Log for #openttd on 14th May 2009:
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04:47:37  <_ln> guten morgen, liebe zuschauern
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04:54:03  <jebb44> i get an error message "cannot open"
04:54:20  <jebb44> i just installed the 64 bit version for the first time
04:55:52  <jebb44> can someone help
04:56:19  <Forked> do you have in a location openttd looks for it?
04:58:33  <jebb44> i don't see that file anywhere
05:00:47  <jebb44> i downloaded the vista x64 version
05:00:48  <jebb44> ran it
05:00:51  <jebb44> tried to open it
05:00:56  <jebb44> and that's the message i got
05:01:03  <jebb44> and see no in the program folder
05:02:00  <Forked> You need the original TTD files
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05:39:25  <jebb44> where do i get those?
05:45:04  <kkb110> from a friend who has original TTD maybe
05:50:26  <petern> from an original TTD CD...
05:51:57  <petern> or
05:52:24  <petern>
06:07:45  * petern wonders if it's necessary to be able to disable a rail type
06:16:09  <de_ghosty> no
06:16:16  <de_ghosty> we alwasy want maglev!!!!!!
06:16:17  <de_ghosty> :o
06:16:24  <Xaroth> no, but the option would be useful
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06:31:57  <petern> whoop
06:32:06  <petern> vacuum cleaner caught fire, lol
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07:05:03  <planetmaker> morning
07:05:21  <planetmaker> * petern wonders if it's necessary to be able to disable a rail type <-- might be nice for scenario designers
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07:13:10  <petern> why?
07:13:17  <petern> by disable, i mean remove completely
07:13:32  <petern> of course, rail types are disabled if there is no vehicle available for them
07:15:17  <planetmaker> I mean disable.
07:15:31  <planetmaker> There are many train sets which have both, steam and electric for example
07:15:40  <planetmaker> If you want to make a steamer only scenario...?
07:16:06  * petern starts again
07:16:26  * petern wonders if it's necessary to be able to remove an existing rail type via NewGRF
07:16:31  <planetmaker> but otoh... if people can always put restriction on themselves.
07:17:12  <planetmaker> so, definitely not a requirement IMO
07:18:02  <planetmaker> I see nasty problems, if you can disable railtypes via newgrf :)
07:18:12  <planetmaker> grf1: vehicles for types A and B
07:18:31  <planetmaker> grf2: disables A
07:18:34  <planetmaker> hm...
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07:25:34  <planetmaker> thinking of it more. Forget everything I said today :)
07:25:45  <planetmaker> sozial problems need not technical solution.
07:25:51  <planetmaker> -t
07:26:53  <z-MaTRiX> hey
07:27:09  <z-MaTRiX> sure you can remove everything
07:27:32  <z-MaTRiX> adding should be more difficult
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07:31:25  <planetmaker> I think you didn't grasp the question, z-MaTRiX :)
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07:32:31  <planetmaker> it's not about something in a running game.
07:36:25  <z-MaTRiX> [090521] planetmaker * petern wonders if it's necessary to be able to disable a rail type <-- might be nice for scenario designers
07:38:43  <z-MaTRiX> btw, old railroad engines become obselete as time advances, wonder if you noticed it
07:38:44  <planetmaker> z-MaTRiX, and why the heck should it be difficult for scenario designers to do something but not reverse it?
07:39:00  <planetmaker> z-MaTRiX, I wonder whether you noticed that that can be switched off...
07:41:03  <z-MaTRiX> [093845] planetmaker z-MaTRiX, and why the heck should it be difficult for scenario designers to do something but not reverse it? - dont get it
07:41:21  <z-MaTRiX> we have a desync
07:42:06  <planetmaker> scenario.
07:42:17  <planetmaker> not running game.
07:42:40  <planetmaker> editor as opposed to playing
07:43:18  <planetmaker> and how that'd lead to a desync eludes me.
07:43:50  <planetmaker> to modify those settings in a running game is an entirely different matter. Especially removing availability
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07:46:58  <z-MaTRiX> hi
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08:13:29  <petern> so, er, what does any of that have to do with newgrf possibilities...
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08:29:24  <planetmaker> petern, there's no relation to newgrf possibilities
08:33:09  <petern> so back to my question...
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08:39:27  <planetmaker> you consider to allow newgrfs disable rail types, right?
08:40:13  <petern> yeah
08:40:19  <petern> i'm not sure it's necessary
08:41:16  <petern> 12 additional types should be enough, right?
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08:43:12  <dihedral> wow - 12 would be overkill :-P
08:43:22  <dihedral> or is that for all of them together
08:43:38  <dihedral> i.e. road tram ....
08:43:56  <petern> rail types
08:44:05  * dihedral whistles :-P
08:44:05  <petern> 16 in total
08:44:10  <dihedral> heh
08:44:14  <dihedral> 12 rail types
08:44:22  <dihedral> what would you do with that?
08:44:25  <petern> 12 additional rail types
08:44:28  <petern> 16 rail types in total
08:44:34  <dihedral> right
08:44:38  <dihedral> yikes
08:44:59  <dihedral> "you cannot transport passengers on these rails"
08:44:59  <petern> well you could have cheap slow track, and expensive high speed track
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08:45:14  <Ammler> narrow gauge, metro, rail, erail, shinkansen, monorail, maglev, transrapid <-- 8 existing
08:45:41  <dihedral> there are also different types of erail Ammler
08:46:15  <z-MaTRiX> hi:)
08:46:30  <Ammler> hmm, you mean the i.e. yarrs and the one from tyconnez?
08:46:56  <petern> "metro" is not a rail type :s
08:47:03  <petern> 3rd rail or 4th rail
08:47:15  <petern> plus that crazy french system that uses pneumatic tyres
08:48:08  <Ammler> petern: you need it for 2cc (monorail replacement)
08:48:21  <dihedral> pfft
08:48:34  <dihedral> the game has too many players :-D
08:48:35  <z-MaTRiX> transrapid = maglev no ?
08:48:40  <petern> Ammler, 2cc creates a 'metro' rail type as a generic system to separate the metro vehicles from regular rail
08:48:51  <planetmaker> petern, that system would replace the system of the 4 currently existing hard-coded types, right?
08:49:03  <dihedral> yep
08:49:18  <petern> well the existing 4 types will still be there, of course
08:50:08  <z-MaTRiX>
08:50:36  <z-MaTRiX> some real thing ;>
08:50:41  <planetmaker> petern, would they be "special" or treated as any other of the 12 new railtype things?
08:51:17  <Ammler> petern: like shinkansen in the japset
08:52:09  <z-MaTRiX> has a bezier curve track
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08:59:01  <Ammler> the 10th type ;-
08:59:05  <Ammler>
09:02:17  <z-MaTRiX> "This allows the trains to operate on steep gradients."
09:02:20  <Ammler> but still a long way to 16 and you won't use all together anyway. :-)
09:02:31  <z-MaTRiX> to climb up hills
09:02:49  <Ammler> more then 3 tiles at once ;-)
09:03:13  <z-MaTRiX>
09:03:21  <z-MaTRiX> high speed electric railway
09:03:41  <z-MaTRiX> @300kmh
09:03:51  <Ammler> like shinkansen
09:04:20  <z-MaTRiX> monorail
09:04:55  <z-MaTRiX> starting to get like rollercoasters
09:08:35  <z-MaTRiX>
09:08:43  <z-MaTRiX> if you want metros also
09:09:27  <petern> it's like an echo
09:15:14  <z-MaTRiX>
09:15:17  <z-MaTRiX> hahah
09:15:33  <z-MaTRiX> what about going back in time?
09:15:50  <z-MaTRiX> 3HP rail transport?
09:18:11  <petern> planetmaker, "special" ?
09:18:42  <planetmaker> petern, there's no difference there on the source code side for the "old" rail types and the new rail types?
09:19:57  <petern> nope
09:21:43  <planetmaker> then I don't think there's an absolute need to allow to disable rail types.
09:22:06  <planetmaker> It might be nice, but it's not necessary. After all players can agree not to use a certain type.
09:23:02  <petern> 08:16  * petern wonders if it's necessary to be able to remove an existing rail type via NewGRF
09:23:22  <petern> O_o
09:23:45  <petern> say, some author wanted to ditch maglev, cos they didn't have enough types...
09:23:46  <petern> (hah)
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09:24:23  <z-MaTRiX>
09:24:32  <z-MaTRiX> hm interesting
09:25:15  <petern> with an elephant in it
09:25:16  <planetmaker> petern, but then... is it not up to the newgrf to define the rail types in the first place?
09:25:34  <petern> yeah, but they can't remove the existing 4
09:25:41  <petern> (they can change them, but not remove them)
09:26:38  <planetmaker> ah, ok.
09:27:36  <planetmaker> dunno... changing them to fit your need is sufficient, is it?
09:27:41  <planetmaker> why disable something then?
09:30:09  <petern> they'll still have the original label
09:30:37  <petern> fuck it, 12 new is enough
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09:53:07  <fjb> Hm, you could make different rail tipes for differenf axle weights.
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10:00:33  <petern> tipes!
10:00:41  <petern> you could do that
10:00:52  <petern> but there is no code to handle weight
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10:08:02  <Noldo> sounds like feature for the model railway guy
10:14:09  <dihedral> hello Noldo
10:14:30  <Noldo> hi dih
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11:30:06  <Eddi|zuHause> axle weight could be a new vehicle property (for road and rail)
11:30:42  <Eddi|zuHause> the railtypes code does not need to include that, but it should be prepared to be extendible in that direction
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12:08:36  <CIA-3> OpenTTD: rubidium * r16305 /trunk/src/ (core/random_func.hpp network/network_internal.h): -Codechange: force-enable extra sync checking when random debugging is enable and give the calling location of Chance16(R) instead of the Random call within those functions.
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13:04:59  <Belugas> hello
13:11:02  <Xaroth> hm, bots not here
13:11:47  <frosch123> just use /query dorpsgek
13:13:59  <petern> @seen dorpsgek
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14:11:19  <fjb> Poor AdmiralAI...
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14:24:06  <frosch123> don't use evil grfs
14:27:40  <fjb> It was its own fault. It build underpowerd trains which crawled uphill at 1mph.
14:27:48  <petern> built
14:28:26  <oskari89> :')
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14:38:42  <fjb> I need an one way but don't stop here signal.
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14:52:42  <Eddi|zuHause> i told repeatedly that i think one-way should be separated from signals
14:53:51  <petern> burp
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15:02:07  <HackaLittleBit> hello everyone
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15:06:19  <z-MaTRiX> hello hax0r
15:06:48  *** batti5_ [~batti5@] has joined #openttd
15:06:49  <Hirundo_> it's h4xx0r, fix your spelling please
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15:09:50  <z-MaTRiX> sry
15:10:36  <z-MaTRiX> My b4d
15:12:34  <petern> ...
15:12:35  <petern> see topic :p
15:14:01  <z-MaTRiX> utf-8 is cool
15:14:57  <z-MaTRiX> w???? ?? ?v??ybo?y ?
15:18:59  <FauxFaux> I?n? ?y?o?u?r? ?b?o?x?!?
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15:23:25  <petern> :s
15:25:05  <batti5_> can any body help with a error? "configure: error: libproc library is required" (off topic)
15:25:59  <frosch123> well, install it
15:27:46  <batti5_> but i can`t find it on the net for mandriva
15:28:12  <z-MaTRiX> eh
15:32:22  <frosch123> not sure, maybe the lib belongs to the "procps" package
15:36:00  <_ln> batti5_: the correct apostrophe character is ', not `.
15:37:08  <ccfreak2k> When did libpng12 become required?
15:37:57  <davis`> `'_'`
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15:39:12  <ccfreak2k> As opposed to earlier versions.
15:40:05  <Yexo> ccfreak2k: are you sure it's required?
15:40:39  <ccfreak2k> Someone could not run the "generic" Linux binaries because the linker couldn't find, so I would assume so.
15:40:45  <Xaroth> who kidnapped TB o_O
15:40:54  <Yexo> ah, that has always been the case
15:41:02  <Yexo> if you don't have any of the libraries, you need to compile yourself
15:41:03  <ccfreak2k> Even since 0.6.2?
15:41:07  <Yexo> yep
15:41:18  <Yexo> always = since png support
15:42:36  <petern> it's always been required in the prebuilt binaries
15:44:28  <ccfreak2k> Perhaps configuring/building openttd configures it to link against the correct library in the system.
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15:49:03  <petern> is the correct library
15:49:17  <ccfreak2k> Nevermind.
15:49:26  <petern> building it yourself lets you build without libpng
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15:56:48  <tneo> what is the minimum town size to accept goods in temperate?
15:58:07  <z-MaTRiX> feel free to winnuke our unix boxes brb
15:58:25  <frosch123> that does not directly depend on the population. use the 'land area information'-tool (the questionmark) and test the houses, whether they accept goods
15:58:31  <frosch123> you will need 8/8 acceptance
15:59:45  <petern> huh?
16:00:08  <tneo> ok thanks :)
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16:06:01  <fjb> Hm, cargodist doesn't like the same stations two times in the orders without another stion inbetween (there is a go to depot order inbetween).
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16:14:07  <fjb> Ah, go via is working.
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16:16:21  <z-MaTRiX> is it worth taking passengers between 2 inner adjacent stations on a long line, or better go possible longest distance schedules?
16:17:48  <fjb> But go via is not working (because the train does not turn around then).
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16:18:19  <fjb> z-MaTRiX: Depends.
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16:24:39  <petern> if you want income, you want long distance
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16:54:02  <fonsinchen> fjb: if the next stopping station is the same as the current station it won't load anything on the first visit, but unload everything. However it should load on the second visit. What is the behaviour you see?
16:56:46  <fjb> fonsinchen: I hat it to full load any cargo at the first visit. The train did not load anything and never leave the station.
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16:58:15  <fjb> fonsinchen: Next try was a second station next to the loading station (to turn around the train there). That second station ahd no loading and no unloading oders. That coused the trains to also not load anything in the fist station.
17:01:16  <z-MaTRiX> what you think about this thing?
17:02:12  <fonsinchen> It's clear the train won't load anything if the next station is the same as the current one. Cargo won't run in circles.
17:02:31  <fonsinchen> better set the full load order at the second visit.
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17:04:03  <fonsinchen> fjb: I can't imagine the layout in your second try. Can you post a screenshot somewhere?
17:08:37  <fjb> fonsinchen: Full load at the second visit is not the best solution of the train will stay weeks in that station. It may need service after that long time. And after leaving the depot it has to turn around somewhere.
17:14:34  <fonsinchen> So you can either advocate for full load becoming an "override" modification like unload and transfer are or redesign your station so that the train doesn't need to visit the station a second time after the depot.
17:25:57  *** Exl [] has joined #openttd
17:29:01  <fjb> If the second station would be working working full load would not have to be an override. I will upload a screenshot soon.
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17:34:39  <fjb> fonsinchen:
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17:41:48  <fonsinchen> fjb: This should work once the link stat between Pendnor Woods and wherever that train is going has timed out.
17:43:48  <fjb> Can I see when the link stat will time out? And what happens when when going to the depot and the second station are enclosed by a conditional order?
17:44:00  <fonsinchen> Like this the train will load things that are going via Pendnor North. The stuff waiting at the station is probably expecting to go directly without another stop in between. Once the link stat times out it will learn that this isn't possible anymore and be rerouted.
17:44:08  <fonsinchen> You can watch the smallmap
17:44:38  <fonsinchen> the link between Pendnor Woods and the destination will decrease while another link between Pendnor North and the destination will increase
17:44:50  <fjb> Ah
17:45:13  <fonsinchen> (However, as the visualization is not so good, you will probably not see it ...)
17:46:04  <fonsinchen> Conditional orders are not supported
17:46:19  <fonsinchen> I'm still pondering what to do with them
17:46:19  <fjb> Must a train go there first to make the link or is just putting the orders enough?
17:47:08  <fonsinchen> The train has to visit either the station before the new order or the station of the new order at least once to initialize the link.
17:47:38  <fjb> Ok.
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17:48:14  <fonsinchen> However, the new link will die more quickly than the old one if you neither have a train waiting at Pendnor North nor regular trains going between Pendnor North and the destination
17:48:20  <fonsinchen> That doesn't matter much, though
17:48:48  <fonsinchen> once there isn't any planned route left the cargo will go anywhere
17:50:03  <fjb> The trains would visit Pendnor North only once in a while, but that statin will stay in the ordwers.
17:51:11  <Eddi|zuHause> i have a feeling cargodist causes more trouble than it solves...
17:52:55  <fjb> I don't agree. Most things are working nice.
17:54:03  *** thingwath [] has quit [Quit: It's all over.]
17:54:57  <fjb> And every layout, every playing style is diffent. Each of them has to be tested and problems fixed.
17:56:59  *** fonsinchen [] has quit [Remote host closed the connection]
18:10:03  <CIA-3> OpenTTD: yexo * r16306 /trunk/src/openttd.cpp: -Fix [FS#2901] (r15027): Close all windows before unloading the AI system as closing the content-download window will rescan for AIs
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18:18:56  <insulfrog> hi all
18:19:21  <fjb> Hi insulfrog
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18:21:17  <insulfrog> I have a question, how can multiplayer servers can be on all the time, even when the host computer is turned off?
18:22:36  <insulfrog> on OpenTTD
18:23:09  <Yexo> they can't
18:23:23  <insulfrog> ok
18:23:27  <Yexo> a server can not be on while thehost computer isoff
18:24:37  <_ln>
18:25:06  <insulfrog> the reason why I'm asking is that I have been on servers (like openttdcoop and standard) and they appear to be on all the time
18:25:26  <Yexo> that's because those are run on a computer that is never turned off
18:25:39  <insulfrog> that figures :)
18:27:08  <insulfrog> probably that computer is an 'external' server if you know what I mean ;)
18:28:04  <Yexo> yes and yes
18:28:23  <insulfrog> nice :)
18:31:59  <insulfrog> hmm...
18:33:58  <Ammler> most server on the list marked as "dedicated" are permanent on.
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18:37:33  <petern> insulfrog, didn't you know, the internet is turned off every night
18:37:53  <Markk> :D
18:38:13  <Yexo> petern: sssh, he isn't supposed to know, they always wait untill insulfrog logs out
18:38:40  <insulfrog> I noticed you said that :p
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18:45:07  <fjb> My trains are faster loading than leaving the station...
18:46:56  *** insulfrog_ [~trainslov@] has joined #openttd
18:47:12  <insulfrog_> heh, internet's on the blink :(
18:48:21  <frosch123> sorry, hit the wrong button :s
18:50:06  <planetmaker> insulfrog, for sure our game servers are somewhere in computing centres and not in my bedroom :)
18:50:55  *** insulfrog [~trainslov@] has quit [Ping timeout: 480 seconds]
18:51:07  *** insulfrog_ is now known as insulfrog
18:52:04  <insulfrog> its knowing how to set a game up to the 'external' server
18:52:35  <planetmaker> insulfrog, just the same as on your local computer.
18:52:58  <planetmaker> or at least 97.5% :)
18:54:46  <insulfrog> I know about how to set up a multiplayer game as I normally would but you got to make sure that you can communicate to the external server for you to set it up
18:57:32  <planetmaker> sure. But that's nothing difficult. ssh is your friend
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18:58:14  <planetmaker> it helps, though, a lot, if you know the OS's console commands.
18:58:38  <planetmaker> or have a remote desktop possibly. Never tried that
18:58:44  <planetmaker> won't work on ours anyway
18:59:10  <insulfrog> :)
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19:13:09  <insulfrog> ssh?
19:14:35  <frosch123> google is your friend :p
19:14:55  <fjb> Never ever put a server on the internet if you don't know how to administer it.
19:15:27  <Xaroth> administrate
19:15:43  <Belugas> ssh = Smash Something hard
19:15:51  <Belugas> or Someone...
19:15:57  <insulfrog> ah :)
19:16:02  * Xaroth smashes Belugas hard
19:16:07  <Xaroth> like that
19:16:08  <insulfrog> lol
19:16:34  <Belugas> hooo.... I do not have my ration of kick today :D
19:16:38  <Belugas> may I start now?
19:16:39  <Belugas> hehee
19:16:40  <Xaroth> no
19:16:45  <frosch123> Belugas: you know the korn shell?
19:16:53  <Xaroth> insulfrog: keep in mind that when smashing people
19:16:55  <Belugas> hem... no:(
19:16:58  <Xaroth> they might smash back
19:17:12  <frosch123> Belugas: just want to give you a hint with its abbreviation :p
19:20:26  <Belugas> frosch123, i'm scratching my head, and apart hairs, got nothing out of it :(
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19:21:06  <frosch123> he, I thought you wanted your daily portion of ksh?
19:21:59  <Belugas> Kashmir?
19:22:55  <frosch123> ok, I will shut up :s (k... s...... h...)
19:23:34  <Xaroth> ksh.. kick somebody hard :)
19:25:34  <Belugas> baaaaa
19:25:47  <Belugas> do not feel into it :S
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19:26:58  <Nite_Owl> Hello all
19:29:22  <insulfrog> o well :)
19:32:10  <insulfrog> I think I have a couple of suggestions to OpenTTD as well (hope you like them) :)
19:32:53  <Xaroth> i think the bigger question would be
19:32:56  <Xaroth> are you willing to make them :P
19:33:58  <frosch123> yup, "lack of suggestions" was never a problem :)
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19:39:55  <Belugas> yeah
19:40:08  <insulfrog_> another suggestion is to make a 'campaign' of these 'scripted scenarios' where you are in certain countries to do 'wheterver' in a certain amount of time and you can create your own too
19:40:13  *** insulfrog [~trainslov@] has quit [Ping timeout: 480 seconds]
19:40:13  <Belugas> lack of intelligent ones, or excitingly good ones is...
19:40:33  <insulfrog_> how is that for ideas :)
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19:40:57  <insulfrog_> not sure how how it would be coded though
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19:47:41  <Belugas> sounds not too TTD.. More like a FPS to me...
19:49:31  <Nite_Owl> or RRT
19:50:58  <frosch123> or J&R :p
19:52:02  <glx> and already suggested
19:53:15  <glx> (more than once)
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19:56:10  *** mode/#openttd [+o DorpsGek] by ChanServ
19:58:01  <Belugas> yup
19:58:04  <Belugas> therefor...
19:58:06  * Belugas yawns
19:59:18  <frosch123> who reanimated dorpsgek?
19:59:39  <glx> it was just away from this chan
19:59:47  <frosch123> that I know
19:59:51  <glx> (and I didn't)
20:00:33  * Belugas stops CPR'ing DorpsGek
20:04:14  <Eddi|zuHause> CPR?
20:04:39  <glx> I guess it's reanimation
20:05:36  <Nite_Owl> IT IS ALIVE - DorpsGekenstein
20:06:07  <glx> Nite_Owl: don't mix the professor and the monster
20:06:11  <Eddi|zuHause> Frankenstein was not the monster...
20:06:46  <Belugas> Cardio Pulmo Resurection
20:07:17  <Eddi|zuHause> why can't those english speakers use real words?
20:07:40  <Belugas> same in french... but it's CPR
20:07:46  <Nite_Owl> I am aware of that but for the sake of the humor...
20:07:52  <Belugas> Cardio Pulmo Réanimation
20:08:16  <Eddi|zuHause> if one says "Herz-Lungen-Wiederbelebung", everybody knows that it's about "Heart" and "Lungs"
20:09:18  <frosch123> KPR "kardiopulmonale Reanimation" :p
20:09:36  <Eddi|zuHause> frosch123: i have never ever heard anybody say that :p
20:09:41  <Belugas> How do you call the doctors who a re dealing with hearts? A Heartholog?  or cardiolog ? :P
20:10:02  <frosch123> Kardiologe :p
20:10:10  <Eddi|zuHause> i have never dealt with one
20:10:13  <Nite_Owl> cardiologist
20:10:48  <Eddi|zuHause> but everybody would understand "Herzdoktor" :p
20:10:56  <frosch123> Eddi|zuHause: I never heard "H-L-Wiederbelebung", always "Reanimation"
20:11:06  <glx> only the -doktor part ;)
20:11:13  <frosch123> Eddi|zuHause: do not confuse with "Herzkasper"
20:11:29  <Belugas> a lungologist?
20:11:49  <Eddi|zuHause> Belugas: do those even exist?
20:11:49  <glx> what's that?
20:12:06  <Belugas> a doctor who deals with lungs ^_^
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20:13:37  <Nite_Owl> Pulmonologist
20:13:40  <Eddi|zuHause> frosch123: but it's a fact that a majority of the "foreign" medical terms have german equivalents, where there aren't any in other languages (english, french)
20:13:43  <glx> pneumologue :)
20:14:26  <frosch123> "What?"
20:15:00  <Belugas> i'm just having fun ;)
20:15:01  <frosch123> Eddi|zuHause: can you give me an example of a medical term that is not latin-like in german, french and english?
20:15:22  <Eddi|zuHause> "Muttermund"
20:15:53  <Sacro> mother dog?
20:16:02  <_ln> Sacro: hund, bitte.
20:16:05  <Eddi|zuHause> no, that's a "Hund"
20:16:33  <Belugas> who you want to bite?
20:16:56  <glx> col de l'uterus
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20:17:31  <Belugas> Mont de Vénus?
20:18:12  <frosch123> it's a "Mont" in french? in german its only a "monticule" :p
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20:18:25  <Eddi|zuHause> no, Belugas was joking
20:19:17  <Eddi|zuHause> anyway, there are lots of examples outside the female anatomy ;)
20:19:44  <_ln> omg, Belugas used an accent on a letter for the first time.
20:19:56  <glx> and he failed ;)
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20:21:05  * Belugas has not yet re-installed correctly his mIRC client since on new computer..
20:21:07  <Belugas> i thingk
20:21:09  <Belugas> -g
20:21:13  <SmatZ> :o)
20:21:28  <SmatZ> welcome, mIRC Belugas
20:21:29  <Eddi|zuHause> 12:39:360
20:21:36  <Eddi|zuHause> err... wrong window...
20:21:46  <SmatZ> type password next time please :)
20:21:54  <glx> maybe it is
20:21:59  <SmatZ> heheeh
20:22:02  <Eddi|zuHause> that WAS my ... wait ;)
20:22:23  <Sacro> s'ok, we only see starts
20:22:24  <Sacro> *star
20:22:25  <Sacro> s
20:22:46  <SmatZ> :)
20:23:23  <Sacro> see my password is *******
20:23:37  <glx> I have the same
20:23:52  <SmatZ> :D
20:24:07  <Eddi|zuHause> so if i say hunter2 you see only stars?
20:24:13  <SmatZ> hehehe
20:24:14  <Sacro> exactly
20:24:22  <Tefad> my password is also *******!
20:25:01  <Belugas> OH mY GOD!!!
20:25:07  <Belugas> I do not have a password!!
20:25:23  <Sacro> :o oh no
20:25:33  <Eddi|zuHause> then you cannot make use of this mIRC function
20:26:25  <Belugas> which one? the kick?
20:26:28  <Belugas> let me try...
20:26:44  *** Eddi|zuHause was kicked from #openttd by Belugas [testing, 1,2,3]
20:26:52  <Belugas> oups... sorry... i do have a password...
20:26:59  <SmatZ> :D
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20:29:59  <Eddi|zuHause> serves me right for provoking people and then not watching the chat
20:30:22  <Belugas> :D
20:30:39  <glx> enable auto rejoin ;)
20:31:04  <Eddi|zuHause> i hate that function...
20:31:22  <Eddi|zuHause> it totally voids the educational function of a kick
20:31:54  <Eddi|zuHause> so people with autorejoin tend to earn a tempban
20:32:01  <glx> usually kick is not educational
20:32:31  <SmatZ> true
20:32:46  <SmatZ> that's why DorpsGek has "ban with timeout"
20:33:24  <SmatZ> but if you are kicked and you autorejoin, you still should know why you were kicked
20:33:34  <SmatZ> that you should stop your behaviour
20:33:35  <SmatZ> or so
20:33:52  <glx> else there's the next step ;)
20:33:56  <Eddi|zuHause> you have no idea how many people have no clue that there was a kick message
20:34:05  <SmatZ> :-/
20:34:12  <SmatZ> maybe depends on client
20:34:21  *** SmatZ was kicked from #openttd by DorpsGek [hello]
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20:34:38  <SmatZ> I see it :)
20:34:41  <glx> me too
20:34:47  <Eddi|zuHause> maybe depends on the "client" :p
20:34:59  <glx> [22:34:53] Vous avez ?t? kick?(e) de #openttd par DorpsGek [] : test
20:36:45  <Ammler> well, it might look like a disconnect
20:37:56  <glx> the text is different ;)
20:38:08  <glx> but as nobody reads
20:38:14  <Belugas> [16:34] <+glx> usually kick is not educational  <- especially mine
20:38:29  <glx> TB's are not either ;)
20:38:39  <glx> especially when Sacro is the target
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20:38:52  <Sacro> hm?
20:38:56  <Eddi|zuHause> TB's kicks are stress management :p
20:39:07  <glx> same for Belugas ;)
20:39:59  <frosch123> usually there is no need for kicking, most of the time highlighting is enough. correct, Ammler?
20:40:14  <SmatZ> :)
20:40:28  <Ammler> :P
20:42:33  <glx> @op
20:42:36  *** mode/#openttd [+o glx] by DorpsGek
20:42:56  *** glx changed the topic of #openttd to: 0.7.0, 0.7.1-RC1 | Website: * (BaNaNaS: bananas, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, Dev-docs: docs, Patches & Bug-reports: bugs, Revision log: vcs, Release info: finger) | #openttd.notice for SVN notices | UTF-8 please | No Unauthorised Bots | English only :D
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20:43:38  <Eddi|zuHause> what's with the smilie?
20:44:14  <_ln> yeah, English is a serious matter!
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20:44:31  <Ammler> merge of "English only" and "no language police", maybe ;-)
20:44:36  <Sacro> there's an 0.7.1-RC1 now?
20:44:53  <SmatZ> petern considers that "English only" rule funny because hardly anyone here speaks English well enough
20:45:03  <glx> Sacro: now means 3 days ago yes
20:45:13  <Sacro> didn't notice the commit
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20:46:02  <frosch123> what, sacro, you did not read the announcement topic on the forums?
20:46:17  <Eddi|zuHause> that's easy if english is a foreign language for 70% of the people in here...
20:46:26  <frosch123> that was hard work and took almost 12 hours :p
20:46:35  <SmatZ> hmm my ISP was supporting tunneled IPv6, but isn't anymore :-x
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20:48:51  <_ln> let's have a Dutch Only theme day, schall wir?
20:49:14  <Eddi|zuHause> ok, i will speak "funny dutch" then ;)
20:49:34  <_ln> is there some other type of dutch too?
20:50:05  <Eddi|zuHause> someone here said a few days ago that german sounded like "funny dutch"
20:50:36  <petern> funny?
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20:51:46  <frosch123> petern: "don't mention the war"
20:51:55  <SmatZ> didn't you add that ":D"?
20:52:08  <Westie> "what war? :P"
20:53:37  <Eddi|zuHause> petern: well, it's only a quote...
20:53:38  <SmatZ> I missed it too I guess
20:55:48  <Belugas> # TOO FUCKED UP TO CARE ANYMORE!!!
20:56:04  <Belugas> yeah... my stress management... fun and nin!
20:56:29  <Eddi|zuHause> # Es k?nnt alles so einfach sein
20:56:34  <Eddi|zuHause> # Is es aber nich
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21:03:24  * Belugas is going to release some steam tonigh on the guitar
21:03:31  <Belugas> night all
21:03:38  <Belugas> enjoy ze night
21:03:49  <glx> have fun :)
21:04:23  <Belugas> i will , thanks :) and if petern is still awake by then, it will be dounble :D
21:04:26  * Belugas is now gone
21:05:39  <_ln> what if there was a bot that checked that everyone's each word against an english dictionary, and kicked when unknown words are uttered?
21:06:12  <_ln> and why not a grammar checker, too.
21:06:24  <Eddi|zuHause> "there is no technical solution to a social problem"
21:07:58  *** Azrael- [] has quit [Ping timeout: 480 seconds]
21:10:54  <Eddi|zuHause> # this is where your sanity gives in, and love begins
21:10:55  <Eddi|zuHause> # never lose your grip, don't trip, don't fall, you lose it all
21:10:57  <Eddi|zuHause> # the sweetest way to die
21:12:49  <_ln> "Angels & Demons" was highly unrealistic, as Italian police officers understood English.
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21:17:35  <_ln> tengo que acostarme ahora. buenas noches, gente.
21:18:21  <Eddi|zuHause> ja, du mich auch...
21:18:29  <Eddi|zuHause> (:P)
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21:39:11  <insulfrog> cyas
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21:59:38  <CIA-3> OpenTTD: glx * r16307 /trunk/ (5 files in 2 dirs): -Fix: makedepend can't handle the amount of files we have and it also miss some dependencies. That's why we introduce our custom implementation of makedepend.
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22:03:16  <Ammler> glx: done?
22:03:23  <Ammler> no make clean needed anymore?
22:03:50  <glx> you may need make clean, but not because dependencies ;)
22:04:13  <Ammler> well, I had to use it almost for every compile lately
22:04:37  <Ammler> for*
22:04:48  <glx> that's because you didn't disable makedepend ;)
22:05:08  <glx> (or fixed your makedepend)
22:05:58  <Ammler> don't I need that?
22:06:18  <frosch123> checking builtin depend... yes <- now you need that :)
22:09:00  <glx> makedepend was just a compilation accelerator
22:09:36  <glx> same for the new depend
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22:20:13  <HackaLittleBit> Hello
22:21:32  <HackaLittleBit> Please guys can you close that post of mine (splitting tunnels, bridges and depots)
22:21:56  <SmatZ> close post?
22:22:08  <HackaLittleBit> close post! pls
22:22:09  <SmatZ> like, "Lock topic"?
22:22:18  <HackaLittleBit> lock topic
22:22:48  <SmatZ> there's a policy of not closing topics upon request :-x
22:23:07  <Yexo> I'll copy my private reply here for others to read:
22:23:09  <Yexo> 1) I can't do that, since I'm not a moderator at the forums
22:23:13  <Yexo> 2) I see no reason to close it, just leave it alone and it'll die eventually
22:23:29  <frosch123> really? i saw "close as requested" several times
22:23:39  <SmatZ> really?
22:23:50  <SmatZ> at tt-forums?
22:23:51  <frosch123> however, HackaLittleBit, just report your own topic and a moderator will summon itself :)
22:23:53  <Yexo> yes, but mostly in topics were a flamewar started
22:24:01  <SmatZ> ah, yes
22:24:20  <SmatZ> bad bad frosch123 :-x
22:24:27  <frosch123> "what?"
22:24:29  <SmatZ> do you want HackaLittleBit banned :(
22:24:47  <HackaLittleBit> LOL
22:24:47  <SmatZ> moderators don't like being summoned this way imo :)
22:25:45  <frosch123> ok, then do a post and ask the participant to stop spamming your topic :)
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22:26:57  <SmatZ> hmm clone
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22:34:02  <HackaLittleBit> Fine, then the only thing I can do now is continue my search fo that ilusive wing that PikkaBird posted
22:34:21  <SmatZ> ilusive wing?
22:34:40  <HackaLittleBit>
22:34:42  <SmatZ> you mean "Guess the plane" thread?
22:34:49  <SmatZ> ah ok ;)
22:34:50  <HackaLittleBit> yep
22:36:12  <frosch123> hmm, "forum games". i guess i have never been there before :)
22:38:08  <HackaLittleBit> are you looking? do you see the )&)!"%$)%)!$ silence of PikkaBird
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22:54:44  <HackaLittleBit> ok found the plane hehe :)
22:55:10  <HackaLittleBit> good night everybody
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23:40:16  <CIA-3> OpenTTD: smatz * r16308 /trunk/src/ (station_cmd.cpp town_cmd.cpp): -Fix: parameter is invalid when it's equal to length of an array (Yexo)
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