Log for #openttd on 4th September 2010:
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00:16:50  <CIA-2> OpenTTD: yexo * r20733 /trunk/src/industry_cmd.cpp: -Fix: when overbuilding an object with an industry, clear the complete object
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03:55:53  <TruePika> @seen Xrufuian
03:55:53  <DorpsGek> TruePika: Xrufuian was last seen in #openttd 1 week, 2 days, 4 hours, 59 minutes, and 49 seconds ago: <Xrufuian> Right, my number one rule: Don't assume anything.
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07:50:51  <Terkhen> good morning
07:51:26  <avdg> hey, gm
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09:19:38  <Wolf01> OH OH OH Merry Saturday to all
09:20:44  <Alberth> merry xmas to you as well
09:21:22  <Wolf01> Xmas? Who said it's Xmas?
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09:22:33  <Alberth> perhaps I am a bit early this year
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09:25:17  <StefanR> good morning guys :). I had a little error during compilling openttd in x64 with MSVC++. Here the error:
09:25:18  <StefanR> .. \ Src \ genworld_gui.cpp (336): error C2664: 'Show Error Message': can not convert parameter 3 from 'int' to 'Warning Level' not possible
09:25:18  <StefanR> 4> Conversion to enumeration requires an explicit cast (static_cast operator or a cast or function in the C format)
09:25:47  <StefanR> the revision is 19615 with the extra large map patch
09:25:56  <StefanR> could someone help me?
09:26:12  <Alberth> we are at 20733
09:26:32  <Alberth> without large map patch :)
09:26:41  <StefanR> but the patch is only availible for 19615
09:26:43  <StefanR> :)
09:27:03  <Yexo> for help with that patch your best of in the forum topic where you downloaded it from
09:27:14  <Wolf01> then apply the patch to that version
09:27:22  <Alberth> you can try a simple cast
09:27:29  <Rubidium> sounds like you applied a patch to a version of OpenTTD it's not supposed to be applied to
09:27:40  <Rubidium> Alberth: nah, that'll definitely not do the right thing :)
09:27:42  <Alberth> but problems belong in the extra-large map patch
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09:28:46  <fjb> Moin
09:28:55  <Wolf01> moin fjb
09:29:12  <planetmaker> moin
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09:45:38  <fjb> Quak frosch123
09:45:52  <frosch123> moin fjb )
09:46:13  <fjb> :-)
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09:53:14  * avdg thinks blocks isn't the solution for a better ship pf, except with better pf and more caching
10:07:57  * andythenorth ponders Tow Boats
10:08:12  <andythenorth> FISH tow boats can have 1, 2, 4 barges
10:08:29  <fjb> Cute.
10:08:30  <andythenorth> what's preferable: 3 different ships in the buy menu, or 1 ship with capacity refit?
10:09:12  <Alberth> the latter makes more sense to me, as the ship stays the same
10:09:50  <andythenorth> Would also allow for 'go to depot and refit'
10:10:02  <andythenorth> which I never use, don't know why :P
10:10:04  * Alberth nods
10:10:58  <Alberth> changing the #barges by selling a ship, and then buying the (almost) same one again may be a bit weird
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10:31:59  * avdg wonders if there is a way to see the path of the ship
10:34:36  <Alberth> lay bouys after it ?
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10:40:20  <frosch123> why do i always type "hg pull -z" :s
10:40:51  <frosch123> did the fingers on my left hand become shorter?
10:42:47  <Alberth> why not install the 'fetch' extension and type 'hg fetch' instead ?
10:44:08  <frosch123> might be a work around :p
10:44:30  <Alberth> unfortunately, git swapped the pull and fetch concept :(
10:44:50  <frosch123> who uses git?
10:44:56  * avdg tries
10:45:26  <Alberth> I do at work, to pull stuff from github. Very complicated
10:46:17  <avdg> hg == easier?
10:46:46  <Terkhen> I never tried git, but hg is very simple to use
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10:47:22  <fjb> Also is bazaar.
10:47:24  <Alberth> avdg: depends on your mindset. If you are used to svn, I think it is
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10:48:02  <avdg> hmm.. it seems I always forget bazaar for some reasons
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10:50:14  <Alberth> have not used bazaar for several years, but it was much simpler than hg, eg no branches.
10:50:36  <Alberth> (other than by cloning the repo)
10:51:50  <fjb> That must have been a very old version.
10:53:11  <Alberth> perhaps I simply skipped those manual pages :)   I was still trying to grasp the DVCS concept
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10:54:25  <fjb> There is an easy guide to that concept on the bazaar pages now. At least I did understand it.
10:56:42  <andythenorth> FIRS started in Bazaar, but it was easier to go to hg
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10:57:59  <Alberth> for me, having mq was a big reason to switch, along with the fact that OpenTTD has a hg mirror
10:58:28  * avdg couldn't escape the "git wave"
11:03:54  <yorick> openttd has a git mirror
11:07:26  <Alberth> but no "mq", and "git commit -a" looks like a major design flaw to me
11:09:33  <Alberth> but no doubt, I am totally missing the point of not wanting -a as option.
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11:17:05  <CIA-2> OpenTTD: alberth * r20734 /trunk/src/industry_cmd.cpp: -Codechange: Rename GetScaledIndustryProbability() to GetScaledIndustryGenerationProbability().
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11:29:55  <CIA-2> OpenTTD: alberth * r20735 /trunk/src/industry_cmd.cpp: -Codechange: Introduce GetIndustryGamePlayProbability().
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11:46:51  <StefanR> hey...i'm back :). openttd crashes every time on startup. Here you'll find the crash log: . Does someone have an idea to solve the problem?
11:47:54  <Terkhen> since it is a modified version (r19009M) you should ask at the patch thread
11:48:06  <Alberth> 19009 ?  wow very old
11:48:30  <Terkhen> yeah, also that... the revision is very old, it could very well be a bug already fixed in current trunk
11:48:56  <Alberth> if you want to solve it, recompile with debugging info enabled, and run the thing in the debugger
11:49:20  <Alberth> that gives you a stack trace so you know where in the code the problem happens
11:49:46  <Alberth> but please don't expect us to solve your problem
11:51:30  <StefanR> ok i'll do this :)
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11:59:27  <CIA-2> OpenTTD: alberth * r20736 /trunk/src/industry_cmd.cpp: -Codechange: Introduce a new function for trying to create a new industry.
12:02:09  <CIA-2> OpenTTD: alberth * r20737 /trunk/src/industry_cmd.cpp: -Codechange: Introduce a function for advertising opening of a new industry.
12:09:26  <CIA-2> OpenTTD: alberth * r20738 /trunk/src/industry_cmd.cpp: -Codechange: Introduce a function for getting the number of industries that should be build.
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15:00:49  <VVG> hello
15:09:18  <Wolf01> hi
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15:18:52  <zachanima> the game
15:19:01  <ln-> ÿßt
15:19:10  <zachanima> what the heck is that?
15:19:24  <ln-> ÿßa
15:19:28  <zachanima> any character above 0x7f doesn't count
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15:32:55  <VVG> There is a stack trace that looks like "[00] ./openttd(_ZNK12CrashLogUnix13LogStacktraceEPcPKc+0x43) [0x82a73b3]" What do 0x43 and 0x82a73b3 represent here?
15:33:55  <Zuu> memmory addresses?
15:35:07  <Alberth> something like: it was about to return to instruction at offset 0x43 in the function, and its stack data is at 0x82a73b3
15:37:24  <VVG> thanks. some unfamiliar magic at work here, no use for me. :)
15:38:32  <Alberth> it becomes ***much*** more useful if you enable debugging information, and use a debugger to dump the stack, then you get nice function names, with parameter values, and line numbers in files
15:41:27  <VVG> that was a stack from a forum. the only way i can debug ottd for now is to use vc++ built-in debugging, which can point to line numbers in some cases, when running a release build. How to use ottd builtin debug properly i dunno.
15:47:55  <Zuu> For a release build you need a symbols file that vc++ generates along with the exe file.
15:49:21  <ln-> ÿß_
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15:53:39  <VVG> Zuu: automagically with no input from a user?
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15:55:12  <Zuu> IIRC if a  crash.dmg file is created by a random user, then if you also have the symbols file created when the binary was built, you can get function names etc. from the crash dump.
15:56:55  <Zuu> Hmm, it looks like the symbols file has the pdb file ending.
15:57:10  <Zuu> If you go to the binaries server you can find it for nightlies etc.
15:57:55  <Zuu> It is mostly only usefull for developers and is therefore not visible from the download frontend page.
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16:05:01  <VVG> hm. If vehicle is running in autofill mode and goes to depot for autorenew, will continue in autofill when leaving depot?
16:19:31  <Alberth> sounds useful, perhaps after resetting all its data
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16:23:03  <VVG> I found CopyVehicleConfigAndStatistics fuction and now wonder, if it should copy the two vars i introduce in virtual time patch. I found it only now, accidentaly, and had no idea about it before. Also, are there some other places where suchs vars are copied apart from that function?
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16:31:25  <andythenorth> is there room in the map array for sea ice?
16:31:35  <andythenorth> (basically allow snowline height to drop to 0)
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16:35:08  <frosch123> that does not require mapstorage. but you need support for newgrf supplied sea tiles. currently there are only canals and rivers
16:35:11  <Rubidium> andythenorth: yes... using feature F :)
16:35:40  <frosch123> NewIceFloes :)
16:35:44  <andythenorth> ice would depend on distance to coast
16:35:51  <andythenorth> that's not going to be good for performance is it?
16:36:25  <frosch123> most likely
16:37:01  <frosch123> you are rather asking for deep sea and negative height levels
16:37:49  <andythenorth> ice status would only need to update once a month.  does that help?
16:39:53  <andythenorth> it would be ice floes, not solid ice sheet
16:40:00  <andythenorth> and ships would need to check ice amount
16:40:06  <andythenorth> hovercraft == no problem
16:40:20  <andythenorth> ice-capable ship == slower
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16:40:26  <andythenorth> non-ice ship == stopped :P
16:40:32  <avdg> icebreakers :)
16:41:39  <avdg> just a byte that remembers the 'age' of the ice
16:42:10  <frosch123> overspecialises features are usually crap :p
16:46:39  <Alberth> trucks over the ice in the winter :)
16:46:46  <avdg> lol
16:46:55  <avdg> what next :p
16:47:29  <avdg> waterplanes and amphibian verhicles?
16:48:00  <Alberth> waterplanes may be less far away than you think
16:48:04  <andythenorth> waterplanes are possible
16:48:14  <andythenorth> and if waterplanes are possible....hovercraft on land should be :P
16:48:20  <andythenorth> just fly at 0 feet
16:48:43  <Alberth> hovering over the road is trivial :p
16:48:51  <andythenorth> is it?
16:49:01  <Alberth> a road vehicle
16:49:09  <andythenorth> not so good over sea
16:49:17  <andythenorth> a plane with stupid y offset might do it
16:49:38  <avdg> you still need the 'runway'
16:49:58  <avdg> lets say, 3-5 free tiles
16:50:15  <Alberth> nah, 1 tile is more than enough
16:50:20  <avdg> :p
16:50:39  * avdg tries to avoid such planes
16:50:49  <andythenorth> I was serious about the ice floe idea btw
16:50:53  <andythenorth> less so about hovercraft
16:51:27  <Alberth> 'flow' I guess
16:51:38  <Alberth> not sure how it enhaces game play
16:52:09  <Alberth> *enhances
16:52:23  <andythenorth> makes it worth choosing different types of ship depending on location
16:52:49  <VVG> Is it ok to use 	Vehicle *v; FOR_ALL_VEHICLES(v) {} right in AfterLoadGame()? This is to set some vars, that aren't saved but are used by a patch.
16:52:50  <andythenorth> it is quite specific to Arctic I guess
16:53:41  <andythenorth> WaterTypes?
16:54:32  <Hirundo> There are already speed fractions for sea / canals defined in the grf specs, but not implemented
16:55:26  * andythenorth knows
16:55:37  <andythenorth> bit limited though :D
17:01:44  <Alberth> VVG: I guess so, FOR_ALL_TOWNS seems to be used
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17:16:04  <VVG> Alberth: all references of for_all_towns i found there are inside some if statement. in my case there is no any if.
17:16:30  <VVG> In any case, it does prevent one possible crash :)
17:39:16  <Alberth> look for UpdateExclusiveRights
17:40:40  <VVG> ahha, thanks
17:45:37  <CIA-2> OpenTTD: translators * r20739 /trunk/src/lang/ (esperanto.txt spanish.txt):
17:45:37  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:45:37  <CIA-2> OpenTTD: belarusian - 2 changes by
17:45:37  <CIA-2> OpenTTD: esperanto - 11 changes by Christopher
17:45:37  <CIA-2> OpenTTD: spanish - 1 changes by Terkhen
17:47:53  <ln-> ÿßt
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19:14:15  <Ammler> Eddi|zuHause: screenshot patcher!
19:20:48  <SpComb> I put on my screenshot patcher hat
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19:49:40  <ccfreak2k> What's the difference between a plum and an elephant? They're both purple except for the elephant.
19:49:54  <SmatZ> :p
19:51:47  <avdg> php joke? :p
19:51:53  <planetmaker> :-P
19:52:05  <ccfreak2k> avdg, it's a self.funny Reddit entry.
19:52:10  <ccfreak2k> With all these surprisingly funny jokes.
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19:52:26  <avdg> hmmmm :D
19:52:32  <ccfreak2k> What's the difference between a pigeon?
19:52:32  <ccfreak2k> Both wings are the same size, especially the left one.
19:52:34  * avdg doesn't get it
19:52:48  <avdg> :p
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19:54:52  <ccfreak2k>
19:54:56  <ccfreak2k> The article.
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21:14:58  * ABCRic wonders when Steam will get an upgrade to diesel, maybe electric
21:15:25  <planetmaker> that joke is old
21:15:31  <ABCRic> and when if OpenTTD will ever make it to it, too.
21:15:37  <ABCRic> *when/if
21:16:58  <ABCRic> oh, great. found a file called bs.dll. wonder what it does...
21:21:04  <ABCRic> remind me again, is NewRoads in actual development or just a feature request?
21:21:27  <planetmaker> I'll remind you in 2021 then
21:21:30  <planetmaker> :-P
21:21:53  <ABCRic> ...
21:22:03  <ABCRic> why not 2012?
21:22:21  <planetmaker> good question
21:25:19  <ABCRic> meh, I think it's better if you remind me now. please? :)
21:25:34  <planetmaker> stalled, is my guess
21:26:29  <Yexo> not even started I'd say
21:27:14  <Rubidium> my guess would be stalled as well
21:27:38  <ABCRic> d'aww. Well, I guess it's not exactly as easy as NewTracks...
21:28:00  <Yexo> who said NewTracks was easy?
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21:28:10  <ABCRic> no one.
21:28:21  <ABCRic> I said it's *as* easy NewTracks.
21:28:28  <ABCRic> It's *even* less easy.
21:28:34  <Yexo> I'd guess it's about as easy/hard
21:30:53  <ABCRic> You can do it, just keep trying :D I'll wander off to play a game I just downloaded...
21:30:54  <planetmaker> petern said it would need more thinking than tracks
21:34:31  <ABCRic> You have GOT to be kidding. Downloaded the game 6.9GB game through steam, now I start it, and it needs to download 1.3GB worth of updates.
21:34:32  <ABCRic> This is where OpenTTD comes in handy. :P :D
21:35:17  <avdg> openttd < 15 mb in most cases :)
21:35:52  <ABCRic> OpenTTD is actually < 50KB daily, 'cause I'm compiling myself :)
21:36:16  <avdg> and thats even multiple os :)
21:36:51  <avdg> its actually cool :p
21:37:13  <ABCRic> meh. I still wonder how road vehicles can cross MagLev lines :P
21:37:26  <ABCRic> *tracks
21:37:33  <avdg> induction?
21:37:37  <planetmaker> just drive over it?
21:37:56  <ABCRic> planetmaker: how come they don't fall?
21:38:36  <planetmaker> how come we have level crossings for normal rail?
21:38:52  <planetmaker> and not like the rails as they're on normal tracks where there's no road?
21:39:25  <ABCRic> Normal rail goes *over* the road. MagLev tracks can't
21:40:03  <TomyLobo> they're mounted
21:40:13  <TomyLobo> they can even go over road *better* than normal rail
21:40:35  <TomyLobo> the graphics are broken though
21:40:58  <TomyLobo> and the collisions *g*
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21:47:09  <VVG> real elevated tracks sure would have been nice
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21:48:32  <TomyLobo> well it also means no more driving at 600 dph
21:48:34  * Rubidium sees no reason why maglev crossings are technically impossible
21:48:36  <TomyLobo> deaths per hour
21:49:48  <Rubidium> if they can make pieces of track that can be bent, then it would surely possible to bridge the gaps to make a maglev crossing possible
21:50:11  <Rubidium> whether it's something that should be done at all is completely beyond the point
21:50:21  <TomyLobo> it'd suck the screw off your car :D
21:50:27  <TomyLobo> screws*
21:51:01  <Rubidium> e.g. Shinkansen/TGV tracks can easily get a level crossing, but for safety reasons it's not implemented
21:51:05  <Ammler> yeah, I liked to change the roadcrossing to something like openable bridges
21:51:20  <TomyLobo> Rubidium not cause of the speed
21:51:22  <glx> and not because of the trains
21:51:25  <TomyLobo> it's MAGlev after all
21:51:31  <TomyLobo> glx yep :)
21:51:35  <glx> just because car drivers are stupid
21:51:58  <Ammler> somewhere in the 32bpp thread are sprites, how such a crossing could look
21:52:11  <glx> "oh it's closed, let's try to go through"
21:52:16  <TomyLobo> imagine not only stopping on a level crossing
21:52:36  <TomyLobo> but getting stuck on it cause the track is activated and thus magnetised :D
21:53:20  <TomyLobo> the moving magnetic field would probably fry your electronics first of all
21:56:29  <ABCRic> "there goes me new iPhone 3GS..."
21:56:49  <ABCRic> "at least now I have an excuse to buy the iPhone 4 now!" :P
21:56:49  <TomyLobo> you got that one wrong
21:56:55  <TomyLobo> i think it is "there goes nothing"
21:57:25  <ABCRic> maybe, maybe.
21:58:16  <ABCRic> anyways, it's still 1959 here, so I'll just go through the electric rail crossings.
21:59:38  <ABCRic> the industry cargo chains are really useful when using industry GRFs. Gotta thank the devs for that greaat feature :)
21:59:40  <TomyLobo> make an upgrade plan :)
22:00:11  <TomyLobo> actually, i wonder why you cant just upgrade a depot with all trains in it
22:01:09  <ABCRic> because the trains won't be able to run anymore?
22:01:34  <TomyLobo> that's why it'd upgrade the trains as well
22:01:41  <TomyLobo> "with all trains in it"
22:02:16  <ABCRic> because it doesn't know what engines you'll want to upgrade to?
22:02:21  <TomyLobo> i usually skip monorail because upgrading is such a pain
22:02:44  <TomyLobo> ABCRic just copy-paste the interface of the replace tool
22:03:03  <ABCRic> oh.
22:03:15  <ABCRic> because the devs haven't made that feature yet?
22:03:21  <TomyLobo> :)
22:03:25  <ABCRic> :P
22:04:50  <ABCRic> wait, wait. How can I make an upgrade plan? there are no monorails yet!
22:05:34  <ABCRic> besides, I think I'll keep rail. I'm using the US train set and I'm likin' it :D
22:05:57  <glx> if you have elrail you usually don't have monorail
22:07:02  <ABCRic> oh. but there aren't any MagLevs either. :P
22:07:12  <ABCRic> or at least, not yet.
22:08:22  <Ammler> around 2010
22:08:57  <Ammler> or is that monorail?
22:09:43  <glx> newgrfs are usually rail->elrail->maglev
22:10:02  <glx> historical reasons
22:10:21  <Ammler> and maglev doesn't have cargo
22:11:10  *** lewymati [~lewymati@] has quit []
22:11:12  <glx> and maglev has liquid passengers (at signals)
22:11:52  <Rubidium> nah, 686/16 km should be enough to decel reasonably
22:16:39  <De_Ghosty> speed doesn't kill you
22:16:45  <De_Ghosty> it's the acelleration
22:17:40  <ABCRic> and the sensation of being smashed against your seat?
22:18:10  <ABCRic> wall, if you were dumb enough to be standing when the train started?
22:19:52  <ABCRic> I said sensation, but I probably meant feeling. My Portuguese is taking over my English today...
22:20:16  <Rubidium> @calc 686/16
22:20:16  <DorpsGek> Rubidium: 42.875
22:20:39  <Rubidium> De_Ghosty: but ~43 kilometer should be enough to at least safely decel
22:22:20  <Wolf01> 'night
22:22:23  *** Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
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22:30:21  <ABCRic> *makes evil face* who cares if the passengers don't make it there alive? they have already paid for their ticket!!1! *evil laughter*
22:31:58  <ABCRic> hmmm... I think the oil extracting industries should be less close-y. I have 5 refineries on the map and no wells/rigs...
22:32:51  <ABCRic> correction: *3* refineries.
22:34:03  *** wollollo [] has quit [Ping timeout: 480 seconds]
22:34:09  <ABCRic> say, am I missing how to sort trains by power source or should I file a Feature Request?
22:34:38  <avdg> pff.. putted some frustration in code :p
22:38:06  <ABCRic> and what does this frustrated code do?
22:38:30  <avdg>
22:38:35  *** Biolunar [] has quit [Quit: gn8]
22:39:12  <avdg> its nothing about the code actually
22:39:17  <avdg> its the story behind it
22:41:42  *** frosch123 [] has quit [Remote host closed the connection]
22:41:55  <ABCRic> oh, is php code. I don't understand it either, but I guess that this example is similar enough to basic C++ for me to understand.
22:42:33  <avdg> just 2 functions and 2 calls
22:43:02  <SmatZ> taloissammekinko - the way finnish language works is interesting :)
22:43:27  *** Vitus [] has quit [Remote host closed the connection]
22:43:44  <ABCRic> whozawhat?
22:44:08  <SmatZ> I was reading an article about agglutinative languages
22:44:51  <avdg> hmm
 tabs are spaces
 not what I wanted
22:44:53  <VVG> that's some extreme example there
22:45:37  <planetmaker> Is that something I can eat or drink, SmatZ ?
22:46:05  <SmatZ> planetmaker: :) it should mean "also in our houses"
22:46:26  <planetmaker> he :-)
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22:47:14  <ABCRic> well guys, I gotta go. Many MagLevs for you all :D
22:47:17  <ABCRic> gn
22:47:19  <VVG> if, for example, i'd like to make a simple station grf, what will i need?
22:47:33  <SmatZ> talo=house, i=plural, ssa=case for "in", mme=our, kin=also, ko="?"
22:47:44  <SmatZ> so actually, it means "also in our houses?"
22:47:52  <SmatZ> good night, ABCRic
22:48:04  *** ABCRic [] has quit [Quit: The bad thing about IRC quit messages is that you never know how other people react to them]
22:48:07  <SmatZ> I wonder what is ln-'s opinion about my explanation :)
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23:01:56  *** ^Spike^ [] has quit [Ping timeout: 480 seconds]
23:02:48  <avdg> hmmm *wants to check which system mom's language is using :p*
23:05:00  <avdg> I still can't understand any word of it :p
23:07:13  *** KouDy [] has quit [Read error: Connection reset by peer]
23:07:34  <SmatZ> avdg: where is your mom from?
23:07:42  <avdg> the philipines
23:08:11  <SmatZ> interesting she didn't teach you her language :)
23:08:19  <avdg> she tried :)
23:08:38  <SmatZ> :D
23:09:21  <avdg> but actually I'm happy if I can't understand it if they are talking
23:09:26  <SmatZ> :)
23:09:54  <avdg> they talking fast and trough eachother
23:10:15  <avdg> but that can be arrived from there culture
23:11:19  <SmatZ> probably
23:12:45  <SmatZ> :)
23:13:17  <avdg> I can't understand that first link :p
23:15:14  <avdg> hmm these *fixes are familiar :p
23:18:07  <avdg> the funnies about that language is that words of the new generation are all in english, a lot more then dutch
23:18:50  <avdg> there is some kind of switch, that they talk english, but you still can't understand any word from it
23:19:11  <SmatZ> hehe
23:19:38  <avdg> but I think its in the grammer, so maybe interesting to study it
23:21:35  <avdg> if you really want to know it, we have Philippine television, my dad can't understand a word (maybe less then me :p) but he still wants to watch it
23:22:53  <SmatZ> :)
23:27:49  <avdg> do you have parents that speak other languages too?
23:33:09  *** Progman [] has quit [Remote host closed the connection]
23:33:38  <SmatZ> avdg: nope
23:34:18  *** [hta]specx [] has quit [Remote host closed the connection]
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23:39:30  <avdg> hmm.. these modes are interesting
23:40:21  <avdg> now I'm thinking, I can hear the diffrents between these 2
23:40:50  <avdg> its not only in the grammer, but in the how 'agressive' you're talking
23:41:07  <avdg> in->its
23:41:22  <avdg> - how
23:42:05  <avdg> if you speak 'agressive', you are talking about a person
23:42:42  <avdg> while if you speak with a normal voice, you speak indirectly about him
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23:43:18  <avdg> you are more talking with 'he/she/ or any other refence'
23:43:27  <avdg> *reference
23:45:03  <avdg> actually, even more indirectly then using these words
23:45:26  <avdg> just like the others know about who you are talking
23:48:51  <avdg> so just say you use the louder/bit more agressive mode if the person is the most important part of the sentence
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23:53:43  <planetmaker> hm... what did I do correct now that I got 100% rating? New vehicle, constant load, statue, frequent service? Something else?
23:54:19  <avdg> source?
23:54:49  <avdg> speed is I think also 1
23:55:06  <planetmaker> hm yeah, might be
23:55:13  <avdg> and last served
23:56:58  <avdg> arround line 3000
23:57:19  <avdg> 3008
23:57:46  <planetmaker> well. with constant loading I served last like today

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