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Log for #openttd on 11th September 2007:
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00:45:28  <Sacro> glx: is it possibly for nightly.openttd.org/latest to have symlinks for versions
00:45:47  <Sacro> so that /latest/win32.zip points to the rigfht file
00:45:52  <Sacro> would make it a lot easier for autoupdating
00:45:55  <glx> ask TrueBrain
00:46:02  <Sacro> mmm, i shall
00:46:05  <Sacro> when he returns
00:46:19  <glx> good idea btw
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00:50:05  <Eddi|zuHause2> someone make a GRF out of that: http://www.youtube.com/watch?v=5Fqpp-IAXF0 :p
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09:05:06  <Chris82> good morning
09:06:24  <Chris82> MSVC has these two warnings http://paste.openttd.org/225 when compiling current trunk (11087)
09:07:27  <Chris82> it's from the use advanced vehicle list patch for others and see loading indicators for others patch
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09:34:49  <Chris82> this is supposed to say if ((_cursor.delta.x < 10) || (_cursor.delta.y < 10)) { ... "if rightlicked" ...can I somehow make this if ctrl + rightclick?
09:35:16  <SmatZ> if _ctrl_pressed
09:35:31  <Chris82> thx :)
09:35:39  <SmatZ> np :)
09:35:54  <Chris82> otherwise I can't use rightclick map moving anymore when using the show catchment area with rightclick patch
09:36:49  <SmatZ> mouse has too few buttons to fit all the functions I would like :)
09:38:44  <Chris82> well there are 5 button mouses but I assume even that is not enough hehe
09:39:10  <SmatZ> :-)
09:39:38  <SmatZ> on MACs, you may have problem when the right-click emulation is done via ctrl+click
09:43:49  <ln-> but not in openttd
09:43:53  <ln-> by default
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09:54:57  <Chris82> this: if (_ctrl_pressed && (_cursor.delta.x < 10) || (_cursor.delta.y < 10)) {
09:55:05  <Chris82> does not do what I want it does something even better :D
09:55:18  <Chris82> now right click on a station will show the catchment area
09:55:27  <Chris82> and rightclick elsewhere will allow browsing the map
09:55:30  <Chris82> :D
09:55:35  <Chris82> bad hack *g*
09:56:04  <Chris82> ctrl is necessary for neither, although the code says something different I think
10:07:44  <SmatZ> :-)
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13:18:10  <Sacro`> rawr >:C
13:19:15  <svip> :|
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13:48:00  <St|off> Is there any easy ways to find out the ingame console command for different patch settings? The setting I want (select town-road layout) isn't on the wiki
13:51:20  <Belugas> is there a help command somewhere?
13:52:49  <St|off> Yeah, there is a list patches one, but it doesn't show all avalible.
13:52:53  <glx> patch town_layout
13:53:10  <St|off> thank you
13:53:32  <glx> usually it's patch <name of setting as in openttd.cfg>
13:54:32  <St|off> Aha, good to know. I have been guessing until now... :)
13:56:26  <frosch123> Does anyone has a oppinion about http://www.tt-forums.net/viewtopic.php?f=33&t=33746&start=22
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13:56:42  <frosch123> Discussing with someone on the other side of the world, is kind of ...
13:57:36  <Belugas> on what do you need an opinion, frosch123?
13:57:53  <frosch123> The handling of prop 0D
13:58:02  <frosch123> TTDP does not care about that
13:58:19  <frosch123> Should we stay compatible there, or do our own thing?
14:06:47  <Belugas> ok...
14:07:12  <Belugas> the idea of extending the specs on industry/tiles is not a bad idea as such
14:07:23  <Belugas> but i don't think we are in position to actually suggest anyting
14:07:30  <Belugas> right now, i mean
14:07:54  <frosch123> So we should ignore prop 0D, just like TTDP?
14:08:32  <frosch123> And allow autoslope under the default industries, though they never can be built on slopes?
14:10:03  <Belugas> they ignore it??
14:10:23  <Belugas> it might be why our implementation is broken up then :(
14:10:36  <frosch123> They ignore it on autoslope
14:10:41  <Belugas> ho... you mean during autoslope..
14:10:45  <Belugas> yeah :)
14:10:59  <frosch123> What ist broken?
14:11:19  <Belugas> i cannot make newindustries work correctly
14:11:33  <Belugas> there are a lot of callbacks that return the wrong values
14:11:51  <Belugas> tbus failing or giving wrong behaviour
14:12:08  <Belugas> mostly during creation of the industries and during animations too
14:12:20  <Belugas> ECSWoods is a pretty good exemple of failure
14:12:28  <Belugas> but back to topics...
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14:12:55  <Belugas> so should we ignore prop D for autoslop...
14:13:17  <Belugas> the reflex I have is to say if ttdpatch ignores it, so should we.
14:13:43  <frosch123> What bothers me about ignoring it, is that you can terraform the land to a slope, the industry would have never been built on.
14:13:50  <Belugas> but there is a voice in my head who asks "why do thert ingore it?"
14:14:05  <frosch123> Autoslope was coded before newindustries?
14:14:34  <Belugas> maybe, dunno.  Or maybe by someone who was not aware of the implications
14:15:28  <Belugas> the problem of using prop 0D is that usrs from patch realm would find our imoplementaion like a bug and complain
14:15:42  <Belugas> but that should not be a big show stopper,
14:15:52  <Belugas> both projects have differences
14:16:08  <DaleStan> I don't think so. My guess is that Oskar wanted autoslope to be halfway decently powerful. And if you don't want terraforming to work, well ... CB 3C exists for a reason.
14:16:28  <DaleStan> Though I said before, it does need a little more info to be useful.
14:16:58  <frosch123> Oh, DaleStan is here
14:17:11  <frosch123> No need to wait 24 hours for a reply :)
14:17:22  <Belugas> lol :)
14:19:00  * Belugas is checking if cb 3C is in code or not
14:19:10  <frosch123> in my patch: yes
14:19:14  <DaleStan> Not to  mention that the vast majority of current industries only use bit 5 of prop 0D anyway.
14:19:27  <frosch123> untestes though
14:20:06  <frosch123> By the way, is there a difference in setting it to 0x10 or 0x0F?
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14:22:52  <DaleStan> I don't think so. In fact, I think 10 is equivalent to all of 05, 07, 0A, 0B, 0D, 0E, 0F. (05 and 0A are the minimum-bits-set values)
14:23:27  * Belugas agrees
14:23:44  * Belugas is checking frosch123's work a little closer
14:24:23  * frosch123 hides
14:24:34  <Belugas> you should not :)
14:25:29  <DaleStan> ... Oh. Of course, 10 is also equivalent to 11..1F. But that should go without saying.
14:26:28  <frosch123> I simply wrote GetIndustryTileCallback and removed the "// not implemented"
14:30:36  <Belugas> that a little more :)
14:30:41  <frosch123> Ok, to sum up: I remove the new newgrf features from my patch, and imitate TTDP behaviour with industries.
14:30:47  <Belugas> and yes, 10 is JackOfAllTrade
14:33:04  <Belugas> not all the newgrf stuff needs to be romoved ;)
14:33:35  <frosch123> But I think the newhouses behavior can stay, i.e. checking the 'can only be built on flat land'-flag.
14:33:42  <frosch123> what stuff?
14:33:48  <frosch123> is there anything special?
14:35:51  <Belugas> var 63, 69, CBID_INDUSTRY_AUTOSLOPE...
14:36:16  <frosch123> 63, 69 are the unofficial new. We just decided to slate them.
14:36:28  <frosch123> :)
14:37:31  <frosch123> slate=slaughter
14:37:58  <Belugas> wy do i have the strange feeling that i need to concentrate a bit more on irc than on work@work ?
14:38:39  <Belugas> so yes, indeed, wipe them out
14:38:44  <Belugas> pffff....
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14:39:43  <frosch123> ok, fine. Now I have a decision.
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14:47:31  <frosch123> DaleStan: Do TTDP's industries not terraform on creation?
14:49:20  <DaleStan> If they do, it's not done or controlled by NFO.
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14:51:07  <frosch123> Probably. Perhaps it was added to OTTD with TerraGenesis patch.
14:51:29  <Rubidium> s/Probably. Perhaps i/I/
14:52:46  <Eddi|zuHause3> i thought that was limited to land generation, not ingame placement
14:53:07  <Rubidium> that's true too
14:53:08  <frosch123> When I manually found a industry near a slope, it automatically terraforms
14:53:40  <Rubidium> hmm, maybe the terraforming kicks in then too (did think it didn't)
14:53:48  <frosch123> but only to flat land
14:56:27  * Belugas recalls seeing some strange slopping from pikka's basic set
14:57:41  <DaleStan> The quarries want a very particular and sometimes hard-to-find slope.
14:59:06  <Eddi|zuHause3> i think the terraforming in TGP was very basic and only designed to create a rectangular flat area
15:00:44  <frosch123> industry_cmd: if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_EXEC, it, type);
15:02:14  <TrueBrain> yeah! Streaming XViD to XBox360 via Linux :) Finally!
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15:05:50  <Belugas> the quarries are running fine, DaleStan.  IT's more stuff like engineer yard having some tiles raised by a foundation...
15:05:57  <Belugas> you see, stuff like that
15:06:03  <Belugas> REALLY bothering
15:06:57  <frosch123> Does C short-circuit boolean evaluations?
15:07:05  <Belugas> and i still have to find a way to avoid assigning slot 255 to a new industry tile... haven't figured out a nice way yet
15:09:27  <frosch123> I.e. does "if (false && Proc())" call Proc()?
15:09:37  <Eddi|zuHause3> C has lazy evaluation
15:11:36  <Belugas> i think it fill fail on first fall condition
15:11:47  <frosch123> if (!custom_shape_check && _patches.land_generator == LG_TERRAGENESIS && _generating_world && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
15:12:05  <frosch123> Then this looks wrong together with above line
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15:12:49  <frosch123> It does the success-test/cost-estimation only during world generation, but the DC_EXEC is always done.
15:14:22  <skidd13> hi
15:14:31  <Belugas> hey
15:15:03  <Belugas> so you're saying that somehow, the conditions are not right
15:16:30  <frosch123> Either both should be done only during world generation, or both should be done always.
15:16:48  <frosch123> ... I think.
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15:18:58  <Belugas> first call is done with flag 0, so no execution
15:19:28  <Belugas> second one, in (if (flags & DC_EXEC)) actually performs it
15:19:40  <frosch123> Yes, but first one returns, if it fails.
15:20:52  <Belugas> mmh
15:21:09  <frosch123> So while the world is not being created, some terraforming is done, and then it can fail.
15:21:51  <frosch123> Not important though.
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15:27:36  <Bjarni> Sacro`: you moron
15:27:40  <frosch123> Hmm, have to test it, when at home. Perhaps it can trigger an assertion or desync...
15:27:50  <Bjarni> searching for me while I'm doing serious stuff
15:28:04  <Belugas> on the other hand...
15:28:08  <Belugas> i wonder...
15:28:09  <Bjarni> don't you think I haven't got better things to do than to hang around here waiting for you?
15:28:43  <frosch123> [17:27] <Bjarni> searching for me while I'm doing serious stuff <- serious stuff, what are you coding for OTTD? :)
15:28:45  <Belugas> this whole test is in fact typicall to ottd
15:28:58  <Belugas> it is not done on ttdp
15:29:04  <Belugas> problem we have is tgp
15:29:14  <Bjarni> frosch123: actually I have been at uni all day
15:29:24  <Bjarni> so no time for coding (at least so far)
15:29:44  <Belugas> the shape of the land can be quite more problematic, since we have a hell of a lot more "noise" possibility
15:30:15  <frosch123> Wasn't there a discussion in the TTDP forum with RickK?
15:30:35  <Belugas> maybe.. cannot remember
15:31:26  <frosch123> http://www.tt-forums.net/viewtopic.php?f=19&t=27530&start=52
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15:37:42  <Belugas> mmh
15:37:53  <Belugas> thanks for pointers
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15:46:56  <Belugas> isn't it the customcheck stuff?
15:46:59  <Belugas> wondering..
15:47:13  <Belugas> i should go back to work@work :(
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16:27:00  <Wolf01> hello
16:29:47  <Bjarni> hi Wolf01
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16:42:27  <Noldo> puuh
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17:01:54  <ThePenguin> Where do I set the revision number in the SVN? What file is it?
17:03:34  <Eddi|zuHause3> rev.cpp?
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17:03:54  <Eddi|zuHause3> ./configure --help
17:04:05  <ThePenguin> I'm on windows
17:04:19  <Eddi|zuHause3> that doesn't stop you :p
17:04:29  <Wolf01> do you have tortoiseSVN installed?
17:04:29  <glx> there's a compile flag for that
17:04:31  <Eddi|zuHause3> (hopefully)
17:04:34  <ThePenguin> yes
17:04:53  <glx> what compiler?
17:05:05  <Wolf01> to check the revision you can right click on the trunk folder and then properties->svn
17:05:13  <ThePenguin> Microsoft Visual C++ 2008 Express Edition
17:05:15  <Wolf01> then follow their indications
17:06:12  <ThePenguin> no I mean in the source code instead of it being OpenTTD norev000 make it OpenTTD rev1000
17:06:43  <glx> no need to change the source code, you just need to add a flag in projects settings
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17:10:33  <ThePenguin> which flag is it?
17:10:51  <ThePenguin> I'm really new to C++ and compiling
17:12:36  <Noldo> don't worry about the norev
17:12:39  <Eddi|zuHause3> that kind of information really should go into the wiki
17:13:24  <glx> Eddi|zuHause3: if not used carefully we can get many desync report
17:14:03  <Eddi|zuHause3> yeah, it should come with a big fat warning, of course
17:15:00  <Eddi|zuHause3> but it's the same with norev000 being able to join any server...
17:15:21  <glx> any norev000 server IIRC
17:15:41  <Rubidium> yup... only norev000 servers can be joined by norev000 clients
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17:18:58  <Nickman> hi all
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17:24:19  <Noldo> Rubidium: I need your opinnion
17:25:06  <Rubidium> get a proper spell checker <- that kind of opinion?
17:25:51  <Noldo> I noticed your comments on FS1114, I can make the changes you proposed, but I would also like to make Money into class
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17:29:48  <Noldo> The question is if you would rather commit fixed FS1114 with Money the way it is now or first do the Money changes and then get back to CommandCost
17:30:12  <Noldo> not implying that either is the certain future
17:33:12  <Rubidium> hmm...
17:33:51  <Rubidium> better idea: make a templated class for overflow safe calculations and make Money an instantiation of that template and then use money in CommandCost
17:34:25  <Rubidium> that way we can reuse the overflow safe calculations everywhere without the need to "misuse" Money or CommandCost for it
17:34:34  <Noldo> good idea
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17:37:56  <Noldo> is it enough that it works only for signed values?
17:39:49  <Rubidium> you can easily make it work for unsigned values too (I think)
17:44:54  <Noldo> how can I get the max/min values of given type compile time ?
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17:45:16  <glx> there are #define IIRC
17:45:20  <Rubidium> the "user" has to supply them?
17:45:43  <Rubidium> OverflowSafeInt<int64, INT64_MIN, INT64_MAX>
17:45:51  <Noldo> glx: given as in template
17:46:15  <Noldo> that even makes it more reusable
17:51:01  <Noldo> I need to have "OverflowSafeInt operator+(int64 a, OverflowSafeInt b);
17:52:54  <CIA-1> OpenTTD: glx * r11088 /trunk/src/ (economy.cpp vehicle_gui.cpp): -Fix (r11063, r11067): MSVC warning C4804: '>' : unsafe use of type 'bool' in operation
17:53:06  <glx> nice lag CIA-1
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17:55:42  <Noldo> helpers.hpp is a good place for this?
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18:28:27  <Progman> are the struct with functions are going to be converted to classes?
18:29:53  <blathijs> Progman: There isn't really any difference
18:30:28  <Progman> thats my point
18:32:14  <Rubidium> the only difference is scope
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18:39:13  <blathijs> Rubidium: scope? You mean default visibility?
18:39:39  <blathijs> Progman: So, there wouldn't be any "converting" needed, just changing of syntax for consistency :-)
18:40:09  <blathijs> Progman: And I don't know if we're gonna do that, perhaps when somebody feels like it :-)
18:40:25  <Rubidium> yes, meant visibility
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19:16:34  <Progman> bug or feature? if you'r running in fast-mode, it runs faster if there is less visible (of the game-window)
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19:19:25  <SmatZ> feature
19:19:27  <Belugas> neither bug nor feature.  normal logic
19:19:34  <Belugas> less to paint less work to do
19:19:36  <Belugas> i think
19:19:41  <Wolf01> less load for your computer
19:19:45  <Progman> sure
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19:22:25  <Progman> but I espect the game just runs N times faster, not faster if there is nothing to draw
19:22:44  <Rubidium> Progman: then you are flawed
19:22:52  <Rubidium> or at least your expectation
19:22:59  <Rubidium> it runs as fast as it can possibly go
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19:42:20  <Tefad> Progman: remember swallow mode in simcity?
19:42:32  <Tefad> it just runs the game full throttle.
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19:43:54  <Tefad> agreed there could probably be a patch for straight N multipliers of speed.. but i doubt anyone cares enough to add it, or if it would be accepted as a useful feature
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19:57:58  <MrBrrr> Which function would be a good starting point to start reading on the load/unload functionality of trains?
19:58:21  *** G [~njones@202.154.154.157] has quit [Ping timeout: 480 seconds]
19:59:14  <Rubidium> LoadUnloadVehicle?
19:59:33  <MrBrrr> Thanks ;)
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20:41:57  <Wolf01> 'night
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21:27:49  <lenmx4more> hello
21:28:06  <lenmx4more> some there ? :D
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21:29:36  <nairan_zzZZ> no
21:29:45  <Rubidium> depends what "there" is
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21:30:29  <nairan_zzZZ> no
21:30:52  <lenmx4more> ^^
21:31:18  <lenmx4more> i got one question about making a game on the internet with openttd :D
21:31:57  <nairan_zzZZ> just ask =)
21:31:59  <lenmx4more> when i open a game on the internet my friend cant see my game @ the list : /
21:32:21  <nairan_zzZZ> did he  choose the option advertise server?
21:32:40  <lenmx4more> ya
21:33:19  <lenmx4more> i thought it could be the firewall
21:33:26  <Rubidium> @openttd ports
21:33:26  <DorpsGek> Rubidium: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advertise) communication (outbound)
21:34:12  <lenmx4more> hm nice i try out :D
21:35:40  <Rubidium> as long as your server does not show up at servers.openttd.org you haven't configured your firewall properly
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21:56:03  <nairan_zzZZ> ini: trailing characters at end of setting 'advanced vehicle list'
21:56:15  <nairan_zzZZ> ini: trailing characters at end of setting 'loading indicators'
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21:56:30  <nairan_zzZZ> i get that at start and after ending ottd.
21:56:52  <Rubidium> either remove those lines from your config file or modify the settings for those patches in-game
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21:58:20  <nairan_zzZZ> hmm i dont find those options in config ingame.
21:59:28  <Rubidium> they're both under patches -> interfaces
22:02:52  <nairan_zzZZ> nm deleting those 2 lined in the cfg fix it
22:04:37  <nairan_zzZZ> ok found it there too =) thanks.
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23:23:40  <wleader> hello
23:24:00  <wleader> anyone got a few minutes to help me figure out a problem with my code.
23:24:02  <wleader> ?
23:26:54  <wleader> I am working on a patch that required me to call GrowTown in town_cmd.cpp from code in clear_cmd.cpp. The problem is that GrowTown isn't in town.h like other functions in town_cmd.cpp. But when I add it to town.h, I get a a linker error: LNK2019: unresolved external symbol. I have to admit that I'm not really experienced enough to know why or what to do about it.
23:29:01  <ln-> remove "static" from the function definition, if it is there.
23:29:45  <wleader> It is there, and I did remove it. I got a similar error, but I don't recall exactly, let me try and see what happens again.
23:30:33  <ln-> the "static" can't be there, that's for sure.
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23:30:48  <wleader> error LNK2019: unresolved external symbol "bool __fastcall GrowTown(struct Town *)" (?GrowTown@@YI_NPAUTown@@@Z) referenced in function "class CommandCost __fastcall CmdPurchaseLandArea(unsigned int,unsigned int,unsigned int,unsigned int)" (?CmdPurchaseLandArea@@YI?AVCommandCost@@IIII@Z)
23:31:33  <wleader> I really wish that meant something to me.
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23:35:35  <wleader> any other ideas?
23:35:56  <glx> it's a linking error
23:36:04  <wleader> yeah.
23:36:46  <wleader> just to be sure I cleaned, and rebuilt, with the same results.
23:38:03  <SmatZ> did you remove static at town_cmd.cpp: 1190 and : 600 ?
23:39:00  <wleader> Ah, I missed the one at 600.
23:39:30  <wleader> Build: 2 succeeded, 0 failed, 1 up-to-date, 0 skipped
23:39:35  <wleader> Time to test the changes.
23:39:48  <wleader> Thanks ln, glx, SmatZ.
23:44:35  <SmatZ> nice
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23:46:11  <ln-> http://www.youtube.com/watch?v=weOcrP7u7Y8
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