IRC logs for #openttd on OFTC at 2008-09-27
            
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00:09:22 <Eddi|zuHause> gesundheit
00:09:59 <ccfreak2k> Who made the lovely ASCII diagram for DrawBox()?
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00:16:12 <ccfreak2k> Excellent.
00:16:18 <ccfreak2k> I fixed the opengl patch. :3
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00:31:00 <Chrill> the BR 'HST', which train IS that? :p
00:31:44 <Chrill> from the br trainset
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00:35:18 <ccfreak2k> I would say the HST.
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02:16:42 * Sacro installs TortoiseHG and VisualHG
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03:36:15 <ccfreak2k> Quick sanity check:
03:36:31 <ccfreak2k> openttdtest/trunk/src/rev.cpp says it's Autogenerated.
03:36:37 <ccfreak2k> Should I distribute it with a patch?
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04:37:03 <ccfreak2k> Blah.
04:37:11 <ccfreak2k> Opengl patch is still broken. :|
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09:33:42 <Wolf01> hello
09:36:33 <Alberth> hello
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11:36:07 <hnsz2002> hi! why not available rss feeds on new website?
11:37:30 <TrueBrain> is it does do be
11:38:31 <hnsz2002> i dont see that...
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11:38:43 <TrueBrain> most real browsers show it next to the url
11:38:53 <TrueBrain> http://www.openttd.org/news/rss
11:38:55 <TrueBrain> else use that link
11:39:21 <hnsz2002> wow.. thank you!
11:39:51 <petererer> That was a bit rapid... an industry disappeared 3 days after the news message :o
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11:42:01 <petererer> Hmm, Celestar's vehicle detail scrollbar is screwed :o
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11:47:56 * Wolf01 is thinking about mouse gestures for ottd
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11:59:52 <Alberth> 'advanced settings' re-organized: http://b.imagehost.org/0818/configpatches.png
12:04:13 <frosch123> "max distance from edge for oil refinieries" -> "economy" tab after "Industries of same type can be..." ?
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12:07:00 <frosch123> "disable electric rails" after "allow building very long bridges" ?
12:07:02 <Alberth> maybe instead move all those build things in economy to construction instead?
12:07:49 <frosch123> IMO "construction" referts to player initiated building, while "economy" is town or industry initiated
12:08:21 <Alberth> elrail moved
12:09:18 <frosch123> "road vehicle queueing" could also be under pathfinder stuff...
12:09:53 <Alberth> ok, moving distance oil refineries too
12:11:07 * frosch123 wonders where to put "vehicles never expire" and "multiple newgrf engine..."
12:11:08 <Alberth> yes, that would be better, I didn't really like its current place
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12:11:46 <frosch123> maybe "never expire" after "disable servicing when breakdowns..."
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12:13:07 <frosch123> "allow more realisically sized catchment..." maybe after "max station spread" ?
12:14:01 <Alberth> 'never expire' doesn't really fit in 'servicing' imho
12:14:49 <Alberth> catchement area moving seems like a good idea
12:16:05 <Alberth> new orders are 'non-stop' by default should get a new place now
12:16:44 <frosch123> in the loading stuff?
12:17:25 <Alberth> 'vehicles never expire' to the top of vehicles?
12:17:43 <frosch123> "allow roadstops on town owned roads" maybe a bit earlier, e.g. after "adjacent stations" ?
12:18:20 <Alberth> good idea, moving never expire to loading stuff (bottom)
12:18:44 <frosch123> hmm, the "non-stop" thingie fits to the "allow depot orders" stuff
12:18:52 <Eddi|zuHause> <petererer> That was a bit rapid... an industry disappeared 3 days after the news message :o <- i'd blame Belugas ;)
12:19:57 * frosch123 has no idea about the "interface" tab
12:22:28 <Alberth> "allow roadstops on town owned roads" one up, after 'nonuniform stations'? ('nonuniform stations' and 'adjacent stations' belong together imho)
12:22:42 <Eddi|zuHause> "allow more realisically sized catchment..." <- i think that is misnamed, it has absolutely nothing to do with realism
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12:23:14 <Gekz> lol
12:23:22 <Gekz> logical perhaps
12:23:23 <Gekz> realistic no
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12:23:58 <Alberth> frosch123: I have lost the 'non-stop' thingie. What option is that exactly?
12:24:09 <Eddi|zuHause> "more diverse" pherhaps?
12:25:42 <Alberth> How does onw change the words of strings? (such that Translator people will catch it too?)
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12:27:12 <Alberth> frosch123: nvm, found it. it's the "new orders are 'non-stop' by default"
12:27:51 <Eddi|zuHause> translated strings are automatically invalidated when the english string changes
12:28:02 <Eddi|zuHause> at least i hope so :p
12:29:08 <Alberth> I'd like to be sure before changing texts
12:29:13 <Eddi|zuHause> hm... there might be too little new things in colonization...
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12:29:22 <Nazcafan> hello
12:29:56 <Alberth> hai
12:30:04 <Eddi|zuHause> the overall game complexity seems lower than in bts
12:30:14 <Alberth> bts?
12:30:18 <Nazcafan> A couple of months ago, someone help me to setup my openttd.cfg so I could use true type fonts
12:30:22 <Eddi|zuHause> beyond the sword
12:30:56 <Alberth> Eddi|zuHause: euh, ok
12:30:56 <Nazcafan> but now, I seems that when I ask to use Bitstream Vera Sans, all the text becomes illegible
12:31:37 <Eddi|zuHause> i mean you had all the ressource management, and religions, and corporations, lots of diplomacy options
12:31:51 <frosch123> Alberth: changing texts should be separated
12:31:55 <Nazcafan> Did something change in openttd?
12:32:51 <Alberth> frosch123: in what sense? as a seperate issue, as a seperate .diff file, or something else?
12:33:18 <frosch123> separate diff
12:33:19 <Alberth> (i have 3-5 .diff files anyway for this change)
12:33:37 <Alberth> ok
12:34:46 <Nazcafan> here is the faulty openttd.cfg : http://rafb.net/p/Uj7Vlv15.html
12:34:55 <Nazcafan> if someone con have a peek at it
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12:35:13 <Nazcafan> I use a debian lenny box and the bitstream fonts are indeed installed
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12:38:32 <James_013> hey people
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12:40:47 <frosch123> :)
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12:43:28 <Alberth> frosch123: Some people always seem to be in a hurry :)
12:43:45 <Nazcafan> :-/
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12:48:00 <Alberth> Nazcafan: Didn't even know you could do that in OpenTTD, let alone I can tell you how
12:56:34 <frosch123> Nazcafan: have you tried putting the value in " quotes?
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13:01:03 <Alberth> Eddi|zuHause: I found the number things to manage in original CIV already quite high, and usually it gets worse with newer versions
13:01:38 <Nazcafan> frosch123: I'll try that
13:02:07 <Nazcafan> frosch123: sorry, I was out to throw some garbage
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13:02:32 <Eddi|zuHause> what seems to be cool in colonization is the automatisation of trade
13:02:47 <Eddi|zuHause> and the new way of getting founding fathers is quite interesting
13:03:06 <Nazcafan> frosch123: nope, fonts are still illegible
13:03:45 <Eddi|zuHause> most other things are pretty much the same as in the original
13:04:17 <Eddi|zuHause> the promotion system is taken over from civ4
13:05:34 <Nazcafan> frosch123: the font seems to be recognised, since wen I put a nonexistent font name, I get a warning and openttd sets back to the default font
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13:16:51 <Alberth> Eddi|zuHause: 'allow more realistically sized catchment areas' -> 'more diverse catchment areas' ? doesn't sound right to me, to be honest
13:17:25 <Eddi|zuHause> well, all it does is "do not make all stations have the same catchment area"
13:19:28 <Alberth> update: http://b.imagehost.org/0370/configpatches2.png
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13:19:49 <Eddi|zuHause> oh, yes, the handling that some buildings need tools to finish is a little more graceful now in colonization
13:20:29 <petererer> variable catchment area size
13:21:50 <Alberth> Eddi|zuHause: ah, 'diverse' in that sense. I understand your intention now
13:22:34 <Alberth> petererer: 'variable' means 'changing in time' to me, which isn't the case
13:23:51 <Eddi|zuHause> "varying" maybe? is that even a word? ;)
13:24:55 <Eddi|zuHause> i would never ask that question in german... german is flexible enough to make up words on the fly ;)
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13:25:41 <Alberth> what about 'differently sized catchment areas'?
13:28:07 <Alberth> Hmm, I now have 21 HG commits. How does one make 3-5 nice diff files from that mess?
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13:28:30 <glx> there's a command for that I think
13:29:00 <Alberth> hg --untangle-my-mess-please, isn't it? :P
13:29:51 <glx> hg help diff
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13:34:48 <Alberth> I have all changes in a seperate branch already (so finding the exact diff against trunk shouldn't be so difficult), but have doxygen updates, var introduction/shuffling, code changes, and real improvements all in that branch. To submit the change to FlySpray, I need to make seperate diffs for each step/kind of change. Can I do that in the same HG repo?
13:35:54 <frosch123> I guess mercurial queues are meant for that
13:36:50 <frosch123> but you would have needed to use them from the start
13:37:52 <frosch123> "enable multiple NEWGrf engine sets" does not fit at all, where it is currently
13:38:11 <frosch123> maybe after "vehicles never expire"
13:41:45 <Alberth> The 'newGRF engine sets' doesn't really fit anywhere imho. I'd rather move the 'vehicles never expire' to just below the 'newGRF engine sets', so the order reviewing block is less polluted.
13:42:15 * Alberth reading about HG queues
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13:48:57 * Alberth mercurial queues look like fun, let's try!
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13:55:05 <Wolf01> oh wtf.. I funded 3 new oil wells, to let all trains to load and make profit and now again they dropped production to 30k... 12 trains stopped again
13:56:07 <Alberth> Wolf01: Not reached the year 2008 yet? :P
13:56:18 <Wolf01> 2241 :P
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17:08:38 <CIA-1> OpenTTD: frosch * r14407 /trunk/src/autoreplace_cmd.cpp: -Cleanup (r14406): Remove a redundant test. (thanks SmatZ)
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17:25:53 <petererer> Speaking of autoreplace.
17:26:30 <petererer> If it can't happen, due to things like not enough money, it would be helpful if it wasn't actually attempted.
17:29:04 <frosch123> you mean some cost-under-estimating precheck?
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17:40:20 <petererer> Actually just a simple check for the minimum amount as per the patch setting.
17:40:51 <petererer> I had it set to £100,000, with only half that amount in the bank.
17:41:05 <petererer> It still sent RVs to the depot.
17:41:19 <frosch123> that won't work, when you replace a not too old expensive engine with a cheap one, you will gain money, so the money limit does not take effect
17:41:42 <fonso> after the do { ... } loop starting in viewport.cpp:1138 psd doesn't point to ps anymore. Is that on purpose? This means we are bubbling a different sprite than we compare in the next for() iteration, doesn't it?
17:42:19 <frosch123> or are you talking about fs#1762 again?
17:46:02 <fonso> My idea to solving FS#119 would be changing the sorting algorithm so that we can always partition the vector into a sorted and an unsorted part and then presorting the whole thing by type of sprite, so that foundations end up in the front to begin with.
17:46:37 <fonso> After that they are only moved when there is a specific reason to do so.
17:47:08 <fonso> Ah well, difficult to explain ...
17:47:53 <frosch123> fonso: that is already the case, ViewportAddLandscape() is called before ViewportAddVehicles()
17:48:35 <fonso> Aha
17:49:19 <fonso> But bubble sort can mix them up too easily.
17:49:31 <frosch123> it is not bubble sort
17:49:56 <frosch123> bubble sort is an algorithm for transitive orders
17:49:57 <fonso> It says it is in line 1136 and it looks like it is
17:50:38 <fonso> you compare a sprite to all following ones and then subsequently exchange them until it arrives at the correct postion.
17:50:41 <frosch123> 1336 btw
17:50:53 <fonso> yes
17:50:54 <frosch123> and I somehow forgot to remove this misleading comment
17:50:54 <fonso> sorry
17:51:18 <fonso> so what is it supposed to be?
17:52:06 <frosch123> it moves ps2 in front of ps1
17:52:35 <fonso> A different algorithm might be able to sort them by "hard" criterions seen in the if-clauses before but at the same time not move unrelated sprites around
17:52:57 <frosch123> it does not move unrelated sprites around
17:52:59 <fonso> Thus keeping more of the original order intact for soft criteria
17:53:44 <fonso> It looks like it does in the do { ...} loop
17:53:59 <fonso> especially with psd3 not pointing to ps
17:54:21 <fonso> (and I'm wondering why that works at all)
17:54:54 <frosch123> the do loop moves all sprites starting from ps to ps2 one position further to create space to insert ps2 in front of ps
17:55:24 *** fjb_ is now known as fjb
17:56:07 <fonso> and after that psd points to the sprite at *(ps + 1)
17:56:58 <frosch123> no psd is unchanged
17:57:03 <frosch123> in fact it points at ps2
17:58:19 <frosch123> you can consider psd as the separator between sprites in their final order and sprites which are still being sorted
17:58:28 <fonso> ah, OK
17:58:32 <fonso> now I see it
17:58:38 <fonso> sorry for my ignorance
17:58:53 <frosch123> blame the comment :)
17:59:21 <fonso> so it tends to sort things to the front of the array
17:59:37 <frosch123> yup
17:59:43 <fonso> is the array drawn from the front to the back or the other way round?
18:00:22 <frosch123> hehe, "front" and "back" are kind of ambiguous here :)
18:00:36 <frosch123> but the sprite at index 0 is drawn first
18:01:24 <fonso> orudge: have you tried to sort everything in the other direction? I suspect the sprites at low indices are more mixed up wrt the original order than sprites at high indices.
18:01:48 <fonso> But I have to leave now, sorry.
18:01:50 <fonso> Bye
18:04:05 <petererer> Well, have you orudge?
18:07:47 <frosch123> fonso: fyi: the fence at the runway causes to plane to be inserted where it ends up
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18:49:29 <dih> anybody here familiar with tcl by any chance?
18:50:16 <TrueBrain> dih: I doubt anyone wants to publicly say yes to that ;)
18:50:28 <dih> nonofair
18:50:39 <dih> they can pm me :-P
18:50:43 <dih> hihi
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19:03:04 <petererer> "openttdlib.dihedral.de could not be found" :o
19:03:37 <dih> yep
19:03:38 <dih> i know
19:03:42 <dih> have a dns issue right now
19:03:49 <dih> what can i do you for?
19:04:13 <petererer> I wanted to have a play with autopilot.
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19:04:49 <petererer> ARGH
19:05:02 * petererer gets pissed off with audio software that keeps crashing.
19:05:05 <dih> autopilot is not at openttdlib.dihedral.de
19:05:22 <dih> autopilot or ap+ ?
19:05:47 <dih> petererer, ^
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19:08:18 <petererer> http://www.google.co.uk/search?q=openttd+autopilot
19:08:44 <dih> that's odd
19:08:48 <dih> oh - no it's not
19:08:49 <dih> hehe
19:09:19 <dih> ap + is at http://svn.openttdcoop.org/tools/autopilot/branches/ap+
19:09:32 <dih> and autopilot is at http://svn.openttdcoop.org/tools/autopilot/trunk
19:10:48 <petererer> Ta
19:11:15 <dih> ap+ documentation is at http://www.openttdcoop.org/wiki/Autopilot/ap%2B
19:12:59 <petererer> Gah, DJPlay sucks.
19:13:19 <petererer> Choosing tracks to play seems to be directory-structure only.
19:13:24 <petererer> There's no previewing...
19:13:58 <petererer> Just 5 audio outputs that need mixing.
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19:42:18 <Eddi|zuHause> this is bad... these other guys declared war, and now i overran them with my 5 guy army... and now i have twice the amount of colonies to get to 50%, and i have to defend twice the amount of colonies also...
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19:57:10 <TrueBrain> the latest stargate atlantis is VRY good ... :) :)
19:57:11 <TrueBrain> VERY
19:57:22 <Eddi|zuHause> right... i knew i forgot something :p
19:57:40 <Eddi|zuHause> it's the "half" final, right?
19:57:43 <TrueBrain> yeah, wanted to remind you
19:57:48 <TrueBrain> I didn't hear you about it so ..
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19:58:18 <TrueBrain> half final?
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19:59:43 <Eddi|zuHause> they used to have a break in the middle of the season, i.e. after 10 episodes
19:59:56 <TrueBrain> just read that it is cancelled .. but not till January, pfew :)
20:00:31 <Eddi|zuHause> well, yes, they won't order a new season, but this season still continues...
20:00:45 <TrueBrain> You scared me there :p
20:00:53 <TrueBrain> this is a cliffhanger episode, but in 2 weeks the next one is..
20:01:11 <TrueBrain> (wow, bad english)
20:01:35 <petererer> ARGH, FUCKING JACK
20:01:57 <TrueBrain> jack?
20:01:59 <TrueBrain> @seen jac
20:01:59 <DorpsGek> TrueBrain: I have not seen jac.
20:02:01 <TrueBrain> @seen jack
20:02:01 <DorpsGek> TrueBrain: jack was last seen in #openttd 5 days, 4 hours, 34 minutes, and 52 seconds ago: <jack> they go to depot, when they need
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20:03:07 <TrueBrain> haha, that was kind of unexpected :)
20:03:19 <frosch123> fucking -> depot
20:03:21 <frosch123> obvious :)
20:05:31 <peter1138> jackd
20:05:39 <TrueBrain> I never understood jackd
20:05:40 <TrueBrain> never ever ...
20:13:39 <peter1138> Well, I do ;)
20:13:56 <peter1138> Just it has a habit of kick clients out randomly.
20:14:00 <peter1138> *kicking
20:14:19 <Eddi|zuHause> btw they also said that they were going to continue SGA the as DVD movies like they did with SG-1
20:14:33 <Eddi|zuHause> -the
20:22:45 <fjb> Why do 4500 people want to visit a 350 people town?
20:24:08 <TrueBrain> Eddi|zuHause: I read :) Too bad the movie is the end of the season final ...
20:24:20 <TrueBrain> fjb: because they are looking for houses
20:24:46 <fjb> Ah, good cause.
20:24:55 <fjb> That explains it perfectly.
20:26:49 <Ammler> fjb: many tourists village are like that
20:27:12 <fjb> But there isn't even a hotel...
20:27:20 <Ammler> :-)
20:27:46 <frosch123> fjb: canibals :)
20:28:19 <fjb> :-P
20:29:11 <fjb> The hidden indistry of PBI.
20:29:16 <fjb> industry
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20:32:35 <fjb> http://www.imgwelt.de/uploads/DIIFUKN42P0.png
20:37:06 * petererer grumbles at industries closing down when they're being serviced.
20:37:42 <fjb> Georges ECS?
20:37:48 <petererer> PBI.
20:37:54 <fjb> Oh.
20:38:33 <fjb> Didn't happen to me with PBI, but often with ECS.
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20:51:06 <Eddi|zuHause> so... where do i get a big enough army to protect 13 colonies from the home country?
20:52:17 <frosch123> is "independance" still the only winning goal? and can it be disabled?
20:54:39 <Ammler> Eddi|zuHause: cheat some tanks
20:55:16 <Eddi|zuHause> i think there were three options at winning goal
20:55:30 <Eddi|zuHause> yes, you could disable them, like in civ4
20:55:45 <Eddi|zuHause> Ammler: great idea, why did i not think of that?
20:55:50 <Ammler> :P
20:56:00 <Ammler> fjb: that is strange, indeed.
20:57:46 <fjb> I bet the town council hired that people to get a railway station.
20:58:31 <Ammler> you should keep that for celestart/peter
20:58:43 <Ammler> I consider that as bug.
21:01:38 <fjb> Maybe they only piled up because only to busses are serving that town.
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21:08:26 <Eddi|zuHause> damn... i capture a few colonies, transport the raw materials to my central town, and suddenly the industrial production goes off the charts... my galleon can hardly handle the cargo now...
21:09:00 <fjb> Now that town has 4 busses circling there and a railway station. Almost more vehicles tham houses...
21:09:19 <fjb> Eddi|zuHause: What are you playing?
21:09:26 <Eddi|zuHause> colonization
21:09:44 <Ammler> oh
21:09:47 <Eddi|zuHause> or rather "Civilization IV: Colonization"
21:10:18 <Ammler> colonization was also nice
21:10:43 <fjb> Is that a Civ IV addon?
21:11:01 <Eddi|zuHause> no, it's standalone, using the Civ IV engine
21:11:52 <Eddi|zuHause> hm... "Merlin 2008"... is that worth watching?
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21:13:08 <Ammler> how was the KITT btw
21:13:10 <Ammler> ?
21:13:23 <Ammler> was it that cool as the original?
21:13:30 <Rubidium> fancier than the original
21:13:45 * Rubidium would like the 3000 model, not the 2000 model
21:13:59 <petererer> Gah, there it goes again :o
21:14:14 <Ammler> sorry
21:14:31 <Ammler> I just read you talked about, but couldn't read it...
21:14:35 <Eddi|zuHause> i'm not quite sure how i find knight rider yet... the story line seemed a bit overloaded
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21:27:10 <TrueBrain> Eddi|zuHause: we will see with the second episode :)
21:27:22 <TrueBrain> oeh, there is a new Merlin
21:32:42 <Ammler> nice titles <oldserie> <year>
21:39:17 <Eddi|zuHause> well, it's been going like this for years already
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21:41:51 <Ammler> Battlestar Galactica was first, or was there another?
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21:46:20 <Eddi|zuHause2> wtf was that...
21:46:53 <Eddi|zuHause2> my computer is inventing more and more different ways to crash without any apparent reason
21:48:34 <FauxFaux> It wants you to replace it with something expensive.
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21:51:32 <ln> Eddi|zuHause2: get a mac
21:51:53 <Eddi|zuHause2> doesn't save me from mysterious hardware failures
21:52:09 <ln> no, but it's Crash Different
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22:02:57 <Eddi|zuHause2> whatever
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22:10:43 <ln> nw: prison break 4x02
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22:16:25 <SmatZ> my car 'died' today ... I had to be towed... I hope it won't cost much to fix it :(
22:18:08 <Eddi|zuHause2> you get a problem when the cost for towing alone surpasses the worth of the car ;)
22:18:22 <SmatZ> hehe :)
22:18:28 <SmatZ> my father towed me
22:18:36 <Nite_Owl> did it make a dead car noise or just go quietly
22:19:11 <SmatZ> but the black smoke going out of the exhaust doesn't sign anything good
22:19:19 <SmatZ> rather quietly
22:19:41 <SmatZ> it's a diesel... I though the 'turbo' died but it was doing smoke even at 1k rpm...
22:19:46 <SmatZ> after a while
22:19:48 <CIA-1> OpenTTD: glx * r14408 /trunk/src/openttd.cpp: -Fix (r9205): generation seed set using -G was always overwritten by -g
22:21:01 <Nite_Owl> Quietly can be better. At least you know nothing broke loose inside the engine.
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22:23:32 <Wolf01> 'night
22:23:39 *** Wolf01 has quit IRC
22:24:02 <SmatZ> good night all
22:25:06 <Nite_Owl> Although the last time my car died it went quietly and the alternator burned out taking all of the major engine wiring with it. Cost a fortune to fix due to the sideways mounting of the engine. - L8r SmatZ.
22:30:37 <dih> @seen Brianetta
22:30:37 <DorpsGek> dih: Brianetta was last seen in #openttd 23 hours, 10 minutes, and 20 seconds ago: <Brianetta> Since it doesn't exist yet, the performance of its stereo is... wanting.
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22:59:40 <Ammler> he, that was fast: http://www.tt-forums.net/viewtopic.php?f=33&t=39776 <-- any chance for a exception to console commands?
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23:06:45 <ccfreak2k> Sounds like a good patch to me.
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