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#openttd IRC Logs for 2010-02-27

---Logopened Sat Feb 27 00:00:35 2010
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00:12<notjotham>does distance that the station is from the goods source (my station has only 1 square of cachement touching the forest) affect anything
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03:31<sparr>notjotham: some tiles of some industries only produce or accept or neither. also in a city each building produces and partially accepts separately, so you need to cover as many as possible in the first case, and some minimum # in the second.
03:32<notjotham>cheers sparr
03:33<sparr>also, and this is a crazy broken bit imho... for 'accepts', every tile in between the spread parts of a station counts
03:33<sparr>even if neither part of the station has coverage over the tile in question
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03:35<Terkhen>good morning
03:38<sparr>is it?
03:40<TrueBrain>and a bloody good one if you ask me
03:41<sparr>good to hear
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04:03<@Rubidium>you had your first period?!?
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05:22<CIA-2>OpenTTD: alberth * r19269 /trunk/src/ (3 files): -Codechange: PerformIndustryTileSlopeCheck() returns a succeeded or failed command.
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05:43<Phazorx>is there much diff in map part of the game between current revs and 7.3 ?
05:45<Phazorx>how safely i can import a map made with 191XX into 7.3, considering it's blank map pretty much
05:46<@Rubidium>that's going to be a mess I fear
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05:46<@Rubidium>it's not only the map that changed
05:47<@Rubidium>but then the question is "what is pretty much blank"?
05:47<Phazorx>Rubidium: generated map
05:47<Phazorx>no vehicles
05:47<Phazorx>or anything esl playermade
05:47<@Rubidium>so it has (at least) towns and industries
05:48<@Rubidium>with the possibility of stations (oil rigs)
05:48<Phazorx>and trees :)
05:48<Alberth>would the random generator seed be portable?
05:48<@Rubidium>Alberth: not that portable :)
05:48<Phazorx>Alberth: well it has been touched by scenario editor
05:48<Phazorx>and not generated from seed
05:48<Phazorx>based on height map
05:49<@Rubidium>Phazorx: just do a diff of docs/landscape.html and src/saveload to see what needs to be changed. I fear it's quite a lot
05:49*Alberth has different ideas about "generated map" apparently.
05:50<Phazorx>are where some hacks/tools i can use just to try importing wo recompiling?
05:50<@Rubidium>Alberth: take non-native English speaker's text with a grain of salt
05:51<@Rubidium>Phazorx: yes, but recompiling/messing with OpenTTD's code is easier
05:51<Phazorx>Rubidium: it isnt if you lack compiling facility on the spot
05:51<Phazorx>i am trying to figure out a way of demoing something
05:51<Phazorx>which is no my pc
05:52<Phazorx>so deplying mingw/svn and then messing with patching may be more time consuming that remaking the map
05:52<Alberth>starting again from the heightmap seems the best option to me
05:52<@Rubidium>anyway, because you asked: select the "none" savegame format in the config file, save the savegame (this saves it uncompressed). Now get hexedit and remove/add/change everything needed to make it a 0.7.3 savegame.
05:54<@Rubidium>anyhow, why the need for 0.7.3?
05:54<Phazorx>Rubidium: i take it if there is more than version it aint worth it
05:54<Phazorx>Rubidium: demo is for someone who has 7.3 patched binary
05:54<@Rubidium>oh, so it might not even load a 0.7.3 savegame...
05:54<@Rubidium>have you tested that already?
05:55<Phazorx>that worked
05:55<Phazorx>doesnt prove anything tho
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06:16*OwenS wonders WHY his server has dropped off the internets
06:17<OwenS>pdns_server is running
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06:19<OwenS>Reachable by ping
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06:21<OwenS>Hmm. My slave nameservers are responding that they don't know about it. Time to file a support ticket
06:26<planetmaker>I'm lost in regex: grep -Ri -o -e '[a-zA-Z/\-_0-9]\+\.pcx' sprites/nfo/* gives me sprites/nfo/wagons/tanklong.pnfo:l/wood.pcx instead of the expected sprites/pcx/wagons/silo-l/wood.pcx
06:27<planetmaker>I somehow fail to escape(?) the "-". But I don't quite see where or how
06:28<planetmaker>or is the problem that "-" is not considered part of a word (grep -o)?
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06:31<frosch123>you have to put the "-" at the start or end of [ ] instead of excaping
06:32<planetmaker>thanks :-) That does the job nicely.
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06:47<OwenS>Grr. Apparently Edinburgh University have sent me a message through their system (Why? Why not just use UCAS, or *shock* E-Mail?!) but the system is down till Monday
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07:12<CIA-2>OpenTTD: alberth * r19270 /trunk/src/ (industry_cmd.cpp lang/english.txt): -Codechange: Forward CommandCost results through CreateNewIndustryHelper().
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07:21<CIA-2>OpenTTD: alberth * r19271 /trunk/src/lang/english.txt: -Fix (r19270): Secondary error messages start with ... .
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07:29<CIA-2>OpenTTD: alberth * r19272 /trunk/src/ (5 files in 2 dirs): -Doc: successfull -> successful.
07:30<welshdragon>no CIA-1 :/
07:30<welshdragon>when did he die?
07:30*yorick kills CIA-2
07:30*CIA-2 dies
07:30<Alberth>it changes identity every now and then
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07:32<Wolf01>hello :P
07:32<yorick>hello :P
07:34<Eddi|zuHause>welshdragon: might be load balancing or general maintenance reasons to take one bot out of the channel and send another one
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07:49<planetmaker> <-- aaarg!
07:50<Terkhen> <-- anyone has ever seen a connector like this one? I suspect it is not standard at all
07:51<planetmaker>Once. Now. In the image you posted ;-)
07:51<yorick>Terkhen: what's it from?
07:52<Terkhen>a really old laptop
07:52<yorick>then it looks like a power connector of some really old laptop
07:52<ashb>Terkhen: are you after a replacement or just enlightenment?
07:53<Terkhen> <-- I have two identical laptops, but only one working charger
07:54<ashb>nice luggable
07:54<yorick>hmm I do know the laptop
07:54<yorick>at least, I know someone who knows the laptop
07:54<frosch123>it has a colour display
07:55<Eddi|zuHause>a 1-colour display? :p
07:55<Terkhen>it's only black and white
07:56<Eddi|zuHause>someone put tip-ex on the keyboard :p
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07:56<Terkhen>yes, that's my last attempt
07:57<yorick>it's not like these things get easier over time :)
07:57<Terkhen>I couldn't fix the second laptop then
08:00<Eddi|zuHause>welshdragon: for your amusement: number of consecutive messages by CIA bots in this channel:
08:01<Terkhen>oh, well... if it is not standard I don't think I'll be able to get a second charger :/
08:05<@Rubidium>it doesn't look standard at all :(
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08:06<@Rubidium>I remember something similar with 4 instead of 6 'connections', but can't remember what kind of hardware that was for
08:09<Wolf01>hi Terkhen, many thanks for the drag&drop roadstops :)
08:12<Terkhen>I still have the connector from the broken charger, I'll ask if it could be adapted when I have time
08:12<Terkhen>hello Wolf01, thank you for the initial updated patch :)
08:13<@Rubidium>Terkhen: if you know the output voltage etc. of the charger (and what's positive/ground/whatever) you might use another 'old' unused charger, do some wire stripping and make something that works :)
08:16<Terkhen>I could get that data from the working charger
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08:17<Terkhen>I have never done anything like that... I don't know if I'll dare try it once it's done
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08:51<CIA-2>OpenTTD: alberth * r19273 /trunk/src/ (station_cmd.cpp waypoint_cmd.cpp): -Codechange: Return station joining error message when error is detected.
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09:03<CIA-2>OpenTTD: alberth * r19274 /trunk/src/station_cmd.cpp: -Codechange: CmdBuildAirport() returns the 'too spread out' error via CommandCost, if needed.
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09:17<CIA-2>OpenTTD: alberth * r19275 /trunk/src/ (station_cmd.cpp waypoint_cmd.cpp): -Codechange: CanExpandRailStation() returns a CommandCost.
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09:24<Wolf01>I'll update the sloped stations patch for roadstops only
09:31<Eddi|zuHause>sloped roadstops make way more sense than sloped railstations
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09:34<Wolf01>the main problem is how to check what I'm building, roadstop or roadstation?
09:35<Wolf01>in the previous patch I used a parameter, but it's not a nice solution
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09:45<SpComb^>I want diagonal bridges :(
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09:45<yorick>I want the moon on a stick :(
09:46<ashb>i want to be able to build up the other type of slopes :)
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09:47<yorick>I want to be able to poke people with the moon :)
09:48<Wolf01>I want to roundhouse kick people in the face over tcp-ip
09:48<Prof_Frink>I want to go back to the lands of ice and (not too much) snow.
09:49<yorick>I want to go back to the moon.
09:49<planetmaker>aren't you from Mars? :-P
09:50<Prof_Frink>Let's dig a tunnel to the centre of the moon.
09:50<yorick>planetmaker: it's the same...remember ;)
09:51<yorick>Prof_Frink: then lets sail to the moon through the tunnel
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10:14<Terkhen>Wolf01: what do you mean with roadstops and roadstations?
10:15<Wolf01>roadstops are the drive through ones, roadstations are the others
10:16<@Rubidium>oh, call them terminal and roro road stops :)
10:20<Terkhen>CmdBuildRoadStop already has that parameter and passes it to other functions, I don't know a nicer solution
10:21<Wolf01>yes, I noticed it, the code has changed a lot since r15400 :P
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11:27<CIA-2>OpenTTD: terkhen * r19276 /trunk/src/station_cmd.cpp: -Fix [FS#3649](r19229): Newly built road stops were not always repainted.
11:27<CIA-2>OpenTTD: rubidium * r19277 /trunk/src/economy.cpp: -Fix [FS#3646]: [NewGRF] Ensure prices can't be set to zero. Zero prices break a lot of the internal logic to determine whether something has been done.
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11:41<CIA-2>OpenTTD: rubidium * r19278 /branches/1.0/src/ (56 files in 5 dirs):
11:41<CIA-2>OpenTTD: [1.0] -Backport from trunk:
11:41<CIA-2>OpenTTD: - Feature: BaNaNaS support for music sets (r19262)
11:41<CIA-2>OpenTTD: - Fix: [NewGRF] Ensure prices cannot be set to zero. Zero prices break a lot of the internal logic to determine whether something has been done [FS#3646] (r19277)
11:41<CIA-2>OpenTTD: - Fix: 'Cannot build <industry> here... <industry> in the way' showed the to-be-built industry twice, instead of the to-be-built industry and the industry that's in the way [FS#3618] (r19265)
11:41<CIA-2>OpenTTD: - Fix: strgen segfaults when trying to lookup the command for a non-existing command (r19264)
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11:56<zachanim1>well, those are some interesting title games
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12:06<IPG>yeah, i did the whole langfile's revision :D
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12:26<@Rubidium>IPG: the amount you've changed shows that it must've been in not such a good state :)
12:26<IPG>there was many little things
12:27<IPG>there was some problems commented on the thread
12:27<IPG>and I did found some others
12:27<IPG>there was some mistranslations
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12:43<CIA-2>OpenTTD: alberth * r19279 /trunk/src/ (station_cmd.cpp town.h town_cmd.cpp): -Codechange: CheckIfAuthorityAllowsNewStation() returns CommandCost.
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13:01<sparr>Rubidium: would it be unacceptable to use something like _tick_counter to fake rounding in MoveGoodsToStation? that is, if 2.8 goods should be moved, then move 2 on ticks that are a multiple of 5 and 3 on other ticks?
13:03<OwenS>Yay! My bytecode compiler seems to be working :-)
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13:45<CIA-2>OpenTTD: translators * r19280 /trunk/src/lang/ (10 files): (log message trimmed)
13:45<CIA-2>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-2>OpenTTD: catalan - 10 changes by arnau
13:45<CIA-2>OpenTTD: esperanto - 89 changes by Ailanto, kristjan
13:45<CIA-2>OpenTTD: finnish - 1 changes by jpx_
13:45<CIA-2>OpenTTD: greek - 17 changes by vesnikos
13:45<CIA-2>OpenTTD: hebrew - 1 changes by dnd_man
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13:57<CIA-2>OpenTTD: rubidium * r19281 /trunk/src/lang/hungarian.txt: -Fix (r19280): typo in Hungarian caused compile failure of the language
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13:58<+glx>IPG: be careful ;)
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13:59<+glx>strange WT3 accepted it
13:59<IPG>i just see
14:02<@Rubidium>Terkhen: WT3 is barfing on something again :(
14:02<IPG>hm, sorry
14:02<IPG>i did not realized that
14:05<frosch123>quite some nicks start with T
14:05<@Rubidium>ah yes... TrueBrain: WT3 is barfing on something
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14:10<OwenS>I can't help but feel that Boost may be being a bit silly when it generates 4kb long symbol names...
14:12<ashb>which part of boost? each library is largely separate
14:12<OwenS>ashb: boost::variant mainly
14:13<ashb>never used that one
14:13<FauxFaux>27/19:13:11 <FauxFaux> boost faq
14:13<FauxFaux>27/19:13:13 <nolyc> Yes! Boost will do that.
14:13<OwenS>"boost::variant<long, double, AS::String, boost::detail::variant::void_, boost::detail::variant::void_, ......." is the start of the demangled name :p
14:14<OwenS>It doesn't help that I have some triply nested variants, and each variant takes up to 20 parameters, producing those monstrosities :-P
14:15<ashb> might be in order
14:15<ashb>it doesn't deal with boost very much tho
14:15<ashb>OwenS: that or Gcc 4.5
14:15<ashb>suposedly it doesn't display default template params
14:15<ashb>which would probably cut it down by a lot
14:16<OwenS>That would be somewhat of a relief, the only issue then being the 5 calls required to invoke a visitor on a variant - when you're implementing a program which walks a tree of them recursively ;-)
14:17<ashb>"Doctor it hurts when I do this..." :)
14:17<ashb>aka meta the fuck out of it ;)
14:18<OwenS>It still hurts less than my old inheritance based tree did :p
14:18<ashb>i.e. why did you switch?
14:20<OwenS>Because the old interface was quite painful to use. The new one is only painful to implement (Done!) and when you forget to define a callback (So just copy and paste them from an existing implementer :P )
14:21<OwenS>Also, it makes it much easier for me to make a, say, tree walker which only concerns itself with expressions
14:25<OwenS>(Such as the constant folder
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14:46<Timmaexx>found a failure in current nightly
14:46<Timmaexx>which is some minutes old
14:47<Timmaexx>I'm using Ubuntu 9.10 32bit, and if i click on search servers programm shuts down
14:48<Timmaexx>someone there?
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14:53<CIA-2>OpenTTD: alberth * r19282 /trunk/src/vehicle.cpp: -Doc: Add some doxygen doc markup.
14:58<frosch123>hmm, "free(NULL)" is said to work, what about "delete NULL"?
14:58<@Rubidium>same too
14:58<Yexo>good evening
14:59<Yexo>delete NULL; is fine, otherwise I've written a lot of broken code for openttd :p
14:59<frosch123>well, it crashes in ~GRFConfig :)
14:59<@Rubidium>frosch123: but is that because of NULL?
15:00<IPG>so, what's up now with the translator? did I make a big trouble?
15:00<@Rubidium>IPG: still waiting on TrueBrain for that information
15:01<@Rubidium>it shouldn't break itself though :(
15:02<IPG>I'm worried about it :S
15:02<frosch123>ah, ZeroedMemoryAllocator does not zero for non-dynamic creation
15:03<@Rubidium>that sounds more plausible
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15:05<frosch123>hmm, how to solve that... :s
15:06-!-guru3 [~guru3@2002:5ae3:813a::1] has quit [Ping timeout: 480 seconds]
15:12<frosch123>though in this occurence GRFConfig is not needed, GRFIdentifier is enough
15:14<TrueBrain>a History object of the Hungarian language got damaged
15:14<TrueBrain>no idea why/how
15:15<TrueBrain>hmm ... I hope those pending strings were committed :s
15:16<TrueBrain>lucky I have someone to blame: Rubidium
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15:19<@Rubidium>yeah, ofcourse I'm to blame... I give people access to it
15:19<Yexo>frosch123: I can find 3 places where GRFConfig is used as local variable (so not allocated via new), and all three could be rep[laced with GRFIdentifier
15:19<frosch123>already compiling :)
15:19<@Rubidium>how it is with msu?
15:20<IPG>I think I should apologize about it...
15:20<TrueBrain>Rubidium: you made the correcting commit
15:21<frosch123> <- so, i guess something like that
15:22<Yexo>yep, that looks fine
15:22<frosch123>TrueBrain: looks like all strings were committed :)
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15:23<frosch123>IPG: TrueBrain is happy about every bug :)
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15:26<CIA-2>OpenTTD: frosch * r19283 /trunk/src/network/ (network_client.cpp network_udp.cpp): -Fix (r19256): GRFConfig is not zeroed for non-dynamic construction. GRFIdentifier is sufficient though.
15:27<IPG>do the r19281 downloadable from contains the fresh hungarian.lang?
15:27<TrueBrain>frosch123: good
15:27<frosch123>IPG: yes
15:27<IPG>thx, then, I go to test
15:27<frosch123>resp, it should :)
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15:38<andythenorth>Expanding industries? Doesn't totally suck
15:38<andythenorth>I had an idea to allow FIRS industries to 'expand', but it would be faked by building industry tiles with nothing on them (just empty terrain)
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15:45<frosch123>i placed that into the same pot as building custom farm tiles
15:45<PeterT>"[15:44:49] <PublicServer> *** Game unpaused (not enough players)"
15:45<PeterT>Will this ever be fixed?
15:54<Eddi|zuHause>what kind of "fixed"?
15:54<frosch123>fixed stuff sucks. you should make it dynamic
15:55<frosch123>Eddi|zuHause: i guess mentioning the reason for unpausing when unpausing instead of citing the reason for pausing
15:55<PeterT>Darkvater is back.
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15:56<Eddi|zuHause>PeterT: that post is already a week old...
15:56<frosch123>actually tb's post is more fun. i am waiting for bilbo to reply something .p
15:57<PeterT>Perhaps an update to his patchpack
15:58*andythenorth ponders using timetables for once
15:59<PeterT>No, don't
15:59<PeterT>they are made to explode
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16:05<CIA-2>OpenTTD: rubidium * r19284 /branches/1.0/src/lang/ (39 files in 2 dirs): [1.0] -Backport from trunk: language updates
16:05<+glx>so the script still works :)
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16:06<@Rubidium>glx: yeah, although... it doesn't work with cases
16:06<@Rubidium>so I just did a manual diff after removing the added strings in trunk :)
16:06<+glx>cases are bitches ;)
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16:07<@Rubidium>but the diff was ~1 MiB so I thought it was time to already commit this bunch
16:08<IPG>re, i've been crashed
16:08<frosch123>did you press "search servers" ?
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16:12*andythenorth wishes there was a way to shift vehicles between depots
16:13<andythenorth>there would be some obvious problems :|
16:13<frosch123>how about clone and sell?
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16:49<SpComb^> <-- Chapter 7 done \o/
16:50<SpComb^>red ended up having quite a few generals in his HQ
16:50<SpComb^> <-- yellow was a bit more of a walk-over, though :)
16:50<frosch123>anyone plays that game withou fast forward?
16:50<SpComb^>I doubt it
16:51<frosch123>oh right, the fields were quite stupid in 2
16:51<Yexo>what game is that actually?
16:51<frosch123>settlers 2
16:52<SpComb^>Settlers II - Gold Edition
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16:52<OwenS>Hmm, compiler, why are you outputting a Sub instead of a Jmp? :-S
16:52<Eddi|zuHause>i usually don't play fast forward...
16:52<Nite_Owl>Hello all
16:52<SpComb^>I suspect the campaigns are a little different in the GE than the vanilla one
16:52<Eddi|zuHause>gold edition has the viking campaign
16:52<SpComb^>I had way more than enough gold to myself here, all the walkthroughs talk about having to go get it from the enemies
16:53<Eddi|zuHause>you seriously need a walkthrough for siedler? :p
16:53<SpComb^>I don't want to play each mission twice
16:54<SpComb^>the walkthroughs just tell you what general strategy you need
16:54<Eddi|zuHause>there are different strategies? :p
16:55<Eddi|zuHause>i thought it's "expand till you meet the enemy, and hope you have your economy running by then"
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16:55<SpComb^>there's some useful things to know, like does the AI attack you outright, or can you just catapult him
16:55<SpComb^>in most of the missions, the AI won't attack you until you attack them
16:55<Eddi|zuHause>frosch123: what's wrong with the fields?
16:55<frosch123>they don't disappear by themself
16:56<Eddi|zuHause>they do, but it takes a while
16:56<frosch123>they do in settler 1
16:56<Eddi|zuHause>they disappear faster in 1, yes
16:56<Eddi|zuHause>sometimes before the farmer can get to them...
16:57<frosch123>in 1 the fields are independent from the farmer :p you can place the farms as dense as you like, one field can be served by lots of farmers
16:58<Eddi|zuHause>in 2 you need about 3 fields per farmer
16:58<Eddi|zuHause>in 1 you needed more space
16:59<SpComb^>I tend to be way over-sparse with farms
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17:00<Eddi|zuHause>you can't have enough farms
17:01<frosch123>in 1 you can :)
17:03<Eddi|zuHause>seriously, i never managed to get grain stored in the headquater
17:04<Eddi|zuHause>does s2gold already have the concept of "evacuate building"?
17:04<frosch123>no, but thousands of bread and meat
17:05<frosch123>in widelands i did not encounter that problem
17:05<Eddi|zuHause>i usually run out of food
17:06<Sacro>eugh, the s2 economy
17:06<Eddi|zuHause>and when i try to balance that, i run out of tools
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17:09<PeterT>Hello aditsu
17:09<aditsu>so many people here :)
17:10<PeterT>compared to what?
17:10<aditsu>compared to what I expected (first time here)
17:10<PeterT>on #ubuntu at FreeNode, there are 1404 users
17:10<aditsu>but ubuntu is a very popular linux distro, this is "just a game" :)
17:11<aditsu>anyway, I have some questions.. such as: is it possible to replace vehicles automatically when they're too old?
17:11<PeterT>see advanced settings
17:11<PeterT>what glx said
17:12<aditsu>ah, it's something I have to enable
17:16<aditsu>also I'm having a problem with crashing AIs whenever I load a game
17:16<PeterT>You're having a problem with crashing AIs?
17:16<PeterT>you sound like you're trying to crash them
17:17<aditsu>no, every time I load a game, bam! crash message
17:17<aditsu>after that, it works fine
17:17<PeterT>Make sure you have the latest version of the AI, then try again
17:18<PeterT>if it still has the error message, report it to the author
17:18<PeterT>(take a screenshot, make sure you have the line numbers in them, [xxx])
17:19<aditsu>oh, you thought I meant "I'm having a problem trying to crash AIs"? sorry, I guess my English is not perfect
17:20<aditsu>I can try 0.7.5 then, it's not considered stable by my distro but I can install it
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17:20<+glx>did you download at least 1 AI ?
17:20<aditsu>yes, a few
17:21<+glx>then report the problem to the AI author
17:22<aditsu>all the AIs are pretty weak though :p
17:22<aditsu>(the ones I've seen)
17:24<frosch123>the ais have very different goals. "competitive" is not necessary one of them
17:24<Yexo>how strong the AIs are also depends on your map settings
17:24<@Rubidium>aditsu: build a road only network with "rondje" as AI
17:25<Yexo>the easier the settings, the harder it'll be to beat the AIs
17:25<aditsu>I don't use road vehicles.. I think they suck (and they're also too easy to sabotage)
17:25<Ammler>Yexo: remember the time you feared the AIs are too strong? :-D
17:26<Yexo>yes :p
17:26<Yexo>but I guess it really depends on who you ask
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17:27<@Rubidium>but... if you don't like the AIs, why not make one yourself?
17:28<aditsu>I think it would require too much work
17:28<Ammler>aditsu: or join MP servers...
17:29<aditsu>yeah I guess I should try multiplayer, I wonder how that works (can you pause? what if somebody disconnects?)
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17:31<+glx>try it :)
17:31<+glx>but only the server can pause
17:32<aditsu>sounds like a totally different game :)
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17:33<aditsu>hm, no AI crash with 0.7.5, good
17:36<aditsu>another question... are all those rail signals and complex station designs really that useful? I found that "1 train/track" can work well
17:37<aditsu>(with no signals at all)
17:38<aber>your tracks aren't long enough :)
17:39<@Rubidium>there'll be cases where you simply can't build more rail on the map, but with signals and different designs you can still improve the capacity of the whole network
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17:53<aditsu>well, thanks for the help, and thanks a lot to the developers
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18:40<Terkhen>good night
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19:15<Eddi|zuHause>hm... i have a problem here: <-- i can't connect this harbour to anything
19:22<CIA-2>OpenTTD: rubidium * r19285 /trunk/config.lib: -Change [FS#3638]: add the default installation directory of lzo/zlib for Mac OS X/MinGW to the paths where (the headers of) those libraries are searched
19:27<Ammler>Eddi|zuHause: water way
19:27<Eddi|zuHause>Ammler: problem is, people can't use water paths
19:27<Ammler>too long ago for me :-)
19:27<Eddi|zuHause>only cargo is transported that way
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21:12<OwenS>Well, tomorrow: To write an interpreter. And a garbage collector that actually collects :-P
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---Logclosed Sun Feb 28 00:00:37 2010