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#openttd IRC Logs for 2016-05-29

---Logopened Sun May 29 00:00:36 2016
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03:21<Wolf01>o/
03:28<@Alberth>moin
03:38<@Alberth>soo many ways to describe a file :(
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04:31<Taede>mornin
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05:13<Taco>are there any official ports of openttd to android?
05:13<Taco>or, any that are wholely compat with openttd?
05:17<@Alberth>no official ports
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05:18<@Alberth>hmm, browser disappeared, but in de OpenTTD Development forum, you can find its thread
05:19<@Alberth>since there is only one, choice is easy :p
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06:10<Taco>fair
06:10<Taco>hmm thats really weird... updated to 1.6.0 and suddenly ecs stopped working
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06:24<@Alberth>:O
06:31<@Alberth>How do people ever find anything in the newgrf specs?
06:32<Samu>hi
06:33<Samu>yesterday night i said 12 possible cases, it's not 12, its 20. 2 out of 20 fail to do what I intend
06:33<Samu>not bad for a noob messing with code
06:50<argoneus>good morning train friends
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07:17<Samu>just fixed one more case, 1 out of 20 fail
07:19<Samu>case that fails: startai wormai.5, savegame name = wormai.5, version = 5
07:19<Samu>remove wormai version 5 from system
07:19<Samu>loadgame name = wormai.5, version = 5
07:19<Taco>any advice on how i can get ECS up and runnng again? or am I missing something? since upgrading to 1.6.0 when i generate a new map, it shows a warning saying the were no suitable places for xxx industry... its always one of the ecs industries like water supply...
07:19<Samu>finds no match and loads a random ai instead, which is not what I want it to do
07:20<Taco>I wiped my settings and newgrf's... downloaded ecs again... downgraded to 1.5.3... no joy
07:20<Samu>should resort to loading the latest available version of wormai, which is version 4
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07:35<@Alberth>Taco: suitable places for industries are related to worldgen map settings
07:36<@Alberth>newgrf has requirements (unknown to the game program), on what it considers suitable
07:36<@Alberth>newer openttds now monitor if no industries of some type were built, and warns you
07:37<@Alberth>it's not a failure of ECS
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07:37<andythenorth>o/
07:37<@Alberth>although it may of course happen that a missing type of industry breaks a chain
07:37<@Alberth>hi hi andy
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07:38<andythenorth>o/
07:38<@Alberth>it's rather that you now get a warning, rather than a missing industry type without getting a notice
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07:42<@Alberth>quak
07:42<andythenorth>quak
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07:44<frosch123>hola :)
07:47<Taco>Alberth, i did actually notice that its a new feature... would prefer that behavour to the old no warning thing... just uhh, i cant seem to generate an ecs map that isn't missing a mine or a water supply or something thats chain breaking as you say
07:50<andythenorth>‘Nautilus’
07:50<@Alberth>without the warning, you'd still have a broken chain, except no-one told you
07:51<@Alberth>ie a warning was added, nothing more
07:52<@Alberth>mapgen settings are sometimes quite critical at getting a map suitable for all industries
07:53<@Alberth>especially when industries are big and have additional requirements
07:54<@Alberth>(I don't exactly know what requirements ECS has, but at least the industries tend to be big)
07:55<@Alberth>btw it's not a permanent failure, the game does try to build such missing industries, so if you create the right conditions on the map, the game will at some point make an industry, or you could fund one yourself
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07:58<adriaesc>I have a problem with the game. When I arrive to 31st of December of 1980, it "locks" itself, the CPU goes higher and I cannot continue playing so I must stop it. I haven't passed that year because it cannot save.
07:58<adriaesc>I am using the 1.6.0 version in Windows 10.
08:02<@Alberth>sounds weird
08:03<@Alberth>saving to local disk, or something network-ish?
08:04<@Alberth>ie can you write a file there?
08:04<adriaesc>Local disk
08:05<@Alberth>playing with AIs? game script?
08:05<adriaesc>With 2 AIs and I have the script
08:05<@Alberth>although I think they cannot really stop a save
08:06<@Alberth>enough memory?
08:06<adriaesc>I have played with that two AIs until 2750 so...
08:06<adriaesc>Yes
08:06<adriaesc>2150*
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08:07<@Alberth>I mean while writing the savegame, maybe it's eating memory, and windows starts swapping memory to disk
08:07<@Alberth>which typically makes it all unusable
08:08<adriaesc>Maybe
08:08<Taco>if i generate a map with industries set to "funding only" will mines eventually open up?
08:09<frosch123>"funding only" means no industries will spawn by themself
08:10<frosch123>you need to enable at least prospecting for primary industries
08:11<@Alberth>^ otherwise you have no way to build them yourself
08:13<andythenorth>ha
08:13<andythenorth>every time I have to relearn the interface to my own newgrf templating :P
08:13<andythenorth>dunno if that’s a sign of success, or abject failure :P
08:14<@Alberth>it may be a lack of some documentation lines :p
08:14<andythenorth>I relearn it from documentation lines :)
08:15<andythenorth>my brain is too small to hold useless facts, like which keywords configure which magic
08:18<@Alberth>that's why you write such things down, too many small facts :p
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08:20<Taco>well thats the issue... it breaks the cycle... on the standard industry set, i can't say open a coal mine
08:20<Taco>also where is that setting again, to make town roads align to a grid?
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08:21<@DorpsGek>Commit by frosch :: r27583 trunk/src/depot_gui.cpp (2016-05-29 14:21:40 +0200 )
08:21<@DorpsGek>-Fix [FS#6415]: Do not decrease the column width of depot windows when vehicles with high unitnumbers leave. (Airbus)
08:22<Taco>oh found the road align to grid thing
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08:35<@Alberth>Taco: if you change the primary industry build rule (a mine is a primary industry), you can fund a new mine
08:44<Samu>I "invented" versionParam = -2, ai_sl.cpp is passing this value so to search differently
08:44<Samu>FindInho will do a different searching methodology when it finds this -2 version thing
08:44<Samu>FindInfo*
08:45<Samu>lunch time, brb
08:57<Wolf01>Samu, adding a new param should be better in this case
09:09<andythenorth>bah
09:09<andythenorth>I hate drawing asymetric vehicles
09:12<frosch123>i hate debugging issues with complicated vehicle grfs, complicated cargo reservation, complicated autoreplace on complicated 2kx2k maps :p
09:13<andythenorth>swap?
09:13<andythenorth>you do mine, I’ll do yours
09:13<andythenorth>first one to finish, wins
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09:20<frosch123>found it :)
09:25<andythenorth>:P
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09:27<frosch123>anyone knows whether "ikarus set 6" is an active set? or is it ancient and unmaintained?
09:29<frosch123>is 80 days unloading/loading time for a bus punishment enough? :p
09:33<@DorpsGek>Commit by frosch :: r27584 /trunk/src (economy.cpp vehicle.cpp) (2016-05-29 15:33:20 +0200 )
09:33<@DorpsGek>-Codechange: Add some assertions about Vehicle::cargo_payment.
09:34<Eddi|zuHause>not that ancient, but i have no clue whether it's active...
09:35<@DorpsGek>Commit by frosch :: r27585 trunk/src/economy.cpp (2016-05-29 15:35:17 +0200 )
09:35<@DorpsGek>-Fix [FS#6437]: Enforce a non-zero load amount for all vehicles, so that vehicles can process their cargo reservations.
09:36<Eddi|zuHause>can we just start assigning sane default values to properties of new vehicles?
09:36<Eddi|zuHause>(for load amount, i would consider "5" a sane default)
09:36<frosch123>sure, please make a list of properties and values
09:37<frosch123>just add them after engine.cpp:105
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10:14<@DorpsGek>Commit by frosch :: r27586 trunk/src/pathfinder/yapf/yapf_road.cpp (2016-05-29 16:14:52 +0200 )
10:14<@DorpsGek>-Fix [FS#6410]: Automatic servicing of road vehicles compared path finder costs with tile distances, thus vehicles went to depots which were factor 100 too far away. (juanjo)
10:20<Eddi|zuHause>that sounds like a bug nobody noticed for like 5 years
10:31<@peter1138>More likely nobody reported...
10:37<Eddi|zuHause>no, i really mean "notice"... to a user, this just means there's virtually no limit for depot visits, but road vehicles have no trouble finding back to their real route (other than being run over by trains)
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11:08<Samu>Is there a way to configure a matching version of a GS at all, like there is for AIs?
11:09<Samu>via openttd.cfg, perhaps?
11:09<Samu>will try, brb
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11:19<Samu>hmm, interesting
11:20<Samu>how would you start an ai with a name requiring ""
11:20<Samu>t.t
11:20<Samu>"Denver & Rio Grande"
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11:32<Samu>nice, it works
11:33<Samu>startai "denver & rio gande".1
11:33<Samu>startai "denver & rio grande".1
11:33<Samu>console is smart
11:33<Samu>passes denver & rio grande.1
11:34<Samu>savegame stores denver & rio grande.1
11:34<Samu>nice, everything working as planned
11:37<Samu>loadgame loads as planned
11:37<Samu>so, I guess my code is ready
11:38<Samu>ain't too sure about what to do about GS's though
11:38<Samu>they're not started via console at all
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11:57<Samu>heh, this comment makes no sense /* If we didn't find a match Game script, maybe the user included a version */
11:58<Samu>there is no way to specify a version
11:58<Samu>for GSs, it makes no sense
11:58<Samu>unless I missed some way to do that
12:06-!-johannes_ [~johannes@80.120.78.66] has joined #openttd
12:07<johannes_>Hello, I programmed something and now want to merge in the newest openttd code from git. Do you prefer a real merge or a rebase?
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12:11<johannes_>actually, I guess there's nothing wrong with rebasing?
12:20<johannes_>nvm I did a rebase
12:20<johannes_>"_FORTIFY_SOURCE" redefined -> has anyone else seen this?
12:24<johannes_>openttd does not start: "Error: No available language packs (invalid versions?)" -> please, what does this mean?
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12:35<Eddi|zuHause>i suppose what you do on your personal repo is kind of irrelevant. if it gets merged into trunk, it has to go through SVN anyway, possibly prepared by a patch queue
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12:38<Samu>The savegame has an GameScript - that's a typo, right?
12:39<Samu>The savegame has a GameScript
12:39<johannes_>thanks Eddi|zuHause , do you also know why my openttd does not start?
12:39<andythenorth>I ‘reported’ the RV bug
12:39-!-HerzogDeXtEr [~farci@i59F6C330.versanet.de] has quit [Ping timeout: 480 seconds]
12:39<andythenorth>but not ‘properly’
12:40<andythenorth>I have breakdowns off because RVs go to nonsensical servicing destinations
12:41<Eddi|zuHause>johannes_: i've not mastered that level of psychic mindreading yet
12:42<Samu>"an GameScript"? or "a GameScript"? - I find tons of the former in the code, am I going crazy or isn't that a typo?
12:43<monsted>an does seem wrong
12:43<Eddi|zuHause>johannes_: "no available language packs" usually means a version mismatch
12:44<Eddi|zuHause>so you forgot to compile the languages along with your regular compile
12:44<@peter1138>https://www.youtube.com/watch?v=4jEz03Z8azc rocket landing...
12:46<@peter1138>(sped up)
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12:48<Samu>how does this make sense? "The savegame had no GameScript available at the time of saving."
12:49<Samu>feels like GameScript part of the code was copy pasted from AI
12:50<Samu>"%_dummy" GS
12:50<Samu>I don't think that exists, but let me search better
12:55<johannes_>Eddi|zuHause: Hmm I did "./configure" and then "make", did I forget a step?
12:57<TrueBrain>make clean && make ?
12:57<TrueBrain>just in case some dep wasn't updated? :D
13:00<johannes_>TrueBrain: did not work
13:01<TrueBrain>aawwwhhh\
13:02<Samu>looks like I'm just gonna copy paste code as well
13:02<Samu>it's what I do better :p
13:02<johannes_>Eddi|zuHause: do you know how to compile the languages manually?
13:03<johannes_>btw: I do have 1.6.0 installed and want to start a locally installed 1.5.3 that I just rebased to 1.6.0
13:10<johannes_>hmm ok bundle worked, don't know why, but hey, it works...
13:15<Eddi|zuHause>johannes_: manual compile is done with the "strgen" tool
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13:22<Samu>I present to you my coding skills! https://paste.openttdcoop.org/plsfqqmcn
13:24<Samu>copy paste coder!
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13:25<Samu>but in all seriousness, I was able to do it
13:27<Samu>it directs the intended searching behaviours for savegames, loadgames and console commands, and also renames and loads the correct data whenever compatible
13:29<Samu>i didn't test that much when launching OpenTTD and its initial searchings, but it appears to be doing well, at a quick glance
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13:41<Samu>The program '[7612] openttd.exe' has exited with code 3 (0x3).
13:42<Samu>what is that code?
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13:46<Samu>https://paste.openttdcoop.org/ptb88gxkg
13:47<Samu>seems reproducible
13:48<+glx>console app ?
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13:48<Samu>Launch openttd, click check online content, click select upgrades, click download, click ok, now exit OpenTTD, and errors with that
13:49<Samu>using debug x64
13:50<Samu>will try release x64
13:51<Samu>the same upgrade is still available to download everytime I check, seems strange
13:53<Samu>it also fails with release x64 - Unhandled exception at 0x00007FF6532149E3 in openttd.exe: An invalid parameter was passed to a function that considers invalid parameters fatal.
13:55<Samu>BusyBee update
13:56<Samu>always an upgrade for BusyBee, i download it, but seems to have no effect, there's always an update to BusyBee
13:58<Samu>ah, I see
13:58<Samu>I got a folder named "BusyBee-RC2M" and a tar file named "BusyBee-RC2M.tar"
13:59<Samu>deleted folder, gonna try again
13:59<Samu>nice, no more upgrades
14:00<Samu>and openttd exits without erroring
14:01<Samu>uh oh, there's still a problem
14:01<Samu>tried something different
14:02<Samu>i got villages is villages v6, v7 and v8 as tar files, no folders at all. v8 is the latest available on the internet.
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14:02<Samu>i delete v8 to force openttd tot detect an update
14:03<Samu>to*
14:03<Samu>I repeat those steps again
14:03<Samu>and i get an error when exiting openttd
14:03<Samu>same error
14:07<Samu>gonna try with 1.6.0
14:08<Samu>nope, no error with 1.6.0
14:08<Samu>very strange
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14:19<Samu>> openttd.exe!ThreadMutex_Win32::BeginCritical(bool allow_recursive) Line 132 C++
14:19<Samu>thread_win32.cpp
14:19<Samu>from here on, everything is microsoft code
14:19<Samu>and it errors on microsoft code
14:20<Samu>what should I do
14:26<TrueBrain>format your harddrive
14:26<TrueBrain>quick!
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14:26<Samu>> openttd.exe!_close(int fh) Line 49 C++
14:26<Samu>close.cpp line 49
14:29<Samu>> openttd.exe!_invoke_watson(const wchar_t * expression, const wchar_t * function_name, const wchar_t * file_name, unsigned int line_number, unsigned __int64 reserved) Line 204 C++
14:29<Samu>invalid_parameter.cpp line 204
14:31<Samu>haha TrueBrain
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14:46<@peter1138>hello
14:53<@DorpsGek>TrueBrain: Commit by frosch :: r27587 /branches/1.6 (17 files in 4 dirs) (2016-05-29 20:52:56 +0200 )
14:53<@DorpsGek>TrueBrain: [1.6] -Backport from trunk:
14:53<@DorpsGek>TrueBrain: - Fix: Use a more appropiate sound effect for convert-rail (r27547)
14:53<@DorpsGek>TrueBrain: - Fix: Remove SetFill from vehicle GUI buttons, so that the viewport is resized instead of them in case of long window titles (r27546)
14:53<@DorpsGek>TrueBrain: - Fix: [Script] Generation of API wrappers (r27545, r27544, r27543)
14:53<@DorpsGek>TrueBrain: (...)
14:56<@DorpsGek>Commit by frosch :: r27588 /branches/1.6 (10 files in 4 dirs) (2016-05-29 20:56:42 +0200 )
14:56<@DorpsGek>[1.6] -Backport from trunk:
14:56<@DorpsGek>- Fix: [Build] Force sorting to be locale independent, so files are always ordered the same and by that token better diff-able (r27562, r27558)
14:56<@DorpsGek>- Fix: Typos in comments and string (r27561, r27560)
14:56<@DorpsGek>- Fix: [Build] bashism that caused different CFLAGS with bash vs dash (r27557)
14:59<@DorpsGek>Commit by frosch :: r27589 /branches/1.6 (16 files in 4 dirs) (2016-05-29 20:59:03 +0200 )
14:59<@DorpsGek>[1.6] -Backport from trunk:
14:59<@DorpsGek>- Feature: Mexican Spanish (r27564, r27553, r27552)
15:01<@DorpsGek>TrueBrain: Commit by frosch :: r27590 /branches/1.6 (6 files in 4 dirs) (2016-05-29 21:01:50 +0200 )
15:02<@DorpsGek>TrueBrain: [1.6] -Backport from trunk:
15:02<@DorpsGek>TrueBrain: - Fix: Memory leak when disabling palette animation [FS#6404] (r27575)
15:02<@DorpsGek>TrueBrain: - Fix: [NewGRF] The house id as returned by house variable 66 was incorrect when querying neighboured tiles [FS#6432] (r27574)
15:02<@DorpsGek>TrueBrain: - Fix: [Build] Compilation failure with gcc 6.1 due to headers included after safeguards.h [FS#6467] (r27573)
15:02<@DorpsGek>TrueBrain: (...)
15:05<@DorpsGek>TrueBrain: Commit by frosch :: r27591 /branches/1.6 (9 files in 3 dirs) (2016-05-29 21:05:11 +0200 )
15:05<@DorpsGek>TrueBrain: [1.6] -Backport from trunk:
15:05<@DorpsGek>TrueBrain: - Change: Performance improvement for dedicated servers by skipping drawing calls earlier in the process [FS#6402] (r27579)
15:05<@DorpsGek>TrueBrain: - Fix: Vehicles could not be hidden from the purchase list when they were in exclusive preview [FS#6454] (r27578)
15:05<@DorpsGek>TrueBrain: - Fix: Dock and roadstop picker, client list and town authority window did not auto-resize according to their content when they were positioned at the bottom of the screen [FS#6386] (r27577)
15:05<@DorpsGek>TrueBrain: (...)
15:08<@DorpsGek>TrueBrain: Commit by frosch :: r27592 /branches/1.6 (8 files in 4 dirs) (2016-05-29 21:08:01 +0200 )
15:08<@DorpsGek>TrueBrain: [1.6] -Backport from trunk:
15:08<@DorpsGek>TrueBrain: - Fix: Automatic servicing of road vehicles compared path finder costs with tile distances, thus vehicles went to depots which were factor 100 too far away [FS#6410] (r27586)
15:08<@DorpsGek>TrueBrain: - Fix: Enforce a non-zero load amount for all vehicles, so that vehicles can process their cargo reservations [FS#6437] (r27585, r27584)
15:08<@DorpsGek>TrueBrain: - Fix: Do not decrease the column width of depot windows when vehicles with high unitnumbers leave [FS#6415] (r27583)
15:08<@DorpsGek>TrueBrain: (...)
15:09<Eddi|zuHause>SPÄM!
15:10<TrueBrain>seriously, that DorpsGek should really learn to shut up
15:10<TrueBrain>@kick DorpsGek susshh you
15:10<@DorpsGek>TrueBrain: Error: I cowardly refuse to kick myself.
15:11<TrueBrain>pfft
15:11<@DorpsGek>Commit by frosch :: r27593 /branches/1.6 (30 files in 3 dirs) (2016-05-29 21:11:48 +0200 )
15:11<@DorpsGek>[1.6] -Backport: language updates from trunk
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15:24<Samu>http://www.tt-forums.net/viewtopic.php?p=1169413#p1169413 - new version of my stuff
15:25<Samu>Wormnest__: if you care to take a look :p
15:25<Samu>or anyone else
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17:02<Wormnest_>Samu: It sounds ok but I have currently no way to check it
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17:08<Samu>:o
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18:20<Samu>it took me 26 GiB in 1212 .sav files to keep all monthly autosaves from Feb 1950 to Jan 2051 on a 4096x4096 map
18:20<Samu>x8 servers
18:21<Samu>207 GiB :o
18:21<Samu>GiB or GB?
18:22<Flygon>Now we just need a 16k*16k map
18:22<Flygon>So that becomes 100GiB :3
18:22<Flygon>And each client needing 10GB of RAM
18:24<Samu>oh, my savegame format of choice was zlib:2
18:25<Samu>it took about 7 GB RAM
18:25<Samu>cpu usage was always 100%, but meh... autosave was always pushing it to 100%
18:26<Samu>at the very few rare times autosave wasn't happening on all servers, cpu usage was still around 95-98%
18:27<Samu>it's official, fx-8150 is a very capable cpu, managed 8x 4096x4096 servers
18:28<Samu>I was spectating all servers, never once it dropped me from the game
18:28<Samu>*from any of the servers
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18:44<Flygon>Oh dang
18:56<Wolf01>'night
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19:04<Samu>16384*16384 = 268435456
19:05<Samu>8*4096*4096 = 134217728
19:05<Samu>:|
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19:49<Samu>I'd like to submit a patch for flyspray, but I know my coding skills are terrible, :/
19:52<Samu>guess I won't
19:53<Samu>it wouldn't be accepted as is
19:53<Samu>:/
19:55<Samu>it's just that, what I've done... works...
19:57<Samu>what can I do with my piece of code in its current state?
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---Logclosed Mon May 30 00:00:37 2016