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Log for #openttd on 24th November 2010:
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00:16:55  <Samu> hey
00:17:08  <Samu> there are some exceptions, how do I deal with this?
00:17:11  <Samu> these
00:17:17  <Samu> for example
00:17:23  <Samu> passenger
00:17:40  <Samu> when awarded the subsidy
00:17:52  <Samu> passenger needs to be plural
00:18:14  <Samu> no gender, just plural
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00:19:10  <Samu> "Ligação de passageiros"
00:19:31  <__ln___> looks masculine plural to me
00:19:49  <Samu> yes but
00:20:00  <Samu> ligação dos passageiros sounds bad
00:20:12  <Samu> ligação de passageiros sounds correct
00:21:04  <glx> {ORANGE}{STRING} from {STRING} to {STRING}{YELLOW} (by {DATE_SHORT}) <-- for this one ?
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00:21:32  <glx> well STR_SUBSIDIES_OFFERED_FROM_TO
00:21:35  <Samu> hmm that's the subsidy list
00:21:49  <Samu> it's in plural already
00:22:22  <glx> STR_SUBSIDIES_SUBSIDISED_FROM_TO <-- this one then
00:23:52  <Samu> yes that one
00:24:03  <Samu> the current translation is wrong
00:24:19  <Samu> Passageiro ligação makes no sense
00:24:36  <glx> it uses cargo name
00:26:19  <Samu> http://translator.openttd.org/en/trunk/pt_PT/STR_NEWS_SERVICE_SUBSIDY_AWARDED_HALF
00:26:24  <Samu> this is what I mean, sorry
00:28:02  <Samu> Ligação de [type of cargo name]
00:28:07  <Samu> is it type of cargo name or just cargo name?
00:29:09  <glx> it uses STR_CARGO_SINGULAR_PASSENGER
00:30:11  <Samu> must be plural, and i think it's the only exception
00:30:18  <glx> use gender then
00:31:28  <Samu> nope, I'm mistaken
00:31:31  <Samu> fizzy drinks
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00:37:00  <Samu> my head doesn't work
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00:43:10  <Samu> I'm way too confused, I was a brilliant student, and now this...
00:43:18  <Samu> can't think out of it
00:45:37  <glx> you can also adapt the translation, the important is the meaning, not the words
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00:56:53  <Samu> where else do STR_CARGO_SINGULAR show up
00:58:27  <Samu> trying to figure out if I put passenger as plural in there
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00:59:52  <glx> all STR_NEWS_SERVICE_SUBSIDY_AWARDED_XXXX and STR_NEWS_SERVICE_SUBSIDY_OFFERED
01:00:49  <Samu> then the fix is rather easy
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01:06:41  <supermop> hello
01:06:43  <Samu> what is the string used for cargo waiting in stations?
01:07:00  <Samu> hi
01:07:10  <supermop> hows it going?
01:07:27  <Samu> trying to translate the game :)
01:07:31  <Samu> not easy
01:07:59  <Samu> there was no genders, now there are, and fixing the whole thing is becoming much comlicated than I first anticipated
01:08:01  <supermop> to what language?
01:08:11  <Samu> portuguese
01:08:15  <supermop> ah
01:08:50  <supermop> i have a few friends that speak portugese, but they dont play ottd
01:09:22  <Samu> is there a way to run the game in string-code mode? lol
01:09:33  <Samu> that way I will understand where they will show up
01:09:36  <supermop> i would have no idea
01:10:33  <glx> I usually search in the source code for that
01:12:14  <Eddi|nichZuHause> i guess such a mode could easily be added to strgen
01:12:19  <glx> <Samu> what is the string used for cargo waiting in stations? <-- in station view ?
01:12:28  <Eddi|nichZuHause> like the one that adds "TODO"
01:12:50  <Eddi|nichZuHause> problem is that the string names are awfully long
01:14:31  <glx> Samu: STR_QUANTITY_XXXX
01:14:35  <Samu> station view
01:14:56  <Samu> cool, I guess I fixed the problem then
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01:15:12  <Samu> the guy has everything correct apparently, except for passengers
01:15:22  <Samu> added an extra s
01:15:27  <glx> all {CARGO} use STR_QUANTITY_ indeed
01:16:26  <glx> btw strings identifier are usually easy to link with where they are used
01:16:47  <glx> (not true for all, but for most it's the case)
01:17:37  <glx> like typing STATION_VIEW in search box will give you strings displayed in station view
01:21:48  <Samu> now fixing subsidies news
01:21:54  <Samu> the phrase construction
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01:30:10  <Samu> {BIGFONT}{BLACK}Subsídio de ligação concedido a {STRING}!{}{}{STRING} ligação de {STRING} para {STRING} pagará 50% extra durante o próximo ano!
01:30:24  <Samu> there are 4 {string}s here
01:31:33  <glx> yes
01:31:51  <glx> company name, cargo type, source, destination
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01:35:20  <Samu> {BIGFONT}{BLACK}Subsídio de ligação concedido a {STRING}!{}{}Ligação de {STRING} de {STRING} para {STRING} pagará 50% extra durante o próximo ano!
01:35:24  <Samu> this sounds better
01:35:30  <Samu> but a small problem
01:35:50  <Samu> the second string has to be with the first character in lowercase
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01:38:43  <glx> minor thing
01:39:40  <Samu> ligação means connection
01:39:47  <Samu> in english it says service
01:40:12  <Samu> Serviço de
01:40:13  <glx> in french I use Transport
01:40:42  <glx> well Le transport
01:41:01  <Samu> now I wonder
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01:41:09  <Samu> who pays the subsidy?
01:41:29  <glx> the one that pay the service :)
01:42:04  <Samu> ok, then again, a word for word translation isn't the best
01:42:19  <glx> word for word is never good
01:42:35  <glx> you often need to adapt
01:42:57  <Samu> in english it says for example, coal service from A to B will pay 50% for the next year!
01:43:05  <Samu> who will pay in this case?
01:43:52  <Samu> this 'will pay' seems odd
01:44:00  <Samu> the service... will pay
01:44:35  <glx> just adapt so it says the player will get 50% more
01:44:38  <Samu> shouldn't it be
01:44:46  <Samu> the service... will be paid
01:45:11  <Samu> anyone speaks english native here?
01:45:25  <glx> it's from the original game IIRC
01:46:19  <Samu> well, I better edit this tomorrow
01:46:26  <Samu> made quite some changes today
01:46:35  <Samu> hope I didn't screw anything
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01:52:16  <Samu> bye, cya
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02:15:03  <CIA-1> OpenTTD: glx * r21309 /trunk/src/ (subsidy.cpp subsidy_gui.cpp): -Fix: second parameter of SetupSubsidyDecodeParam() is a bool, so use a bool when calling the function
02:25:02  <Eddi|nichZuHause> i'd transform it to passive...
02:27:29  <SmatZ> Eddi|nichZuHause: no longer home? over night?
02:39:13  <Eddi|nichZuHause> happens ;)
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02:50:37  <fjb> But what are you doing on irc then?
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06:27:57  <andythenorth> morninks
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06:30:13  <supermop> hi
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06:44:44  <Terkhen> good morning
06:49:08  <Eddi|nichZuHause> i think i'm going crazy...
06:49:30  <Eddi|nichZuHause> i have a parser that parses only every second entry...
06:49:41  <Eddi|nichZuHause> and that has absolutely no reason at all...
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07:45:47  * andythenorth ponders
07:46:22  * Rubidium stands back in case andy's head explodes
07:49:04  <andythenorth> adding smoke to HEQS vehicles is pretty cool
07:49:12  <andythenorth> but breaks compatibility with ottd releases
07:49:30  <Rubidium> action 7/9
07:49:33  <andythenorth> yup
07:49:46  <andythenorth> means I have to learn something new
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07:49:51  <andythenorth> I thought I was too old for that :P
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08:07:22  <CIA-1> OpenTTD: rubidium * r21310 /trunk/src/string_func.h: -Fix [FS#4259]: apparantly even earlier FreeBSDs had strndup
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08:23:18  <andythenorth> did I mention smoke for RVs is awesome? :D
08:25:41  <Rubidium> awesomely polluting
08:29:31  * Terkhen will blame andythenorth when global warming gets into OpenTTD
08:30:28  <andythenorth> what do you think shipping all that coal is doing?
08:33:01  <Terkhen> since I don't see any smoke coming out from the steel mill, I assume that it is not going into the atmosphere
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10:31:57  <planetmaker> good morning
10:33:33  <V453000> hi :)
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10:35:02  <Thror> hi
10:37:37  <Terkhen> goood morning planetmaker, V453000 and Thror
10:37:45  <V453000> :) hi
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10:50:06  <fjb> Moin
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10:59:04  <DayDreamer> hello PlanetMaker, V453000, Thor, Terkhen and fjb
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12:46:06  <norbert79> Ehm, about this thread: http://www.tt-forums.net/viewtopic.php?f=68&t=51378 - is it really necessary allowing smoke for ships while travelling? I mean I have enver seen any good carrying ship making too much smoke during travel, but more like running out of the dock...
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12:54:40  <andythenorth> norbert79: is it really necessary to make a game with small pixel vehicles running around?
12:54:57  <andythenorth> :P
12:54:59  <norbert79> andythenorth: I am talking about the smoke effect... :)
12:55:22  <norbert79> It's ok when the ship acelarets, but real ships also do not produce that much of smoke while the long distance travel
12:55:24  <Rubidium> norbert79: you can always disable the smoke effects
12:55:39  <norbert79> there must be some serious issues with the engine, if a ships produces this ammount of smoke
12:55:48  <norbert79> No, I am just voting of having the current way
12:56:06  <andythenorth> it's ok, so far no-one has voted to write the patch yet :P
12:56:06  <Rubidium> norbert79: nah, it's just 1965 technology
12:56:08  <norbert79> have some smoke at start of the ship, no or much less during travel
12:56:37  <norbert79> This looks like if the ship was hit by some kinda missle :)
12:57:05  <planetmaker> Complain to the newgrf authors ;-)
12:57:10  <andythenorth> ships burn heavy fuel oil, which is dirty
12:57:20  <andythenorth> shipping routes have major haze problems due to this
12:57:38  <Rubidium> norbert79: and ships don't run on petrol or diesel, but the garbage that remains from extracting petrol, diesel and such from oil
12:57:46  <norbert79> andythenorth, Rubidium: http://www.google.co.uk/images?hl=hu&q=Goods+Ship&um=1&ie=UTF-8&source=og&sa=N&tab=wi&biw=1280&bih=779
12:57:49  <planetmaker> (ok, you do). But I still think it's quite a good thing to add it
12:58:00  <norbert79> Show me this ammount of smoke here :)
12:58:24  <planetmaker> norbert79: all those show that there's considerable smoke
12:58:27  <norbert79> http://bugs.openttd.org/task/4263/getfile/6910/ship_smoke.png now compare
12:58:29  <planetmaker> at least the first two I checked
12:58:56  <andythenorth> norbert79: that's steam engine smoke
12:58:59  <andythenorth> not diesel
12:59:02  <planetmaker> also the speed of vehicles is totally unrealistic. you should convince Belugas to make it more realistic ;-)
12:59:09  <andythenorth> those ships should be using diesel smoke ;)
12:59:13  <norbert79> andythenorth: Exactly
12:59:24  <andythenorth> but in the screenshot they don't, because I was testing
12:59:28  <norbert79> and besides, it really looks like here http://bugs.openttd.org/task/4263/getfile/6910/ship_smoke.png if the ship would be burning
12:59:58  <planetmaker> they're coming straight from the 38th degree North in Korea, probably
13:00:05  <norbert79> I knew it
13:00:05  <andythenorth> burning?
13:00:12  <norbert79> I knew someone would come up with that :D
13:00:17  <planetmaker> :-P
13:00:18  <norbert79> andythenorth: Yes, burning
13:00:27  <planetmaker> hey, I'm Korean by birth ;-)
13:00:30  <planetmaker> I care
13:00:35  <andythenorth> do steam trains look like they're burning? :P
13:00:48  <norbert79> andythenorth: No, but we are talking about ships :)
13:01:03  <norbert79> I think everyone does, noone really feels like suffering from a war, and it's effects
13:01:29  <norbert79> It was also pretty weird living through Desert Storm or the Serbian-Croation war, and that happened just in the neighbourhood
13:02:07  <andythenorth> norbert79: I think it kind of goes like this: "my newgrf, I choose" :D
13:02:31  <norbert79> andythenorth: Well, if it stays as a NewGRF, I am fine :)
13:02:57  <Rubidium> http://www.treehugger.com/large-cargo-ship-pollution-smoke-photo4.jpg <- we need blacker diesel smoke
13:03:51  <norbert79> I disagree: http://www.nohab-gm.hu/pix/odense_xtrain.jpg
13:03:54  <Rubidium> http://www.careydillon.com/unpurenzfinal/images/thompson_sound_cruise_ship.jpg <- even cruise ships smoke
13:04:25  <norbert79> Grey is just perfect... But have a newgrf for it! :)
13:05:20  <norbert79> Hmm, what about opacity?
13:05:29  <norbert79> will the game ever support it?
13:05:34  <norbert79> it might solve some 'problems'
13:05:47  <Rubidium> http://www.nohab-gm.hu/pix/odense_xtrain.jpg <- older ships definitely need more smoke than the newer ships
13:05:48  <andythenorth> ime opacity is a performance killer
13:06:00  <andythenorth> except for 0/1
13:06:05  <norbert79> andythenorth: Aye, but it might solve this 'issue'
13:06:30  <andythenorth> the issue is primarily about placement
13:07:07  <andythenorth> making the 'amount' of smoke newgrf controllable is secondary
13:07:18  <Rubidium> IIRC 32bpp already does some opacity stuff
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13:10:05  <norbert79> Talking about ships, my son loves to play Simcity 4. and he enjoys mots of the time driving around trains and flying with planes and using ships...
13:10:16  <norbert79> I must say I can understand it :)
13:12:44  <norbert79> Here guys, have a look on a real OpenTTD :) http://lezlinilzen.freeweb.hu/galeria.htm
13:15:09  <planetmaker> timeout?
13:15:32  <Rubidium> planetmaker: he's playing with RoadRunner v5
13:15:41  <planetmaker> hm?
13:15:51  <planetmaker> ERR_NO_CONTEXT
13:15:58  <Rubidium> FS#4260
13:17:09  <xiong> Horse Carriage feeder systems really... are stubborn.
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13:56:12  <andythenorth> hmm
13:56:20  <andythenorth> maybe a bit *less* diesel smoke for trucks :P
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14:34:33  <Belugas> hello
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15:45:38  <Wolf01> hello
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16:59:46  <CIA-1> OpenTTD: rubidium * r21311 /trunk/src/ (4 files in 2 dirs): -Fix [FS#4260]: AIs in an infinite loop in e.g. autosave, but also getting settings and such from info.nut, would not be interrupted after a while causing OpenTTD to seem to not respond
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17:58:59  <planetmaker> I know there's somewhere a list of company colour vs. its (recolour) sprite name. But I fail to find it. Any pointers?
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18:01:28  <frosch123> table/sprites.h
18:01:53  <frosch123> PAL_TO or something like that
18:02:23  <frosch123> PALETTE_RECOLOUR_START and following
18:02:39  <frosch123> alternatively you can use ttdviewer :p
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18:05:54  <planetmaker> :-) Thanks
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18:18:45  <planetmaker> hm, and what is the other set doing differently: there the containers are put onto the wagons wagon by wagon as the train loads. My containers don't do that...
18:20:02  <planetmaker> hm... or my eyes betrayed me. nvm
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18:26:45  <roelmb> I patched Cargodest onto the latest trunk and it worked quite fine the only problem is that I can't see the industry colours/ names in the legend
18:26:55  <roelmb> they are all on each other on the first row
18:27:17  <roelmb> any help?
18:28:12  <Rubidium> cargod*e*st?
18:28:49  <roelmb> or dist let me see
18:28:57  <roelmb> I mean dist :P
18:29:08  <Xaroth> Rubidium saves the day once again :P
18:29:12  <roelmb> :D
18:30:09  <Rubidium> Xaroth: given that he is/has been working on syncing IS2 it's not such a stretch to assuming he might be syncing cargodest
18:30:15  <roelmb> for the rest my CDIS patch on the latest trunk works fine only that little problem with the mini-map
18:30:37  <Rubidium> in any case, is the problem also there when you apply the cargodist patch to the revision it's supposedly made for?
18:30:56  <Rubidium> if that's the case, go to the cargodist thread and "file" a bug report there
18:31:33  <roelmb> ok then I need to bug report it I think
18:32:19  <planetmaker> wait... you used cargodEst instead of cargodIst?
18:32:28  <roelmb> nope I used dist
18:32:42  <planetmaker> how outdated is then the cargodIst repo?
18:33:00  <roelmb> r21293
18:33:14  <planetmaker> doesn't sound like outdated ;-)
18:33:18  <roelmb> :D
18:34:39  <planetmaker> just curious, what is the problem with the minimap?
18:34:56  <roelmb> the legend is puting all name's of the industry's on each other
18:35:02  <roelmb> so unreadable
18:35:13  <roelmb> it doesn't put it in rows for some reason
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18:37:48  <roelmb> oh wait after watching the code for the 25th time I notice that my patcher did something immensly wrong
18:38:15  <roelmb> he closed the bracets of SM_WIDGET_LEGEND even before the code started :(
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18:40:17  <roelmb> why do I always find the problems after I posted here :P
18:41:21  <Rubidium> Muphry's law?
18:41:56  <roelmb> probably
18:43:59  <CIA-1> OpenTTD: translators * r21312 /trunk/src/lang/ (dutch.txt portuguese.txt traditional_chinese.txt):
18:43:59  <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
18:43:59  <CIA-1> OpenTTD: traditional_chinese - 1 changes by josesun
18:43:59  <CIA-1> OpenTTD: dutch - 4 changes by Yexo
18:43:59  <CIA-1> OpenTTD: portuguese - 43 changes by Samu
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18:45:03  <IchGuckLive> Hi from cold germany !
18:45:34  <Samu> hi
18:45:35  <Ammler> hello from colder Swiss
18:45:35  <IchGuckLive> Is there a my Distance a train shoudt trevel in a year
18:45:47  <Samu> 19ºC here
18:45:49  <IchGuckLive> max distance Sorry
18:46:37  <IchGuckLive> or better Questian is there a Ideal cost-carry distance
18:47:05  <planetmaker> yes. vmax * 365d
18:47:12  <planetmaker> the latter question is answered clearly with 'depends'
18:47:21  <IchGuckLive> the wiki and the gamecarts give me now answer to this
18:47:35  <planetmaker> then is good :-)
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18:48:13  <planetmaker> unless you mean "no" instead of "now"
18:48:35  <Ammler> :-D
18:49:20  <IchGuckLive> planetmaker: yes its no
18:50:13  <IchGuckLive> im 54 years okd and not good in eng. since i worked only 15 years for the US AirForce Europ :D
18:51:33  <Samu> window soft limit (non-sticky): 20
18:51:37  <Samu> is this number pixels?
18:52:35  <Samu> is this the number of windows?
18:52:51  <planetmaker> pixels
18:53:06  <Samu> ok, a bit misleading then
18:53:19  <planetmaker> make a better translation
18:53:47  <Samu> i need to know what does it do
18:53:52  <Samu> never used this setting
18:55:04  <planetmaker> IchGuckLive: then it depends upon the cargo. Which in turn depends upon whether you use industry newgrfs
18:55:16  <planetmaker> look at the cargo income graphs.
18:55:56  <IchGuckLive> income graph is always below level line
18:56:27  <planetmaker> not your company. Cargo
18:56:34  <Samu> i have no idea what it does
18:59:03  <IchGuckLive> planetmaker: are there more graphs ,i meean the colord lines for cargo  last in the list
19:00:08  <Rubidium> planetmaker: the "window soft limit" is the limit of non-sticky windows
19:00:30  <planetmaker> he. I guess I never used it either :-)
19:00:51  <Samu> what limit? how exactly
19:01:04  <planetmaker> try to open more windows
19:01:48  <glx> <@planetmaker> pixels <-- lie
19:02:20  <planetmaker> I know meanwhile ;-)
19:02:33  <Samu> ah, the number of windows at once
19:02:51  <Samu> translation is wrong then, english is also misleading
19:05:36  <Samu> disabled
19:05:46  <Samu> means that I can open infinite windows
19:06:10  <Samu> right?
19:06:16  <Rubidium> nah, just till it crashes because it can't allocate more memory
19:06:24  <Samu> :)
19:06:29  <IchGuckLive> good night
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19:08:32  <andythenorth> Hirundo: smoke for RVs is entirely win :)
19:08:37  <andythenorth> thanks
19:09:35  <Hirundo> nice to hear, thanks :)
19:09:58  <andythenorth> I'll ship HEQS with it enabled soon
19:10:28  <planetmaker> :-) HEQS 1.0!
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19:12:36  <planetmaker> Hirundo: concerning your favourite bug report:
19:13:06  <planetmaker> I could (only) reproduce it when I attached more wagons to that train than it allows graphically. DBSet, BR 420
19:13:46  <planetmaker> I couldn't reproduce the situation as shown there
19:14:59  <Hirundo> I couldn't neither, although I haven't tried in any way
19:15:25  <planetmaker> I fully agree with your assessment of the reports usefulness
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19:17:55  <Hirundo> I can only guess, there is a problem somewhere in his grf
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19:20:02  <fjb> There are no problems in HIS grfs.
19:20:13  <andythenorth> must be an openttd misfeature
19:20:19  <Hirundo> Of course
19:20:21  <andythenorth> revert revert !
19:21:13  <Hirundo> TTDP's and OTTD's implementation of CB 10 slightly differ, although I have only documented that recently
19:21:23  <planetmaker> [20:19]	<Hirundo>	I can only guess, there is a problem somewhere in his grf <-- that was my conclusion, too. And stopped investigating
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19:36:06  <Eddi|nichZuHause> 'n tach
19:36:45  <planetmaker> tach auch
19:43:59  <fjb> Moin Eddi|woAuchImmer
19:44:04  <fjb> Moin planetmaker
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19:46:33  <Samu> moin = ?
19:46:36  <Samu> I see that frequently
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19:46:57  <planetmaker> http://en.wikipedia.org/wiki/Moin
19:48:05  <Prof_Frink> No, moin <.
19:49:31  <Samu> ah, so there's east germany, west germany north germany and south germany
19:49:34  <Samu> :)
19:49:56  <Wolf01> quak
19:50:38  <Belugas> in fact, there is Many Ger
19:50:40  <Wolf01> grrr my sister stole my ken's rage disk, I can't play :s
19:51:26  * Wolf01 fallback to borderlands
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19:55:38  <Eddi|nichZuHause> yes, the germs are everywhere...
19:59:59  <Samu> when dragging, place signals every: 4 tile(s)
20:00:09  <Samu> can there be a plural code?
20:01:40  <Eddi|nichZuHause> i believe so...
20:02:45  <Eddi|nichZuHause> just 'Tile{P "" s}' should work
20:03:14  <Samu> english string needs edit
20:03:22  <glx> Samu: there's a {COMMA} in it IIRC
20:03:45  <Samu> comma is a number with a comma?
20:03:59  <Samu> 1,000
20:04:21  <glx> {LTBLUE}When dragging, place signals every: {ORANGE}{STRING} tile{P 0:1 "" s}
20:04:23  <frosch123> Samu: where are you looking at?
20:04:27  <glx> that's english string
20:04:39  <Samu> ah, i'm on 1.0.5
20:04:43  <Samu> it's fixed?
20:04:47  <glx> translator is trunk
20:05:13  <frosch123> two weeks ago or so some more plurals were added to english
20:05:49  * Belugas puts on Cut And Rage. again :D
20:06:28  <Samu> P 0:1 "" s
20:06:32  <Samu> 0:1 ?
20:06:48  <frosch123> it's due to the {STRING}
20:07:18  <frosch123> usually P can only refer to NUM or COMMA
20:07:32  <frosch123> but in this case STRING contains a NUM
20:07:46  <frosch123> so it is parameter 0 (the STRING) and subparameter 1
20:08:01  <frosch123> which you cannot see from the translator point of view
20:08:14  <frosch123> so, just keep it :)
20:08:20  <Samu> ok
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20:10:27  <andythenorth> so where are newgrf cbs defined?  I looked...
20:10:39  <andythenorth> e.g. cb10
20:10:51  <frosch123> the enum is in newgrf_callbacks.h
20:11:01  <frosch123> the function to call is GetVehicleCallback or so
20:12:47  <Samu> hey
20:13:02  <Samu> enable terraforming the tiles at the map borders
20:13:18  <Samu> this is when the map is being generated or is it for the player?
20:13:30  <Samu> in game placement of trees~
20:13:36  <Samu> same question
20:13:51  <frosch123> for the player
20:13:57  <frosch123> adanced settings
20:14:14  <frosch123> just start ottd and look yourself :p
20:14:46  <Samu> i can still place trees
20:15:23  <frosch123> ah, sorry, wrt. your second question: it is random tree placement in game
20:15:36  <frosch123> so, neither map generation nor by the player :p
20:16:46  <Samu> it's not working
20:16:50  <Samu> in game placement of trees, I have it off
20:16:59  <Samu> but i can place trees
20:17:00  * andythenorth discovers CBM_VEHICLE_VISUAL_EFFECT
20:17:04  <andythenorth> yay
20:17:09  <frosch123> Samu: told you
20:17:38  <Samu> only at rain forests
20:17:52  <Samu> i can still place trees in empty areas
20:18:26  <frosch123> maybe try rereading what has been said
20:19:06  <Samu> ah
20:19:21  * andythenorth still baffled :P
20:19:50  <Samu> so, it means trees won't grow once they die?
20:19:58  <Samu> unless I plant them?
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20:20:10  <glx> yes
20:20:25  <Samu> hmm, ok
20:20:37  <Samu> misleading again, lol
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20:27:40  <andythenorth> hmm
20:27:54  <andythenorth> enum VisualEffect is *not* where I'd extend cb10
20:28:37  <frosch123> why do you want to touch that enum at all?
20:28:41  * andythenorth can't find where cb10 result is evaluated
20:28:54  <frosch123> grep for the CBM_
20:32:12  * andythenorth wonders what GB does
20:32:27  <andythenorth> get byte?
20:32:49  <frosch123> but, when you want to return more stuff in cb10, you likely cannot store the result, but have to call it immediatelly o creating the smoke
20:32:54  <frosch123> GB = GetBits
20:33:54  <andythenorth> this->vcache.cached_vis_effect is storing the result?
20:34:38  <frosch123> sounds like
20:47:31  <Samu> Cycle through signal types
20:47:34  * andythenorth finds staring at the code _sort_ of works
20:47:40  <Samu> what does it do?
20:47:49  <Samu> I never made networks, so... I need help
20:47:53  <frosch123> isn't there a description?
20:48:40  <Samu> I'm at train signals in advanced settings
20:48:59  <frosch123> what are the 3 strings before and after that about?
20:49:39  <Samu> all, path signals only, block signals only
20:49:39  <Samu> this?
20:49:53  <glx> it's when you build signals with CTRL
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20:50:42  <Samu> it replaces the signals that I have chosen there
20:50:43  <Samu> ?
20:51:15  <frosch123> instead of picking the signal from the menu, you click with the mouse multiple times
20:51:22  <frosch123> and it cycles through the types
20:51:54  <Samu> cycles in the meaning of trading
20:52:06  <Samu> I see, I think
20:52:18  <glx> means normal->pre->combo->exit->pbs->normal
20:52:20  <frosch123> you place one, you click again, and it changes to the next one
20:52:40  <Samu> ok, thank you
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20:52:43  <glx> and this options is for normal->pbs->normal
20:52:47  <glx> IIRC
20:54:06  <Samu> block singnals, path signals and all
20:54:11  <Samu> it's what it says here
20:54:16  <Samu> signals*
20:55:14  <frosch123> so you can pick between cycling through all 6, or only 4 resp. 2 of them
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21:09:37  <Samu> how do I translate "pathfinder"?
21:09:43  <Samu> hehe
21:09:47  <Samu> how did you guys do?
21:10:24  <frosch123> what does your navigation system do?
21:10:35  <Devedse> Hey guys, is it possible to make something like "teleports" where trains go in and role out somewhere else with only newgrfx?
21:10:44  <Wolf01> tunnels
21:10:44  <frosch123> no
21:10:45  <planetmaker> no
21:11:06  <Samu> navigation seems a nice word
21:11:09  <Devedse> I also read that tunnels were basically teleports or something, can they be used for something like that?
21:11:26  <Devedse> Like just set the entrance at 1:1 and the exit at 240:240
21:11:35  <Devedse> and the time it takes from begin to end to like 1 second
21:11:40  <Devedse> or doesn't it work that way?
21:12:11  <frosch123> someone made such a patch iirc
21:12:39  * andythenorth again defeated by real code :P
21:12:42  <andythenorth> back to nfo
21:13:09  <frosch123> search on the forums, resp. search the forums using google (which is better than the forum search in most cases)
21:13:45  <frosch123> andythenorth: interesting decision :p
21:13:48  <Samu> navigation is a bit ocean stuff
21:14:02  <Rubidium> Samu: pathfinding != navigation
21:14:07  <andythenorth> frosch123: :D
21:14:12  <Samu> I know
21:14:18  <Rubidium> you find a path and then navigate along that path
21:14:24  <andythenorth> nfo doesn't require any understanding of architecture
21:14:40  <Samu> translating "pathfinder" becomes "Sistema de encontrar caminho"
21:14:45  <Samu> quite big
21:14:48  <Samu> I want to make it small
21:14:59  <fjb> Pathfinding is finding a way from point A to point B.
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21:15:10  <Devedse> frosch123, did you say that to me :)?
21:15:18  <frosch123> yes :p
21:15:27  <frosch123> Samu: brazilian just uses "pathfinder" :p
21:15:33  <Devedse> I was looking on the forums today but didn't find anything :>
21:15:39  *** Arie- [~Arie@82-169-69-154.ip.telfort.nl] has quit [Ping timeout: 480 seconds]
21:15:48  <Devedse> Just idea's about "vacuum tubes and warp gates"
21:15:58  <Samu> :)
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21:16:50  <Samu> system of finding way
21:17:17  <planetmaker> Deveds: implement that with rail types and train newgrf ;-)
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21:18:33  <planetmaker> tunnel train type: oo speed. normal surface track: something finite. And train speeds as fast as you want. Backdraw: slower ones will not travel faster through your worm hole than on normal track
21:24:15  <Devedse> I would really love to have wormholes :P
21:24:23  <Devedse> and bigger maps $_$
21:24:27  <andythenorth> this is a FIRS bug report
21:24:27  <andythenorth> http://www.tt-forums.net/download/file.php?id=137495
21:24:29  * Devedse loves 100 mb maps
21:24:41  <andythenorth> but same industries shouldn't build within 56 tiles of each other
21:24:56  <andythenorth> anyone able to trigger this?  I can't (high industry, low town count should help)
21:25:24  <Rubidium> andythenorth: old version?
21:25:43  <andythenorth> he says FIRS 0.5.4
21:25:51  <andythenorth> wonder if we extended cb28 in game
21:26:07  <Rubidium> Devedse: set the "savegame_format" setting in openttd.cfg to "none". Then you'll reach the 100 Mb savegames much easier
21:26:25  <frosch123> andythenorth: we added the distingish player-build/generated/scenario editor
21:26:47  <Devedse> Rubidium, THANX :DD
21:27:06  <andythenorth> could be that
21:27:24  <Belugas> i'm not sure it's what you think it is, though :)
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21:34:52  <Samu> hey
21:34:57  <Samu> question
21:35:05  <Rubidium> 42
21:35:15  <Samu> how I fix plural for this
21:35:25  <Samu> 1 mês
21:35:28  <Samu> 2 meses
21:35:30  <Samu> 1 singular
21:35:33  <Samu> 2 plural
21:35:56  <Rubidium> {P m^es meses}
21:36:02  <planetmaker> m{P ese eses}
21:36:12  <Samu> ah
21:36:26  <Rubidium> assuming there's a {NUM} or {COMMA} in the string and the plural type is set correctly
21:36:51  <Samu> m{P 0:1 ês eses} ?
21:37:16  <Samu> {LTBLUE}Auto-renovação do veículo {ORANGE}{STRING}{LTBLUE} meses antes/depois da idade máx.
21:37:24  <Samu> fixing this
21:37:32  <Rubidium> yes, that looks okay
21:37:46  *** Chillosophy [~Chillosop@ip91350749.adsl-surfen.hetnet.nl] has quit []
21:38:00  <Samu> {LTBLUE}Auto-renovação do veículo {ORANGE}{STRING}{LTBLUE} m{P 0:1 ês eses} antes/depois da idade máx.
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21:43:13  <glx> looks correct
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21:57:30  <Terkhen> good night
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22:20:55  <Hirundo> Is a bug in MB's NewGRF a contradictio in terminis?
22:25:46  <SmatZ> yes
22:26:28  <glx> there are never bugs in MB's NewGRF ;)
22:26:43  <Rubidium> it works in TTDP, so OpenTTD is wrong
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22:29:42  <Wolf01> 'nighty night
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22:30:27  <Rubidium> i.e. TTDP is more right than the specifications
22:34:14  <Lakie> Depends on the specifications, quite a chunk is now OpenTTD specific, thus voiding any chance of TTDPatch being 'right'.
22:35:36  <Rubidium> while we're talking about specs. What's your opinion of https://secure.openttd.org/bugs/task/4253 ?
22:36:37  <AveiMil> 'retire_early'                 : {'size': 1, 'num': 0x16}, <- NML, is that airacraft life span?
22:36:58  <Hirundo> no, I guess that would be 'vehicle_life' or something similar
22:37:47  <Lakie> I just followed what you told me how OpenTTD would work
22:37:48  <AveiMil> don't see any such variables for airacraft, hmmm
22:37:54  <Hirundo> It's better to read the docs than to scout action0properties.py
22:38:02  <Hirundo> It's in the general section
22:38:07  <Lakie> Making sure the whole object (plus foundations) would be the same height level.
22:38:51  <Hirundo> AveiMil: http://hg.openttdcoop.org/nml/raw-file/bdf2927bfbdd/docs/vehicles.html#vehicles-property
22:38:55  <Lakie> (If the callback is missing for the object or individual tiles)
22:38:57  *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds]
22:39:10  <Rubidium> Lakie: so basically missing the callback but setting the bit equals not setting the bit that you want the callback to be called?
22:39:52  <Lakie> Well, if the bit isn't set it calls the default, if its set but the callback comes back as no result it uses the default
22:40:00  <Lakie> Otherwise it uses the result provided
22:40:13  <Lakie> I figured that would be the safest approach
22:40:27  <AveiMil> thanks
22:42:31  <Rubidium> so missing callback = fall back to flat land check
22:42:37  <Lakie> Aye
22:42:48  <Rubidium> instead of OpenTTD's missing callback = don't allow to build
22:42:56  <Lakie> But since it can be tile specific (I imagine the bit mb isn't showing), it can be tricky
22:43:24  <Rubidium> debugging MB NewGRF bugs is like debugging Mac OS X
22:43:35  <Lakie> I think this is more useful than just reject
22:43:51  <Lakie> As one may want specific slopes on some tiles but not others
22:44:07  <Samu> max trains/road/aircraft/ships per player
22:44:13  <Samu> shouldn't it be per company?
22:44:49  * Rubidium slaps the person who failed to rename that :)
22:44:59  <Lakie> Hehe
22:45:29  <Rubidium> Lakie: but... if it misses the callback for one tile doesn't that mean you're going to (re)validate the whole area using the default method?
22:45:41  <Lakie> No
22:45:43  <Rubidium> otherwise you can't be sure that the area is flat (enough)
22:45:47  <AveiMil> Where can I find retire_early default values etc for airplanes? I can't see to find any here http://vcs.openttd.org/svn/browser/trunk/src/table/engines.h?rev=21100 nor here http://wiki.ttdpatch.net/tiki-index.php?page=NewGraphicsSpecs
22:45:55  <Lakie> Hmm... true
22:46:16  <Lakie> I take the north tile (adjusted height) and compare against that for the default
22:46:41  <Samu> plane speed factor, is this just for planes or does it include helicopters?
22:46:43  <Lakie> So it should be relatively 'flat', originally it used to just check for any raised points. test bp, bp
22:47:06  <Rubidium> Lakie: yeah, flat after foundations :)
22:47:25  <Lakie> Yeah, so it should be 'flat' after foundations...
22:48:09  <Lakie> Unless my logic in thinking that the adjusted north tile height should match any other tiles adjusted hiueght?
22:48:12  <Lakie> height*
22:48:32  <Rubidium> but... if it fails for one tile you check that tile's leveled foundation against the northern tile and for the next tile you call the callback again?
22:48:41  <Lakie> Yup
22:49:05  <Lakie> The check is run per tile, probably less efficent but works
22:49:06  <Rubidium> sounds quite complicated to me
22:49:36  <Lakie> Well, I noticed that mb's grf a while back, only provided a cb157 result for 3 tiles
22:49:54  <Lakie> It'd always had a check for if no result jump to default
22:50:30  <Samu> plane or aircraft?
22:50:37  <Samu> some places say plane, some say aircraft
22:50:50  <Lakie> http://svn.ttdpatch.net/trac/browser/trunk/patches/objects.asm?rev=2351#L1774
22:51:09  <Lakie> the jc handles if no result.
22:51:10  <Rubidium> Samu: the base translation can be quite inconsistent, so please make some list of all inconsistencies
22:51:36  <Samu> the plane speed factor for example
22:51:43  <Samu> plane or aircraft?
22:51:58  <Rubidium> aircraft
22:52:09  <Samu> :(
22:52:18  <Samu> ok
22:53:02  <planetmaker> there you go, Samu. Text fixed
22:53:11  <CIA-1> OpenTTD: planetmaker * r21313 /trunk/src/lang/english.txt: -Fix: Max vehicle settings are per company, not per player
22:54:44  <Rubidium> planetmaker: there are more players that should probably be something else
22:55:04  <Rubidium> planetmaker: http://rbijker.net/openttd/foes.diff ?
22:55:12  <Hirundo> AveiMil: retire_early is most probably 0 by default
22:55:44  <planetmaker> Rubidium: I agree with the news messages
22:55:47  <planetmaker> *disagree
22:55:59  <AveiMil> most probably :)
22:56:20  <planetmaker> as I configure that client-side. But well
22:57:05  <planetmaker> also... computer player is as correct if not more than computer controlled company. I can join it after all
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22:57:35  <planetmaker> I agree with landscape and president fixes
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22:59:13  <Rubidium> planetmaker: well cherry pick it :)
22:59:20  <planetmaker> :-)
23:02:32  <Rubidium> Lakie: does http://rbijker.net/openttd/fs4253.diff look like TTDPatch's behaviour?
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23:03:29  <Lakie> I think so
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23:04:33  <Lakie> I assume cost.addCost handles if allowed_z is not the same?
23:04:54  <Rubidium> it sets the error flag of cost, which is checks somewhat later
23:05:00  <Lakie> Ok
23:06:12  <Lakie> Looks about right,
23:06:54  <CIA-1> OpenTTD: rubidium * r21314 /trunk/src/object_cmd.cpp: -Fix [FS#4253]: [NewGRF] (Hopefully) make callback 157 behave more like TTDPatch does, i.e. fall back to the default check when the callback is not yielding a result for a tile instead of disallowing building the object
23:13:52  *** fonsinchen [~fonsinche@brln-4dbc1276.pool.mediaWays.net] has quit [Ping timeout: 480 seconds]
23:15:21  <planetmaker> omg... the server creation lobby is aweful :-(
23:16:37  <CIA-1> OpenTTD: rubidium * r21315 /trunk/src/ (50 files in 3 dirs): -Cleanup: remove a pair of unused strings
23:17:21  <Rubidium> http://rbijker.net/openttd/more_plurals.diff <- add plurals + occasionally an extra word to some settings to make them more clear
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23:18:43  <planetmaker> RED}Warning: High setting slows game <-- High values slow down game?
23:19:51  <Rubidium> good one
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23:21:28  <Yexo> is that warning needed there?
23:21:41  <Yexo> ie is there a noticable slowdown when setting it higher?
23:21:45  <planetmaker> +STR_CONFIG_SETTING_SOFT_LIMIT: {LTBLUE}Max number of non-sticky windows: {ORANGE}{STRING1}
23:21:57  <planetmaker> ^ rather
23:22:21  <planetmaker> that remark earlier was correct, it's not clear as it's now
23:23:20  <Rubidium> Yexo: don't know
23:25:58  <planetmaker> http://devs.openttd.org/~planetmaker/patches/players.diff <- mine
23:28:00  <Rubidium> looks okay to me
23:28:00  <planetmaker> well, I'll push these player changes; other than the soft-limit I've no further remark on your string changes, Rubidium
23:28:05  <planetmaker> k
23:28:41  <CIA-1> OpenTTD: planetmaker * r21316 /trunk/src/lang/english.txt: -Fix: Some more strings where 'player' actually meant 'company'
23:29:25  <Hirundo> planetmaker: Could you perhaps move my little chat with mb to a new thread, as to not hijack andy's topic ?
23:29:25  <CIA-1> OpenTTD: rubidium * r21317 /trunk/src/lang/english.txt: -Change: improve the wording of some of the settings strings
23:32:16  <planetmaker> Sure, Hirundo. I just saw it now. I did also look more in-depth. You're right
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23:32:37  <planetmaker> reading de-compiled newgrfs is no fun, though :(
23:34:59  <planetmaker> Uhm, Hirundo do you think it needs moving from that thread?
23:35:07  <planetmaker> It's at least partially on-topic, not?
23:35:28  <planetmaker> (I initially thought it was in one of andy's grf threads)
23:36:03  <planetmaker> and actually... it's in a forum where I have no power :-P
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23:37:00  <planetmaker> so, sorry, I can't, Hirundo
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23:38:01  <planetmaker> did I ever mention that Zephyris was a drawing-machine?
23:38:09  <planetmaker> and a very good one at that?
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23:39:49  <Hirundo> ah well, goodnight then :)
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23:41:51  <planetmaker> good night Hirundo
23:42:07  <planetmaker> And good night all others, too. Bed is calling loudly ;-)
23:42:26  <Samu> http://translator.openttd.org/en/trunk/pt_PT/STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION
23:42:38  <Samu> where am I going to see this message?
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23:48:28  <Yexo> <@planetmaker> reading de-compiled newgrfs is no fun, though :( <- so we need to add decompiling to nml
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23:51:29  <Ammler> Yexo: yes, cool :-)
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23:52:38  <planetmaker> Hm... Yexo: the reference for sharing ids for random_switch fail
23:52:47  <Ammler> planetmaker: tried grf2html?
23:53:00  <planetmaker> (unrelated, but came to my mind... I guess I open a report)
23:53:07  <Yexo> planetmaker: I'm not sure what you mean exactly
23:53:11  <Yexo> could you upload an example?
23:53:14  <planetmaker> yeha. I post code
23:54:12  <glx> Samu: in an error box
23:54:40  <Samu> ah, possible connection lost... ... the last xx seconds no data was received.. ?
23:55:15  <glx>     ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
23:55:54  <Samu> looks like there's someone editing right now
23:55:56  <Samu> besides me
23:56:01  <Samu> he took care of it
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