Config
Log for #openttd on 31st December 2009:
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00:01:20  <SpComb> well, the ECS shutdowns happen for me in 1926-01-01 even if I play with normal daylength
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00:05:27  <Eddi|zuHause> SpComb: george has some weird scheme of calculating production
00:05:46  <Eddi|zuHause> which apparently depends on the exact number of ticks during one month
00:06:25  <SpComb> but that doesn't cause the industry shutdowns, rather, some separate issue?
00:06:43  <Eddi|zuHause> no, the industry shutdowns are a "feature" ;)
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00:09:43  <CIA-1> OpenTTD: rubidium * r18672 /trunk/src/crashlog.cpp: -Codechange: mention the game date in the crash log
00:10:47  <SpComb> sounds to me suspiciously like he wants to keep the production/month constant
00:10:55  <SpComb> but "As I wrote, such better calculation is a wish, not a must. It would not change the behaviour dramatically"
00:11:25  <SpComb> so I'm not sure what the whole hooplah about a newgrf var is, really
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00:47:54  <Terkhen> good night
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02:03:10  <Eddi|zuHause> hm... i can't figure out anymore where transfer credit is added to the vehicle, to replace that with real money instead
02:08:38  <Eddi|zuHause> i don't know if it is because it's so oo-ified now, or because it's so late
02:08:53  <Eddi|zuHause> i figure it's in "CargoPayment::PayTransfer" but i can't point my finger on it...
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03:09:03  <gathers> When adding new values to table/settings.h, how do I know what value to use before SL_MAX_VERSION?
03:13:47  <Eddi|zuHause> you need to increase SAVEGAME_VERSION and use that value
03:15:41  <gathers> it's an extern, where is it defined?
03:16:22  <Eddi|zuHause> saveload.cpp or something
03:17:46  <gathers> thanks, chasing it down now :)
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03:44:24  <sparr> can anyone recommend a [semi]public server where there is less risk of players joining just to ruin the game?
03:44:32  <PeterT> #jonty
03:44:38  <PeterT> like I (we) said before
03:44:53  <PeterT> or this, if he can get it running: http://www.tt-forums.net/viewtopic.php?f=29&t=46545
03:45:18  <sparr> tried there, not a good fit.  will check the forum, thanks
03:45:41  <PeterT> you joined the server, how?
03:48:22  <sparr> i mean #jonty
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03:49:06  <PeterT> why not, sparr/
03:50:32  <sparr> people keep telling me i am playing wrong.  "don't put an airport there", "don't build tracks there", "don't terraform there"
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06:02:27  <roboboy> If ive downloaded source using mercurial can I still apply a patch downloaded off the forums using TortoiseMerge?
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07:11:32  <Rubidium> if it's the one for hg then it probably can
07:15:09  * Eoin smells a OpenTTD Dev
07:20:48  <roboboy> ok
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07:37:04  <Terkhen> good morning
07:39:18  <CIA-1> OpenTTD: peter1138 * r18673 /trunk/src/screenshot.cpp: -Fix (r17943): Deja vu: 3 byte structs are padded to a word on ARM.
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08:16:49  <George> Hi
08:17:07  <George> I would like to ask about CB 29 and CB 35
08:17:29  <George> What do var 18 stores during CB 29/35?
08:18:17  <George> and what do var 10 do?
08:19:53  <George> Wiki says Variable 18 contains 32 random bits to help randomizing the decision
08:20:09  <George> But my tests makes me to be confused
08:20:27  <George> // set IR1[1]b3-7 to 25 with 1% probability
08:20:27  <George>  9711 * 38	 02 0A 60 89
08:20:27  <George>                  1A 20 00 C8 00 00 +
08:20:27  <George>                  7C 01 20 FF 07 FF FF 10
08:20:27  <George>                  1A 00 01 00 00 00
08:20:28  <George>                  01 6F 00 00 00 00 00 00 00 00 00 6F 00
08:20:28  <George>  9712 * 17	 02 0A 50 85 18 18 FF FF 01 60 00 00 00 8F 02 71 00
08:20:30  <George>  9713 * 17	 02 0A 51 85 18 18 FF FF 01 60 00 00 00 47 01 71 00
08:20:30  <George>  9714 * 17	 02 0A 52 85 18 18 FF FF 01 60 00 00 00 A3 00 71 00
08:20:33  <George>  9715 * 17	 02 0A 53 85 18 18 FF FF 01 60 00 00 00 51 00 71 00
08:20:33  <George>  9716 * 17	 02 0A 54 85 18 18 FF FF 01 60 00 00 00 28 00 71 00
08:20:34  <George>  9717 * 17	 02 0A 55 85 18 18 FF FF 01 60 00 00 00 14 00 71 00
08:20:34  <George>  9718 * 17	 02 0A 56 85 18 18 FF FF 01 60 00 00 00 0A 00 71 00
08:20:37  <George>
08:20:37  <George>  9719 * 35	 02 0A 61 81 7F 0A 00 FF 06
08:20:39  <George>                  51 00 05 05
08:20:39  <George>                  52 00 06 06
08:20:40  <George>                  53 00 07 07
08:20:40  <George>                  54 00 08 08
08:20:42  <George>                  55 00 09 09
08:20:42  <George>                  56 00 0A 0A
08:20:44  <George>                  50 00
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08:20:51  <George> where param 0A stores the map size
08:21:03  <George> // Write map sise to param 0A
08:21:03  <George> //@@warning disable 123
08:21:03  <George>    24 * 9	 0D 0A \D= 13 FE FF FF 00 00
08:21:03  <George> //@@warning enable 123
08:21:47  <George> but abot 50% of industries have this 1% on the first available day
08:21:55  <George> Why does it happen?
08:22:46  <George> IMHO, 1% probility would in average mean that 1% of industries would generate this event
08:22:57  * Eoin wants to learn NFO coding
08:23:07  <Eoin> all i know is VB, and that sucks :D
08:23:07  <George> What am I doing wrong?
08:23:37  <George> Belugas, Rubidium: Are you here?
08:26:29  <peter1138> do you not document your nfo? :p
08:26:56  <George> what do you mean
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08:27:11  <Eoin> peter1138! teach me nfo you!
08:27:17  <George> BTW, looks like I understood where the problem is
08:27:47  <George> I shift 3 bytes of DWORD, and looks like the upper byte is 0
08:28:14  <George> peter1138: Doesn't comments are documentation?
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08:32:33  <peter1138> your shift is 18
08:33:10  <peter1138> the top byte of the original dword shouldn't be 0
08:33:16  <peter1138> but... why are you shifting?
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08:36:04  <Eoin> ..i dont get NFO
08:36:07  <Eoin> its all Numbers
08:36:14  <Eoin> and you understand them mad people
08:37:04  <peter1138> only by reading the spec
08:38:18  <Eoin> still dont
08:38:21  <George> peter1138: it was my fault. I supposed to read the highest bytes, but by error counted it as 18, not 10. Now I fixed it
08:39:02  <George> Noy the top byte of the dword, but the top byte of the dword with shift=18
08:39:11  <George> it's 5-th byte is 0
08:41:02  <George> My first idea was it chould keep garbage
08:42:31  <roboboy> where can I find information about the openTTD networking protocol?
08:42:36  <roboboy> the wiki?
08:43:59  <Alberth> the source code?
08:44:27  <roboboy> ok
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09:30:32  <Rubidium> depends on what information about the protocol you want
09:31:10  <Rubidium> there's some on the wiki, but as usual it's outdated. I've removed it once because it was outdated and then another 'moron' added it and it again became outdated
09:33:27  <roboboy> mainly info about how to get the basic info thats provided in the multiplayer lobby like how many years the games gone on for and the number of companies
09:34:00  <Rubidium> that's an udp packet, see core/udp.h or so
09:34:25  <roboboy> ok thanx
09:34:29  <Rubidium> src/network/core/udp.h, not src/core...
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10:10:39  <andythenorth> uhm
10:11:02  <andythenorth> I need to use tile prop 60 to find out if a tile has water on it
10:11:03  <andythenorth> http://wiki.ttdpatch.net/tiki-index.php?page=VarAction2IndustryTiles
10:11:17  <andythenorth> I'm not sure (a) if it's possible (b) how to do it if it possible
10:11:51  <andythenorth> I think it's possible.
10:13:42  <peter1138> fully water?
10:14:07  <_ln> http://news.bbc.co.uk/2/hi/europe/8435857.stm
10:14:23  <andythenorth> peter1138: yes
10:14:46  <andythenorth> I'm tackling the *interesting* problem of building an industry on the coastline...
10:15:08  <peter1138> so bits 0-4 == 0 and bit 9 == 0
10:16:19  <peter1138> so check var 60 using a word varaction with a mask of 0x021F
10:16:43  <peter1138> if value is 0x0200 then it is flat water
10:16:54  <andythenorth> word varaction or dword
10:17:13  <andythenorth> wiki implies dword...
10:17:15  <peter1138> word
10:17:19  <andythenorth> interesting
10:17:34  <peter1138> you could use dword but you don't care about the upper 16 bits anyway
10:17:44  <andythenorth> ah ok
10:17:55  <peter1138> unless you want to restrict to sea tiles... hemmm
10:18:17  <peter1138> in which case mask 0x00FF021F and hope for 0x00000200
10:19:23  <peter1138> the power of nfo, you are checking 3 separate variables in one 'statement' ;)
10:19:42  <andythenorth> peter1138: this is where you observe what an nfo dumbass I am :|
10:19:43  <andythenorth> frosch normally gets that pleasure
10:20:15  <peter1138> hehe
10:20:26  <peter1138> i'm only good at this bit
10:20:35  <peter1138> i can't actually make a complete working set ;p
10:21:24  <andythenorth> http://paste.openttd.org/220810
10:21:26  <andythenorth> hmm
10:21:44  <andythenorth> oops
10:21:50  <andythenorth> seen one mistake already
10:22:34  <andythenorth> (fixed ...use 89 for dword instead of 85 )
10:23:07  <andythenorth> code doesn't work though :|
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10:26:32  <peter1138> hehe
10:27:13  <peter1138> you've got the mask and value the wrong way
10:27:20  <peter1138> eh, maybe the value's okay
10:27:30  <peter1138> mask should be "1F 02 FF 00"
10:27:35  <peter1138> at least... i think
10:27:45  <andythenorth> I've also got a linter failure :o
10:30:41  <andythenorth> omg.  it works
10:30:44  <andythenorth> peter1138: thanks muchly
10:31:16  <andythenorth> that was less painful than I expected.  Industry transcending coast: done
10:31:27  <andythenorth> although I haven't found all the weird edge cases yet :o
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10:34:25  <peter1138> it actually works? nice :D
10:35:06  <andythenorth> seems perfect so far....
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10:38:16  <andythenorth> what a lot of fishing harbours I just built :)
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10:38:29  <Eoin> anyone know the size of international airport?
10:39:00  <andythenorth> http://wiki.openttd.org/Airports
10:39:20  <Eoin> ah, there is indeed the wiki
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10:41:21  <CIA-1> OpenTTD: peter1138 * r18674 /trunk/src/ (6 files in 4 dirs): -Feature (FS#3459): Configurable slope steepness for trains from 0% to 10%, default is 3% as before (mostly by Terkhen)
10:41:51  <andythenorth> ^^ nice
10:42:12  <andythenorth> all trains?  or depending on cargo?
10:42:17  <peter1138> all trains
10:42:19  <Terkhen> I did not know about {STRING1}%
10:42:24  <Terkhen> :)
10:42:32  <andythenorth> how does it interact with freight weight multiplier?
10:42:38  <peter1138> still affected
10:42:45  <Alberth> Terkhen: you learn something every day :)
10:42:51  <peter1138> Terkhen, it's a literal % :)
10:43:21  <peter1138> Terkhen, so it just prints it as a number that happens to have a % symbol on the end
10:43:57  <peter1138> andythenorth, i guess most people who care already have a freight weight multiplier set. they can adjust that down a bit if they want.
10:44:09  <Terkhen> I see
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10:45:14  <peter1138> set to 5% and hills should be a bit more ttdpatch-like.. if you like that kind of thing
10:46:48  <andythenorth> well it's always nice to have something new to try...
10:49:05  <andythenorth> hmmm I've never sliced or coded industry tiles before
10:49:27  <andythenorth> might as well learn with a difficult one
10:49:30  <andythenorth> :P
10:49:33  <peter1138> heh
10:49:38  <peter1138> i did make a station grf
10:49:41  <peter1138> very simple
10:49:50  <peter1138> single-tile only waypoints
10:49:53  <peter1138> and Born_Acorn did the graphics
10:50:01  <peter1138> oh, and the buffers
10:50:12  <peter1138> okay, so i have made working newgrfs... never mind
10:50:22  <andythenorth> :)
10:50:23  <Eoin> lolk
10:51:12  <andythenorth> hmm can't escape negatives
10:51:22  <andythenorth> I suppose I should read the docs before coding this...
10:51:39  <andythenorth> chrome is not all that it could be
10:54:47  <andythenorth> anyone know if I *can* escape negative values in nfo?
10:55:06  <andythenorth> tile offsets support signed bytes, but the patch wiki has nothing on escaping -ve
10:59:36  <planetmaker> moin
10:59:56  <planetmaker> I didn't find any signed escapes either ... and have been missing them, too
10:59:56  <andythenorth> morning
11:00:33  <andythenorth> oh well working out signed bytes is always fun
11:00:39  <andythenorth> makes me feel 1% smarter anyway
11:00:47  <planetmaker> value +0x80
11:01:05  <planetmaker> or 128d
11:01:32  <planetmaker> maybe I should write a pre-processor macro for that ;-)
11:06:47  <andythenorth> oh balls, the z layering is wrong on my industry tiles
11:06:50  <andythenorth> unexpected
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11:09:24  <Alberth> planetmaker: I always do (~n + 1)
11:10:03  <planetmaker> Alberth: yes, but that doesn't work in NFO :-)
11:10:57  <planetmaker> and the pre-processor won't change that to a plain hex number
11:11:30  <Alberth> I knew it would be too easy :)
11:12:13  <planetmaker> all one can use is what nforenum supplies and with my usual makefiles for newgrfs what can be done with the gcc pre-processor
11:13:08  <Alberth> I'd use m4, but don't know whether it can output hex numbers
11:13:33  <peter1138> 256 - n
11:13:59  <planetmaker> you can use decimal numbers, too. \b255
11:14:08  <peter1138> or +n i suppose, n being negative... heh
11:17:33  <andythenorth> is there a list of default ttd sprites (with sprite numbers) anywhere
11:17:38  <andythenorth> opengfx?
11:18:16  <andythenorth> playing lucky dip with several thousand sprites is getting dull...
11:18:40  <peter1138> decode opengfx and pick the sprite you want?
11:19:35  <planetmaker> peter1138's option is the best overview available indeed. You only need to decode ogfx1_base.grf
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11:20:04  <planetmaker> other climates replace the appropriate climate-specific sprites
11:20:21  <MyCatSchemes> Alberth, m4? Are you honestly crazy?
11:20:55  <planetmaker> MyCatSchemes: it's not crazy at all
11:21:07  <MyCatSchemes> I don't mean to be negative, but I've always associated m4 with sendmail.cf and autotools.
11:21:19  <planetmaker> He's not the first to propose that. Nor would he be the first to do it. And I have also already thought about it.
11:21:26  <planetmaker> The C pre-processor is kinda limited.
11:21:44  <Alberth> m4 is a nice macro processor, as long as you don't try to configure a mail system with it :)
11:21:46  <planetmaker> And you probably never wrote NFO
11:21:48  <MyCatSchemes> Given that history, well. Do we really want to make NFO any more Lovecraftian?
11:22:14  <planetmaker> Maybe I should download and install it. Just for the joy of it;-)
11:22:40  <planetmaker> but then... I already have a few scripts in awk ;-)
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11:23:07  <Alberth> never did awk, use Python for that
11:23:27  <MyCatSchemes> I'd have thought you'd probably already have m4 installed, just because of the likelihood that you'd have (at least once before) found yourself needing to re-generate a configure script.
11:24:04  <Alberth> that depends on your OS :)
11:24:29  <Alberth> apparently macs come without m4
11:24:39  <planetmaker> by default it seems
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11:24:49  <planetmaker> But I never extensively looked for it either so far
11:26:15  <planetmaker> well... it exists :-)
11:26:27  <planetmaker> and is installed, so seems to be part of the dev tools
11:26:35  <Alberth> makes sense
11:27:14  <planetmaker> hm, is m4 part of the mingw install?
11:27:25  <MyCatSchemes> I thought it was.
11:27:32  <MyCatSchemes> I'm pretty certain that it's included in Xcode.
11:27:37  <Alberth> ls
11:27:49  <MyCatSchemes> Linux users who don't have it already are living in a state of sin. ;)
11:27:50  <planetmaker> one of the main reasons I didn't look at it so far is that I'd like my newgrfs buildable on any system with the least hassle
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11:28:04  <planetmaker> mingw is already much for many windows users :-)
11:28:08  <planetmaker> as is mercurial
11:28:15  <MyCatSchemes> Boo, hiss.
11:28:30  <MyCatSchemes> If people can't be bothered to install Hg then that's their issue.
11:28:40  <MyCatSchemes> Not too big of an issue either - they can just download the tip. :P
11:28:41  <planetmaker> MyCatSchemes: no, it's not.
11:29:07  <planetmaker> The goal of the makefile system I provide for newgrfs is to make the barrier to actually make a newgrf as low as possible
11:29:24  <planetmaker> so considering the ease or not of the required installs is a very valid point IMO
11:29:30  <MyCatSchemes> planetmaker, I respect that that's a valid reason to shy away from m4.
11:29:48  <Rubidium> but... you need m4 for m4nfo
11:30:09  <planetmaker> :-)
11:30:10  <MyCatSchemes> Hg, less so. People who want to participate in development have a lot more work ahead of them than just installing a smallish VCS anyway.
11:30:41  <MyCatSchemes> People who simply want to make use of your code can just pull down the tip tarball that hgweb provides anyway.
11:31:16  <planetmaker> Rubidium: if he'd supply his macro collection those articles might actually be useful
11:31:33  <planetmaker> But then I doubt it will ever happne.
11:31:35  <planetmaker> *happen
11:32:18  <MyCatSchemes> http://www.tt-ms.de/forum/showthread.php?tid=4327 ?
11:32:56  <planetmaker> yes
11:33:13  <MyCatSchemes> I love the combination of English title ("M4nfo - a macro library for generating nfo code for TTDPatch and OpenTTD newgrfs") and entirely Deutsch text. :)
11:33:36  <planetmaker> hehe
11:33:44  <MyCatSchemes> Y'know what'd just be wrong? Prolog NFO generation.
11:33:51  <planetmaker> loool
11:34:01  <planetmaker> that'd be madness pure
11:34:13  <MyCatSchemes> The programming language that nobody can understand being spat out by the programming language that nobody wants to understand.
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11:35:12  <planetmaker> NFO is understandable... after you were exposed to it for a few months ;-)
11:36:12  <planetmaker> it's just not really nicely readable
11:36:27  <planetmaker> the underlying concept is pretty simple actually
11:37:02  <planetmaker> anyway... got 2 go. Catch you later
11:37:07  <andythenorth> bye pm
11:41:20  <andythenorth> which way is north, in the game?  Is the compass rotated 45'
11:41:20  <andythenorth> ?
11:43:14  <Rubidium> ^
11:44:00  <Rubidium> trains going / go from south-west to north-east (or vice versa)
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12:09:01  <Eddi|zuHause> hey... what's the problem with prolog?
12:09:14  <Eddi|zuHause> i found it to be a very "logical" language ;)
12:09:37  <MyCatSchemes> Q: How many Prolog programmers does it take to change a light bulb?
12:09:46  <MyCatSchemes> A: No.
12:09:59  <Eddi|zuHause> :)
12:10:36  <MyCatSchemes> It's my favourite lightbulb joke yet.
12:11:08  <Eddi|zuHause> but really... i found it very simple to map a simple sequential program to prolog
12:12:38  <MyCatSchemes> Mmm. Last two times I tried writing anything in Prolog, I just gave up and pretended it was Lisp on the first try, and actually made decent use of backtracking and unification on the second.
12:14:14  <MyCatSchemes> By "pretending it's Lisp" I mean I wrote a functional program, translating it into Prolog by adding an extra parameter for the output value in order to turn my functions into predicates.
12:14:24  <Eddi|zuHause> i fail to produce anything _practical_ in any language... the languages itself are "fun" ;)
12:14:27  <MyCatSchemes> It's, um, a lot more fun when you don't do that.
12:15:05  <MyCatSchemes> I mean I do actually like programming in functional style, but abusing a perfectly good logical language like that was a little disappointing.
12:15:11  <Alberth> Eddi|zuHause: with 'english' you seem to do well :)
12:15:43  <MyCatSchemes> But hey, thank $deity for the call/* predicate! ^^
12:15:51  <Eddi|zuHause> Alberth: that's for single sentences... as soon as it comes to longer self-written texts, it fails
12:16:24  <MyCatSchemes> Actually, that does raise a good question. What's the easiest somewhat-esoteric language to package for Windows users? :D
12:16:56  <Eddi|zuHause> one that ships with an interpreter implemented in bat/cmd ;)
12:21:06  <Alberth> I like Piet as visual programming language :p
12:21:27  <Alberth> http://www.dangermouse.net/esoteric/piet.html
12:21:27  <MyCatSchemes> Visual Piet for COMMAND.COM would be quite impressive.
12:21:46  <MyCatSchemes> I like the way Piet makes everything look like an Andy Warhol painting.
12:22:08  <MyCatSchemes> Oh no, I fail modern art forever.
12:22:12  <MyCatSchemes> Oh well. Still, it's pretty. :)
12:22:19  <peter1138> hmm, so is M4nfo any good? ;p
12:22:54  <peter1138> lots of documentation but i can't read any of it
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12:25:23  <Eddi|zuHause> i'm not sure what it does either...
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12:39:42  <Coco-Banana-Man> [13:16:42] <MyCatSchemes> Actually, that does raise a good question. What's the easiest somewhat-esoteric language to package for Windows users? :D <--- hmm, esoteric..? Probably Vatical: http://www.nordem.com/nd/misc/vatical.htm :P (unfortunately I can find it in German only :( )
12:43:11  <MyCatSchemes> Coco-Banana-Man, thank you and thank Google Translate. ^^
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12:47:04  <MyCatSchemes> Coco-Banana-Man, darn, I don't think that I can actually program in that. :)
12:47:17  <Coco-Banana-Man> ^^
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12:50:12  * roboboy wonders if opentd is still committed to supporting the DOS TTD base files
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12:50:27  <Rubidium> roboboy: why?
12:51:03  <Rubidium> or do you mean the DOS TTD music files?
12:51:15  <roboboy> im just wondering as I used to have the DOS version but switched due to not being able to play on any server that uses GRF's
12:51:27  <roboboy> graphics and sound
12:51:32  <peter1138> should work fine these days
12:51:41  <peter1138> although DOS TTD misses some sprites IIRC
12:51:51  <roboboy> hm shall consider trying
12:52:03  <Rubidium> peter1138: yes, it misses the fish thingy sprites
12:52:08  <peter1138> oh
12:52:22  <peter1138> thought there was an industry related one as well
12:52:48  <peter1138> roboboy, basically you can use windows-ttd newgrfs and it'll do appropriate stuff to the palette
12:53:00  <peter1138> wasn't that in a few releases ago?
12:53:00  <roboboy> I remember I couldnt play mp because the DOS versions of GRF's had different md5 sums to their windows counterparts
12:53:13  <Rubidium> roboboy: yes, but then just use the Windows GRF
12:53:37  <roboboy> so one can use the DOS base grfs and windows new grfs
12:53:52  <Rubidium> yes
12:54:02  <roboboy> thats nice to know
12:54:59  <roboboy> but I remember dos ttds sample.cat or was it its music is totally different to the windows music or sample.cat and thus I had no music or samples
12:55:00  <Rubidium> although OpenTTD always assumes that the NewGRF has the same palette as be base NewGRF (as default), so if you're using the DOS base GRFs and want to load a Windows NewGRF you need to toggle the palette for that NewGRF (which is just a simple click of the mouse)
12:55:13  <Rubidium> roboboy: it's the music
12:55:22  <Rubidium> and that's still not supported
12:55:27  <Rubidium> and I doubt it ever will be
12:55:40  <roboboy> ok
12:56:06  <roboboy> would it mean reverse engineering the DOS versions sound system?
12:56:23  <Rubidium> well, the music file format
12:56:39  <roboboy> ok
12:58:04  <Rubidium> although it might be not much more than midis in the sample.cat container
12:58:44  <Rubidium> but then there are a few different music files, probably for different sound cards
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13:01:02  <roboboy> happy new year
13:01:25  <Rubidium> still... 3 hours later than those on Christmas Island
13:02:29  <Rubidium> hmm, but weren't you in an off-by-30 minutes timezone?
13:03:08  <roboboy> Australia Sydney
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13:08:52  <Rubidium> roboboy: why does your name always make me think of http://www.youtube.com/watch?v=d1kE9nGbPwA ?
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13:17:23  <roboboy> http://ttdpatch.net/chris_becke_ttdlx.html#hack has some information
13:18:46  <Rubidium> that's basically what I already said
13:20:22  <roboboy> it says the dos music cats contain midi.pat files or something
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13:21:04  <Eddi|zuHause> aren't .pat files something like the instrument samples?
13:21:13  <Eddi|zuHause> for certain sound cards
13:21:51  <roboboy> the website I linked to says they are supposed to be some sort of midi stream
13:22:51  <Rubidium> roboboy: midi's are instrument samples
13:23:45  <roboboy> yeah
13:24:09  <roboboy> I wonder if the pats could be converted to midi somehow
13:24:40  <peter1138> midis are not samples :s
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13:27:47  <zar> i've seen the musics converted to midi
13:27:52  <zar> somewhere
13:27:58  <Eddi|zuHause> midis are explicitly _not_ the samples
13:28:02  <paul> Hello all
13:28:23  *** paul is now known as Guest1293
13:28:33  *** Guest1293 is now known as Polochon_street
13:28:54  <planetmaker> hello paul/ Polochon_street / Guest1293
13:29:10  <Polochon_street> Hello :)
13:30:15  <Polochon_street> Do you know how I can translate some part of openttd in French (like coal truck etc)
13:30:52  <Eddi|zuHause> Polochon_street: there exists a french translation
13:33:52  <Polochon_street> Yeah but some parts are not translated...
13:34:05  <planetmaker> I'm also pretty sure it's 100% translated. Newgrfs, of course might not
13:34:14  <planetmaker> Chances are good that they're not, but default: yes
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13:35:31  <glx> openttd french translation is complete :)
13:35:55  <glx> grf translation depends on the grf authors
13:35:59  <Polochon_street> You're sure? Because some things like "oil truck" or "coal tanker" are not translated
13:36:00  <planetmaker> hehe. would be a shame, if there's a French dev and it not being complete
13:36:15  <Rubidium> planetmaker: yeah, that would be a shame :)
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13:36:22  <glx> these strings should come from a grf :)
13:36:34  <planetmaker> What newgrfs do you use, Polochon_street
13:36:56  <glx> oh I have a new string to translate :)
13:37:05  <planetmaker> hehe. I did that today already ;-)
13:37:12  <planetmaker> nice features
13:37:45  <glx> weird there's still a pending string
13:37:54  <Polochon_street> ...all of those who are availabe
13:37:58  <glx> it should have been commit yesterday
13:38:33  <Rubidium> glx: really? Skiper changed that string after you did
13:38:41  <Polochon_street> So, sorry...
13:38:59  <glx> ha right
13:39:10  <glx> so he changed it after the commit
13:39:28  <Polochon_street> I find something not translated :>
13:39:45  <Polochon_street> In the options
13:40:04  <planetmaker> Polochon_street: might be.
13:40:11  <Rubidium> Polochon_street: what version are you using?
13:40:13  <glx> there's only 1 untranslated string in current HEAD
13:40:22  <Polochon_street> 1.00 beta
13:40:33  <Polochon_street> without the original files, of course :D
13:40:54  <glx> quite possible there's a missing translation in beta
13:40:56  <planetmaker> despite that, you can of course apply as translator :-)
13:41:05  <Rubidium> might be that glx wasn't fast enough with translating just before that
13:41:07  <Polochon_street> How can i do it?
13:41:21  <Eddi|zuHause> planetmaker: you "apply for" something
13:41:23  <planetmaker> write an email to translator-openttd.org
13:41:28  <Polochon_street> Ok
13:41:30  <Polochon_street> Thanks
13:41:35  <planetmaker> Eddi|zuHause: yes.
13:41:37  <Rubidium> planetmaker: rather refer them to the faq of the translator tool
13:41:55  <planetmaker> But I guess unless there are good reasons to turn that down... I guess it will be granted.
13:42:03  <planetmaker> ok, Rubidium
13:42:11  <Polochon_street> So I will send a mail.
13:42:14  <Polochon_street> Goodbye !
13:42:23  <Rubidium> Polochon_street: no, first read the faq
13:42:28  <Polochon_street> Rubidium: Ok
13:42:31  <Rubidium> Polochon_street: http://translator.openttd.org/en/faq <- that one
13:42:48  <Polochon_street> Ok
13:42:51  <glx> {LTBLUE}Slope steepness for trains {ORANGE}{STRING}% <-- missing ':' in english I think
13:43:58  <planetmaker> yes
13:44:12  <PeterT> Can someone explain what the use of r18647 is?
13:45:13  <Eddi|zuHause> @openttd commit 18647
13:45:18  <DorpsGek> Eddi|zuHause: Commit by michi_cc :: r18647 /trunk/src (3 files) (2009-12-27 14:37:50 UTC)
13:45:19  <DorpsGek> Eddi|zuHause: -Fix: [YAPP] A train inside a station was not always found when checking for trains on a reserved path.
13:45:36  <PeterT> Sorry, wrong thing I typed it
13:45:40  <planetmaker> quite self-explaining I'd say
13:45:44  <PeterT> @openttd commit 18674
13:45:52  <DorpsGek> PeterT: Commit by peter1138 :: r18674 /trunk/src (6 files in 4 dirs) (2009-12-31 10:41:03 UTC)
13:45:53  <DorpsGek> PeterT: -Feature (FS#3459): Configurable slope steepness for trains from 0% to 10%, default is 3% as before (mostly by Terkhen)
13:45:54  <planetmaker> compile error on ARM systems
13:45:59  <PeterT> this ^^
13:46:03  <planetmaker> oh. other one :-)
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13:46:34  <planetmaker> send a train up a slope and change that setting
13:46:37  <planetmaker> a HEAVY train
13:46:39  <Eddi|zuHause> PeterT: obviously it adjust how openttd interprets a slope... higher values means steeper, so trains have more trouble
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13:47:07  <PeterT> So, somewhat like the train weight multiplier?
13:47:13  <planetmaker> no
13:47:19  <planetmaker> only for slopes
13:47:22  <PeterT> A smaller train would need more power to get up the slope
13:47:33  <PeterT> a _steep_ slope, anyway
13:47:41  <planetmaker> ?
13:48:08  <peter1138> smaller?
13:48:20  <planetmaker> It's just whether a slope in OpenTTD simulates a height increase of 100m over 100m on the horizontal of 1000m on the horizontal
13:49:01  <planetmaker> though 10% is only 10m on 100m horizontal distance. But that's steep
13:49:20  <Eddi|zuHause> PeterT: weight multiplier also affects acceleration on flat land
13:50:03  <planetmaker> weight multiplier is basically the weight, slope is well... the steepness of the slope. You need, of course, more power to climb a steeper slope
13:50:23  <peter1138> anyway, the use of it is: it adjusts gameplay
13:51:33  <PeterT> Does it make gameplay difficult?
13:51:54  <Eddi|zuHause> PeterT: do you have any idea what a slope is?
13:52:09  <MyCatSchemes> Yes. Very.
13:52:09  <PeterT> yes, of course
13:52:34  <Eddi|zuHause> PeterT: have you ever driven a car up a 10% slope?
13:52:40  <glx> harder if slope >3%, easier if <3%
13:52:42  <PeterT> yes
13:52:42  <MyCatSchemes> If you turn it all the way down then OpenTTD will act as if the ground is almost flat. You crank it up and you can simulate your trains dancing about on top of spikes. :)
13:53:02  <glx> (default/old being 3%)
13:54:05  <PeterT> MyCatSchemes: That explains it
13:54:51  <Eddi|zuHause> now... for that rack railway...
13:55:22  <glx> steel on steel is more fun ;)
14:00:51  <Belugas> hello
14:01:25  <roboboy> hello
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14:10:21  <roboboy> happy new year
14:10:40  <glx> already new year in au ?
14:10:56  <roboboy> yep
14:11:05  <roboboy> 10 mins
14:11:18  <glx> 9 hours left here :)
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14:20:58  * roboboy how many people run dedicated OpenTTD servers on windows
14:22:08  <roboboy> would it be worth allowing openttd to be run as a windows service?
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14:39:22  <andythenorth> hi Belugas
14:40:21  <Belugas> hey andythenorth
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14:46:12  * andythenorth wonders which is better.  really horrible action 2 code to check tile location, or some weird looking foundations
14:47:13  <Eddi|zuHause> from immediate user point of view, the code ;)
14:47:22  <andythenorth> meh
14:49:00  <andythenorth> http://www.tt-forums.net/viewtopic.php?f=26&t=41607&p=844506#p844506
14:49:14  <andythenorth> currently fishing harbour can build on corners
14:49:21  <andythenorth> which leads to some nasty looking foundations...
14:55:58  <PeterT> is there a wiki page on the shared directories in windows of OpenTTD?
14:56:08  <PeterT> I want to reference it in the MSYS guide
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15:00:09  <MyCatSchemes> andythenorth, that looks like a real dock to me with a little pier on it. :)
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15:02:34  <planetmaker> PeterT: there's the readme...
15:02:42  <PeterT> Yeah, I linked to it
15:03:16  <PeterT> planetmaker: http://wiki.openttd.org/Mingw#Testing_OpenTTD <-- How does that look?
15:04:22  <planetmaker> bad. We use OpenGFX ;-)
15:04:42  <PeterT> Lol
15:04:58  <andythenorth> planetmaker: how does FIRS look with opengfx?
15:05:24  *** Mucht [~Martin@chello080109200215.3.sc-graz.chello.at] has quit [Remote host closed the connection]
15:05:48  <planetmaker> and opensfx. Honestly It'd be better to link to some generic base set description or to the one which are free. Not proprietary stuff
15:06:33  <planetmaker> andythenorth: I cannot compare. I never looked at it with the default base set :-)
15:07:06  <PeterT> go ahead, it's a wiki
15:07:14  <PeterT> but you already know that ;-)
15:07:26  <planetmaker> you're the wiki guru ;-)
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15:07:57  <murr4y> http://i.imgur.com/ZT9iq.png
15:08:00  * planetmaker looks for an excuse...
15:08:09  <planetmaker> I still have a dirty flat to tidy before tonight ;-)
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15:58:28  <andythenorth> hmm
15:58:35  <peter1138> hmm?
15:58:50  <andythenorth> wiki says I can set an empty ground sprite for an industry tile with 00 00 00 00
15:58:54  <andythenorth> nforenum disagree
15:58:55  <andythenorth> s
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16:07:22  <andythenorth> nforenum is correct :|
16:07:51  <andythenorth> how does an industry tile on water show water?  must be a way
16:08:17  *** ecke [~ecke@211.143.broadband13.iol.cz] has joined #openttd
16:10:27  <andythenorth> oh screw it, I'll cheat
16:11:38  <peter1138> use the water sprite?
16:14:01  <andythenorth> how do I find the sprite number for it :P
16:14:30  * andythenorth prepares to decode opengfx....
16:16:02  <andythenorth> meanwhile, in the OpenTTD source DoBuildShiplift looks interesting
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16:16:27  <andythenorth> oh, it's just a lock
16:18:05  <peter1138> you decode opengfx, and get the sprite number from there
16:25:39  <andythenorth> yay
16:25:43  <andythenorth> water tile is 4061
16:25:52  <andythenorth> it's nicely commented in opengfx source
16:34:51  <planetmaker> all of you have a good evening and "guten Rutsch". See you next year :-)
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16:39:31  <Opperpanter> Hello everyone...
16:39:55  <Opperpanter> I just setup a dedicated server on my NAS.
16:40:06  <Opperpanter> Can anyone help me for a minute and try to connect?
16:40:31  <Opperpanter> It's called ARM Debian Testserver. Tnx
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16:41:06  <andythenorth> and it's time to go.  Happy new year ;)
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17:09:33  <Terkhen> I'd like some feedback about this patch... what is missing? should I correct something?: http://bugs.openttd.org/task/3318
17:14:02  <Hirundo> Why are you declaring ret at the top of the function, while it's not used until later on?
17:17:00  <Terkhen> good point, I don't know why I did not kept it the way it is in trunk
17:20:14  <Alberth> I don't know enough of that part of the code to really understand, but the swapping of the tile parameters seems a bit useless to me
17:20:33  <Hirundo> It had a reason IIRC
17:21:22  <Hirundo> Also, instead of using a boolean to distinguish north->south and v.v., you may want to use a DiagDirection
17:21:59  <Hirundo> I believe there are functions to get a tile offset and a road bit, based on a DiagDirection
17:23:24  <Terkhen> Alberth: the cost of building the road would appear at the last drag tile, even if the built road ends before it
17:23:53  <Terkhen> Hirundo: that seems more clean, I'll try that
17:24:35  <Alberth> ah, that may be useful :)
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18:03:11  <Hirundo> Terkhen: I have been playing around with it, see http://paste.openttd.org/220813
18:03:31  <Hirundo> It is bugged when building a single tile, you may want to use it as inspiration, though
18:08:37  <Terkhen> will do, thanks Hirundo
18:11:16  <CIA-1> OpenTTD: rubidium * r18675 /trunk/src/ (window.cpp window_gui.h): -Add [FS#3256]: function to remove focus from all widgets in a window
18:12:22  <CIA-1> OpenTTD: rubidium * r18676 /trunk/src/town_gui.cpp: -Change [FS#3411]: 'escape' in the 'found town' window removes the focus from the town name input box
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18:24:38  <peter1138> buggy?
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18:38:10  <Terkhen> problems with road half-tiles
18:38:37  <Terkhen> I had similars problems with my first try at this patch
18:39:04  <Terkhen> but using DiagDirection the code is cleaner, I'll use this version as a start
18:46:06  <CIA-1> OpenTTD: translators * r18677 /trunk/src/lang/ (17 files in 2 dirs): (log message trimmed)
18:46:06  <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
18:46:06  <CIA-1> OpenTTD: catalan - 5 changes by arnau
18:46:06  <CIA-1> OpenTTD: traditional_chinese - 36 changes by josesun
18:46:06  <CIA-1> OpenTTD: croatian - 36 changes by
18:46:07  <CIA-1> OpenTTD: czech - 4 changes by martin_meridius
18:46:07  <CIA-1> OpenTTD: dutch - 5 changes by habell
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19:35:26  <sawtooth> maybe i should get around to trying out cargodist
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20:32:01  <peter1138> why did i build a tight spiral instead of a direct hookup?
20:33:59  <Alberth> you were trying to make winding loops
20:34:32  <fjb> peter1138: You should ask peter1138.
20:37:28  <peter1138> nah, i don't know him
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20:46:29  <guru3> 1.0 beta :o
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21:02:30  <peter1138> old news
21:28:55  <Belugas> oooops.. was so in a hurry to leave the offce that i forgot one thing...
21:29:13  <Rubidium> yourself?
21:29:16  <Belugas> HAPPY NEW YEAR EVERYONE!!!!
21:29:30  <Rubidium> Belugas: yeah, see you next decade
21:29:38  <Belugas> yup
21:30:05  <Belugas> may all your enterprises may be successfull, Rubidium :)
21:30:35  <Belugas> a decade... god... time flies...
21:30:43  <Belugas> wht a decade it was:)
21:30:56  <Belugas> i imagine next one is going t be as ...
21:31:01  <Belugas> bzy :S
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21:46:24  <Coco-Banana-Man> hmm..
21:46:49  <Coco-Banana-Man> according to (german at least) Wikipedia, the next decade starts in 2011 :-S
21:49:43  <fjb> Right. There was no year 0.
21:53:48  <thingwath> Well, decade can be any 10-year long period. So even 2000-2009. But yes, in that case, the first one had only 9 years :)
22:06:41  *** Rhamphoryncus [~rhamph@d199-126-251-5.abhsia.telus.net] has quit [Quit: Rhamphoryncus]
22:07:36  <Alberth> it's not different from everybody believing that the current century started in 2k
22:09:25  <fjb> The usual off by one error.
22:14:18  <Alberth> somebody messed up almost 2009 years ago by starting at year 1 :p
22:16:22  <Noldo> *cough*
22:17:58  <thingwath> gregorian calendar isn't that old :)
22:18:48  <fjb> I think 0 was not invented yet back then.
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22:20:07  <Noldo> 1BC - 1999 AD is a as good millenium as any
22:20:17  <Noldo> well 2
22:21:11  <fjb> Counting from 1 to 2001 is obviously easier.
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22:21:44  <peter1138> burp
22:22:25  <PeterT> 'scuse you
22:22:41  <Noldo> and changing from 2000 to 2001 is more meaningful than changing from 1999 to 2000 as being a year old is more meaningful than being born
22:23:21  <PeterT> is it?
22:23:56  *** HerzogDeXtEr1 [~Administr@89.246.211.54] has joined #openttd
22:25:19  <fjb> No, getting 1 year old was when year 1 changed to year 2.
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22:52:18  <Fast2> Guten Rutsch euch allen ("Guter Rutsch" say German just before the new year begins)
22:54:41  <thingwath> We're all living in Germany... (and mostly like it)
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23:00:14  <HerzogDeXtEr1> Happy New Year
23:00:29  *** Fast2 [~Fast2@p57AF9662.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds]
23:01:03  <Farden> happy new year, geeks!
23:02:08  <PeterT> happy new year
23:02:20  <fjb> Happy new year!
23:02:36  <NeosaD> happy new year!!
23:02:50  <NeosaD> lets go play other time :P
23:03:06  <jonty-comp> okay, I am really not doing this for the next 3 hours in every channel I am in :S
23:03:11  <jonty-comp> but happy new year
23:10:11  <thingwath> CET should be the official timezone of this channel :) Happy new year.
23:11:39  <PeterT> it is
23:11:45  <PeterT> do you mean CEST?
23:12:10  <Sacro> no it isn't
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23:12:14  <Sacro> it should be GMT
23:12:18  <KenjiE20> it's not summer
23:12:23  <thingwath> hm, I like CET more, but CEST covers larger part of year
23:12:24  <Rubidium> it should be UTC!
23:12:52  <KenjiE20> quite
23:16:20  <rhaeder> happy new year :)
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23:23:06  <blathijs> Happy new year!
23:29:32  <Coco-Banana-Man> Happy new year!
23:31:43  <sparr> Coco-Banana-Man: a new decade starts every day.  anything beyond that is semantics.
23:32:24  <sparr> Sacro: UTC!
23:32:35  <sparr> Rubidium: glad someone has it straight :)
23:33:19  <Sacro> sparr: ?
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23:33:24  <Sacro> UTC is the same near enough
23:34:50  <sparr> heh
23:35:13  <sparr> last new year I wrote letters complaining to some of the local NYE events about their ignorance of the leap second
23:37:07  <sparr> which, regardless of when you insert it, should have been accounted for
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