" is more related to the sound a human been would produce when seeing a shark swimming nearby
14:36:32 <rane> haifisch
14:37:29 <planetmaker> Belugas, that'd be more "haaiiiiiii!" - especially for swimmers ;-)
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14:38:53 <Belugas> indeed
14:38:56 <Belugas> thus the idea...
14:39:03 <Belugas> a scream for fear!
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14:42:35 <planetmaker> hm. "Hai" is a word which was derived from the 17th century Dutch word "haai". That Dutch word in its turn (like the Scotish 'hoe') was derived from the synonymous Icelandic 'hai'
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14:43:18 <planetmaker> Originally 'hai' it described a hook, so that the fish was named after its hook-shaped fin
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14:43:46 <planetmaker> DUDEN Bd. 7 - Etymologie, 1997, 2. Aufl., S. 264
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14:44:10 <Noldo> etymology is always a bit odd
14:44:29 <Noldo> why would it be hoe in the middle?
14:45:20 <Eddi|zuHause> just because it's geographically the middle, doesn't mean it's etymologically the middle
14:46:19 <planetmaker> it also depends upon how things are pronounced in the respective language.
14:46:26 <planetmaker> Might even be the same, just different writing
14:47:13 <planetmaker> also it doesn't say it's derived from Scotish, but from Icelandish. Scotish 'hoe' is just also derived from the Icelandic
14:47:23 <Noldo> ok
14:48:10 <ptr> super-high quality
14:48:12 <ptr> super-hai
14:48:13 <ptr> ha-ha
14:48:55 <Eddi|zuHause> now you're just getting silly
14:50:32 <__ln__> hai > silli
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14:51:43 <Noldo> __ln__: oh no
14:53:30 <ptr> lol, herring?
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14:58:02 <Noldo> ptr: yes
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15:00:44 <planetmaker> the question remains: what the heck is a brathering?
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15:04:31 <Belugas> i know bracketing, but not brathering
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15:08:54 <ccfreak2k> As in "quit brathering me!"
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15:15:08 <Belugas> http://de.wikipedia.org/wiki/Brathering :S
15:15:59 <JayDubeu> This sentance has been temporarily set to READ-ONLY.
15:17:23 <cornjuliox> really?
15:18:10 <Belugas> Fried Hering...
15:18:28 <Belugas> so... "Stop Fry my Hering"
15:18:31 <Belugas> ...
15:22:55 <planetmaker> Belugas, yes ;-)
15:23:40 <planetmaker> it's like the word is hard to reconize, if you expect it to be English, though ;-)
15:23:48 <planetmaker> *recognize
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15:25:35 <Belugas> quite :)
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15:33:40 <Phazorx> evening
15:34:01 <Phazorx> enlighten me please, what factors beside mass of train affect acceleration?
15:35:04 <Phazorx> err
15:35:10 <Phazorx> make that weight instead of mass
15:35:32 <Phazorx> so weight = mass * config weight facto
15:36:16 <Rubidium> HP, TE, incline, the ones I'm forgetting now
15:36:40 <Phazorx> TE?
15:36:46 <Rubidium> okay:
15:36:53 <Phazorx> and i do presume external conditions are fine
15:36:59 <Phazorx> so same rails
15:37:36 <Phazorx> i'm puzzled by 2 trains having diferent acceleration patterns here
15:37:43 <Phazorx> wile they have almost same weight
15:37:44 <Rubidium> weight, power, axle friction, rolling friction, speed, air drag, tractive effort, incline (slope)
15:38:04 <Phazorx> Rubidium: i mean in game :)
15:38:35 <Rubidium> in game, with the realistic accelaration it's 'limited' to:
15:38:37 <Rubidium> weight, power, axle friction, rolling friction, speed, air drag, tractive effort, incline (slope)
15:38:50 <Belugas> number of drinks the driver had before and during the drive
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15:39:27 <Phazorx> weight = same, power = same engines, friction ??, speed same, air drag?? TE same, incline same
15:39:43 <Phazorx> where is air drag and friction coefs are noted in game?
15:40:06 <Rubidium> they're provided by newgrfs
15:40:37 <Phazorx> i figured that much but where can i see them?
15:40:56 <Rubidium> probably not
15:42:23 <Phazorx> so there is no way to knowingly recreate a train with different cars in respect to acceleration pattern?
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15:43:57 <peter1138> axle, rolling and air friction are all constant
15:44:10 <Phazorx> peter1138: per what?
15:44:32 <peter1138> so weight, power, max te and incline affects it
15:44:45 <peter1138> well, air drag is constant per train
15:44:57 <peter1138> axle/rolling is per wagon
15:44:59 <Phazorx> peter1138: per train as in same engine and same cars?
15:45:10 <peter1138> no, every train
15:45:22 <peter1138> (we don't implement the newgrf airdrag property)
15:45:28 <Phazorx> i see
15:45:35 <Phazorx> so that can be disregarded then
15:45:48 <Phazorx> and tractions are not displayed?
15:45:58 <Phazorx> neither per car nor for whole train?
15:45:58 <peter1138> max te is shown
15:46:40 <Phazorx> max te looks like it is massed and power based
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15:50:24 <planetmaker> Phazorx, yes and no. It's separately defined
15:50:58 <Phazorx> planetmaker: err.. so MAX TE in engine is same as TE for train?
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15:52:31 <planetmaker> yes. Only powered vehicles can have a TE
15:53:02 <planetmaker> So I am not sure about powered wagons
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16:42:41 <CIA-9> OpenTTD: yexo * r19105 /trunk/src/ (news_gui.cpp news_type.h): -Fix [FS#3614]: not all news data was properly freed when starting a new game
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17:31:53 <CIA-9> OpenTTD: rubidium * r19106 /trunk/src/group_gui.cpp: -Codechange: change 'const static' -> 'static const' for consistency (1 vs 2900 cases); some GCCs/ICCs are known to warn about the former case, but it's valid C++.
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18:01:04 <Nite_Owl> Hello all
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18:41:59 <CIA-9> OpenTTD: rubidium * r19107 /trunk/config.lib: -Change: GCC 3.2 seems to be having trouble with some templates too
18:42:52 <CIA-9> OpenTTD: rubidium * r19108 /trunk/readme.txt: -Document: what compilers are known to succeed compiling OpenTTD and which ones have proven to fail compiling OpenTTD
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18:45:47 <CIA-9> OpenTTD: translators * r19109 /trunk/src/lang/ (9 files): (log message trimmed)
18:45:47 <CIA-9> OpenTTD: -Update from WebTranslator v3.0:
18:45:47 <CIA-9> OpenTTD: catalan - 13 changes by arnau
18:45:47 <CIA-9> OpenTTD: croatian - 1 changes by VoyagerOne
18:45:47 <CIA-9> OpenTTD: french - 1 changes by glx
18:45:49 <CIA-9> OpenTTD: lithuanian - 2 changes by
18:45:49 <CIA-9> OpenTTD: norwegian_nynorsk - 71 changes by mantaray
18:45:57 <CIA-9> OpenTTD: rubidium * r19110 /trunk/config.lib: -Fix (r19107): if GCC 3.2 has the trouble, then don't allow it
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20:35:36 <__ln__> http://daringfireball.net/linked/2010/02/11/facebook-login
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21:10:33 * Rubidium finds it ironic that it's hotter in Vancouver than in Northern Florida
21:11:32 <SirSquidness> lol. That is all.
21:12:56 <Rubidium> 5-9 degree C in Vancouver, 1 degree C in Crestview Florida :)
21:13:36 <michi_cc> A bit less rain wouldn
21:13:40 <michi_cc> t hurt though
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21:16:25 <SirSquidness> send the rain down here to south eastern australia!
21:16:48 <SirSquidness> ^_^
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21:19:14 <Eddi|zuHause> Rubidium: a friend of mine returned from vancouver to berlin a few weeks ago, and he had a temperature drop of 20°C
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21:44:13 <CIA-9> OpenTTD: rubidium * r19111 /trunk/src/ (53 files in 3 dirs): -Fix (r19070): the station view didn't show acceptance anymore
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22:31:06 <Belugas> grrrr
22:31:16 <Belugas> device keeps on resisting
22:31:48 <Belugas> going to have that problem in my mind for the whole weekend now...
22:31:53 <Belugas> bye bye
22:32:40 <Rubidium> noes...
22:32:52 <Rubidium> kill the device and don't think about it!
22:34:36 <ccfreak2k> Almost have joystick input tuned.
22:34:50 <ccfreak2k> I hope I didn't jinx myself by saying that.
22:35:29 <peter1138> you gotta get in to get out
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23:00:12 <ccfreak2k> The faster sounds are kind of funny, though.
23:00:21 <ccfreak2k> The honk of ships sounds like "beep beep!"
23:00:27 <ccfreak2k> Trucks sound like motorcycles.
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23:07:10 <Eddi|zuHause> sounds like wrong sample rate
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23:11:28 <ccfreak2k> Yeah it is.
23:11:49 <ccfreak2k> The GameCube sound driver assumes input is 32KHz if it's not 32 or 48.
23:16:22 <glx> hmm it's 44100 by default
23:17:46 <glx> but internally sounds are 11025 ;)
23:17:58 <Rubidium> except opensfx
23:18:27 <ccfreak2k> Once I get input working and verify that everything else works, I'll investigate using Secret Rabbit Code to resample sounds.
23:22:08 <Rubidium> ccfreak2k: just call MxInitiali[sz]e(32000) at the appropriate place
23:22:55 <ccfreak2k> In OpenTTD?
23:23:22 <Rubidium> yup
23:24:00 <Rubidium> you're using SDL?
23:24:09 <ccfreak2k> Yes.
23:24:25 <Rubidium> then it's called somewhere in src/sound/sdl_s.cpp
23:24:34 <Rubidium> *or*
23:24:39 <glx> line 40 ;)
23:25:47 <Rubidium> pass -ssdl:hz=32000 as parameter to ttd_main :)
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23:30:30 <ccfreak2k> Now I need to figure out why I'm not getting button presses registered.
23:39:57 <CIA-9> OpenTTD: smatz * r19112 /trunk/src/strings.cpp: -Fix [FS#3611]: don't crash on broken lng file
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23:45:38 <CIA-9> OpenTTD: rubidium * r19113 /trunk/src/strgen/strgen.cpp: -Change: [strgen] Remove the partially generated language file if compilation fails.
23:46:43 <ccfreak2k> Sounds are playing correctly now.
23:46:50 <ccfreak2k> Button presses still not working. :(
23:48:03 <CIA-9> OpenTTD: rubidium * r19114 /trunk/src/strgen/strgen.cpp:
23:48:03 <CIA-9> OpenTTD: -Change: [strgen] Modify the outputted format for MSVC builds of strgen so it
23:48:03 <CIA-9> OpenTTD: also shows fatal errors in the 'error list' and it also counts them. (Fatal)
23:48:03 <CIA-9> OpenTTD: errors are marked as warnings so a failing language file is not causing the
23:48:03 <CIA-9> OpenTTD: complete compilation to fail.
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23:52:46 <Terkhen> good night
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23:57:02 <rhaeder> hi
23:57:17 <rhaeder> will ccache support be added in the near future?
23:57:36 <rhaeder> would help people who recompile often
23:57:44 <Rubidium> nah
23:58:01 <Rubidium> we first need to find a way to make people read the help files :)
23:58:10 <rhaeder> ah, ok :D
23:58:36 <Rubidium> hmm, or... maybe it should be added to the help files
23:58:43 <rhaeder> the same to me? I did the generic way with export FOO="ccache foo-compiler"
23:58:56 <rhaeder> here is my ticket: http://bugs.openttd.org/task/3615
23:59:37 <Rubidium> ./configure --with-ccache