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#openttd IRC Logs for 2009-05-14

---Logopened Thu May 14 00:00:09 2009
00:47<_ln>guten morgen, liebe zuschauern
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00:54<jebb44>i get an error message "cannot open"
00:54<jebb44>i just installed the 64 bit version for the first time
00:55<jebb44>can someone help
00:56<Forked>do you have in a location openttd looks for it?
00:58<jebb44>i don't see that file anywhere
01:00<jebb44>i downloaded the vista x64 version
01:00<jebb44>ran it
01:00<jebb44>tried to open it
01:00<jebb44>and that's the message i got
01:01<jebb44>and see no in the program folder
01:02<Forked>You need the original TTD files
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01:39<jebb44>where do i get those?
01:45<kkb110>from a friend who has original TTD maybe
01:50<@petern>from an original TTD CD...
02:07*petern wonders if it's necessary to be able to disable a rail type
02:16<de_ghosty>we alwasy want maglev!!!!!!
02:16<Xaroth>no, but the option would be useful
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02:32<@petern>vacuum cleaner caught fire, lol
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03:05<planetmaker>* petern wonders if it's necessary to be able to disable a rail type <-- might be nice for scenario designers
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03:13<@petern>by disable, i mean remove completely
03:13<@petern>of course, rail types are disabled if there is no vehicle available for them
03:15<planetmaker>I mean disable.
03:15<planetmaker>There are many train sets which have both, steam and electric for example
03:15<planetmaker>If you want to make a steamer only scenario...?
03:16*petern starts again
03:16*petern wonders if it's necessary to be able to remove an existing rail type via NewGRF
03:16<planetmaker>but otoh... if people can always put restriction on themselves.
03:17<planetmaker>so, definitely not a requirement IMO
03:18<planetmaker>I see nasty problems, if you can disable railtypes via newgrf :)
03:18<planetmaker>grf1: vehicles for types A and B
03:18<planetmaker>grf2: disables A
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03:25<planetmaker>thinking of it more. Forget everything I said today :)
03:25<planetmaker>sozial problems need not technical solution.
03:27<z-MaTRiX>sure you can remove everything
03:27<z-MaTRiX>adding should be more difficult
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03:31<planetmaker>I think you didn't grasp the question, z-MaTRiX :)
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03:32<planetmaker>it's not about something in a running game.
03:36<z-MaTRiX>[090521] planetmaker * petern wonders if it's necessary to be able to disable a rail type <-- might be nice for scenario designers
03:38<z-MaTRiX>btw, old railroad engines become obselete as time advances, wonder if you noticed it
03:38<planetmaker>z-MaTRiX, and why the heck should it be difficult for scenario designers to do something but not reverse it?
03:39<planetmaker>z-MaTRiX, I wonder whether you noticed that that can be switched off...
03:41<z-MaTRiX>[093845] planetmaker z-MaTRiX, and why the heck should it be difficult for scenario designers to do something but not reverse it? - dont get it
03:41<z-MaTRiX>we have a desync
03:42<planetmaker>not running game.
03:42<planetmaker>editor as opposed to playing
03:43<planetmaker>and how that'd lead to a desync eludes me.
03:43<planetmaker>to modify those settings in a running game is an entirely different matter. Especially removing availability
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04:13<@petern>so, er, what does any of that have to do with newgrf possibilities...
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04:29<planetmaker>petern, there's no relation to newgrf possibilities
04:33<@petern>so back to my question...
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04:39<planetmaker>you consider to allow newgrfs disable rail types, right?
04:40<@petern>i'm not sure it's necessary
04:41<@petern>12 additional types should be enough, right?
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04:43<dihedral>wow - 12 would be overkill :-P
04:43<dihedral>or is that for all of them together
04:43<dihedral>i.e. road tram ....
04:43<@petern>rail types
04:44*dihedral whistles :-P
04:44<@petern>16 in total
04:44<dihedral>12 rail types
04:44<dihedral>what would you do with that?
04:44<@petern>12 additional rail types
04:44<@petern>16 rail types in total
04:44<dihedral>"you cannot transport passengers on these rails"
04:44<@petern>well you could have cheap slow track, and expensive high speed track
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04:45<Ammler>narrow gauge, metro, rail, erail, shinkansen, monorail, maglev, transrapid <-- 8 existing
04:45<dihedral>there are also different types of erail Ammler
04:46<Ammler>hmm, you mean the i.e. yarrs and the one from tyconnez?
04:46<@petern>"metro" is not a rail type :s
04:47<@petern>3rd rail or 4th rail
04:47<@petern>plus that crazy french system that uses pneumatic tyres
04:48<Ammler>petern: you need it for 2cc (monorail replacement)
04:48<dihedral>the game has too many players :-D
04:48<z-MaTRiX>transrapid = maglev no ?
04:48<@petern>Ammler, 2cc creates a 'metro' rail type as a generic system to separate the metro vehicles from regular rail
04:48<planetmaker>petern, that system would replace the system of the 4 currently existing hard-coded types, right?
04:49<@petern>well the existing 4 types will still be there, of course
04:50<z-MaTRiX>some real thing ;>
04:50<planetmaker>petern, would they be "special" or treated as any other of the 12 new railtype things?
04:51<Ammler>petern: like shinkansen in the japset
04:52<z-MaTRiX>has a bezier curve track
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04:59<Ammler>the 10th type ;-
05:02<z-MaTRiX>"This allows the trains to operate on steep gradients."
05:02<Ammler>but still a long way to 16 and you won't use all together anyway. :-)
05:02<z-MaTRiX>to climb up hills
05:02<Ammler>more then 3 tiles at once ;-)
05:03<z-MaTRiX>high speed electric railway
05:03<Ammler>like shinkansen
05:04<z-MaTRiX>starting to get like rollercoasters
05:08<z-MaTRiX>if you want metros also
05:09<@petern>it's like an echo
05:15<z-MaTRiX>what about going back in time?
05:15<z-MaTRiX>3HP rail transport?
05:18<@petern>planetmaker, "special" ?
05:18<planetmaker>petern, there's no difference there on the source code side for the "old" rail types and the new rail types?
05:21<planetmaker>then I don't think there's an absolute need to allow to disable rail types.
05:22<planetmaker>It might be nice, but it's not necessary. After all players can agree not to use a certain type.
05:23<@petern>08:16 * petern wonders if it's necessary to be able to remove an existing rail type via NewGRF
05:23<@petern>say, some author wanted to ditch maglev, cos they didn't have enough types...
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05:24<z-MaTRiX>hm interesting
05:25<@petern>with an elephant in it
05:25<planetmaker>petern, but then... is it not up to the newgrf to define the rail types in the first place?
05:25<@petern>yeah, but they can't remove the existing 4
05:25<@petern>(they can change them, but not remove them)
05:26<planetmaker>ah, ok.
05:27<planetmaker>dunno... changing them to fit your need is sufficient, is it?
05:27<planetmaker>why disable something then?
05:30<@petern>they'll still have the original label
05:30<@petern>fuck it, 12 new is enough
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05:53<fjb>Hm, you could make different rail tipes for differenf axle weights.
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06:00<@petern>you could do that
06:00<@petern>but there is no code to handle weight
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06:08<Noldo>sounds like feature for the model railway guy
06:14<dihedral>hello Noldo
06:14<Noldo>hi dih
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07:30<Eddi|zuHause>axle weight could be a new vehicle property (for road and rail)
07:30<Eddi|zuHause>the railtypes code does not need to include that, but it should be prepared to be extendible in that direction
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08:08<CIA-3>OpenTTD: rubidium * r16305 /trunk/src/ (core/random_func.hpp network/network_internal.h): -Codechange: force-enable extra sync checking when random debugging is enable and give the calling location of Chance16(R) instead of the Random call within those functions.
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09:11<Xaroth>hm, bots not here
09:11<frosch123>just use /query dorpsgek
09:13<@petern>@seen dorpsgek
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10:11<fjb>Poor AdmiralAI...
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10:24<frosch123>don't use evil grfs
10:27<fjb>It was its own fault. It build underpowerd trains which crawled uphill at 1mph.
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10:38<fjb>I need an one way but don't stop here signal.
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10:52<Eddi|zuHause>i told repeatedly that i think one-way should be separated from signals
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11:02<HackaLittleBit>hello everyone
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11:06<z-MaTRiX>hello hax0r
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11:06<Hirundo_>it's h4xx0r, fix your spelling please
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11:10<z-MaTRiX>My b4d
11:12<@petern>see topic :p
11:14<z-MaTRiX>utf-8 is cool
11:14<z-MaTRiX>wĥęŗę įş ęvęŗybođy ?
11:18<FauxFaux>I⃞n⃞ ⃞y⃞o⃞u⃞r⃞ ⃞b⃞o⃞x⃞!⃞
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11:25<batti5_>can any body help with a error? "configure: error: libproc library is required" (off topic)
11:26<frosch123>well, install it
11:27<batti5_>but i can`t find it on the net for mandriva
11:32<frosch123>not sure, maybe the lib belongs to the "procps" package
11:36<_ln>batti5_: the correct apostrophe character is ', not `.
11:37<ccfreak2k>When did libpng12 become required?
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11:39<ccfreak2k>As opposed to earlier versions.
11:40<Yexo>ccfreak2k: are you sure it's required?
11:40<ccfreak2k>Someone could not run the "generic" Linux binaries because the linker couldn't find, so I would assume so.
11:40<Xaroth>who kidnapped TB o_O
11:40<Yexo>ah, that has always been the case
11:41<Yexo>if you don't have any of the libraries, you need to compile yourself
11:41<ccfreak2k>Even since 0.6.2?
11:41<Yexo>always = since png support
11:42<@petern>it's always been required in the prebuilt binaries
11:44<ccfreak2k>Perhaps configuring/building openttd configures it to link against the correct library in the system.
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11:49<@petern> is the correct library
11:49<@petern>building it yourself lets you build without libpng
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11:56<tneo>what is the minimum town size to accept goods in temperate?
11:58<z-MaTRiX>feel free to winnuke our unix boxes brb
11:58<frosch123>that does not directly depend on the population. use the 'land area information'-tool (the questionmark) and test the houses, whether they accept goods
11:58<frosch123>you will need 8/8 acceptance
12:00<tneo>ok thanks :)
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12:06<fjb>Hm, cargodist doesn't like the same stations two times in the orders without another stion inbetween (there is a go to depot order inbetween).
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12:14<fjb>Ah, go via is working.
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12:16<z-MaTRiX>is it worth taking passengers between 2 inner adjacent stations on a long line, or better go possible longest distance schedules?
12:17<fjb>But go via is not working (because the train does not turn around then).
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12:18<fjb>z-MaTRiX: Depends.
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12:24<@petern>if you want income, you want long distance
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12:54<fonsinchen>fjb: if the next stopping station is the same as the current station it won't load anything on the first visit, but unload everything. However it should load on the second visit. What is the behaviour you see?
12:56<fjb>fonsinchen: I hat it to full load any cargo at the first visit. The train did not load anything and never leave the station.
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12:58<fjb>fonsinchen: Next try was a second station next to the loading station (to turn around the train there). That second station ahd no loading and no unloading oders. That coused the trains to also not load anything in the fist station.
13:01<z-MaTRiX>what you think about this thing?
13:02<fonsinchen>It's clear the train won't load anything if the next station is the same as the current one. Cargo won't run in circles.
13:02<fonsinchen>better set the full load order at the second visit.
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13:04<fonsinchen>fjb: I can't imagine the layout in your second try. Can you post a screenshot somewhere?
13:08<fjb>fonsinchen: Full load at the second visit is not the best solution of the train will stay weeks in that station. It may need service after that long time. And after leaving the depot it has to turn around somewhere.
13:14<fonsinchen>So you can either advocate for full load becoming an "override" modification like unload and transfer are or redesign your station so that the train doesn't need to visit the station a second time after the depot.
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13:29<fjb>If the second station would be working working full load would not have to be an override. I will upload a screenshot soon.
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13:41<fonsinchen>fjb: This should work once the link stat between Pendnor Woods and wherever that train is going has timed out.
13:43<fjb>Can I see when the link stat will time out? And what happens when when going to the depot and the second station are enclosed by a conditional order?
13:44<fonsinchen>Like this the train will load things that are going via Pendnor North. The stuff waiting at the station is probably expecting to go directly without another stop in between. Once the link stat times out it will learn that this isn't possible anymore and be rerouted.
13:44<fonsinchen>You can watch the smallmap
13:44<fonsinchen>the link between Pendnor Woods and the destination will decrease while another link between Pendnor North and the destination will increase
13:45<fonsinchen>(However, as the visualization is not so good, you will probably not see it ...)
13:46<fonsinchen>Conditional orders are not supported
13:46<fonsinchen>I'm still pondering what to do with them
13:46<fjb>Must a train go there first to make the link or is just putting the orders enough?
13:47<fonsinchen>The train has to visit either the station before the new order or the station of the new order at least once to initialize the link.
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13:48<fonsinchen>However, the new link will die more quickly than the old one if you neither have a train waiting at Pendnor North nor regular trains going between Pendnor North and the destination
13:48<fonsinchen>That doesn't matter much, though
13:48<fonsinchen>once there isn't any planned route left the cargo will go anywhere
13:50<fjb>The trains would visit Pendnor North only once in a while, but that statin will stay in the ordwers.
13:51<Eddi|zuHause>i have a feeling cargodist causes more trouble than it solves...
13:52<fjb>I don't agree. Most things are working nice.
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13:54<fjb>And every layout, every playing style is diffent. Each of them has to be tested and problems fixed.
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14:10<CIA-3>OpenTTD: yexo * r16306 /trunk/src/openttd.cpp: -Fix [FS#2901] (r15027): Close all windows before unloading the AI system as closing the content-download window will rescan for AIs
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14:18<insulfrog>hi all
14:19<fjb>Hi insulfrog
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14:21<insulfrog>I have a question, how can multiplayer servers can be on all the time, even when the host computer is turned off?
14:22<insulfrog>on OpenTTD
14:23<Yexo>they can't
14:23<Yexo>a server can not be on while thehost computer isoff
14:25<insulfrog>the reason why I'm asking is that I have been on servers (like openttdcoop and standard) and they appear to be on all the time
14:25<Yexo>that's because those are run on a computer that is never turned off
14:25<insulfrog>that figures :)
14:27<insulfrog>probably that computer is an 'external' server if you know what I mean ;)
14:28<Yexo>yes and yes
14:28<insulfrog>nice :)
14:33<Ammler>most server on the list marked as "dedicated" are permanent on.
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14:37<@petern>insulfrog, didn't you know, the internet is turned off every night
14:38<Yexo>petern: sssh, he isn't supposed to know, they always wait untill insulfrog logs out
14:38<insulfrog>I noticed you said that :p
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14:45<fjb>My trains are faster loading than leaving the station...
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14:47<insulfrog_>heh, internet's on the blink :(
14:48<frosch123>sorry, hit the wrong button :s
14:50<planetmaker>insulfrog, for sure our game servers are somewhere in computing centres and not in my bedroom :)
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14:52<insulfrog>its knowing how to set a game up to the 'external' server
14:52<planetmaker>insulfrog, just the same as on your local computer.
14:52<planetmaker>or at least 97.5% :)
14:54<insulfrog>I know about how to set up a multiplayer game as I normally would but you got to make sure that you can communicate to the external server for you to set it up
14:57<planetmaker>sure. But that's nothing difficult. ssh is your friend
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14:58<planetmaker>it helps, though, a lot, if you know the OS's console commands.
14:58<planetmaker>or have a remote desktop possibly. Never tried that
14:58<planetmaker>won't work on ours anyway
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15:14<frosch123>google is your friend :p
15:14<fjb>Never ever put a server on the internet if you don't know how to administer it.
15:15<@Belugas>ssh = Smash Something hard
15:15<@Belugas>or Someone...
15:15<insulfrog>ah :)
15:16*Xaroth smashes Belugas hard
15:16<Xaroth>like that
15:16<@Belugas>hooo.... I do not have my ration of kick today :D
15:16<@Belugas>may I start now?
15:16<frosch123>Belugas: you know the korn shell?
15:16<Xaroth>insulfrog: keep in mind that when smashing people
15:16<@Belugas>hem... no:(
15:16<Xaroth>they might smash back
15:17<frosch123>Belugas: just want to give you a hint with its abbreviation :p
15:20<@Belugas>frosch123, i'm scratching my head, and apart hairs, got nothing out of it :(
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15:21<frosch123>he, I thought you wanted your daily portion of ksh?
15:22<frosch123>ok, I will shut up :s (k... s...... h...)
15:23<Xaroth>ksh.. kick somebody hard :)
15:25<@Belugas>do not feel into it :S
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15:26<Nite_Owl>Hello all
15:29<insulfrog>o well :)
15:32<insulfrog>I think I have a couple of suggestions to OpenTTD as well (hope you like them) :)
15:32<Xaroth>i think the bigger question would be
15:32<Xaroth>are you willing to make them :P
15:33<frosch123>yup, "lack of suggestions" was never a problem :)
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15:40<insulfrog_>another suggestion is to make a 'campaign' of these 'scripted scenarios' where you are in certain countries to do 'wheterver' in a certain amount of time and you can create your own too
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15:40<@Belugas>lack of intelligent ones, or excitingly good ones is...
15:40<insulfrog_>how is that for ideas :)
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15:40<insulfrog_>not sure how how it would be coded though
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15:47<@Belugas>sounds not too TTD.. More like a FPS to me...
15:49<Nite_Owl>or RRT
15:50<frosch123>or J&R :p
15:52<+glx>and already suggested
15:53<+glx>(more than once)
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15:56-!-mode/#openttd [+o DorpsGek] by ChanServ
15:58*Belugas yawns
15:59<frosch123>who reanimated dorpsgek?
15:59<+glx>it was just away from this chan
15:59<frosch123>that I know
15:59<+glx>(and I didn't)
16:00*Belugas stops CPR'ing DorpsGek
16:04<+glx>I guess it's reanimation
16:05<Nite_Owl>IT IS ALIVE - DorpsGekenstein
16:06<+glx>Nite_Owl: don't mix the professor and the monster
16:06<Eddi|zuHause>Frankenstein was not the monster...
16:06<@Belugas>Cardio Pulmo Resurection
16:07<Eddi|zuHause>why can't those english speakers use real words?
16:07<@Belugas>same in french... but it's CPR
16:07<Nite_Owl>I am aware of that but for the sake of the humor...
16:07<@Belugas>Cardio Pulmo Réanimation
16:08<Eddi|zuHause>if one says "Herz-Lungen-Wiederbelebung", everybody knows that it's about "Heart" and "Lungs"
16:09<frosch123>KPR "kardiopulmonale Reanimation" :p
16:09<Eddi|zuHause>frosch123: i have never ever heard anybody say that :p
16:09<@Belugas>How do you call the doctors who a re dealing with hearts? A Heartholog? or cardiolog ? :P
16:10<frosch123>Kardiologe :p
16:10<Eddi|zuHause>i have never dealt with one
16:10<Eddi|zuHause>but everybody would understand "Herzdoktor" :p
16:10<frosch123>Eddi|zuHause: I never heard "H-L-Wiederbelebung", always "Reanimation"
16:11<+glx>only the -doktor part ;)
16:11<frosch123>Eddi|zuHause: do not confuse with "Herzkasper"
16:11<@Belugas>a lungologist?
16:11<Eddi|zuHause>Belugas: do those even exist?
16:11<+glx>what's that?
16:12<@Belugas>a doctor who deals with lungs ^_^
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16:13<Eddi|zuHause>frosch123: but it's a fact that a majority of the "foreign" medical terms have german equivalents, where there aren't any in other languages (english, french)
16:13<+glx>pneumologue :)
16:15<@Belugas>i'm just having fun ;)
16:15<frosch123>Eddi|zuHause: can you give me an example of a medical term that is not latin-like in german, french and english?
16:15<Sacro>mother dog?
16:16<_ln>Sacro: hund, bitte.
16:16<Eddi|zuHause>no, that's a "Hund"
16:16<@Belugas>who you want to bite?
16:16<+glx>col de l'uterus
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16:17<@Belugas>Mont de Vénus?
16:18<frosch123>it's a "Mont" in french? in german its only a "monticule" :p
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16:18<Eddi|zuHause>no, Belugas was joking
16:19<Eddi|zuHause>anyway, there are lots of examples outside the female anatomy ;)
16:19<_ln>omg, Belugas used an accent on a letter for the first time.
16:19<+glx>and he failed ;)
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16:21*Belugas has not yet re-installed correctly his mIRC client since on new computer..
16:21<@Belugas>i thingk
16:21<@SmatZ>welcome, mIRC Belugas
16:21<Eddi|zuHause>err... wrong window...
16:21<@SmatZ>type password next time please :)
16:21<+glx>maybe it is
16:22<Eddi|zuHause>that WAS my ... wait ;)
16:22<Sacro>s'ok, we only see starts
16:23<Sacro>see my password is *******
16:23<+glx>I have the same
16:24<Eddi|zuHause>so if i say hunter2 you see only stars?
16:24<Tefad>my password is also *******!
16:25<@Belugas>OH mY GOD!!!
16:25<@Belugas>I do not have a password!!
16:25<Sacro>:o oh no
16:25<Eddi|zuHause>then you cannot make use of this mIRC function
16:26<@Belugas>which one? the kick?
16:26<@Belugas>let me try...
16:26-!-Eddi|zuHause was kicked from #openttd by Belugas [testing, 1,2,3]
16:26<@Belugas>oups... sorry... i do have a password...
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16:29<Eddi|zuHause>serves me right for provoking people and then not watching the chat
16:30<+glx>enable auto rejoin ;)
16:31<Eddi|zuHause>i hate that function...
16:31<Eddi|zuHause>it totally voids the educational function of a kick
16:31<Eddi|zuHause>so people with autorejoin tend to earn a tempban
16:32<+glx>usually kick is not educational
16:32<@SmatZ>that's why DorpsGek has "ban with timeout"
16:33<@SmatZ>but if you are kicked and you autorejoin, you still should know why you were kicked
16:33<@SmatZ>that you should stop your behaviour
16:33<@SmatZ>or so
16:33<+glx>else there's the next step ;)
16:33<Eddi|zuHause>you have no idea how many people have no clue that there was a kick message
16:34<@SmatZ>maybe depends on client
16:34-!-SmatZ was kicked from #openttd by DorpsGek [hello]
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16:34<SmatZ>I see it :)
16:34<+glx>me too
16:34<Eddi|zuHause>maybe depends on the "client" :p
16:34<+glx>[22:34:53] Vous avez été kické(e) de #openttd par DorpsGek [] : test
16:36<Ammler>well, it might look like a disconnect
16:37<+glx>the text is different ;)
16:38<+glx>but as nobody reads
16:38<@Belugas>[16:34] <+glx> usually kick is not educational <- especially mine
16:38<+glx>TB's are not either ;)
16:38<+glx>especially when Sacro is the target
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16:38<Eddi|zuHause>TB's kicks are stress management :p
16:39<+glx>same for Belugas ;)
16:39<frosch123>usually there is no need for kicking, most of the time highlighting is enough. correct, Ammler?
16:42-!-mode/#openttd [+o glx] by DorpsGek
16:42-!-glx changed the topic of #openttd to: 0.7.0, 0.7.1-RC1 | Website: * (BaNaNaS: bananas, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, Dev-docs: docs, Patches & Bug-reports: bugs, Revision log: vcs, Release info: finger) | #openttd.notice for SVN notices | UTF-8 please | No Unauthorised Bots | English only :D
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16:43<Eddi|zuHause>what's with the smilie?
16:44<_ln>yeah, English is a serious matter!
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16:44<Ammler>merge of "English only" and "no language police", maybe ;-)
16:44<Sacro>there's an 0.7.1-RC1 now?
16:44<SmatZ>petern considers that "English only" rule funny because hardly anyone here speaks English well enough
16:45<@glx>Sacro: now means 3 days ago yes
16:45<Sacro>didn't notice the commit
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16:46<frosch123>what, sacro, you did not read the announcement topic on the forums?
16:46<Eddi|zuHause>that's easy if english is a foreign language for 70% of the people in here...
16:46<frosch123>that was hard work and took almost 12 hours :p
16:46<SmatZ>hmm my ISP was supporting tunneled IPv6, but isn't anymore :-x
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16:48<_ln>let's have a Dutch Only theme day, schall wir?
16:49<Eddi|zuHause>ok, i will speak "funny dutch" then ;)
16:49<_ln>is there some other type of dutch too?
16:50<Eddi|zuHause>someone here said a few days ago that german sounded like "funny dutch"
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16:51<frosch123>petern: "don't mention the war"
16:51<SmatZ>didn't you add that ":D"?
16:52<Westie>"what war? :P"
16:53<Eddi|zuHause>petern: well, it's only a quote...
16:53<SmatZ>I missed it too I guess
16:56<@Belugas>yeah... my stress management... fun and nin!
16:56<Eddi|zuHause># Es könnt alles so einfach sein
16:56<Eddi|zuHause># Is es aber nich
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17:03*Belugas is going to release some steam tonigh on the guitar
17:03<@Belugas>night all
17:03<@Belugas>enjoy ze night
17:03<@glx>have fun :)
17:04<@Belugas>i will , thanks :) and if petern is still awake by then, it will be dounble :D
17:04*Belugas is now gone
17:05<_ln>what if there was a bot that checked that everyone's each word against an english dictionary, and kicked when unknown words are uttered?
17:06<_ln>and why not a grammar checker, too.
17:06<Eddi|zuHause>"there is no technical solution to a social problem"
17:07-!-Azrael- [] has quit [Ping timeout: 480 seconds]
17:10<Eddi|zuHause># this is where your sanity gives in, and love begins
17:10<Eddi|zuHause># never lose your grip, don't trip, don't fall, you lose it all
17:10<Eddi|zuHause># the sweetest way to die
17:12<_ln>"Angels & Demons" was highly unrealistic, as Italian police officers understood English.
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17:17<_ln>tengo que acostarme ahora. buenas noches, gente.
17:18<Eddi|zuHause>ja, du mich auch...
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17:59<CIA-3>OpenTTD: glx * r16307 /trunk/ (5 files in 2 dirs): -Fix: makedepend can't handle the amount of files we have and it also miss some dependencies. That's why we introduce our custom implementation of makedepend.
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18:03<Ammler>glx: done?
18:03<Ammler>no make clean needed anymore?
18:03<@glx>you may need make clean, but not because dependencies ;)
18:04<Ammler>well, I had to use it almost for every compile lately
18:04<@glx>that's because you didn't disable makedepend ;)
18:05<@glx>(or fixed your makedepend)
18:05<Ammler>don't I need that?
18:06<frosch123>checking builtin depend... yes <- now you need that :)
18:09<@glx>makedepend was just a compilation accelerator
18:09<@glx>same for the new depend
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18:21<HackaLittleBit>Please guys can you close that post of mine (splitting tunnels, bridges and depots)
18:21<SmatZ>close post?
18:22<HackaLittleBit>close post! pls
18:22<SmatZ>like, "Lock topic"?
18:22<HackaLittleBit>lock topic
18:22<SmatZ>there's a policy of not closing topics upon request :-x
18:23<Yexo>I'll copy my private reply here for others to read:
18:23<Yexo>1) I can't do that, since I'm not a moderator at the forums
18:23<Yexo>2) I see no reason to close it, just leave it alone and it'll die eventually
18:23<frosch123>really? i saw "close as requested" several times
18:23<SmatZ>at tt-forums?
18:23<frosch123>however, HackaLittleBit, just report your own topic and a moderator will summon itself :)
18:23<Yexo>yes, but mostly in topics were a flamewar started
18:24<SmatZ>ah, yes
18:24<SmatZ>bad bad frosch123 :-x
18:24<SmatZ>do you want HackaLittleBit banned :(
18:24<SmatZ>moderators don't like being summoned this way imo :)
18:25<frosch123>ok, then do a post and ask the participant to stop spamming your topic :)
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18:26<SmatZ>hmm clone
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18:34<HackaLittleBit>Fine, then the only thing I can do now is continue my search fo that ilusive wing that PikkaBird posted
18:34<SmatZ>ilusive wing?
18:34<SmatZ>you mean "Guess the plane" thread?
18:34<SmatZ>ah ok ;)
18:36<frosch123>hmm, "forum games". i guess i have never been there before :)
18:38<HackaLittleBit>are you looking? do you see the )&)!"%$)%)!$ silence of PikkaBird
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18:54<HackaLittleBit>ok found the plane hehe :)
18:55<HackaLittleBit>good night everybody
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19:40<CIA-3>OpenTTD: smatz * r16308 /trunk/src/ (station_cmd.cpp town_cmd.cpp): -Fix: parameter is invalid when it's equal to length of an array (Yexo)
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---Logclosed Fri May 15 00:00:12 2009