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#openttd IRC Logs for 2007-09-08

---Logopened Sat Sep 08 00:00:26 2007
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01:13[~]Stoffe is away -[ Sleeping, or otherwise gone ]- at 08:13a -[ P:On / L:On ]-
01:13<Noldo>away message hurray \o/
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02:30<TrueBrain>Stoffe: nice of you to join this channel and immediatly show us that you are sleeping... please disable your away message, or you will be kicked
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03:15<Chris82>good morning
03:15<Chris82>I need help - again :)
03:15<Chris82>what kind of resize property do I have to use on a widget (button) when I added it to the vehicle details window title bar next to name
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03:16<Chris82>I have tried all the available RESIZE_ types but it always gives me an assert when resizing the vehicle details window
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03:59<Chris82>I added the button in the third line here
03:59<Chris82>I just don't get why I always get an assert (crash) when resizing the window
04:00<Chris82>I tried absolutely every RESIZE_ available always the same error
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04:00<Chris82>what am I doing wrong???
04:04<N101>sorry i dont have a clue.
04:04<SmatZ>me neither
04:06<SmatZ>if you put RESIZE_NONE to both WWT_PUSHTXTBTN, will it assert too?
04:06<Chris82>yes :(
04:08<Chris82>what is the difference between these two?
04:08<Chris82>VARDEF PlayerByte _local_player;
04:08<Chris82>VARDEF PlayerByte _current_player;
04:08<svip>_local_player is you.
04:09<svip>_current_player is the player doing something.
04:09<svip>The first one doesn't change.
04:09<svip>The latter changes all the time.
04:13<Chris82>why does the purchase land command not use local player then?
04:14<SmatZ>Chris82: when you receive a command from network, it must be done as _current_player
04:15<SmatZ>almost all commands are done as _current_player
04:17<Chris82>ic ok, well just fixed the ChrisIN bug why land couldn't be bought
04:17<Chris82>I am going insane with this resize issue tho
04:20<Chris82>interesting I just noticed it only asserts when I resize to the right or more than 4 lines to the bottom
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04:47<Chris82>hmpf I start to think about removing that stupid resize button :D
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04:52<CIA-1>OpenTTD: rubidium * r11059 /trunk/src/ (6 files): -Fix [FS#1182]: inconsistency between Rail<->ElRail conversions of different kinds of rail containing tiles (normal rail, stations, depots, etc). Patch by SmatZ.
04:52<Rubidium>Chris82: what assert is triggered?
04:53<Rubidium>and have you tried RESIZE_RIGHT?
04:54<Rubidium>hmm, never mind, that last one shouldn't solve the issue
04:55<Chris82> this assert is triggered
04:56<Rubidium>ah.. the scrollbar isn't 11 pixels wide
04:58<Chris82>uhm.... { WWT_SCROLLBAR, RESIZE_LRB, 14, 393, 404, 56, 100, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST}, // VLD_WIDGET_SCROLLBAR
04:58<Chris82>404 - 393 is 11 ?
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04:58<Chris82> that's the complete widget details
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05:08<Rubidium>Chris82: problem is that there are still some magic numbers
05:10<Chris82>which are?
05:10<Rubidium>see below:
05:10<CIA-1>OpenTTD: rubidium * r11060 /trunk/src/vehicle_gui.cpp: -Codechange: replace some magic numbers with the right enumified constants.
05:12<Rubidium>and then especially the last chunk was the thing that caused problems in your case
05:12<Rubidium>as that was the line that would resize the scrollbar
05:12<Chris82>thx I'll have a look :)
05:12<Rubidium>and the other two would've caused trouble too (I think), but later on
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05:16<Chris82>and I have another problem... I want to make towns grow less quickly on high daylengths
05:16<Chris82>therefore I edited line 294 in town.h static const byte TOWN_GROWTH_FREQUENCY = 70 * _patches.daylength;
05:16<Chris82>but when I do this the game just starts with a black screen and full CPU usage
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05:19<Chris82>I tried replacing byte with uint16 but that didn't help
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05:26<SmatZ>Chris82: isn't TOWN_GROWTH_FREQUENCY == 0 then?
05:27<Chris82>_patches.daylength is 1 to 30
05:28<SmatZ>maybe you could try #define TOWN_GROWTH_FREQUENCY (70 * _patches.daylength)
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05:28<Chris82>so with daylength 10 for example the TOWN_GROWTH_FREQUENCY would be 700 making the town growth check executed 10 times fewer
05:28<Chris82>hehe that was just my idea as well :) just try it with a #define
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05:28<@peter1138>your static const will be set on startup
05:28<SmatZ>well, I am asking because initializing const with a undefined static variables, that have a value of 0...
05:28<@peter1138>or compile-time, whatever
05:29<Chris82>nope gives me a black screen as well with #define
05:29<SmatZ>will set your const to == 0 forever
05:29<Chris82>oh you mean that when starting the game _patches.daylength is initialized with 0 ?
05:30<SmatZ>I don't know how did you define it
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05:30<Chris82>in variables.h byte daylength
05:30<Chris82>in the _patches struct
05:30<Chris82>and it's a value stored in openttd.cfg from 1 to 30
05:31<SmatZ>you can add printf("%d\n",TOWN_GROWTH_FREQUENCY);
05:31<SmatZ>somewhere in the town code
05:33<SmatZ>do you have daylength defined using SDT_VAR(Patches, ... in settings.cpp?
05:35<Chris82>with default 1
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05:38<Chris82>hmm yep it's 0
05:39<Chris82>can I make an if _patches.daylength == 0 T_G_F = 70 else 70 * blah ....or is that bad coding?
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05:41<@peter1138>er, max
05:41<@peter1138>#define TOWN_GROWTH_FREQUENCY (70 * max(1, _patches.daylength)) ?
05:42<@peter1138>although better not to use macros ;)
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05:44<Chris82>well if macros are not good it's no optimum solution
05:47<Chris82>errrm how can this be 0 ....static const byte TOWN_GROWTH_FREQUENCY ((70 * _patches.daylength) + 1);
05:47<Chris82>no matter what _patches.daylength is shouldn't this at least be 1 ?
05:50<Chris82>when I remove the static it's 1 but it stays 1 even when I run a game I don't get it
05:50<Chris82>I use _patches.daylength in other places to calculate stuff and there it works totally fine
05:51<SmatZ>it is const
05:52<SmatZ>const will never ever change
05:52<SmatZ>it can be even optimised-out in compile time
05:54<Chris82>ok I made it "static inline uint16 TownGrowthFrequency() { return 70 * _patches.daylength; }" now
05:54<Chris82>that works fine
05:54<SmatZ>nice solution
05:54<Chris82>and it returns the right values in the game and when loading the game and it also updates the value when changing daylength during a game
05:55<Chris82>well it's the same type of inline function I use for DayLength() :)
05:56<Chris82>now I just need to figure out how to modify tree growth speed
05:56<Chris82>or to say it better, how often new trees are planted
05:58<Chris82>yay finally a playable version of ChrisIN again lol :D the last build really is..... +*ß"? ;)
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06:08<Chris82>I am off for today :) birthday preparations...
06:08<Chris82>bye bye
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07:15<svip>It's that person.
07:15<svip>Who's nick is skidd13.
07:15[~]svip jumps and waves.
07:16[~]skidd13 duck and cover
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08:29<Prof_Frink>Buglet (r11005): Trying to dynamite the top corner of the map triggers "Ship in the way", not "Too close to edge of map".
08:31<Rubidium>not the thing that needs to be fixed in trunk
08:32<SmatZ>Prof_Frink: it is already fixed
08:33<SmatZ>in r11024
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08:45<blathijs>anyone with MSVC around?
08:50<blathijs>Sacro: Could you see if
08:50<blathijs>compiles on MSVC?
08:50<blathijs>And if so, paste me the output?
08:50<Sacro>mmm, that means i have ot boot my laptop and install it
08:50<Sacro>6 or 2005?
08:51<blathijs>Uhm, dunno
08:51<blathijs>Do we still support 6?
08:53<Sacro>Nope, not any more
08:54<blathijs>then 2005 should do fine :-)
08:54<Sacro>right, installing it now
08:54<blathijs>thanks :-)
08:55<Sacro>I need it ready for when i start Uni in 3 weeks time
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09:16<Sacro>blathijs: this is a long install D:
09:25<Sacro>blathijs: how do i get it to compile?
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09:27<blathijs>Sacro: g++ blaa.cpp
09:28<blathijs>Sacro: i don't know MSVC :-)
09:28<blathijs>You can probably create a project, add just that file and hit "build"
09:29<Sacro>ah yes
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09:31<Sacro>blathijs: it's just dumping numbers
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09:32<blathijs>Sacro: It dumps pointers, could you paste them?
09:33<Sacro>00333C18, 00333C18, 00333C18
09:33<Sacro>00333C28, 00333C38
09:34<Sacro>blathijs: there ya go
09:34<blathijs>Sacro: Thanks, they're correct :-)
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10:00<CIA-1>OpenTTD: glx * r11061 /trunk/src/ (gfx.h video/win32_v.cpp): -Fix [FS#1086]: [win32] some keys were handled twice
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10:44<SmatZ>wow, OTTD is very extensible...
10:44<SmatZ>extending TileIndex to 64bits is very easy...
10:44<SmatZ>1 000 000 x 1 000 000 map, anyone? :-D
10:44<SmatZ>2048x2048 was too small :)
10:45<Eddi|zuHause3>what are you trying to do? realistic world map?
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10:45<SmatZ>mmmm it is a good idea, too... like let everything wrap around map borders
10:45<SmatZ>I am just testing what is possible :)
10:46<Eddi|zuHause3>1 tile = 50m, 20 tiles = 1km, 800000 tiles = 40000 km
10:46<Phazorx>2000 makes sense only for maglev with current time line
10:46<SmatZ>ah... 800 000 is enough :)
10:46<mcbane>omg 1mil x 1 mil is a lil bit too large aye?
10:46<SmatZ>I like building incredibly long train routes...
10:47<Phazorx>we should try europe 2kx2k
10:47<Eddi|zuHause3>SmatZ: do you have a computer which fits that kind of memory?
10:47<SmatZ>actually, I am running map 32768x128 tiles...
10:47<SmatZ>Eddi|zuHause3: yes, it is a problem...
10:47<Eddi|zuHause3>one tile is like what? 10 byte?
10:47<SmatZ>given you need x * y * 9 B of memory
10:48<SmatZ>for 1Mx1M, 9GB is not enough...
10:48<SmatZ>and ... the TileLoop() would take ages, too :(
10:49<Prof_Frink>SmatZ: Run 2147483648x8
10:49<Eddi|zuHause3>SmatZ: that's more like 9TB
10:49<SmatZ>Eddi|zuHause3: ah :-x you are right
10:50<Eddi|zuHause3>PS: mcbane, 1 mil = 1000
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10:54<SmatZ>if course, the TileLoop could be changed to use some linked list of active tiles
10:55<SmatZ>and things like growing trees would just use random() to choose tiles where trees will grow...
10:56<Eddi|zuHause3>good luck :p
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11:02<SmatZ>scrolling even on the map took 2-3 minutes :)
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11:19<SmatZ>it even seems to save/load okay
11:20<SmatZ>whoever did the SLE_VAR/SLE_CONDVAR did it very well
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11:28<mcbane>ya writing patches smatz?
11:28<SmatZ>I was going to buy 2GB of RAM this week... maybe I will buy 4GB instead :)
11:28<SmatZ>mcbane: yes :)
11:29<mcbane>pitty i cant help (total programmer N00b here)
11:29<mcbane>like no clue bout C or so
11:29<SmatZ>mcbane: it is no problem, I used C for the first time like 17 months ago :)
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11:43<SmatZ>I was at dinner... back now :) and OTTD is still generating 16384x16384 world... using ~ 2GB of RAM and still swapping :(
11:44<Sacro>how did you get such a big map/
11:44<Prof_Frink>He's a 1337 haxx0r. duh.
11:45<SmatZ>only changing few variables :) devs did a very good job, this change was really easy
11:46<SmatZ>I am a bit exscatic about it :)
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11:51<SmatZ>just for fun :)
11:52<skidd13>STR_1048576 :1048576 <<<< WOOT I need a new CPU and a few mor GB RAM
11:52<SmatZ>yes :( rather TB ...
11:53<SmatZ>I didn't really expect that OTTD will be the first program that will hit 1-3GB limit of 32bit OS :)
11:54<skidd13>Maybe I can try it at work with our big workstation (4 CPU 64Bit 12GB RAM)
11:54<Sacro>shall i start a bigmap server?
11:55<SmatZ>skidd13: :-) it is not ready yet...
11:55<SmatZ>Sacro: there is some size limit for savegames... saves are too big to play online :(
11:56<skidd13>SmatZ: If you have an alpha canidate I can test it if I find time and access to the workstation
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11:57<SmatZ>skidd13: thanks :)
11:57<SmatZ>I will ask you later :)
12:00<SmatZ> /* A maximum size of of 128K * 500 = 64.000KB savegames */
12:01<skidd13>400GB Raid should do the job
12:01<Noldo>I wonder if there is a tool that analyzed function calls between files
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12:04<SmatZ>Noldo: don't have standard profiling tools some options you could use?
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12:04<Noldo>I could do it with grep of cource ;)
12:05<SmatZ>exactly :)
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12:19<mcbane>ok lets see if i understand this =)
12:20<mcbane>why did you change the savegame_ver ?
12:21<mcbane>hmm ya changed to 64 bit var?
12:22<SmatZ>because tiles must be saved as 64bit
12:22<mcbane>maybe its not that hard but still hard enouth for me.
12:22<mcbane>@@ -109,35 +109,36 @@ <-- what those things are good for?
12:23<Progman>to specific the position of the change
12:23<Noldo>part of the diff syntax
12:24<SmatZ>mcbane: reading diffs is not a good way to understand code :(
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12:28<@peter1138>it is if you know the code it's patching
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12:40<@Bjarni>that will not work
12:40<@Bjarni>once you borrowed something from me, I will always be able to track you down
12:40<@Bjarni>just like BlockBuster
12:42<Sacro> <- so sexy
12:43<@peter1138>is it?
12:43<@Bjarni>looks like something I could have made
12:43<SmatZ>nice software
12:43<@Bjarni>I don't know if I would use the word "sexy" though
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12:52<mcbane>e-tech =)
12:52<Sacro>Bjarni: oh it's sexy
13:00<SmatZ>it takes 34 years for concorde to fly over 1M tiles and it earns ~50Mil Euro. With inflation.
13:00<SmatZ>the second earned 80Mil
13:01<SmatZ>third 55Mil and fourth 95Mil...
13:02<MarkSlap>I've got a server with 8/8 companies, can I "kick" companies?
13:03<MarkSlap>How? :)
13:03<SmatZ>I dont know, maybe delete ?
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13:04<SmatZ>'help' in console maybe will show something
13:04<MarkSlap>Okey :)
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13:05<MarkSlap>That just explained to me how I use it :p
13:05<MarkSlap>Will check the wiki :)
13:06<SmatZ>kick player_id
13:06<MarkSlap>Okey :)
13:06<SmatZ>reset_company company_id
13:06<MarkSlap>Oh, :)
13:07<MarkSlap>Will try that ^^
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13:07<SmatZ>you have to kick players before you can delete company
13:08<MarkMc>There aren't any players :)
13:08<MarkMc>Thay just joined and left
13:09<SmatZ>all commands are at end of console_cmds.cpp
13:09<MarkSlap>Okey :)
13:09<MarkSlap>Thanks for the help ^^
13:10<SmatZ>you are welcome :)
13:10<@Bjarni>actually not deleting companies with no players resulted in autoreplace
13:11<@Bjarni>the reason was that I took over a company and it had a huge railroad network and every single engine needed to be replaced
13:12<@Bjarni>after replacing for 20 minutes and still nowhere near finished, I thought "there has to be an easier way" and like 8 or 9 days later, I had a working version of autoreplace. I didn't commit it at that time because it lacked a GUI
13:12<@Bjarni>so think of what possible features you might kill by killing companies :P
13:14<Sacro>i fancy some openttd
13:14<@Bjarni>the autoreplace GUI was actually my first real GUI work.... not the easiest task I could find
13:14<@Bjarni>like... I had to implement support for a 2nd vertical scrollbar
13:14<@Bjarni>first window I make and then I have to modify the engine to make it work :P
13:14<SmatZ>maybe it would be easier just to kick that second company :-P
13:15<SmatZ>but autoreplace is very useful feature
13:15<SmatZ>now, it is not possible to take over a company...
13:15<@Bjarni>specially after I rewrote it to prevent desyncs and crashes
13:16[~]Bjarni is currently rewriting autoreplace... again
13:16<SmatZ>maybe will takeover be back again?
13:16<SmatZ>why rewriting?
13:17<@Bjarni>this time it should make it just work, nomatter what screwed up newGRF features we implement. As it is right now, a decent amount of newGRF features demands modifications to autoreplace :(
13:18<@Bjarni>so it's a working autoreplace for the default vehicles and then a whole lot of fixes for different newGRF features and I can still find places where it could do better
13:18<@Bjarni>but now I think I figured out a way to simplify the code, make it easier to read the code and less time will be spend on maintaining it
13:18<Prof_Frink>Bjarni: Go play Zimmlock's One Junction and see what develops
13:19<@Bjarni>there is just one issue... I have to finish coding it and test it for speed compared to the current one. We don't want a huge slowdown
13:19<SmatZ>great, there is often some simple and well working solution :)
13:19<SmatZ>maybe you found that one
13:20<@Bjarni>now I can use C++ features. The current code is written completely in C
13:21<@Bjarni>Prof_Frink: err.. is that some game currently being played right now?
13:21<Prof_Frink>It's a single player challenge from donkeys ago
13:22<Sacro>donkeys ago? :p
13:22<@Bjarni>5 donkeys passes Prof_Frink's house every hour, so donkeys ago means a whole lot of hours :P
13:23<@Bjarni>5*365*3 = a whole lot of donkeys
13:23<@Bjarni>oh, and *24 too
13:23<@Bjarni>resulting in even more donkeys
13:24<@Bjarni>donkey power rules
13:25[~]Sacro assassintates the donkeys
13:26<@Bjarni>using what slaughterhouse?
13:26<@Bjarni>sounds like a huge one
13:26|-|tokai|mdlx [] has quit [Read error: Connection reset by peer]
13:26<@Bjarni>tokai isn't any donkey
13:27<+tokai>donkey? no.. maybe monkey. I can life with monkey at least. monkeys are cute. :)
13:27<@Bjarni>[20:25:59] * Sacro assassintates the donkeys
13:27<@Bjarni>[20:26:24] <-- tokai|mdlx has quit (Read error: Connection reset by peer)
13:28<+tokai>well.. tokai|mdlx was a donkey. no need to worry about him :)
13:28<@Bjarni>looks like Sacro did what he said and as usual, he did it wrong :P
13:28<+tokai>just standing in the way.
13:29<@Bjarni>are you allowed to kill whoever is in the way?
13:30[~]Sacro kills Bjarni
13:30[~]Bjarni dies
13:30<Sacro>now, who shall replace him as OSX maintainer
13:30|-|peter1138 [] has quit [Quit: leaving]
13:30|-|Sacro kicked [#openttd] Bjarni [you can die too]
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13:31[~]Sacro resurrects
13:31[~]Bjarni counters Sacro's resurrect spell
13:31[~]valhallasw shoots Sacro down again
13:31<valhallasw>Bjarni: teamwork \o/
13:31<Sacro>:( this is no fair
13:32<@Bjarni>you started it
13:32<@Bjarni>don't even think about trying to hurt me
13:32<valhallasw>then give me one reason why it should be fair
13:32<@Bjarni>this is the internet
13:32<@Bjarni>oh wait, you said a reason why it SHOULD be fair :/
13:32<@Bjarni>there aren't any :P
13:34<@Bjarni>where is the cheese?
13:34<Sacro>:o you lost the cheese?
13:35<Sacro>Bjarni: the cheese shop -
13:36<@Bjarni>[20:34:11] <Noldo> dumdidum
13:36<@Bjarni>[20:34:24] <Bjarni> where is the cheese?
13:36<@Bjarni>this is the lines said in Maniac Mansion if you steal the cheese from the fridge
13:36<@Bjarni>you should have known
13:40<mcbane>and also steal the hamster from the room.
13:40<mcbane>feed the waxfruits to tentacle.
13:41<@Bjarni>I like in Maniac Mansion II, if you visit Ed, he will tell you that his hamster used to be funny and running. Now it's just sitting still
13:42<@Bjarni>if you look at the hamster, you will see that it's reading New York Times
13:42<mcbane>a lot funny things happen there. the story is great.
13:42<@Bjarni>also if you use his computer several times, you will play the original Maniac Mansion
13:43<@Bjarni>so it's two games in one :D
13:43<@Bjarni>yeah, the story is great and the gameplay... you just don't see that awesome gameplay today
13:44<+glx>sam&max is funny too
13:44<@Bjarni>they tend to spoil it by wanting 3D and this gameplay can't be made with 3D
13:44<SmatZ>I played Maniac Mansion as a child - I was too scared of it :(
13:44<@Bjarni>me too :P
13:44<@Bjarni>btw I found the gasolin for the chainsaw
13:45<@Bjarni>do you know where it is?
13:45<mcbane>there were a lot of such games like zack mackracken , day of tentacle , space ace , larry.
13:45<SmatZ>I didn't get too far, I didn't know English at all :-)
13:45<@Bjarni>it's not the first location one would think of when looking for gasolin
13:46<@Bjarni>no answers?
13:46<SmatZ>I don't know :)
13:46<SmatZ>in cellar?
13:47<@Bjarni>it's in the Mars Base in Zack McKracken and if you look at it, you will get a message that it's for that particular chainsaw
13:48<SmatZ>maybe I should play Maniac Mansion now... :)
13:48<mcbane>ah yea
13:48<mcbane>or zack McKracken
13:48<mcbane>i thinks its funnier then tentacle
13:49<@Bjarni>I really like how if you call Edna, she will ask if it's the phone company guy (forgot his name). If you call the phone guy (in Zack McKracken), he will ask if it's Edna again
13:49<SmatZ> I played this one too, also pretty scary :-p
13:50<mcbane>we forgot monkey island
13:50<SmatZ>it was box of diskettes, now all the games are at one CD ... :)
13:50<mcbane>also a very good classic game
13:50<SmatZ>I didn't play that one
13:50<@Bjarni> <mcbane> we forgot monkey island <-- I didn't... I just didn't talk about it
13:51<@Bjarni>it lacks Maniac Mansion references
13:51<+glx>sierra games were bad, you could be blocked because you forgot to do one thing earlier
13:52<+glx>and sometimes they crashed with "you did something that wasn't needed to finish the game"
13:52<@Bjarni><SmatZ> I didn't play that one <-- you are in luck... ScummVM can take you there and you will have a great time if you don't read any walkthroughs... do as I did: finish it without one :D
13:52<mcbane>good ol pics. =)
13:53<@Bjarni> <-- I like this one. The pilot is telling jokes :D
13:53<mcbane> stupid aliens =P
13:54<mcbane>oh yea and the egg in the microwave in the airplane =)
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13:54<@Bjarni>oh yeah.. the "on-on" switch :)
13:54<@Bjarni> <mcbane> oh yea and the egg in the microwave in the airplane =) <-- spoiler alert
13:55<SmatZ>on-on :-D
13:55<@Bjarni>look at the stupid alien screenshot... it can be in on or the other location, which is on
13:56<@Bjarni> <-- the chainsaw gasolin is behind Melissa
13:56<mcbane>or the brush alien which said stupid unfriendy aliens wiping with me the floor.
13:57<@Bjarni>yeah, but not with a German word placement :P
13:57<@Bjarni>actually you didn't use a German word placement
13:58<@Bjarni>now the question is... which system did you use? :P
13:58<mcbane>amiga - c64
13:58<@Bjarni>I meant for word placement :P
13:58<mcbane>im eating/wrinting .. )=
13:59<@Bjarni>wtf is wrinting?
13:59<mcbane>upp ya..
14:01<mcbane><-- eating.
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14:14<Sacro>amiga ftw
14:21<Sacro>i'm just reading the minimig source code
14:21<Prof_Frink>mcbane: A very small russian fighter jet
14:22<mcbane>amiga chip
14:25<SmatZ>you can do everything if you have large enough FPGA...
14:25<Sacro>always @(posedge clk)
14:25<Sacro> if(horbeam[8])
14:25<Sacro> hframe<=0;
14:25<Sacro> else if(horbeam[7])
14:25<Sacro> hframe<=1;
14:25<Sacro>thats awesome, i can actually understand it
14:25<SmatZ>I was thinking about implementing an 8086 chip :P
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14:27<SmatZ>original chips were constructed from several thousands transistors, so any small nowaday FPGA should handle it :)
14:27<mcbane>i need workbench and OS for winuae
14:28<Sacro>i have both
14:28<Sacro>Kickstart and Workbench 1.3
14:29<mcbane>i have kickstart 1.3 but so i can use only amiga 500 as main chip
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14:38<Sacro>well i only use the A500
14:38<Sacro>and its what i have
14:42<mcbane>first i had an A500 then A2000
14:42<Sacro>i just have my 500
14:42<Sacro>upgraded to 1MB
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15:27<Eddi|zuHause3>argh, i need PBS :(
15:34<@Bjarni><SmatZ> you can do everything if you have large enough FPGA... <--- well no. There is a limit if you want to do stuff in real time
15:34<@Bjarni>but this appears to be a Spartan-3, which is actually an old chip
15:35<@Bjarni>so it appears that the demand isn't high
15:35<SmatZ>Bjarni: yes, true :)
15:35<SmatZ>we used Spartan 2E is school :-p
15:35<@Bjarni>you too?
15:36<@Bjarni>well, I once got my hand on an FPGA with a built in 450 MHz 405 PPC
15:36<@Bjarni>now that is a nice chip
15:36<@Bjarni>and surprisingly small considering it's an FPGA and CPU in one
15:36<SmatZ>:-) we have some too, I hope to work with them this year :)
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15:38<CIA-1>OpenTTD: miham * r11062 /trunk/src/lang/ (11 files): (log message trimmed)
15:38<CIA-1>OpenTTD: -Update: WebTranslator2 update to 2007-09-08 22:37:00
15:38<CIA-1>OpenTTD: croatian - 1 changed by knovak (1)
15:38<CIA-1>OpenTTD: estonian - 4 fixed, 3 changed by kristjans (7)
15:38<CIA-1>OpenTTD: french - 2 changed by glx (2)
15:38<CIA-1>OpenTTD: hungarian - 4 fixed by miham (4)
15:38<CIA-1>OpenTTD: japanese - 4 fixed by ickoonite (4)
15:38<@Bjarni>I once made a VGA video card on a spartan 2E
15:39<@Bjarni>well, it was more like it had a an array and then it drew on the screen and it had tiles on the screen. Since one index in the array fitted one tile on the screen, it just drew based on a fixed set of sprites
15:40<@Bjarni>so it wasn't a real VGA card, but still a nice one
15:43<SmatZ>yeah, nice!
15:45<SmatZ>I did just something simple - simple calculator with communication over serial line with PC
15:45<+tokai>Bjarni: <- some small microboard with SOC ppc ;) 400mhz
15:45<+tokai>the ppc is below the hd
15:46<+tokai>runs MorphOS ;)
15:49<+tokai>runs OpenTTD too of course ;)
15:52<+tokai>got it for free ;)
15:52<@Bjarni>you wore baggy cloth to uni?
15:53<+tokai>maybe i can organize one or 2 more for openttd development after MorphOS is released for it.
15:54<@Bjarni>Do you mean that it is unofficially running MorphOS?
15:55<@Bjarni>make it run OSX and I will be impressed :P
15:57<+tokai>its running a not-public developer version of morphos
15:57<+tokai>and OSX should theoretically run on it
15:57<+tokai>with MOL
15:57<+tokai>maybe not.
15:57<+tokai>dunno about the status of these things:)
15:57<+tokai>i have a real mac for OSX ;)
15:58<+tokai>probably it will not run it... the device has only 128MB ram ;)
15:59<@Bjarni>128 is the minimum for OSX
15:59<@Bjarni>at least the public beta
15:59<+tokai>well.. linux will need a bit too then too.. (when using MOL)
15:59<@Bjarni>it ran fine with 128 mb, but not with 96... it was damn slow with only 96
15:59<+tokai>its slow with 512MB here :)
15:59<+tokai>damn slow.
16:00<+tokai>compared to morphos at least
16:00<+tokai>but osx has the better apps ;)
16:01<+tokai>in some areas at least.
16:01<+tokai>there is no single good music player for osx.
16:01<@Bjarni>I don't think you are running the public beta
16:02<@Bjarni>I have no idea about memory demands for 10.3.x
16:02<@Bjarni><tokai> there is no single good music player for osx. <-- iTunes?
16:02<+tokai>it suxx, IMHO
16:02<+tokai>and annoys me with monster updates:)
16:03<+tokai>here.. again... 36.1 MB update.
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16:04<@Bjarni>yeah, I wonder what they did to it this time
16:05<@Bjarni>"appears to serve no purpose other than disabling the trick that allowed files renamed with an .m4r extension to be used as ringtones without separate purchase under iTunes 7.4" <-- hmm... major update for so little
16:06<+tokai>thats almost the size of a typical full morphos iso archive :)
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16:36<Sacro>Bjarni: afaik that trick stil works
16:37<biffy>newbie question? :(
16:37<biffy>I'm a complete linux newbie, I just installed Ubuntu, and was trying to setup open ttd - I installed the package, but dont know how to run the program now - when I browse to usr/games/openttd, nothing happens when I click on the openttd file
16:37<Sacro>heh, sounds about right
16:37<Sacro>biffy: you need to copy your and tr*.grf to err
16:38<Sacro>or maybe /usr/games/share/openttd/data
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16:40<biffy>copy the files to /usr/games/openttd?
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16:41<skidd13>biffy: you need the data files from the orignal game
16:41<biffy>right. that would probably be a good idea
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16:55<biffy>sweet it works now :D thanks!
16:58<Prof_Frink>Someone needs to make a package like quake2-data for openttd
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17:01<Sacro>i could
17:01<Sacro>for ArchLinux
17:01<Sacro>but it'd be dubious as to legalities
17:05<CIA-1>OpenTTD: rubidium * r11063 /trunk/src/ (economy.cpp lang/english.txt settings.cpp variables.h): -Codechange: make it possible for people to view the loading indicators of everyone. Patch by SmatZ.
17:06<MarkSlap>Okey, some help with net_frame_freq? I've searched google on it and didn't find so much information
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17:07<MarkSlap>My client is telling me that it's too low
17:07<MarkSlap>How high can/shuld I put it?
17:07<MarkSlap>And what is it?
17:07<Rubidium>it's the frequency at which commands are send to the clients
17:07<Rubidium>higher means more lag when building/buying stuff
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17:08<Rubidium>and reducing the number of times the commands are send over (slighty) reduces the load (CPU and bandwidth)
17:08<+glx>did you check the wiki?
17:09<MarkSlap>glx, no
17:09<MarkSlap>Didn't think about it :)
17:09<+glx>dunno if it is up to date but sometimes it may help
17:09<MarkSlap>i know ^^
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17:14<svip>As opposed to "Brainfuck"?
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17:22<skidd13>good night
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17:43<biffy>man this game is really cool
17:46<SmatZ_>oh yeah
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17:53<CIA-1>OpenTTD: rubidium * r11064 /trunk/src/vehicle.cpp: -Fix [FS#553]: when autorenew is enabled and it cannot renew the vehicle anymore (because the player cannot build the engine), the aging warnings as if autorenew is not enabled are shown.
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18:57<MarkSlap>svip, no :)
18:58<MarkSlap>It's just a computername, the other are: Mindness, MindRape, MindFlow and just, MindFuck :)
18:58<MarkSlap>They are in "MindNet" ^^
18:59<MarkSlap>It's cute, isn't it? ^^
19:03<mikegrb>not really
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19:06<SpComb>Logs: (old: )
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19:09<svip>I prefer my system.
19:09<svip>Name your computers after countries.
19:09<svip>This one is Switzerland because it is my main desktop and in the middle.
19:10<svip>My laptop is called new-zealand, because it is sorta remote.
19:10<svip>I have a server I called Venezuela because it is sorta distant.
19:10<svip>And also a honour to a Venezuelan friend of mnie.
19:11<MarkSlap>My laptop is called "iBitch" like an parody to Apples "i"-stuff
19:11<svip>A Dutch friend I know names his computers with Finnish words.
19:11<svip>So he named one of them "roska" because he found it in the garbage.
19:12<svip>"roska" means garbage in Finnish.
19:13<MarkSlap>Cool, where in netherlands do he live? :)
19:13<svip>Speaking of i<noun>, MarkSlap.
19:13<svip>Near Leiden.
19:13<Eddi|zuHause3>you also want to find computers in the garbage? :p
19:13<MarkSlap>I do :D
19:13<MarkSlap>Some times ^^
19:13<MarkSlap>svip, okey ^^
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19:13<svip>Eddi|zuHause3: It was purely random he came across a working computer in garbage.
19:13<MarkSlap>svip, haha :D
19:14<MarkSlap>Can't the name be "Skräp" instead? :)
19:14<svip>What are you? Swedish?
19:15<svip>Djævle svenska.
19:15<MarkSlap>That was like, eh, "Satan Swedish" ^^
19:15<svip>I know.
19:15<svip>You call use "djævle danska".
19:15<MarkSlap>With an danish/norweigian "Ä"
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19:16<MarkSlap>Oh :)
19:16<svip>It is not without reason my keyboard has æøå keys.
19:16<MarkSlap>Are du danish? :)
19:16<svip>o_o Isn't that apparent?
19:17<MarkSlap>No :)
19:17<+glx>well .dk host may suggest it
19:17<MarkSlap>Didn't check that...
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19:18<MarkSlap>I where in köpenhavn in july :)
19:18<MarkSlap>n Tivoli ^^
19:18<MarkSlap>I still have the "tur-pas"
19:18[~]glx doesn't irc client sending squares instead letters :)
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19:18<svip>I read the ö fine.
19:19<MarkSlap>Weird ;)
19:19<+glx>I read svip one fine
19:19<svip>And isn't it spelt "Köpenhamn"?
19:19<svip>Perhaps my client is just that awesome.
19:19<svip>I have a track called "Farvel Köpenhamn".
19:19<MarkSlap>But I never like the swedish spelling
19:19<svip>Don't worry, Copenhagen is only "København" in Danish and Norwegian.
19:20<svip>It has a translation to most other languages.
19:20<MarkSlap>Ja genau
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19:20<MarkSlap>Like, Copenhagen?
19:20<svip>And Hafnia.
19:20<svip>And Copenhague.
19:20<svip>And Kopenhagen.
19:20<MarkSlap>And "Tukholma" Finnish for Stockholm :D
19:21<MarkSlap>Stockhlm is used everywere I think (Not i Finland though) :>
19:21<MarkSlap>Hmm, Stockholm*
19:22<svip>Ido is one of the few languages I can find that hasn't translated its name.
19:22<svip>And of course Greenlandic.
19:23<MarkSlap>Greenland is cool
19:23<svip>o_o And apparently Novial, Runa Simi, Sámegiella, Slovenščina and Volapük.
19:23<MarkSlap>But I cant still understand why the fuck denmark owns it :D
19:23<MarkSlap>Do you have boring in some way? :D
19:23<MarkSlap>Are you bored*
19:23<svip>That makes 8 languages other than Danish that use the name "København" for Copenhagen.
19:24[~]MarkSlap is considering learning some more grammar
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19:24<svip>Other than that, there is a large variety of names
19:24<svip>Hehe, Koppenhagá
19:25<svip> << I basically just looked at the foreign articles' links.
19:25<svip>And of course 哥本哈根 in Chinese.
19:26<svip>And apparently कोपनहागन in Sanskrit.
19:27<+glx>I fail to see Sanskrit
19:27<MarkSlap>"Chinese: Four Dots" "Sanskrit: 8 small Dots"
19:27<MarkSlap>Nice languages
19:28<MarkSlap>No, if I should play some games and then sleep
19:28<MarkSlap>Ciao :)
19:29<+glx>Chinese is properly shown here, but not Sanskrit
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19:31<+glx>better with arial unicode
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19:36<MrBrrr>Care to remind me the console command to bankrupt a company? When it's player wants to restart.
19:38<Sacro>i need somebody
19:39<+glx>should be something like reset_company
19:44<MrBrrr>Million thanks.
19:54<SmatZ> --- what do you think about it? would it be useful?
19:54<Sacro> <- stupid french
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19:56<+glx>lol he needs a joker to reply
19:59<+glx>Sacro: nice one though
19:59<Sacro>glx: how does he *not know*
20:00<+glx>good question
20:00<Sacro>or do you still teach the heliocentric view of the universe?
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20:00<+glx>heliocentric is the right way ;)
20:01<Sacro>it bloody isnt
20:01<_Ben_>arn't none of them correct, as the moon rotates around the sun, but has its orbit altered by the earth?
20:01<+glx>earth rotates around sun
20:01<Sacro>_Ben_: moon rotates around the earth
20:01<_Ben_>the question was what rotates around the earth
20:02<Sacro>and the sun and all the planets rotate against 1 centre of gravity
20:04<_Ben_>I was lectured that it orbits earth, but rotates around the sun
20:04<Sacro>orbits == rotates around
20:05<+glx>the correct translation is "what revolves around the Earth"
20:07<Sacro>the moon doesn't revolve around the earth
20:07<Sacro>it orbits it
20:07<SmatZ>I was lectured that Earthe is the centre of the Universe :-p
20:08<Sacro>SmatZ: how boring
20:08<SmatZ>Sacro: why?
20:08<_Ben_>hmm, it knows much better than my retarded teachers. I need to filter crap from my head
20:08<Sacro>and it smells like someone is cooking stir fry at 2:10am
20:10<Phazorx>that's actualy interesting - earth canbe as well the center of the univers :)
20:10<SmatZ>maybe I am the cetre of Universe ^_^
20:12<Phazorx>quite possible... not quite sure what that entitles you too
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20:23<Eddi|zuHause3>i was taught that _I_ was the center of the universe
20:24<Eddi|zuHause3>well, ok, the actual phrase was "movement is relative to the viewer" :p
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20:30<Pengo__>hey guys wheres a good site to d/l openttd scenarios
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20:34<Sacro>Mein Hovercraft ist voller Aale :(
20:36<Eddi|zuHause2>use them for electric power :p
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20:50<Sacro>Eddi|zuHause2: nein, alle
20:51<Sacro>Mein Hovercraft ist voller Aale
20:51<Eddi|zuHause2>Aale = plural of Aal
20:51<Eddi|zuHause2>(-> english "eel")
20:53<Sacro>Eddi|zuHause2: Ich bin kein Mitglied dieser Konferenz, dennoch möchte ich einen Pinguin.
20:54<Eddi|zuHause2>but i don't have any...
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20:54<Sacro>De jättelika kräftorna försöker ta över Jorden! :(
20:55<Eddi|zuHause2>did anybody ever teach you to not copy-paste uncyclopedia? :p
20:56<Sacro>tisn't uncyclopedia
20:58<Sacro>it makes sense to me :)
20:59<Sacro>O mein Gott! Es gibt ein axt im meine kopf.
21:02<Eddi|zuHause2>that is gramatically incorrect
21:06<Sacro>is it?
21:07<Eddi|zuHause2>if i say so...
21:08<Sacro>i do have an axe in my head
21:08<Sacro>well, it certainly feels like it
21:08<Eddi|zuHause2>"Hier fliegen gleich/die Löcher aus dem Käse/denn nu geht sie los/unsre Polonäse/von Blankenese/bis hinter Wuppertal"
21:09<Eddi|zuHause2>"Wir ziehen los/mit ganz großen Schritten/und der Erwin faßt der Heidi/von hinten an die... Schultern"
21:10<Phazorx>what does "ganz" means?
21:10<Eddi|zuHause2>in that context, "really"
21:10<Phazorx>and in any other?
21:10[~]Sacro fights with student finance direct
21:10<Eddi|zuHause2>depends on the context :p
21:11<Eddi|zuHause2>usually "complete"
21:11<Eddi|zuHause2>or the opposite of "broken"
21:11<Phazorx>so like "whole"
21:12<Eddi|zuHause2>yeah, that sounds fitting
21:13<Eddi|zuHause2>but in combination with another adjective/adverb, it's purely emphatic, like "really"
21:13<Sacro>i hate this stupid site
21:13<Phazorx>i guess in that context "whole big" or "really big" both can be used
21:14<Eddi|zuHause2>i have never heard "whole big"...
21:15<Sacro>this form should have been in by May
21:15<Sacro>its now... september
21:15<Sacro>meh *shrugs*
21:15<Phazorx>Eddi|zuHause2: 294,000 of "whole big" on google
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21:16<Eddi|zuHause2>as opposed to 2.720.000 "really big", that does not really count as a statistically relevant measure :p
21:17<Phazorx>well depends on desired menaing :)
21:17<Phazorx>really big mroe applicable to most cases
21:17<Phazorx>however whole big exists as well
21:18<Eddi|zuHause2>the "desired meaning" is the context above, and that almost literally means "with really big steps"
21:19<Eddi|zuHause2>PS: i forgot two verses: "das hebt die Stimmung/ja da kommt Freude auf"
21:20<Phazorx>cant really argue since i dont know german :)
21:21[~]Sacro sprechst deutsche
21:22<Eddi|zuHause2> Wendehals Lyrics/POLONÄSE BLANKENESE Lyrics.html
21:22<Eddi|zuHause2>hm, damn spaces
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21:24<Eddi|zuHause2>i think it makes a colour code out of "% C 4"
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22:05<Pengo__>how do i get tram tracks in my game, i'm using the Light rail/tramtracks grf but see no tram tracks :(
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---Logclosed Sun Sep 09 00:01:00 2007