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#openttd IRC Logs for 2009-01-24

---Logopened Sat Jan 24 00:00:25 2009
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02:07<Wolf01:#openttd>hello
02:22<Alberth:#openttd>Wolf01: good morning
02:27<Wolf01:#openttd>is available a quick and dirty fix for the CompanyByte conversion to '' so I can compile on MSVC2005? (or should I revert to an older revision?)
02:28<@petern:#openttd>cast to (int) after the :
02:28<Wolf01:#openttd>thank you
02:33<Wolf01:#openttd>ok, now the most difficult part... encode FooBar's sloped roadstops :|
02:34<@petern:#openttd>ArmEagle: packet, not package
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02:38<Wolf01:#openttd>"That's about it! If you've got this far, post your station in the TTDPatch Graphics section, maybe in the Project Generic Stations thread, and I'm sure someone will code it into the game."
02:38<Wolf01:#openttd>I think I'll follow this tutorial
02:40<goodger:#openttd>good morning, UTC+0-2
02:40<goodger:#openttd>damn
02:40<goodger:#openttd>good morning, UTC-0-2
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02:56<@petern:#openttd>someone will code it!
02:56<@petern:#openttd>morning goodger
02:56<goodger:#openttd>morning petern
03:01<Wolf01:#openttd>all what I've done so far is a grf with triangular sprites
03:01<Wolf01:#openttd>:P
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03:05<@petern:#openttd>hmm, why am i on 11 irc networks :/
03:08<Wolf01:#openttd>seem that grfcodec doesn't like the sizes and coordinates I put on the nfo
03:12<thingwath:#openttd>hehe, it's quite sad when EMU looks better with graffiti on it :)
03:29*Wolf01:#openttd http://wolf01.game-host.org/OTTD_related/slpstops.png
03:29<Wolf01:#openttd>that's how they look after coded and decoded again :(
03:32<@petern:#openttd>you fail :D
03:32<@petern:#openttd>make sure your source image is aligned to 4 pixels
03:34<Wolf01:#openttd>so it's not a problem of what coordinates I put on the nfo, but it is the source image which is wrong?
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03:36<Wolf01:#openttd>this is the second time I'm trying to code a grf, the first time I coded succesfully a golden livery chimera engine for normal rails (I wanted to start a steampunk set, but I've done nothing)
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03:38<@petern:#openttd>bad coordinates won't shear the image
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04:42<Wolf01:#openttd>terraforming tools in scenario editor are inconsistent with the ones in game mode
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05:15<dihedral:#openttd>oi
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05:23*dihedral:#openttd is very much looking forward to todays nightly
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05:28<CIA-1:#openttd>OpenTTD: Yexo * r15250 /trunk/src/newgrf_gui.cpp: -Fix (r15126): The NewGRF Settings window was 1 pixel to low.
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05:59<dihedral:#openttd>Error: Out of memory. Cannot allocate 2883592 bytes
05:59<dihedral:#openttd>openttd: /home/fairplay/openttd/src/openttd.cpp:145: void error(const char*, ...): Assertion `0' failed.
06:00<dihedral:#openttd>i really doubt that is' my memory issue!
06:00<dihedral:#openttd>i am not seing anything else in the logs
06:00<dihedral:#openttd>all other apps are running fine
06:00<@Rubidium:#openttd>dihedral: then tell us what causes malloc to return NULL
06:01<dihedral:#openttd>it started in r15070
06:01*dihedral:#openttd is happy to have logs from his ottd games :-P
06:02<@Rubidium:#openttd>so 15070 is the revision that introduced it?
06:03<@Rubidium:#openttd>quite unlikely
06:03<dihedral:#openttd>no - that's the first nightly that shows that message
06:03<dihedral:#openttd>well, as of r14876
06:04<SmatZ:#openttd>so r14876 is the first nightly?
06:04<dihedral:#openttd>but it's been in the last 3 nightlies
06:05<dihedral:#openttd>no - the first on i still have logs from
06:05<@Rubidium:#openttd>@base 10 16 2883592
06:05<@DorpsGek:#openttd>Rubidium: 2C0008
06:07<@Rubidium:#openttd>are you using AIs?
06:07<dihedral:#openttd>yes
06:07<dihedral:#openttd>admiral ai
06:07<SmatZ:#openttd>dihedral: so last working is r15036, and r15070 isn't, right? or is it possible r15036 was problematic too, but the problem just didn't show up?
06:07<SmatZ:#openttd>or is it unlikely :)
06:07<dihedral:#openttd>i was just wondering why it was wanting 2+Mb space...
06:07<SmatZ:#openttd>bbl lunch
06:07<dihedral:#openttd>SmatZ, that always is possible
06:07<dihedral:#openttd>it happens in the middle of a game
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06:08<@Rubidium:#openttd>how man admiral ais?
06:08<@Rubidium:#openttd>sounds like squirrel's leaking
06:08<dihedral:#openttd>should i pump up the squirrel and ai debug level
06:08<dihedral:#openttd>debug is printed to stderr right?
06:09<@Rubidium:#openttd>I don't think that'll give you any useful info
06:09<dihedral:#openttd>i conly log stderr
06:09<dihedral:#openttd>shame
06:09<dihedral:#openttd>in one of the cases i see a [ai] The AI died unexpectedly.
06:10<dihedral:#openttd>the ai had been running for like over 12 hours
06:10<George:#openttd>A question about ARV. If I specify refit classes for head RV, it shows the list of cargoes to refit according to that class list. But if a part of ARV has others cargo classes to refit, the build vehicle has the refit list for the whole consist. Is there a way to tell ARV to use crgoes classes list for the head vehicles, not all the vehicles in the consist?
06:12<Eddi|zuHause:#openttd>you can only refit a whole consist, why would you show different things?
06:12<George:#openttd>also, if I specify 0 capacity for some cargo with CB 15, it allows me to refit ARV to that cargo, but afterthat ARV becomes not refitable
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06:13<George:#openttd>Eddi|zuHause: I do not want to show different crgoes for the consist, but only the list, defined for head RV (with 0 capacity)
06:14<George:#openttd>But I could not find a way to code this behaviour
06:16<@Rubidium:#openttd>refitting goes per vehicle part
06:16<@Rubidium:#openttd>so if you want a part to be refittable, that part must have the refit list
06:17<@Rubidium:#openttd>not some random part somewhere in the vehicle
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06:20<frosch123:#openttd>George: When you make the cabin not carry anything you could use the most common cargo/subcargo of consist variable to make it look different
06:21<George:#openttd>frosch123: My current problem is not the graphics, but a list of cargo to refit
06:21<George:#openttd>I can't make head RV to restrict the list of cargos of ARV
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06:23<George:#openttd>In the purchase window the list is correct (the one defined by head RV), but when ARV is build, I get the wider list
06:23<George:#openttd>I'm looking for a way to prevent it
06:24<George:#openttd>Could the second part of ARV check the head part and define its' refit list according to this value
06:24<George:#openttd>For example, the second part can return 0 capacity in this case
06:25<George:#openttd>But even with 0 capacity it is allowed to refit ARV to that cargo (with 0 copacity of ARV)
06:25<George:#openttd>capacity
06:26<frosch123:#openttd>no, that is not possible. but you can of course attach different vehicle IDs with different action0 properties but the same action123 chain
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06:26<George:#openttd>I know, but there are only 80h IDs to attach. I'm afraid to run out of IDs
06:27<frosch123:#openttd>yeah, I know what is on my todo list :)
06:27<George:#openttd>May be OTTD could remove a possible refit from the refit list if refit capacity is 0? Or at least have a flag to act so?
06:28<frosch123:#openttd>I guess that would cause a lot of trouble, and I remember a feature request which was heading in the other direction
06:28<George:#openttd>?
06:29<Eddi|zuHause:#openttd>refits with capacity 0 should be allowed, e.g. for repainting an engine
06:29<frosch123:#openttd>e.g. you asked how to attach different amount of trailers when refitting
06:29<George:#openttd>Eddi|zuHause: That's why I said FLAG
06:29<frosch123:#openttd>so you want to be able to refit a trailer to capacity 0
06:30<frosch123:#openttd>also the refit cargo types need to be available without an actual vehicle chain
06:30<George:#openttd>Yes. And that is what I'm currently testing :)
06:31<George:#openttd>I'm creating the head engine with 0 capacity and attaching trailers to it
06:31<frosch123:#openttd>also, why does it not behave the same in the purchase list, that sounds wrong
06:31<George:#openttd>frosch123: Do I need to send you a GRF?
06:32<frosch123:#openttd>you can do that, but I won't take a look at it immediatelly :)
06:33<George:#openttd>So, I want the trailer to provide different cargoes list according to head engine (I can have FFFFh head engines, so I want to provide different cargo lists for every head engine)
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06:33<George:#openttd>In fact I want ARV to provide it. A trailer has variants for every cargo
06:34<George:#openttd>http://george.zernebok.net/temp/-/5LVtruckw.grf
06:35<George:#openttd>frosch123: any advise?
06:36<frosch123:#openttd>when you use livery override, do you still need more than 0x7F IDs?
06:37<@petern:#openttd>shouldn't need to
06:37<George:#openttd>Sorry, what does it mean here? Livery override is graphics and we are speaking about capacity and refit list
06:38<frosch123:#openttd>you could e.g. use one id for every refit_mask
06:38<@petern:#openttd>hmm
06:38<frosch123:#openttd>or of course, just wait until more ids are supported
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06:40<George:#openttd>frosch123: How can use 1 vehID per mask if I have only 80h to attach. If I have 16 trucks with 8 views, than I'd run out 80h IDs, and I plan more than 16 trucks now
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06:41<frosch123:#openttd>but aren't some trucks refittable to the same cargos?
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06:43<George:#openttd>they are. but they have different characteristics. I suppose the weight of parts would be taken into account some day? than I can't use the same attached part to all the heads, unless values are defined with CB.
06:43<George:#openttd>But may be it is the best solution for now
06:44<Timitry:#openttd>http://paste.openttd.org/179146
06:44<Timitry:#openttd>OpenTTD crashed when i tried to join the openttdcoop-public server
06:45<Timitry:#openttd>When i first tried to connect, i had a missing NewGRF, i then downloaded the OpenTTDCoop NewGRF pack, went back to the main menu, new grf window, add new grfs, rescan files, back to multiplayer, connected to the server ---> crash
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06:47<planetmaker:#openttd>ah, yes. That error is solved, Trimitry. I think
06:47<planetmaker:#openttd>you didn't close the newgrf window before you hit connect, right?
06:47<Timitry:#openttd>uhm... not so sure about that
06:48<Timitry:#openttd>Yes, it is reproducable like that
06:48<Timitry:#openttd>Good...
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06:58<planetmaker:#openttd>http://hg.openttd.org/openttd/trunk.hg/rev/3b385a76868e <-- probably that one :)
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07:30<@petern:#openttd>hmm, i need more ram
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07:50<CIA-1:#openttd>OpenTTD: smatz * r15251 /trunk/src/saveload/vehicle_sl.cpp: -Fix (r15249): trains from 0.2.0-0.3.0 could be in 'stopping' state instead of 'stopped' (this problem doesn't affect trains in depot)
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08:05<CIA-1:#openttd>OpenTTD: frosch * r15252 /trunk/src/ai/api/ (ai_marine.cpp ai_tile.cpp): -Fix (r15027): AIMarine::AreWaterTilesConnected() reported aqueducts being connected with all surrounding tiles. Also add some type safety.
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08:16<Eddi|zuHause:#openttd>poor AdmiralAI. it could place one rail line, but not the second parallel one
08:17<@petern:#openttd>heh
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08:22<edeca:#openttd>Eddi|zuHause: Heh my AdmiralAI build stations all over the map costing a few hundred K and then never built rail lines
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08:32<Eddi|zuHause:#openttd>road AIs quite oftenly seem to remove bridges in order to build depots and stations
08:33<welshdragon:#openttd>(i dd just post this in 'tycoon, but it's dead) Holyshit: the ACES dev studio at Microsoft is no more :(
08:34<Eddi|zuHause:#openttd>the what at who?
08:34<+Yexo:#openttd>Eddi|zuHause: report that as a problem in the forum threads of the AIs that do that
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08:44<Eddi|zuHause:#openttd>oooh kay... this is a desaster waiting to happen... a truck of this AI crashed at a level crossing, now the ratings dropped, so they get no cargo anymore
08:44<Eddi|zuHause:#openttd>but now their trucks pile up at the loading station
08:45<Eddi|zuHause:#openttd>so that the last truck gets to stand directly on the crossing :p
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08:48<planetmaker:#openttd>lool :)
08:49<planetmaker:#openttd>I just had that: a level crossing where a train of mine waited across. AI busses waiting there, standing on other tracks... well. Poor passengers of those busses... Many casualities when the grain train left my station :)
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08:57<edeca:#openttd>You can't feel sorry for 1s and 0s ;)
08:57<Swallow:#openttd>I'm getting an error when compiling current trunk: (WinXP, MSVC 2008)
08:57<Swallow:#openttd>4>..\src\toolbar_gui.cpp(235) : error C2446: ':' : no conversion from 'CompanyByte' to ''
08:57<Swallow:#openttd>4> No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called
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09:01<Swallow:#openttd>typecasting to int or similar seems to fix it
09:01<Swallow:#openttd>see also http://paste.openttd.org/179154
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09:02<CIA-1:#openttd>OpenTTD: truebrain * r15253 /trunk/src/console_cmds.cpp: -Fix (r15193): dutch people shouldn't write english :p
09:10<CIA-1:#openttd>OpenTTD: glx * r15254 /trunk/src/toolbar_gui.cpp: -Fix (r15242): of course MSVC requires a cast
09:11<edeca:#openttd>Is it possible to have a train with all of 1 type of carriage (e.g. hopper) but 2 cargos (e.g. cereal & fiber crops 50/50)
09:11<+glx:#openttd>no
09:12<+glx:#openttd>well it's possible but you need to refit them separately
09:12<+glx:#openttd>and group them in a single train after
09:12<edeca:#openttd>That makes sense, was the only way I could see
09:12<edeca:#openttd>Pain, but at least you can clone trains
09:12*edeca:#openttd builds longer queueing areas instead
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09:27<CIA-1:#openttd>OpenTTD: frosch * r15255 /trunk/src/ai/api/ai_vehicle.cpp: -Fix (r15027): AIVehicle::GetLength() returned only the length of the first part of articulated road vehicles.
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09:35<Eddi|zuHause:#openttd>sick... within one minute, 3 crashes at the same crossing...
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09:41<angelo:#openttd>nice, a train is loading past 100%
09:41<energetic:#openttd>you have a pentium overdrive CPU?
09:41<energetic:#openttd>that might cause it
09:41<angelo:#openttd>900 passengers in a single wagon
09:41<angelo:#openttd>sounds crowded
09:42<angelo:#openttd>i dont have a pentium
09:42<energetic:#openttd>oh ;)
09:42<energetic:#openttd>anyways: how u do that?
09:43<energetic:#openttd>sounds usefull in competition games
09:44<angelo:#openttd>dunno
09:44<angelo:#openttd>i just saw it happen
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09:45<Gekz:#openttd>angelo: sounds like a bug
09:45<Gekz:#openttd>angelo: save it and check an autosave
09:45<Gekz:#openttd>and see if it does it again?
09:46<Gekz:#openttd>Eddi|zuHause: :o
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09:58<smeding:#openttd>hey, it's been a while since i've been here (and since i've been playing OpenTTD), and i've got a question.
09:59<smeding:#openttd>i'm playing openttd with cargodest and PBS, and wondering if there's a way to combine the behaviour of presignals and PBS
09:59<smeding:#openttd>so, for example, a train will wait at the PBS-presignal-start signal if there are no stop signals free
10:00<Aali:#openttd>nope
10:00<smeding:#openttd>ah. too bad, then
10:00<smeding:#openttd>PBS speeds up the progress through some of my stations a lot, but when there's no path to a station they clog up the intersection
10:01<smeding:#openttd>er. to a platform*
10:01<CIA-1:#openttd>OpenTTD: smatz * r15256 /trunk/src/saveload/company_sl.cpp: -Fix (r15027): use of uninitialised variable while saving/loading game with AIs
10:01<Aali:#openttd>the most efficient station is still the presignal bypass, no PBS construct has been able to beat it yet :)
10:07<Alberth:#openttd>smeding: don't put a signal just after the intersection with PBS
10:07<smeding:#openttd>hmmmm.
10:08<Alberth:#openttd>smeding: only there were it is ok for a train to stop. Releasing of track is done automatically after it passed
10:08<smeding:#openttd>right, why don't i think of such things :)
10:08<Alberth:#openttd>it is at the wiki
10:09<smeding:#openttd>yeah i guess i don't look there often enough. i'm only a casual player
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10:32<CIA-1:#openttd>OpenTTD: smatz * r15257 /trunk/src/ (company_base.h company_cmd.cpp saveload/company_sl.cpp): -Cleanup: remove Company::is_noai, it is not needed anymore
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10:43<CIA-1:#openttd>OpenTTD: rubidium * r15258 /3rdparty/squirrel/squirrel/squtils.h: [Squirrel] -Fix: don't use memcpy with overlapping memory regions
11:02<ArmEagle:#openttd>petern heh do i feel like an idiot now, spelling -that doesn't even cover it- it wrong.
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11:38<Retro:#openttd>0irc-1.4.53 on WindowsVista(6.0.6001)
11:39<|Jeroen|:#openttd>boe
11:40<Retro:#openttd>sorry
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12:03<CIA-1:#openttd>OpenTTD: rubidium * r15259 /trunk/src/newgrf.cpp: -Fix: [NewGRF] small memory leak when scanning labels
12:06*Retro:#openttd is away: autoaway [l(on) p(on)]
12:10<welshdragon:#openttd>somebody kick him!
12:12<welshdragon:#openttd>@kick Retro
12:12<welshdragon:#openttd>!kick Retro
12:16<edeca:#openttd>!jump around
12:16<edeca:#openttd>?
12:16<Eddi|zuHause:#openttd>that'd be the perfect job for truebrain :p
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12:21<Eddi|zuHause:#openttd>hm... what i always wanted to ask... the city growth factor... does that speed up city growth, or slow down non-city growth?
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12:30<mynetdude:#openttd>hey all I just installed 0.6.3 and I'm getting an error, no available language packs (invalid versions?):: obviously it seems to be saying it can't find the english language pack?
12:31<mynetdude:#openttd>I looked in the lang folder, there are lots of language packs
12:34<Eddi|zuHause:#openttd>they might be from a different version
12:35<mynetdude:#openttd>I was doing an upgrade from 0.6.0 to 0.6.3 it wouldn't upgrade the lang packs?
12:35<Eddi|zuHause:#openttd>from where did you get your OpenTTD, how did you install it?
12:35<mynetdude:#openttd>got it from the openttd.org site and used the .exe and double clicked it and it gave me a message saying "this will upgrade 0.6.0 to 0.6.3
12:36*mynetdude:#openttd is in the process of reinstalling anyway :(
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12:37<Eddi|zuHause:#openttd>hm... i never actually "installed" openttd...
12:37<Eddi|zuHause:#openttd>maybe it could not overwrite the .lng files? do you run as administrator? are they write protected?
12:40<mynetdude:#openttd>haven't had the need to run as admin, but I suppose that could've been a prob
12:41<mynetdude:#openttd>well I do know that the installer requires admin permissions, so in that case yes
12:42<@Rubidium:#openttd>if the previous install was done with admin permissions it might be that you don't have to rights to overwrite the files
12:42<@Rubidium:#openttd>though the installer should warn about that
12:43<mynetdude:#openttd>hmm, never saw that warning
12:51<Eddi|zuHause:#openttd>so... i played with AIs for a while now. AdmiralAI is making rather good profit, even though it can't manage to build rail lines. ConvoyAI is making very little but steady profit, but most of its vehicles are old and are standing in the depot. PAXLink places lots of signs "trying to build IC", builds lots of local bus stations, and goes bankrupt regularly
12:53<@petern:#openttd>is there a roboboy simulator yet?
12:53<@petern:#openttd>although
12:53<@petern:#openttd>"goes bankrupt regularly" ... that's probably it
12:56<Eddi|zuHause:#openttd>overall fazit: the towns get crowded with so many bus stations and statues, that there is hardly any room for houses
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13:09<Elukka:#openttd>well, havent been around here much...
13:09<Elukka:#openttd>(hi)
13:09<Elukka:#openttd>will my mind and/or computer explode if i use cargodest with ecs?
13:10<+glx:#openttd>your mind might :)
13:10<Elukka:#openttd>i think i'll disable cargodest for cargo
13:11<@petern:#openttd>passengers, mail & valuables is a good choice...
13:11<@petern:#openttd>tourists if you have those
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13:13<Elukka:#openttd>yeah, i activated all the vectors
13:13<Elukka:#openttd>i've used them only once, but it wasnt that hard
13:15<Elukka:#openttd>oh and i love PBS
13:15<Elukka:#openttd>last time i played much, that didnt exist in trunk
13:26<smeding:#openttd>PBS is nice now that i can use it :)
13:26<svip:#openttd>What is smeding doing here?
13:26<smeding:#openttd>and hmm, seems cargodest is generating passengers to a place where i only have a goods train
13:26<smeding:#openttd>svip, i started playing openttd again! had a question so dropped by
13:26<svip:#openttd>Oi oi!
13:30<Elukka:#openttd>with PBS, basic reasonably realistic stations actually work with high capacity networks :)
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13:41<Elukka:#openttd>a 2048x2048 with all ECS vectors sure takes time to generate
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13:45<CIA-1:#openttd>OpenTTD: translators * r15260 /trunk/src/lang/ (17 files): (log message trimmed)
13:45<CIA-1:#openttd>OpenTTD: -Update: WebTranslator2 update to 2009-01-24 18:45:20
13:45<CIA-1:#openttd>OpenTTD: arabic_egypt - 9 fixed by khaloofah (9)
13:45<CIA-1:#openttd>OpenTTD: brazilian_portuguese - 99 fixed by tucalipe (99)
13:45<CIA-1:#openttd>OpenTTD: catalan - 22 fixed, 202 changed by arnaullv (224)
13:45<CIA-1:#openttd>OpenTTD: dutch - 10 fixed by Excel20 (10)
13:45<CIA-1:#openttd>OpenTTD: finnish - 10 fixed by jpx_ (10)
13:47<Eddi|zuHause:#openttd>Elukka: afaik it already heavily improved
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13:51<Elukka:#openttd>i have beta 4, apparently
13:51<Elukka:#openttd>can't really be bothered to look for new ones since i'm playing with friends
13:54<Eddi|zuHause:#openttd>there should be beta 5 by now
13:57<Elukka:#openttd>yeah, but it'd be a hassle to get it in everyones game
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13:58<frosch123:#openttd>not if they can access the content server
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14:01<Eddi|zuHause:#openttd>what is the noise limit calculation?
14:01<Eddi|zuHause:#openttd>or: how big must a city be to support a city airport (noise 5)?
14:02<frosch123:#openttd>return ((this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3)
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14:12<Eddi|zuHause:#openttd>hm. i think that one is set to hard
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14:16<frosch123:#openttd>800,2000,4000 are the default values btw.
14:17<Eddi|zuHause:#openttd>so 8000 for 5
14:18<Eddi|zuHause:#openttd>that's going to take a while...
14:18<Eddi|zuHause:#openttd>i have a feeling the towns don't grow at all...
14:18<Eddi|zuHause:#openttd>even the heavily serviced ones are only at 3000
14:20<Eddi|zuHause:#openttd>i think the PAXLink is suffering heavily from this
14:21<Eddi|zuHause:#openttd>as it relies on building bus-feeders to airports
14:21<Eddi|zuHause:#openttd>with inner-city busses it can't make enough money
14:22<frosch123:#openttd>you can also build the airport more far away
14:22<Eddi|zuHause:#openttd>"i" can, but the AI apparently can't
14:23<Eddi|zuHause:#openttd>and what was that? 12 tiles for 1 noise level?
14:23<Eddi|zuHause:#openttd>24 tiles?
14:23<Eddi|zuHause:#openttd>on a map that is mostly water?
14:24<frosch123:#openttd>you can also reduce the 4000 multiplier, or you can even disable noise level as it is weird for multiplayer
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14:51<Digitalfox:#openttd>Hi...
14:51<FR^2:#openttd>ho
14:53<Digitalfox:#openttd>Something is wrong about Flyspray and my account.. I just changed my password and now flyspray says " That user does not exist on this Flyspray installation ", if I try to reset the password it sends me email, but won't let me login with that message..
14:55<frosch123:#openttd>no idea, but there have been no reports for the whole day :)
14:57<Digitalfox:#openttd>frosch123 I think it has something to do with no login from me for a very long time..
14:57<Mark:#openttd>lo
14:57<Digitalfox:#openttd>I guess it's over a year now
14:58<Elukka:#openttd>hmm... as i understood it, with cargodest i cannot feed people to a train station with buses, then move them to another station and then to their destination with buses?
15:00<+glx:#openttd>Digitalfox: you are in the user list
15:00<Digitalfox:#openttd>glx I know, but can't login :)
15:01<+glx:#openttd>try your old password
15:01<Digitalfox:#openttd>glx I did :( It also says the same thing
15:02<@Rubidium:#openttd>glx: well... he wasn't quite in the user list
15:03<Digitalfox:#openttd>I also wanted to ask another question, about C ( not c++ ).. About when to use getchar instead of scanf.. I just don't get why using getchar if scanf does the same thing and with more options..
15:04<@Rubidium:#openttd>scanf requires a newline IIRC
15:04<+glx:#openttd>scanf usually fail on wrong format too
15:06<Digitalfox:#openttd>but if i use say, -> scanf("%c", &ch); it does the same thing :\
15:06<@Rubidium:#openttd>really?
15:07<Digitalfox:#openttd>Well my point is is faster to type getchar, but when should I use it instead of scanf
15:07<Digitalfox:#openttd>*it is
15:07<@Rubidium:#openttd>I rarely use any of those
15:07<Digitalfox:#openttd>I guess I'm missing the point
15:08<Digitalfox:#openttd>Rubidium because of c++ or doing it another way in C?
15:08<smeding:#openttd>Elukka, yes, you can
15:08<+glx:#openttd>in c++ you have cin >>
15:08<@Rubidium:#openttd>no, because I rarely get input from the console
15:08<smeding:#openttd>i just did it :)
15:09<Elukka:#openttd>smeding: then i must have misunderstood something
15:09<Elukka:#openttd>"If you have two vehicles, one which goes from A to B and another from B to C, there will be (among others) cargo generated in A with C as its destination. That cargo at A will board any vehicle that goes to B (the transfer station), unload there and then use any vehicle that goes to C. Any vehicle implies any vehicle going directly from A to B, vehicles with a stopover in D (meaning A-D-B) will not be used."
15:10<Elukka:#openttd>it says it must go directly from B to C
15:10<Digitalfox:#openttd>glx I still haven't gone the dark side of c++, I'm working in my AI for my game in C :)
15:10<+glx:#openttd>ha right :)
15:11<smeding:#openttd>Elukka, the wording in that is confusing, if there are vehicles from A-B B-C C-D then A-D will be generated and board the proper trains
15:11<smeding:#openttd>generally if there is a set of trains to take from one place to another, traffic will be generated for that route
15:12<SpComb:#openttd>getchar is more direct than scanf, and hence faster
15:12<Elukka:#openttd>ah, okay
15:12<Elukka:#openttd>thanks
15:12<SpComb:#openttd>like if you have a loop reading in a million chars
15:12<SpComb:#openttd>but sure, scanf can do the same thing as getchar does, presumeably because scanf is built on top of something like getchar
15:12<Elukka:#openttd>so basically, stuff goes places if they at all can
15:13<smeding:#openttd>yeah
15:14<Digitalfox:#openttd>thanks SpComb :)
15:14<CIA-1:#openttd>OpenTTD: glx * r15261 /trunk/src/ (6 files in 2 dirs): -Add: added Engine::GetRunningCost() to remove some code duplication. Also stops AIs decrementing vehicle counter of first company
15:16<@petern:#openttd>whe
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15:18<planetmaker:#openttd>:O
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15:40<angelo:#openttd>hmm why is my max loan limit still at 200k after decades of successful play?
15:40<@petern:#openttd>inflation is turned off
15:42<Elukka:#openttd>cargodest is beautiful
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15:55<angelo:#openttd>ah yes i turned inflation off for this game
15:55<angelo:#openttd>weird, i thought in my other games they increased my limit because i was awsome
15:56<smeding:#openttd>hah
16:01<planetmaker:#openttd> /Users/ingo/ottd/trunk.hg/src/3rdparty/squirrel/squirrel/sqapi.cpp:665: failed assertion `v->_top >= nelemstopop' with one of my savegames
16:01<SmatZ:#openttd>planetmaker: with trunk?
16:02<planetmaker:#openttd>r15261
16:02<SmatZ:#openttd>:'-(
16:02<planetmaker:#openttd>load game, exit to main menu, get assert
16:02<SmatZ:#openttd>I have seen this several times, but it's not safely reproducible now :(
16:02<SmatZ:#openttd>sometimes it happens, sometimes not :)
16:02<SmatZ:#openttd>maybe some AIs cause that
16:02<Eddi|zuHause:#openttd>i've just had one of those, too
16:02<planetmaker:#openttd>with that savegame: always reproducable
16:03<planetmaker:#openttd>maybe yes. 28 years 14 AIs :)
16:03<Eddi|zuHause:#openttd>on exiting the game
16:03<SmatZ:#openttd>I had a savegame where it was "safely reproducible", but later I couldn't reproduce it anymore :-/
16:03<planetmaker:#openttd>:S
16:03<planetmaker:#openttd>that's "nice"... errors which fix themselves.
16:03<Eddi|zuHause:#openttd>yes, it reproduces here, too
16:04<planetmaker:#openttd>http://bugs.openttd.org/task/2582
16:04<Eddi|zuHause:#openttd>as in "happens 3 times in a row"
16:04<planetmaker:#openttd>yeah
16:06<Eddi|zuHause:#openttd>i have 15248, if that makes a difference...
16:06<planetmaker:#openttd>hm... I try again. I had one change (hg doesn't automatically update) in src/3rdparty/squirrel...
16:06<SmatZ:#openttd>planetmaker: nice :) reproducible here :)
16:07<planetmaker:#openttd>ok, doesn't change anything that squirrel change
16:07<Eddi|zuHause:#openttd>should i bother uploading mine to that task, too?
16:07<planetmaker:#openttd>requirements: all AIs in bananas and openttdcoop grfpack 7.3
16:07<planetmaker:#openttd>Eddi|zuHause: possibly yes :)
16:07<planetmaker:#openttd>is at least my attitude. :)
16:08<planetmaker:#openttd>it was also present in r15233.
16:09<planetmaker:#openttd>that's where I discovered it - but in my clientside modified binary.
16:09<planetmaker:#openttd>err. 15235
16:10<SmatZ:#openttd>planetmaker: and german signals :)
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16:11<planetmaker:#openttd>true. Forgot that. But it's in bananas. :)
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16:12<planetmaker:#openttd>modified my comment to reflect that :)
16:12<planetmaker:#openttd>I'll only add grfs which are in bananas or the grfpack :) Cannot be bothered about others :P
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16:22<@petern:#openttd>Eddi|zuHause's on the money :D
16:22<Eddi|zuHause:#openttd>what?
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16:23<@petern:#openttd>squirrelgrf
16:24<yorick:#openttd>NoGRF
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16:29*Rubidium:#openttd likes squirrelgrf...
16:30<@Rubidium:#openttd>it keeps many people from getting criminal as they need to heavily debate about something that ain't gonna happen
16:30<frosch123:#openttd>did they at least profile it in the mean time?
16:30<@Rubidium:#openttd>not to mention that it keeps them busy 'trying' and coding it
16:31<@Rubidium:#openttd>hmm... profiling ;)
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16:32<@Rubidium:#openttd>what would be faster a = GetByte() or str = readstring; if (strcmp("speed", str) { a = atoi(readstring); }
16:33<frosch123:#openttd>I started profiling it somewhen last week, and it was quite slow with 200 trains. but before I could finish it properly, something on my tv card broke, and the syslogger took 80% cpu time to log the errors :s
16:34<@Rubidium:#openttd>wut... it broke your tv card! That's really bad
16:34<frosch123:#openttd>I guess 19% were needed to generate the errors :)
16:34<@Rubidium:#openttd>you should've reported that
16:34<frosch123:#openttd>and I was not even using it :)
16:35<frosch123:#openttd>but it has always been slightly crappy
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16:38<CIA-1:#openttd>OpenTTD: frosch * r15262 /trunk/src/ai/ai_core.cpp: -Fix: AIEvents were not freed, when they were not queued for any AI.
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16:48<Unaimed:#openttd>I'm trying to get some new maglev traffics by installating newmaglev_850.grf from http://www.tt-forums.net/viewtopic.php?t=23538. I put the .grf in the data folder but it does not show up in the newgrf settings. Is the .grf file incompatible with ottd?
16:48<Unaimed:#openttd>traffics = graphics
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16:52<+glx:#openttd>maybe it uses a "system" grfid
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16:52<Nite_Owl:#openttd>Hello all
16:52<SmatZ:#openttd>hello owl
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16:53<Unaimed:#openttd>it doesn't replace the maglev graphics when i try ottd if i understood you correctly glx
16:53<Nite_Owl:#openttd>Hello SmatZ
16:54<+glx:#openttd>if you don't see it in the available newgrf list, then it's considered as invalid by openttd
16:55<wollollo:#openttd>with "allow building on slopes and water" turned off, I get "already built" when trying to build single straight rail tracks on unsuitable slopes
16:55<@Rubidium:#openttd>yup... seems to use the "system GRF" GRF ID
16:55<Unaimed:#openttd>Is it possible to fix the grf?
16:55<@Rubidium:#openttd>yes
16:55<Unaimed:#openttd>easily? =)
16:55<+glx:#openttd>first step would be to ask the author to fix it :)
16:56<+glx:#openttd>but you can also decode, fix, encode yourself
16:57<Unaimed:#openttd>ok, i'll see what i can do then
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17:21<@petern:#openttd>hmm
17:21<@petern:#openttd>switching back from fullscreen doesn't restore the resolution it was
17:23<Eddi|zuHause:#openttd>that's why i generally do not like full screen games... more often than not, they don't properly switch back. plus, they rarely offer widescreen resolutions
17:24<@petern:#openttd>whatever
17:24<@petern:#openttd>it used to work
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17:26<Eddi|zuHause:#openttd>that i cannot confirm, as i never tried it ;)
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18:08<Elukka:#openttd>hmh
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18:08<Elukka:#openttd>do the ECS mines get depleted? :/
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18:14<Eddi|zuHause:#openttd>yes, but there is a parameter to turn that off
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18:16<Elukka:#openttd>oh :/
18:16<Elukka:#openttd>can i change that in an already running game?
18:17*dihedral:#openttd waves hello
18:17<Eddi|zuHause:#openttd>you can change the parameter, but i have no idea if that will affect already existing industries
18:17<Eddi|zuHause:#openttd>... or completely crash the game ...
18:18<SmatZ:#openttd>hello dihedral
18:18<dihedral:#openttd>:-)
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18:29<dihedral:#openttd>tab completion is bonked
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18:30<dihedral:#openttd>in the chat message box
18:30<dihedral:#openttd>works for some nicks in the list, but not for all
18:30<dihedral:#openttd>funny thing is, other clients get different working nicks!
18:32<Wolf01:#openttd>'night
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18:33<SmatZ:#openttd>dihedral: try to fix it :o) plase
18:33<SmatZ:#openttd>e
18:33<dihedral:#openttd>ok
18:33<dihedral:#openttd>i'll try
18:33<dihedral:#openttd>:-)
18:33<SmatZ:#openttd>:-)
18:37<dihedral:#openttd>though honestly? how on earth can it produce different hits for different clients?
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18:40<Aali:#openttd>probably depends on when you joined the game
18:40<welshdragon:#openttd>Sacro, any luck with compiling openttd?
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18:42<welshdragon:#openttd>-thanks Aali i just lost the game
18:42<Aali:#openttd>...
18:43<Aali:#openttd>damn yuo
18:43<Aali:#openttd>damn spelling
18:43<Sacro:#openttd>welshdragon: nope, why?
18:43<welshdragon:#openttd>Sacro, just curious
18:43<Sacro:#openttd>Lawrence showed me how to install it
18:43<Sacro:#openttd>You can do it without the DMG
18:43<welshdragon:#openttd>h
18:43<welshdragon:#openttd>hehe
18:44<welshdragon:#openttd>Sacro, acn i come over tomorrow night?
18:44<welshdragon:#openttd>*can
18:44<welshdragon:#openttd>(dunno why i just asked that here)
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18:48<Sacro:#openttd>welshdragon: yeah, can do
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19:57<CIA-1:#openttd>OpenTTD: glx * r15263 /trunk/ (11 files in 3 dirs): -Codechange: added Engine::GetCost() to remove some code duplication.
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20:44<ArmEagle:#openttd>hmm, i have a double line(where at every intersection trains can choose the most empty one) going into a drop off station, and just before the station I have a separate entrance for pickup.
20:44<ArmEagle:#openttd>Even though the dropoff is the 'shorter' path, sometimes a train picks the pickup track (pickup trains are set to go trough there with a waypoint).
20:45<ArmEagle:#openttd>But since I have two separate lines going into the station I can't putup waypoints, unless I can tell trains to go trough either WP 1 or 2.
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20:52<Eddi|zuHause:#openttd>in nightlies, you can use stations and "go via" orders
20:53<ArmEagle:#openttd> i guess I should just split this station up (pickup and dropoff are the same)..
20:53<ArmEagle:#openttd>that i hadn't thought of that obvious yet..
20:56<Eddi|zuHause:#openttd>go via orders are what makes this station work: www.informatik.uni-halle.de/~krause/Klein%20Elsmuenster%20Transport,%2023.%20Maer%201942.png
20:56<Eddi|zuHause:#openttd>(the truck part)
20:56<Eddi|zuHause:#openttd>it has to be one station, because it is train<->truck transfer
20:57<Eddi|zuHause:#openttd>but the trucks should be separated by cargo type, because trucks of one cargo type might wait for a train load, and thus block off trucks of other cargo types
20:59<Eddi|zuHause:#openttd>so the trucks have orders like:
20:59<Eddi|zuHause:#openttd>1. go via "Gbf <cargo type>"
20:59<ArmEagle:#openttd>ohh drive trough stations..
20:59<Eddi|zuHause:#openttd>2. go to "Gbf"
20:59<ArmEagle:#openttd>fancy solution.
20:59<Eddi|zuHause:#openttd>3. go to target station
20:59*Mortomes__:#openttd waves to ArmEagle
20:59<ArmEagle:#openttd>hah hi Mortomes__
21:00<ArmEagle:#openttd>now to try and find to option to allow mutliple stations next to each other..
21:00<ArmEagle:#openttd>hmm it is on, yet doesn't let me
21:00<Eddi|zuHause:#openttd>the settings window needs a search/filter option ;)
21:01<Eddi|zuHause:#openttd>press ctrl
21:01<ArmEagle:#openttd>Eddi|zuHause great, thanks i haven't played for a long time :)
21:01<Mortomes__:#openttd>Oh neat, I didn't know that
21:01-!-Mortomes__ is now known as Mortomes
21:01<Eddi|zuHause:#openttd>that feature is in for a week or so
21:02<ArmEagle:#openttd>hah it is? Right in time :)
21:02<Mortomes:#openttd>I've mostly been playing around with cargodest, it's neat
21:03<Eddi|zuHause:#openttd>i don't know when cargodest was synched last time
21:03<ArmEagle:#openttd>oh wait.. that's why i had this station as a big one, else the other isn't close enough to the industry. but I'll just put a satellite point
21:03<ArmEagle:#openttd>hmm, cargodest?
21:03<Mortomes:#openttd>ArmEagle: Cargo with specific destinations
21:04<Eddi|zuHause:#openttd>ArmEagle: luckily, that is trivially easy now :p
21:04<ArmEagle:#openttd>Eddi|zuHause not if the local town doesn't like you..
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21:05<ArmEagle:#openttd>I hadn't even seen it at first, it's that small
21:05<Mortomes:#openttd>All the cargo routing and switching between trains is handled automatically
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21:07<Mortomes:#openttd>It makes passenger transport a lot more interesting
21:08<Eddi|zuHause:#openttd>cargodest makes me even more miss a shunting feature
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21:55<welshdragon:#openttd>grr
21:55*welshdragon:#openttd is trying to find a game
21:55<welshdragon:#openttd>where you plan transportation routes
21:57<welshdragon:#openttd>ah, Traffic Game :)
22:04<RS-SM:#openttd>hey all
22:04<RS-SM:#openttd>what is the fastest train on your current setups
22:06<Nite_Owl:#openttd>depends on which train set one is using
22:10<RS-SM:#openttd>I have the Type 700s
22:10<RS-SM:#openttd>... they make more money than 747s cross country
22:12<Nite_Owl:#openttd>do you have a newgrf train set in use
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22:29<Eddi|zuHause:#openttd>i rarely even build a BR 05
22:30<Eddi|zuHause:#openttd>although, the E 03 is very cool
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22:58<Sacro:#openttd>I sing into the microphone as the drummer plays along...
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23:04<Eddi|zuHause:#openttd>luckily, IRC does not transmit sound
23:06<Sacro:#openttd>indeed
23:07<Sacro:#openttd>though I can post the youtube link
23:07<Sacro:#openttd>i think
23:07<Sacro:#openttd>yes, it isn't in the topic now
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23:43<RS-SM:#openttd>yeah
23:43<RS-SM:#openttd>honestly the Type 700 is...
---Logclosed Sun Jan 25 00:00:00 2009