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Log for #openttd on 12th December 2016:
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00:08:15  <Wolf01> 'night
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05:50:00  <Rui> greetings
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08:06:46  <__ln__> https://www.thelayoff.com/t/KBEVoB1
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09:52:23  <Wolf01> o/
09:52:32  <crem> \o
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11:33:40  <MonkeyDrone> morning ladies
11:33:45  <MonkeyDrone> hope you all are doing well
11:34:49  <V453000> YO
11:35:01  <V453000> haven't seen you in a while :) back from TheShit?
11:37:11  <MonkeyDrone> YES, didn't work out. Meh, didn't make the cut.
11:37:36  <MonkeyDrone> I can see your baby project has been stalled for the past few months :P
11:37:51  <MonkeyDrone> how's the little one doing?
11:40:04  <V453000> baby project is in progress, trains are fuckload of work, also busy as fuck with factorio
11:40:11  <V453000> little one is great
11:41:56  <MonkeyDrone> that's great news man, I read up on Factorio, they are really ramping things up for the final release stuff.
11:42:19  <MonkeyDrone> how's work going to be looking for you once they are past the final release of 2.0 or whatever that is
11:42:38  <MonkeyDrone> I assume they have other projects in the pipeline and keep you busy
11:45:30  <V453000> well, 2 points
11:45:38  <V453000> 1. nobody Really knows when factorio 1.0 happens
11:45:48  <MonkeyDrone> hah
11:45:53  <V453000> 2. after that happens, nobody Really knows what will happen after :D
11:45:57  <MonkeyDrone> 2nd, cross the bridge when you get to it
11:46:10  <V453000> possibly part will be patching 1.0 and part might work on expansion or 2.0
11:46:42  <V453000> well it's good to think about bridges ahead, but in factorio we try to make things the fucking best to our knowledge
11:46:49  <V453000> which tends to make things take time
11:46:51  <MonkeyDrone> ah well, i guess the world will have to wait a lot lot longer for your baby project :P
11:47:48  <V453000> xd
11:47:53  <V453000> we'll see
11:48:03  <V453000> factorio and openttd aren't mutually exclusive
11:48:18  <V453000> though lately not much openttd as I have also been playing factorio in my free time
11:48:23  <V453000> building big base
11:48:38  <V453000> testing graphics etc
11:49:08  <MonkeyDrone> nice, factorio is definitely a huge time sink
11:49:30  <V453000> it is
11:49:43  <V453000> I have 100 hrs on my save since we started working on 0.15
11:49:44  <MonkeyDrone> i await the nuclear plant and science research upgrades to go at it again
11:49:56  <MonkeyDrone> damn
11:50:02  <MonkeyDrone> that is insane amount of time
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13:01:15  <V453000> MonkeyDrone: and I'm just about to start launching rockets :D expecting 20 more hours before I launch the first, then they should come quite regularly
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14:17:07  <supermop> yo
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14:26:31  <Alkel_U3> hello
14:28:09  <Alkel_U3> guess who got his bike repaired only to have the tyre acquire excesive ventilation of the tube a week later
14:28:30  <Alkel_U3> I really had more faith in schwalbe's balloon tyres
14:31:07  <supermop> i always seems t blow out tubes right after i replace them
14:31:08  <crem> Are there bikes in openttd?
14:31:33  <Wolf01> bikeroadtype
14:31:35  <supermop> ill have one tube last for like 30 months, and then end up burning through 4 in 2 months
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14:37:11  <Alkel_U3> Tubes are hell. I wonder how long till I rather put up with inefficiencies of tubeless tyres
14:37:23  <supermop> solid rubber?
14:37:40  <supermop> steel train wheels on your bike?
14:38:33  <Alkel_U3> I don't know about solid rubber - I saw what blocking your wheel can do to it two weeks ago :-)
14:38:56  <Alkel_U3> (it got ground flat)
14:39:51  <Alkel_U3> steel sounds great, although the handling in curves might be a tiny bit worse
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14:41:56  <Alkel_U3> maybe after some time there wold be rails created by my riding often in places
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15:02:49  <V453000> omfg it's that time of the year for tt-forum background
15:06:57  <RedirectLeft> Painful, I know.
15:07:26  <RedirectLeft> You can change it in User Control Panel -> Board Preferences
15:07:30  <RedirectLeft> back to temperate
15:10:13  <V453000> I would have one less thing to complain about then
15:10:38  <RedirectLeft> I personally keep it locked to temperate and have a greasemonkey script rewrite the silly christmas smilie back to normal
15:10:40  <RedirectLeft> Bah humbug :p
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15:13:43  <Alberth> moin
15:18:43  <Wolf01> o/
15:19:21  <RedirectLeft> \o
15:30:11  <Wolf01> I must say that the daylength in transport fever works really well
15:31:19  <Wolf01> And I'm playing with 4x slow factor which is the limit
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16:40:53  <Eddi|zuHause> i'd like to think that the push for a "permanent temperate" option was one of my greatest achievements :p
16:41:35  <Eddi|zuHause> i don't mind the smilies, but the colour scheme of bright background and red text was too much of a strain to the eyes
16:41:49  <Redirect_Left> for me just the bright blue was the strain :p
16:42:03  <Redirect_Left> That, and I don't celebrate christmas, so that added to the annoyance :p
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17:57:07  <supermop> i can 3d print a tiny cooling tower but it wont get here in time
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18:02:26  <Alberth> o/
18:02:34  <Wolf01> Quak
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18:05:13  <supermop> i can instead 3d print plastic formwork to pour a tiny cooling tower out of concrete, but that costs more
18:06:19  <frosch123> hoi
18:07:34  <Wolf01> frosch123, I tried to play a game with nrt this night, found some bugs, fixed the worst one
18:09:24  <Wolf01> I also have 2 local branches for flags (one for each flag I'm working on), the "forbid houses along roadtype" one looks really promising and "fixes" the bad habit of cities to build houses along tram lines, I think it should be enabled by default for tram
18:09:55  <frosch123> don't OR the bits between road and tram then :p
18:10:49  <Wolf01> ?
18:11:23  <frosch123> if you have road and tram on the tile, and tram says "no houses", there should still be houses because of the road
18:11:35  <Wolf01> Yes, that works
18:11:54  <frosch123> so, houses are only disallowed, if both road and tram disallow them
18:12:08  <Wolf01> It checks for any roadtype in the nearest tiles, if it finds at least one without the flag then it's allowed to build a house
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18:14:56  <Wolf01> That's because you can have road+tram -> | H <-house, but also road -> | H | <- tram
18:15:32  <Wolf01> In the second case, it builds houses only on both sides of the road, but not on the right side of tram
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18:18:37  <Wolf01> How do I get a patch from a committed local branch without merging it into the source?
18:19:05  <frosch123> rebase?
18:19:25  <frosch123> after rebasing the merge is a fast-forward
18:19:35  <frosch123> but likely there is also a shortcut to do the same in one command
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18:22:02  <Wolf01> It does nothing
18:22:49  <Wolf01> Also the merge does nothing
18:26:32  <Wolf01> Ok, a reset did the trick
18:28:46  <Wolf01> https://gist.github.com/Wolfolo/e32645b91f41878a77c96628c8032313
18:32:17  <frosch123> the ROTFB misses the 1 <<
18:32:38  <Wolf01> Oh, yeah
18:33:49  <Wolf01> TBH, I don't like the flag name
18:34:13  <Wolf01> Just ROTFB_FORBID_HOUSES?
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18:45:48  <DorpsGek> Commit by translators :: r27693 /trunk/src/lang (3 files) (2016-12-12 19:45:37 +0100 )
18:45:49  <DorpsGek> -Update from Eints:
18:45:50  <DorpsGek> korean: 2 changes by telk5093
18:45:51  <DorpsGek> spanish: 21 changes by SilverSurferZzZ
18:45:52  <DorpsGek> russian: 14 changes by Lone_Wolf
18:51:14  <frosch123> ROTFB_NO_HOUSES
18:51:18  <frosch123> ROTFB_NO_TOWN
18:51:27  <frosch123> ROTFB_DISALLOW_TOWN
18:52:24  <Wolf01> I like the NO_HOUSES
18:54:22  <frosch123> i always try to read something into ROTFB :)
18:54:32  <frosch123> rolling-on-the-floor-barking or something
18:54:40  <Wolf01> Ahahah :D
18:55:42  <Wolf01> BTW, disallow/forbid seem too radical, "not house friendly" is better IMHO
18:56:29  <Wolf01> As with the former you can expect that no house is allowed ever
18:56:58  <Wolf01> Instead if there's another roadtype near, then the house can be built without problems
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19:20:21  <andythenorth> o/
19:23:42  <Wolf01> o/
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19:33:05  <andythenorth> frosch123 quak
19:33:19  <frosch123> hoi
19:34:04  <andythenorth> NRT stuff? o_O
19:34:22  <frosch123> i am trying to make rv drive on stuff
19:34:30  <frosch123> not sure whether i am breaking or fixing things
19:34:45  <andythenorth> :)
19:34:47  <Wolf01> I'm breaking things for sure
19:35:08  <Wolf01> Balls usually
19:35:11  <andythenorth> I have a FIRS thing, where I started out changing Arctic Basic economy, and now half of FIRS is being redesigned :P
19:35:24  <andythenorth> old lady swallowed a spider
19:35:47  <frosch123> change is life, stagnation is death or something
19:41:00  <andythenorth> for pure eye candy, NRT is ‘done’?
19:41:13  * andythenorth wonders when to expose it to the wonderful world of forum players
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19:44:16  <frosch123> convert-road is missing, and some things here and there
19:44:22  <frosch123> but yeah, mostly it is done
19:45:07  <andythenorth> $someone should make a viable grf
19:45:20  <andythenorth> I am not massively inclined to be that $someone
19:45:35  <andythenorth> I could maybe find people
19:45:49  <andythenorth> any way to get NRT building on a compile farm? o-O
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19:48:53  <frosch123> eddi-nml is broken for years, so no idea
19:49:04  <Wolf01> andy, I seem to have fixed this https://bugs.openttd.org/task/6517 :P
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19:52:30  <andythenorth> TrueBr*in did suggest that CF might build branches or forks I think
19:52:33  <supermop> what does the grf need, new sprites?
19:52:52  <andythenorth> or find existing GPL sprites
19:53:00  <andythenorth> NA Roads would be the obvious
19:53:02  <supermop> american road sets are pretting nice, think they are gpl
19:53:03  <frosch123> andythenorth: oh, you meant ottd
19:53:06  <Wolf01> frosch123, do you think that flag could be pushed to nrt?
19:53:11  <frosch123> i thought you meant nml and grf farm
19:53:11  <andythenorth> frosch123: yes
19:53:13  <supermop> the andrew350 ones
19:53:24  <andythenorth> supermop: yes, he resurrected it
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19:53:43  <frosch123> Wolf01: it no_town flag sounds fine
19:53:43  <supermop> what does nrt need thats not in there?
19:53:53  <supermop> something kitbashed?
19:53:55  <frosch123> the no_junction flag may turn very weird
19:54:21  <Wolf01> I think that too
19:54:58  <frosch123> however, i think the first flag should be no level crossing
19:55:06  <Wolf01> But the no_junction fixes the problem with highways
19:55:07  <frosch123> just so that the first two flags are the same for rail and road
19:55:23  <Wolf01> Yes, I agree
19:55:34  <frosch123> Wolf01: does it really improve highways?
19:56:08  <Wolf01> Did you ever try to make a highway throught a town?
19:56:09  <frosch123> i think it only obstructs the player; while the level-crossing flag was meant to obstruct towns
19:56:23  <Wolf01> You'll get a grid instead of 2 roads
19:56:53  <frosch123> huh?
19:56:58  <andythenorth> supermop: it just needs someone to put a grf together
19:57:12  <andythenorth> and potentially fix it in response to spec changes or bug fixes
19:57:15  <frosch123> problem with the no-junction flag is that you can only do point-to-point connections
19:57:31  <frosch123> which is somehow not ottd-ish at all
19:57:34  <Wolf01> Yes, like one-way roads
19:57:46  <frosch123> yeah, but where does it start?
19:57:48  <Wolf01> Also one way roads don't even allow curves
19:57:48  <supermop> arrs or whatever its called has currently asphalt, cobble, and dirt sprites - i guess you just need a way to make some kind of limited access road visually distinct
19:57:51  <frosch123> nothing can enter or leave it
19:58:12  <andythenorth> Wolf01: could do that flag as a separate patch? o_O
19:58:20  <frosch123> one-way was never meant to put on every tile :p
19:58:21  <andythenorth> then it could be tested separately for gameplay
19:58:23  <Wolf01> It's already a separate patch
19:59:01  <supermop> frosch123: one way on every tile would be interesting with the right sprites
20:00:26  <frosch123> repetitive stuff is always bad
20:03:33  <Wolf01> http://imgur.com/a/0Z7qw <- frosch123, with no_junction you won't have the crossing bits on the elevated highway, the crossing with normal road will stay the same
20:04:33  <frosch123> that rather looks like you want a "not build by towns" flags
20:05:02  <Wolf01> Could be, but you could also want to avoid other players to build a junction
20:05:32  <frosch123> still, what if you want a junction?
20:05:39  <Wolf01> You make it with normal road
20:05:48  <frosch123> but that won't look the same
20:08:06  <supermop> frosch123: i mean something more subtle than arrows on every tile .. here in the US we use a yellow center line, and white lines beween lanes of the same direction, so some one-way roadways will then paint the left edge stripe yellow, and any center line will be while as it doesn't divide direction of traffic
20:08:38  <supermop> so you could denote 'direction' of a one way road without arrows
20:08:56  <Wolf01> No, you still have to mark it one-way
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20:11:23  <frosch123> https://www.tt-forums.net/download/file.php?id=71299 <- anyway, i would expect all the SW-NE track to be highway, including the junction pieces
20:12:45  <frosch123> supermop: we did not yet add roadtype-specific one-way sprites
20:12:46  <andythenorth> highways are just eye candy?
20:13:01  <frosch123> i think so
20:13:04  * andythenorth is on the fence about highways, it’s not something that happens in my games
20:13:17  <andythenorth> sometimes I build dual-tile roads, but mostly for capacity
20:13:36  <frosch123> yeah, i am also more a off-road fanboy
20:13:37  <andythenorth> and each tile is bidirectional, and I do it rarely
20:13:40  <frosch123> new heqs :)
20:13:59  <andythenorth> big hog
20:14:12  <Wolf01> Eye candy and with >120km/h speed limit, other roads should be limited to 90km/h :>
20:14:47  <frosch123> most heqs don't drive that fast anyway
20:15:09  <Wolf01> I don't even use heqs :P
20:15:16  <andythenorth> me neither :)
20:15:22  <andythenorth> it’s extremely odd, HEQS
20:15:44  <Wolf01> BUT! With dirt roads I may consider to use it again
20:16:10  <frosch123> https://www.tt-forums.net/download/file.php?id=72024 <- look, that wolf01 guy used a similar construction
20:16:26  <frosch123> that would also look weird if the junctions were a different roadttype
20:17:01  <andythenorth> is there a subtly different flag, only owner can build junctions?
20:17:14  <Wolf01> So, I will have to do some magic with road movement and graphics and introduce road stuff in future
20:17:15  <andythenorth> private roads, basically
20:17:36  <Wolf01> andythenorth, don't give me bad ideas :P
20:17:42  <andythenorth> I am not sure it’s BAD yet
20:17:47  <andythenorth> the goal is control, eh?
20:18:07  <Wolf01> Yup
20:18:44  <frosch123> so, a EXCLUSIVE ownership flag
20:18:56  <frosch123> disallow roadbits and trambits from other companies
20:18:59  <frosch123> includeing town-owned
20:20:20  <__ln__> *an
20:21:06  <andythenorth> that would include constructing junction roadbits on neighbouring tiles?
20:21:22  <andythenorth> it could be done on the vehicle routing level, but that seems....odd
20:22:07  <frosch123> not exclusive for vehicles, just exclusive for adding bits :)
20:22:21  <frosch123> i.e. a premium trap for competitor vehicles
20:22:36  <frosch123> but well, that has always been the case for trams
20:24:42  <Wolf01> You can build a bridge eh
20:25:25  <Wolf01> Mmmh, need to duplicate STR_ERROR_CROSSING_DISALLOWED, or fix the information it provides
20:25:47  <Wolf01> Level crossings not allowed for this rail type -> Level crossings not allowed (but why?)
20:26:07  <Wolf01> (BTW, this flag is a 2 lines change)
20:26:38  <Wolf01> Too easy :P
20:26:40  <frosch123> :)
20:27:05  <frosch123> night
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20:29:53  <Wolf01> Level crossings not allowed for this road/rail type <- so, what could I break by changing an existing translation?
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20:41:39  <andythenorth> you could break the internet…
20:41:58  <andythenorth> but is it TrueBrain?
20:42:17  <Wolf01> I'll make new translations, and we'll remove the old one, how do I sign the old one as deprecated?
20:42:35  <Wolf01> Let's ask google
20:43:01  <TrueBrain> why the highlight :(
20:43:24  <Wolf01> For the glory of satan, of course :D
20:43:49  <TrueBrain> owh, he wanted me to kick him? Well, that can be arranged
20:43:49  <andythenorth> TrueBrain: could CF build this? o_O https://github.com/andythenorth/NotRoadTypes/tree/road-and-tram-types
20:43:52  <TrueBrain> but he should just ask!
20:44:44  <TrueBrain> the last 5 "forks" I added to the CF build, only ran once
20:44:48  <TrueBrain> never to be seen again
20:44:50  <TrueBrain> a lot of trouble :P
20:45:10  <andythenorth> it’s a lot of configuration?
20:45:27  <TrueBrain> cant really remember ... has been months since anyone asked me that
20:45:39  <TrueBrain> I believe the trickiest part is to find a place to publish the binaries
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20:46:38  <andythenorth> eh it’s not essential, wondered if it was an interesting project
20:47:12  <TrueBrain> I can set it up this weekend, that really isnt an issue :)
20:47:30  <TrueBrain> just as long as it is something that lives longer than 1 week
20:47:36  <TrueBrain> that would be greatly valued
20:47:43  <andythenorth> well it’s hopefully on a track to trunk
20:47:52  <andythenorth> so maybe it lives until near April
20:47:58  <andythenorth> unless it’s harder than we thought :P
20:48:01  <TrueBrain> as long as someone maintains it :)
20:48:12  <andythenorth> fair chance, if you look at the recent commits https://github.com/andythenorth/NotRoadTypes/commits/road-and-tram-types
20:48:50  <peter1139> HE'S GOT A PATCH FOR THAT
20:49:02  <andythenorth> peter1139: do you want commit rights? :D
20:49:35  <peter1139> gosh no
20:49:48  <peter1139> i'm probably revoked on the main one by now
20:49:49  <andythenorth> well dodged
20:50:01  <TrueBrain> I guess as frosch commits to it, I just promote it to a dev-branch on his name :D
20:50:55  <peter1139> then we can just blame frosch later
20:51:02  <TrueBrain> exactly
20:51:13  <andythenorth> blame…the true destiny of anyone offering to help
20:51:23  <peter1139> :)
20:52:47  <TrueBrain> so I will nickname this RATT :D
20:54:26  <TrueBrain> no clue what is going to happen, but I pressed a button or something ...
20:57:29  <TrueBrain> it doesnt want to accept the repos :(
20:57:53  <andythenorth> :P
20:58:41  <Wolf01> TB, as you are here, I need to remove ScriptError::RegisterErrorMap(STR_ERROR_CROSSING_DISALLOWED,        ScriptRail::ERR_RAILTYPE_DISALLOWS_CROSSING);
20:58:57  <Wolf01> And add 2 more, I can do it by hand?
20:59:08  <TrueBrain> I have no clue if you are capable of doing so
20:59:33  <TrueBrain> and if you are more interesting in a reply in terms of the code, I am not the person to ask :D
20:59:45  <TrueBrain> I havent touched the code in months/years, and WT runs eints, which I havent written either :)
20:59:53  <andythenorth> ottd uses eints now, right?
21:00:04  <Wolf01> The last commit on that file with deletions was yours :P
21:00:04  <andythenorth> Wolf01: ask alberth tomorrow
21:00:36  <TrueBrain> well, if nobody touched it in years, I Suggest you dont either :P
21:00:48  <TrueBrain> most of the scripting stuff is autogenerated, not?
21:00:53  <Wolf01> I can't compile :(
21:01:19  <TrueBrain> who's problem is that?
21:02:11  <Wolf01> Error	C2065	'STR_ERROR_CROSSING_DISALLOWED': undeclared identifier (compiling source file ..\src\game\game_instance.cpp)	openttd	e:\progetti\openttd\notroadtypes\src\script\api\game\game_rail.hpp.sq	59
21:02:38  <TrueBrain> so recreate the sq files
21:02:49  <TrueBrain> as far as I remember, there is a script that does that
21:02:53  <TrueBrain> but .. again .. years ago ...
21:04:07  <Wolf01> squirrel_export.sh?
21:04:49  <TrueBrain> it is even on the wiki :o
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21:05:55  <TrueBrain> andythenorth: itis compiling
21:05:59  <TrueBrain> I hope it is the right thing it is compiling
21:06:01  <andythenorth> ho :)
21:06:06  <TrueBrain> and Documentation already failed
21:06:09  <andythenorth> lawks
21:06:50  <andythenorth> oh YT is showing me ads that we made
21:06:54  <TrueBrain> cannot open tag file ... lol
21:07:03  <andythenorth> funny when YT does that
21:07:40  <TrueBrain> openttd-ratt-g7bd4a7e9-road-and-tram-types-linux-generic-i686
21:08:04  <TrueBrain> no clue what version it picked up .. but it is not the branch I asked him to :P
21:09:29  <TrueBrain> lol; I cannot find that hash in the repo ..
21:11:31  <TrueBrain> owh, the g of git ... duhh
21:11:38  <TrueBrain> took me too long to understand it was not hex :D
21:11:48  <TrueBrain> okay, so it picked up the right source :)
21:14:11  <andythenorth> ha
21:16:16  <Wolf01> I'm going to push :P
21:17:30  <TrueBrain> andythenorth: it tries to build it every day at 0400
21:19:26  <andythenorth> nice
21:19:30  <andythenorth> where does it publish to?
21:19:32  <andythenorth> o_O
21:21:15  <TrueBrain> no clue yet :D
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21:28:09  <TrueBrain> meh; disabled Documentation; like you would care if that works or not :P
21:31:10  <TrueBrain> https://www.openttd.org/en/download-ratt
21:31:13  <TrueBrain> there you go andythenorth
21:31:31  <Wolf01> Ratt D:
21:31:36  <TrueBrain> LD
21:32:13  <TrueBrain> the binaries are even mirrored :P
21:35:24  <Wolf01> Mmmh, shit-git stupid again, I'm trying to merge the last commit to a branch "you have local edits"... no
21:36:02  <Wolf01> 73 uncommitted changes, I have no changes
21:36:11  <TrueBrain> and I am off; night boys and girls
21:36:15  <Wolf01> nn
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21:46:43  <andythenorth> awesome
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21:47:05  <Wolf01> You have the NO_LEVEL_CROSSING flag now
21:47:18  <andythenorth> and binaries
21:47:23  <andythenorth> two in one day :D
21:47:29  * andythenorth must sleep
21:47:31  <Wolf01> :)
21:47:33  <Wolf01> nn
21:47:34  <andythenorth> bye
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