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#openttd IRC Logs for 2009-12-09

---Logopened Wed Dec 09 00:00:51 2009
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03:22<boekabart>wtf is with the forums server ? "Advisering om indlæg i emne - "Station inside tunnel?" "
03:22<boekabart>why in some scandinavian language all of a sudden?
03:23<CIA-4>OpenTTD: peter1138 * r18441 /trunk/src/vehicle_gui.cpp: -Fix: The vehicle list filler widget didn't fill.
03:23<Yexo>boekabart: see
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03:28<boekabart>hehe "Norwegian is just Danish with Swedish grammar"
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04:03<Terkhen>wow, 259 warnings with r18441 in MSVC
04:04<Terkhen>more important, it gives an error too:
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04:13<TinoDidriksen>Seems that's only an error because warnings-are-errors is on.
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04:14<@Rubidium>oh... MSVC is being stupid again?
04:16<CIA-4>OpenTTD: rubidium * r18442 /trunk/src/crashlog.cpp: -Fix (r18440): warning about SDL_Linked_Version never being NULL on non-Windows systems
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04:19<@Rubidium>anyhow... casting an uint64 and an unsigned int to int and int is a better match than casting a uint64 and unsigned int to an uint64 and an uint64
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04:28<CIA-4>OpenTTD: rubidium * r18443 /trunk/src/core/math_func.hpp:
04:28<CIA-4>OpenTTD: -Fix (r18438): MSVC thinks, in it's infinite wisdom, that int min(int, int) is a
04:28<CIA-4>OpenTTD: better match for min(uint64, uint) than uint64 min(uint64, uint64). As such we
04:28<CIA-4>OpenTTD: need to cast the UINT16_MAX to prevent MSVC from displaying it's infinite wisdom
04:28<CIA-4>OpenTTD: with loads of warnings.
04:31<TinoDidriksen>Why isn't that just using std::min() ?
04:31<@peter1138>we like to reinvent the wheel
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04:56<Terkhen>MSVC now keeps its mouth shout, thanks :)
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05:05<fonsinchen>That comment about MSVC's infinite wisdom is indeed funny, but it's only half as funny when it's misspelled (like it is in math_func.hpp)
05:05*fonsinchen is nitpicking
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05:49<planetmaker>hehe. Two mistakes in one comment :-P
05:49<planetmaker>Btw, Kudos Rubidium and Zephyris for finishing OpenSFX! :-)
05:49<planetmaker>Good job
05:51<Noldo_>what? it's done?
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05:58<@Rubidium>see... too much coding gets you sloppy English... apparantly my consistency part of the brain doesn't want to shut down for writing short bursts of English
06:00*Rubidium doesn't like 'corner cases'
06:00<planetmaker>he :-)
06:00<@Rubidium>like writing cross platform applications for unices is easy, except for MacOSX...
06:01<planetmaker>MacOSX is rather BSD than unix ;-)
06:02<planetmaker>(which doesn't make your statement untrue, though)
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06:03<planetmaker>though... BSD could be considered a unix derivative... well :-P
06:03<@Rubidium>Berkeley Software Distribution (BSD, sometimes called Berkeley Unix) is the UNIX operating system derivative developed
06:06<fjb>UNIX is in big parts BSD (more than MacOS X is).
06:07<planetmaker>main difference is X or not to X
06:07<planetmaker>and MacOSX prefers not to use X
06:07<planetmaker>while most other *nix use an X-server to display things
06:08<@Rubidium>yet they have a X in the name
06:08<@Rubidium>oh confusius, where art thou?
06:08<planetmaker>which is rather a roman 10 than an X ;-)
06:10<fjb>MacOS X uses a Microkernel (Mach if I'm not mistaken) which makes it also very different from any kind of UNIX.
06:13<@Rubidium>but ... Ⅹ (Roman Numeral Ten) != X (Latin Capital Letter X)
06:13<@Rubidium>and Apple uses the X on their website, not the Ⅹ
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06:15<fjb>At least MacOS X should not be confused with BSD.
06:16<@Rubidium>yep, we definitely do not have the intention yet to drop BSD support :)
06:16<TrueBrain>"Mac OS X is based upon the Mach kernel.[9] Certain parts from FreeBSD's and NetBSD's implementation of Unix were incorporated in Nextstep, the core of Mac OS X."
06:17<TrueBrain>so I am confused now ;)
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06:18<@Rubidium>so Nextstep, thus Mac OS X, is the (whatever logical operator would suffice here) of Hurd, FreeBSD and NetBSD
06:18<TrueBrain>Nextstep != Mac OS X
06:18<TrueBrain>more like Mac OS 6 or something
06:20<@Rubidium>so Nextstep, thus the core of Mac OS X, is the (whatever logical operator would suffice here) of Hurd, FreeBSD and NetBSD
06:20*fjb is glad that BSD support doesn't get dropped. :-)
06:20<@Rubidium>because you just stated that Nextstep is the core of Mac OS X
06:22<TrueBrain>so now we are all happy again :p
06:23<Eddi|zuHause><Rubidium> yep, we definitely do not have the intention yet to drop BSD support :) <-- you ever heard the phrase "nobody has the intention to build a wall"?
06:23<TrueBrain>but nobody did! :p
06:24<@Rubidium>true, they were all nobodies :)
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06:24<@Rubidium>however... the "yet" part is a quite important difference
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06:28*peter1138 boots linux on his pocket pc
06:30<@peter1138>then... openttd, i guess
06:30<@peter1138>somehow :D
06:41<CIA-4>OpenTTD: rubidium * r18444 /trunk/src/strgen/strgen.cpp: -Feature: allow G and P to 'select' substrings of STRINGn for getting their gender
06:42<CIA-4>OpenTTD: rubidium * r18445 /trunk/src/lang/greek.txt: -Fix [FS#3335]: for STR_NEWS_INDUSTRY_CLOSURE_GENERAL the gender of the industry wasn't properly selected for Greek.
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06:50<Eddi|zuHause>a strgen feature... haven't seen that in a long time...
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07:26<Eddi|zuHause>hm... is that my imagination or did the left/right arrows in the advanced settings menu change appearance?
07:27<@peter1138>they got standardised
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07:34<Eddi|zuHause>ooh... looking at old savegames is weird...
07:35<Eddi|zuHause>what i considered "long" trains back then ;)
07:38<Noldo_>how long are they?
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07:41<@Rubidium>8 parts :)
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07:44<Eddi|zuHause>yeah, something like that ;)
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08:08<@peter1138>checking for shl_load... configure: error: Link tests are not allowed after GCC_NO_EXECUTABLES.
08:09<@peter1138>i'm glad cross compiling gcc is so easy ;p
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08:22*peter1138 tries again
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08:50<@peter1138>and it fails again
08:51<@Rubidium>what version of GCC are you using?
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08:53<@peter1138>hmm, it wants pthread.h now
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08:56<@Rubidium>hmm, then I have no clue
09:01<@peter1138>hmm, it's chicken & egg
09:02<@peter1138>i need a cross compiled glibc
09:02<@peter1138>to build the cross compiler...
09:02<Noldo_>what is your ultimate goal?
09:02<@peter1138>to compile stuff
09:04<Noldo_>on x86 for some embedded thingie?
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09:07<fjb>arm-elf or arm-eabi?
09:08<blathijs>peter1138: Any particular distro you're looking at? I think gentoo has some tool (crossdev IIRC) that takes care of this kinds of stuff
09:08<@peter1138>i'm on debian
09:08<@peter1138>it is for openmoko
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09:08<blathijs>peter1138: And the OpenWRT build system also has some useful auto-crosscompiler-compilation stuff that worked very well for me.
09:08<@peter1138>i just cheated though, and downloaded their prebuilt environment
09:10<fjb>Don't know about openmoko. I'm using eCos in my project.
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09:18<@peter1138>and the prebuilt environment doesn't work either
09:19<@peter1138>probably incorrect paths, it can't find cstdio et al
09:19<fjb>Moin Belugas
09:21<fjb>Hm, I have a glibc for arm-elf and arm-eabi (both for gcc-4.3.2).
09:22<fjb>But the paths may also be different from what you need.
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09:25<fjb>Did somebody complain about an inefficient small airport yesterday? I have an screen shot with 3 planes on a small airport at the same time.
09:38<sparr>someone here linked to a blog the other day where a custom build of openttd was available that included some special features like copy and paste
09:40<fjb>There are some of that. You can find them at the forum.
09:41<Eddi|zuHause>sparr: search for "patch pack" in the forum
09:42<fjb>What does copy and paste do when the landscape differs?
09:44<planetmaker>nice. another thread with "I wanna become an OpenTTD dev"
09:45<@peter1138>"I know about OTTD and have some knowledge of C++ and advanced knowledge of coding in general"
09:45<@peter1138>"help me set up what programs and setup I need"
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09:47<planetmaker>no :-) and are virtually identical - just 24h between their posting time
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09:55<fjb>They could also become part of the project by writing some useful tools that make developing grfs easier or enhance the remote control abilities. That would be easier for C++ beginners.
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09:56<sparr>fjb: based on the screenshot, it landscapes
09:56<sparr>the example included adding some slopes for tunnels
09:56<sparr>I'm still trying to get the hang of signalling on non-trivial junctions
09:57<fjb>Just don't make non-trivial junctions.
09:57<fjb>And you will not learn from copying and pasting anyway.
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10:02<sparr>no, but it would save me time when i'm not trying to learn more about a particular junction
10:02<@peter1138>hmm, my bathroom scales have metricised imperial
10:03<@peter1138>they show x st and x.x lb
10:03<sparr>right now i'd love to just have parallel tracks to paste so i dont have to scroll, drag, scroll, drag, scroll drag... x2
10:04<fjb>You are playing on a flat map?
10:04<sparr>flatter than default
10:05<sparr>well, less hilly :)
10:05<sparr>default flatness, *smoother* than default
10:05<planetmaker>minimize the map and drag then.
10:05<planetmaker>sounds pretty boring, though ;-)
10:05<sparr>noticed you can change the smoothness without affecting difficulty level
10:06<fjb>You can make an absolutely flat world without obstacles in the scenery editor.
10:06<@peter1138>zoom out, or use a secondary viewport
10:07<sparr>discovered last night that delivery distance is based on the location of the stations, not industries... that's amazingly useful to know, and not something i encountered in any of the newbie guides. might edit the wiki about that
10:09<sparr>before i do, is that accurate?
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10:15<Yexo>to be precise, it's the distance between the station signs (the labels) that counts
10:16<sparr>so would building linked non-adjacent stations to maximize that distance while minimizing actual delivery distance be considered an exploit?
10:16<Yexo>that depends on the server you play on, on most servers it's indeed considered cheating
10:17<fjb>And why are you playing a transport game when you just "beam" everything?
10:21<@Belugas>mmh... funny... i've exchanged a 2g SD card for a 1g. And I'm happy with it...
10:22<sparr>can someone explain how this works? I would expect any train trying to enter the station to immediately reverse when it hits the back side of a one-way signal.
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10:24<CIA-4>OpenTTD: glx * r18446 /trunk/src/os/windows/crashlog_win.cpp: -Fix (r17450): abort() doesn't trigger crashlog on windows
10:24<fjb>Belugas: That would make me happy too. My phone can only handle up to 1 GB. :-)
10:25<fjb>sparr: That are not one way signals.
10:26<sparr>can you elaborate on that? perhaps i have some misconception about simple signals
10:27<+glx>it's how YAPP works
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10:30<fjb>Why shloud a train care for the backside of a signal? That strange behaviour was only required for the old signals.
10:30<sparr>I have been using single block signals to create one-way track, and it seems to work. Am I doing it wrong?
10:31<fjb>That are the old signals.
10:32<fjb>OpenTTD has two kinds of signals. the old type block signals and the new path signals.
10:32<sparr>that image looks like block signals, but perhaps I am using a different signals grf
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10:33<+glx>the image uses yapp signal
10:34<sparr>ahh, ok, that is the case
10:34<sparr>sorry for the mixup
10:34<fjb>The caption in big letters tells you: Image:Yapp basicstation.png
10:34<+glx>you can use signal GUI to see all different signals
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10:36<fjb>Hm, this road vehicles have the lv-syndrom.
10:36<sparr>fjb: i had no idea what "yapp" meant
10:36<sparr>glx: yes, but I had a different signals GRF loaded, and my block signals look like original path signals. very confusing.
10:37<+glx>signal GUI and tooltips will tell you all :)
10:37<fjb>Further down the page tells you: The following pages link to this file: Yet Another PBS Patch
10:38<sparr>glx: I am not sure what you mean
10:39<+glx>open signal window and right click on each signal
10:40<sparr>that only helps for the grf i am using, which didn't match the screenshot
10:40<sparr>which was the source of my confusion
10:40<sparr>new question... is there a way to get AI buses to stop stopping on my train tracks and getting hit by my trains, other than building a lot of tunnels/bridges?
10:42<fjb>No. They stop there only when broken down or blocked by the traffic ahead.
10:42<fjb>Using path signals lets the crossings close earlier.
10:42<sparr>stupid drivers
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10:42*sparr needs a do not stop on tracks sign
10:43<bartavelle>i never had that happening, does it wreck your train ?
10:43<sparr>no, but it destroys the bus
10:43<sparr>and i expect it angers the local authority
10:43<+glx>not yours, so it's ok
10:43<fjb>That's why you don't have ai bus drivers in reality yet.
10:43<bartavelle>celebrate then
10:43<sparr>the local authority bit is the problem :)
10:43<+glx>trees are your friends :)
10:44<sparr>the other day i asked about necessary overlap between station coverage and industry... to extend that question, how does station coverage interact with passengers and mail for a town?
10:44<fjb>And well serviced stations also make the authorities friendly.
10:45<sparr>found a tip on the wiki indicating that more coverage means more passengers and mail
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10:45<planetmaker>hint: query the houses
10:45<fjb>8/8 acceptance of the cargo must be in the coverage of the station to make it accept that cargo.
10:47<sparr>im more interested in provides
10:47<Yexo>not sure if those train->bus crahses have any influance on the local authority, but it does have a big impact on the station ratings
10:47<sparr>Yexo: yes, that, thanks
10:48<sparr>planetmaker: that seems to only list acceptance (and thanks for pointing that out, i never used the query tool before)
10:49<planetmaker>hm... if it doesn't tell the amount of pax & mail generated, then there's no easy way.
10:49<planetmaker>it's a property which is set per house and differs from house to house
10:50<fjb>Houses are usually generating passengers and mail. More houses generate more passengers. :-)
10:50<sparr>i always assumed the town as a whole functioned as an industry
10:51<planetmaker>nope. If I want I can also make houses which accept coal and produce waste
10:51<planetmaker>each individually. And the petrol station, of course, accepts fuel oil
10:51<planetmaker>(like it iirc does with ttrs)
10:52<fjb>And swedish houses.
10:54<sparr>good to know
10:54<sparr>this, coupled with the station-distance fact from above, will double my early game income...
10:57<sparr>learning a lot, thanks
10:57<fjb>More active stations in a town make it grow faster.
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10:59<sparr>that i gathered from the wiki
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11:38<@peter1138>openmoko is shit slow anyway
11:40<@peter1138>and doesn't detect landscape/portrait switch
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11:58<Eddi|zuHause>hm... can one create a makefile from a .vcproj?
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12:11<CIA-4>OpenTTD: rubidium * r18447 /trunk/src/ (6 files): -Change: make some more windows (e.g. graphs, company view) stickyable
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12:15<+glx>Eddi|zuHause: there are tools for that but most just fails
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12:15<Eddi|zuHause>different question: how do i set up a cross compiler?
12:16<Eddi|zuHause>i.e. compiling a windows .dll under linux
12:16<+glx>install mingw :)
12:16<@Rubidium>apt-get cache search mingw ?
12:17<Eddi|zuHause>no results
12:17<@Rubidium>maybe it's in non-free or so
12:17<@Rubidium>or contrib
12:20<Eddi|zuHause>i don't find anything remotely matching...
12:21<@Rubidium>or you're not using the same Linux version as I'm using
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12:29<Eddi|zuHause>i wasn't me!
12:30<Coco-Banana-Man>who were you then? :P
12:31<_ln>i wasn't Eddi|zuHause either!
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13:09<sparr>is there a way to make the screenshot popup not appear or not appear in the screenshot?
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13:10<Eddi|zuHause>sparr: why would the popup appear in the screenshot, except if you make another screenshot right afterwards?
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13:11<sparr>an excellent question
13:11<SmatZ>sparr: you can make screenshot from console as well
13:11<SmatZ>"screenshot [nocon|big] [filename]"
13:11<SmatZ>but popul will appear after making the screenshot
13:14<sparr>ok, i guess i must have made two in a row last time
13:14<@Belugas>yup yup
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13:39<Prof_Frink>I wants snows.
13:39<sparr>is there a way to see the state of an electric signal facing away from the camera (northeast)?
13:39<@Belugas>it's jsut numbers ;)
13:40<@Belugas>sparr, i guess there are a few pixels avalaible
13:41<@Belugas>but don't count on my words too much
13:41<@Belugas>and no, we do not rotate the screen
13:45<CIA-4>OpenTTD: translators * r18448 /trunk/src/lang/ (9 files in 2 dirs): (log message trimmed)
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: finnish - 1 changes by jpx_
13:45<CIA-4>OpenTTD: german - 7 changes by Roujin, planetmaker
13:45<CIA-4>OpenTTD: hungarian - 1 changes by alyr
13:45<CIA-4>OpenTTD: italian - 4 changes by lorenzodv
13:45<CIA-4>OpenTTD: norwegian_bokmal - 33 changes by CyberKenny
13:47<@Rubidium>hmm... using 0:2 when the string only takes 1 param isn't going to work, planetmaker was that you?
13:48<@Rubidium>I know WT3 doesn't really validate them yet
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13:50<CIA-4>OpenTTD: rubidium * r18449 /trunk/src/lang/german.txt: -Fix (r18448): invalid argidx offsets in German
13:52<sparr>Belugas: available, as in for custom graphics to resolve the issue?
13:52<@Belugas>who said anything abuot custom graphics?
13:54<sparr>so what did you mean?
13:54<sparr>a few pixels available for what?
13:55<@Belugas>never mind.
13:55<@Belugas>[13:39] <sparr> is there a way to see the state of an electric signal facing away from the camera (northeast)? <--- no..not at all
13:55<@Belugas>just checked
13:59<frosch123>hmm, ImageOutputStream resp. DataOutput definitely misses some method to write a certain amount of zeros :s
14:05<Sacro>nice camera
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14:13<frosch123>it's a cell phone
14:13<frosch123>though, noone said you could use it as such
14:13<Sacro>it can accept cdrom, 3.5" and 5.25" floppies, cassette and VHS
14:13<Sacro>that's got to count for something
14:14<frosch123>of course, they directly feed the nuclear core
14:14<Sacro>oh yes
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14:22<@Belugas>whohoo!!! sparr, that's nice :D a 5 year topic digging :D
14:22<@Belugas>i wonder what is the record...
14:27<Eddi|zuHause> <Belugas> [13:39] <sparr> is there a way to see the state of an electric signal facing away from the camera (northeast)? <--- no..not at all <--- only when replacing the sprites
14:27*welshdragon clicks the !
14:29*Belugas always assume standard set, except when specififally mentionned otherwise, of course
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14:30<Eddi|zuHause>it's not an assumption, it's a suggestion for a solution
14:31<@Belugas>ho... right... well.. problem is that the next question will be "Where do i find such a set"
14:31<@Belugas>and there, i could not answer ;)
14:32<@Belugas>apart the usual "search yourself" or "do it yourself"
14:32<Eddi|zuHause>once upon a time i read something like "i have graphics that show the signal state from the back"
14:33<Eddi|zuHause>but i have no idea where, or if that was compiled into a grf
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14:46<sparr>Belugas: would you prefer i start another topic? who cares how old it is?
14:48<@Belugas>sometimes it's better to leave the corpses as they are
14:48<sparr>it's not a corpse
14:48<sparr>problem persists
14:49<sparr>rotation would be a neat feature, i think
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14:52<Rhamphoryncus>Who still looks at signals though? Path signals have no useful feedback
14:56<@Belugas>i guess that if rotation was such a wanted feature, we would have done it already. 5 years and stillnot there? I wonder if it's out of lazyness or is it a question of faisabililty
14:56<Sacro>probably lazyness
14:57<@Belugas>yup. could very well be
14:57<@Belugas>at least from me
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15:01<Sacro>yes norwegians
15:01<Sacro>WTF IS THAT
15:03<sparr>sometimes stations fill up with cargo when there aren't enough trains. sometimes an industry says <100% transported even when the stations are completely emptied every trip. what's up with that?
15:03<sparr>Rhamphoryncus: path signals aren't the only kind of signal
15:04<Rhamphoryncus>sparr: only kind I use
15:04<Rhamphoryncus>Although I admit, i have seen more complicated perversions
15:05<@Belugas>yeah... the boiling water on the tits is a nice one
15:07<sparr>Rhamphoryncus: I was trying to figure out how to build a priority when i needed to see the signal in question
15:07<sparr>i guess building it in that particular orientation was counterproductive :)
15:08<_ln>Belugas: a canadian tradition?
15:10<@Belugas>no, not really
15:10<@Belugas>not at all
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15:16<fjb>Who stands on the wire?
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15:20<frosch123>hmm, i'm on the wrong side of the split
15:20<fjb>Why? I'm still here.
15:20<@Rubidium>need to talk to SmatZ or peter1138?
15:21<frosch123>yeah, but also sparr
15:21<@Rubidium>who cares about him?
15:21<frosch123>he keeps your filter busy
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15:26<KenjiE20>live, damnit, live
15:34<sparr>welcome back :)
15:39<fjb>I had the same thought.
15:44<Xaroth>[sparr]: sometimes stations fill up with cargo when there aren't enough trains. sometimes an industry says <100% transported even when the stations are completely emptied every trip. what's up with that? << that's because goods still in transit, is not 'transported'
15:46<Rhamphoryncus>Which means you need instantaneous transport to have a 100% rating. (However, I think it's only checked occasionally, which does give you some windows to get 100%)
15:48<Xaroth>unless you introduce portal-esque devices.
15:54<fjb>Beam me up, Scotty.
15:54<Rhamphoryncus>That would qualify as instantaneous
15:54<Rhamphoryncus>Unless there's still loading time. Then you're boned
15:55<Prof_Frink>Instantaneous transport was possible at one point with ttdpatch.
15:55<Yexo>actually the % transported from an industry is the station rating at the first (maybe last) of the month
15:56<Yexo>it's more difficult when there are multiple statiosn with ratings nearby, don't know exactly how it works in that case
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16:25<fjb>I need a harbour on a bridge.
16:25<frosch123>i need some sleep
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16:27<fjb>A headless bridge would also do.
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17:25<CIA-4>OpenTTD: rubidium * r18450 /trunk/src/vehicle_gui.cpp: -Fix [FS#3363]: initial size of the vehicle detail windows would occasionally be too small (although it could be resized)
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17:57<Terkhen>good night
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19:17<CIA-4>OpenTTD: smatz * r18451 /trunk/config.lib: -Fix (r18360): LDFLAGS could contain different compiler flags than CFLAGS when compiling strgen (Rubidium)
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20:07<Pullu>hey all, I have a problem. At some moment my trains in huge station started to wait. After finishing loading but before moving one they wait for 10 days
20:07<Pullu>it's a really weird bug
20:07<Pullu>do you know a cure against it?
20:07<De_Ghosty>the cure to any bug is
20:07<De_Ghosty>ask a doctor
20:07<Pullu>any doctors here?
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20:09<Pullu>ok I'm back, did I miss any solutions to that?
20:13<Pullu>anybody here at all?
20:16<Eddi|zuHause>Pullu: did you set a timetable?
20:16<Eddi|zuHause>Pullu: are you sure?
20:16<fjb>Or set to full load?
20:17<fjb>Oh, after finish loading.
20:17<Pullu>yes sure, I just checked, no timetable
20:18<Pullu>no full load
20:18<Pullu>just usual load
20:18<Pullu>100% usual load, no special orders on those trains
20:19<Pullu>I have 2 huge stations that loads of small trains feed bunch of long ones. Now the long ones are just waiting before leaving station
20:19<Pullu>they sit there, the load % next to train shows 100% but they don't leave
20:20<sparrL>any unusual activity on signals beyond the station?
20:20<sparrL>what is the status of the train? i mean, if you click the train, what does the bottom of the window say?
20:20<sparrL>during those 10 days, that is
20:21<Pullu>it shows loading
20:21<Eddi|zuHause>Pullu: which version are you using?
20:22<Eddi|zuHause>if the answer is 0.7.4 or r184xx then provide a savegame
20:22<Pullu>I had an older nightly before, now swiched to new one, nothing changed
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20:29<Ammler>Pullu: is your train longer than the station plattform?
20:29<Pullu>It's as long as station
20:29<Pullu>and those trains were visiting the same station before without any problems
20:30<Ammler>maybe you changed from rail to erail
20:30<Ammler>and the new locks are erail :-)
20:32<Ammler>ah, they load, ok forget my last tip :-)
20:32<Pullu>yeah, it doesn't look like there is a problem with tracks or smth, they just load in station
20:35<Ammler>if you skip the order, they go the other station?
20:37<Eddi|zuHause>man... compiling takes fricking forever...
20:38<Eddi|zuHause>closing in on 15 minutes
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20:41<Pullu>the weird thing is that only the long trains (they are on their own tracks and own part of station) are waiting
20:41<Pullu>not short ones...
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20:44<Eddi|zuHause>but they do have a timetable
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20:50<Pullu>? I never put them any timetables. I'm absolutely sure...
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20:53<Eddi|zuHause>but you did.
20:54<sparrL>Eddi|zuHause: how do you know?
20:55<Eddi|zuHause>i have eyes?
20:55<Pullu>but Eddi, it all worked well before, no delays anywhere
20:55<Pullu>and there are 2 sets of trains with separate orders
20:55<Eddi|zuHause>Pullu: maybe your trains got faster?
20:55<Pullu>(inner and outer line)
20:56<Eddi|zuHause>anyway, they're telling stuff like "700 ticks early"
20:56<Eddi|zuHause>which is basically your "10 days delay" [10 days = 740 ticks]
20:56<Pullu>there are even no depots on the line, and this is only type or train that I have in the game...
20:57<Pullu>well thanks anyways
20:57<Pullu>sorry for all the trouble...
20:57<Eddi|zuHause>[i hate it when i'm right the first time, and nobody believes me...]
20:58<Eddi|zuHause>[i always get reminded of "have you tried turning it off and on again?"]
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21:34<bobo_b>hi there
21:35<bobo_b>does anyone know if the server works on mac yet?
21:39<+glx>why would they not work ?
21:49<bobo_b>well, it didn't work 6 months ago
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---Logclosed Thu Dec 10 00:00:53 2009