IRC logs for #openttd on OFTC at 2010-11-24
            
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00:18:20 <Samu> hey
00:18:33 <Samu> there are some exceptions, how do I deal with this?
00:18:36 <Samu> these
00:18:41 <Samu> for example
00:18:48 <Samu> passenger
00:19:05 <Samu> when awarded the subsidy
00:19:17 <Samu> passenger needs to be plural
00:19:38 <Samu> no gender, just plural
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00:20:34 <Samu> "Ligação de passageiros"
00:20:56 <__ln___> looks masculine plural to me
00:21:14 <Samu> yes but
00:21:25 <Samu> ligação dos passageiros sounds bad
00:21:36 <Samu> ligação de passageiros sounds correct
00:22:29 <glx> {ORANGE}{STRING} from {STRING} to {STRING}{YELLOW} (by {DATE_SHORT}) <-- for this one ?
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00:22:56 <glx> well STR_SUBSIDIES_OFFERED_FROM_TO
00:22:59 <Samu> hmm that's the subsidy list
00:23:14 <Samu> it's in plural already
00:23:47 <glx> STR_SUBSIDIES_SUBSIDISED_FROM_TO <-- this one then
00:25:16 <Samu> yes that one
00:25:28 <Samu> the current translation is wrong
00:25:43 <Samu> Passageiro ligação makes no sense
00:26:01 <glx> it uses cargo name
00:27:44 <Samu> http://translator.openttd.org/en/trunk/pt_PT/STR_NEWS_SERVICE_SUBSIDY_AWARDED_HALF
00:27:49 <Samu> this is what I mean, sorry
00:29:26 <Samu> Ligação de [type of cargo name]
00:29:32 <Samu> is it type of cargo name or just cargo name?
00:30:33 <glx> it uses STR_CARGO_SINGULAR_PASSENGER
00:31:36 <Samu> must be plural, and i think it's the only exception
00:31:43 <glx> use gender then
00:32:52 <Samu> nope, I'm mistaken
00:32:55 <Samu> fizzy drinks
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00:38:25 <Samu> my head doesn't work
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00:44:35 <Samu> I'm way too confused, I was a brilliant student, and now this...
00:44:43 <Samu> can't think out of it
00:47:02 <glx> you can also adapt the translation, the important is the meaning, not the words
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00:58:18 <Samu> where else do STR_CARGO_SINGULAR show up
00:59:51 <Samu> trying to figure out if I put passenger as plural in there
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01:01:17 <glx> all STR_NEWS_SERVICE_SUBSIDY_AWARDED_XXXX and STR_NEWS_SERVICE_SUBSIDY_OFFERED
01:02:13 <Samu> then the fix is rather easy
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01:08:06 <supermop> hello
01:08:08 <Samu> what is the string used for cargo waiting in stations?
01:08:24 <Samu> hi
01:08:35 <supermop> hows it going?
01:08:51 <Samu> trying to translate the game :)
01:08:55 <Samu> not easy
01:09:24 <Samu> there was no genders, now there are, and fixing the whole thing is becoming much comlicated than I first anticipated
01:09:26 <supermop> to what language?
01:09:36 <Samu> portuguese
01:09:40 <supermop> ah
01:10:14 <supermop> i have a few friends that speak portugese, but they dont play ottd
01:10:46 <Samu> is there a way to run the game in string-code mode? lol
01:10:57 <Samu> that way I will understand where they will show up
01:11:00 <supermop> i would have no idea
01:11:57 <glx> I usually search in the source code for that
01:13:39 <Eddi|nichZuHause> i guess such a mode could easily be added to strgen
01:13:43 <glx> <Samu> what is the string used for cargo waiting in stations? <-- in station view ?
01:13:53 <Eddi|nichZuHause> like the one that adds "TODO"
01:14:15 <Eddi|nichZuHause> problem is that the string names are awfully long
01:15:56 <glx> Samu: STR_QUANTITY_XXXX
01:15:59 <Samu> station view
01:16:21 <Samu> cool, I guess I fixed the problem then
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01:16:37 <Samu> the guy has everything correct apparently, except for passengers
01:16:46 <Samu> added an extra s
01:16:52 <glx> all {CARGO} use STR_QUANTITY_ indeed
01:17:51 <glx> btw strings identifier are usually easy to link with where they are used
01:18:12 <glx> (not true for all, but for most it's the case)
01:19:02 <glx> like typing STATION_VIEW in search box will give you strings displayed in station view
01:23:13 <Samu> now fixing subsidies news
01:23:18 <Samu> the phrase construction
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01:31:35 <Samu> {BIGFONT}{BLACK}Subsídio de ligação concedido a {STRING}!{}{}{STRING} ligação de {STRING} para {STRING} pagará 50% extra durante o próximo ano!
01:31:48 <Samu> there are 4 {string}s here
01:32:58 <glx> yes
01:33:16 <glx> company name, cargo type, source, destination
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01:36:44 <Samu> {BIGFONT}{BLACK}Subsídio de ligação concedido a {STRING}!{}{}Ligação de {STRING} de {STRING} para {STRING} pagará 50% extra durante o próximo ano!
01:36:49 <Samu> this sounds better
01:36:55 <Samu> but a small problem
01:37:15 <Samu> the second string has to be with the first character in lowercase
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01:40:07 <glx> minor thing
01:41:05 <Samu> ligação means connection
01:41:12 <Samu> in english it says service
01:41:37 <Samu> Serviço de
01:41:37 <glx> in french I use Transport
01:42:07 <glx> well Le transport
01:42:26 <Samu> now I wonder
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01:42:34 <Samu> who pays the subsidy?
01:42:54 <glx> the one that pay the service :)
01:43:28 <Samu> ok, then again, a word for word translation isn't the best
01:43:43 <glx> word for word is never good
01:44:00 <glx> you often need to adapt
01:44:21 <Samu> in english it says for example, coal service from A to B will pay 50% for the next year!
01:44:30 <Samu> who will pay in this case?
01:45:17 <Samu> this 'will pay' seems odd
01:45:25 <Samu> the service... will pay
01:46:00 <glx> just adapt so it says the player will get 50% more
01:46:03 <Samu> shouldn't it be
01:46:11 <Samu> the service... will be paid
01:46:36 <Samu> anyone speaks english native here?
01:46:50 <glx> it's from the original game IIRC
01:47:44 <Samu> well, I better edit this tomorrow
01:47:51 <Samu> made quite some changes today
01:48:00 <Samu> hope I didn't screw anything
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01:53:41 <Samu> bye, cya
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02:16:28 <CIA-1> OpenTTD: glx * r21309 /trunk/src/ (subsidy.cpp subsidy_gui.cpp): -Fix: second parameter of SetupSubsidyDecodeParam() is a bool, so use a bool when calling the function
02:26:27 <Eddi|nichZuHause> i'd transform it to passive...
02:28:54 <SmatZ> Eddi|nichZuHause: no longer home? over night?
02:40:38 <Eddi|nichZuHause> happens ;)
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02:52:02 <fjb> But what are you doing on irc then?
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06:29:23 <andythenorth> morninks
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06:31:39 <supermop> hi
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06:46:10 <Terkhen> good morning
06:50:33 <Eddi|nichZuHause> i think i'm going crazy...
06:50:55 <Eddi|nichZuHause> i have a parser that parses only every second entry...
06:51:07 <Eddi|nichZuHause> and that has absolutely no reason at all...
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07:47:13 * andythenorth ponders
07:47:48 * Rubidium stands back in case andy's head explodes
07:50:30 <andythenorth> adding smoke to HEQS vehicles is pretty cool
07:50:38 <andythenorth> but breaks compatibility with ottd releases
07:50:56 <Rubidium> action 7/9
07:50:59 <andythenorth> yup
07:51:12 <andythenorth> means I have to learn something new
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07:51:17 <andythenorth> I thought I was too old for that :P
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08:08:48 <CIA-1> OpenTTD: rubidium * r21310 /trunk/src/string_func.h: -Fix [FS#4259]: apparantly even earlier FreeBSDs had strndup
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08:24:44 <andythenorth> did I mention smoke for RVs is awesome? :D
08:27:07 <Rubidium> awesomely polluting
08:30:57 * Terkhen will blame andythenorth when global warming gets into OpenTTD
08:31:55 <andythenorth> what do you think shipping all that coal is doing?
08:34:27 <Terkhen> since I don't see any smoke coming out from the steel mill, I assume that it is not going into the atmosphere
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10:33:24 <planetmaker> good morning
10:35:00 <V453000> hi :)
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10:36:29 <Thror> hi
10:39:04 <Terkhen> goood morning planetmaker, V453000 and Thror
10:39:12 <V453000> :) hi
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10:51:33 <fjb> Moin
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11:00:31 <DayDreamer> hello PlanetMaker, V453000, Thor, Terkhen and fjb
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12:47:33 <norbert79> Ehm, about this thread: http://www.tt-forums.net/viewtopic.php?f=68&t=51378 - is it really necessary allowing smoke for ships while travelling? I mean I have enver seen any good carrying ship making too much smoke during travel, but more like running out of the dock...
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12:56:07 <andythenorth> norbert79: is it really necessary to make a game with small pixel vehicles running around?
12:56:24 <andythenorth> :P
12:56:26 <norbert79> andythenorth: I am talking about the smoke effect... :)
12:56:49 <norbert79> It's ok when the ship acelarets, but real ships also do not produce that much of smoke while the long distance travel
12:56:51 <Rubidium> norbert79: you can always disable the smoke effects
12:57:06 <norbert79> there must be some serious issues with the engine, if a ships produces this ammount of smoke
12:57:15 <norbert79> No, I am just voting of having the current way
12:57:33 <andythenorth> it's ok, so far no-one has voted to write the patch yet :P
12:57:33 <Rubidium> norbert79: nah, it's just 1965 technology
12:57:35 <norbert79> have some smoke at start of the ship, no or much less during travel
12:58:04 <norbert79> This looks like if the ship was hit by some kinda missle :)
12:58:32 <planetmaker> Complain to the newgrf authors ;-)
12:58:37 <andythenorth> ships burn heavy fuel oil, which is dirty
12:58:47 <andythenorth> shipping routes have major haze problems due to this
12:59:05 <Rubidium> norbert79: and ships don't run on petrol or diesel, but the garbage that remains from extracting petrol, diesel and such from oil
12:59:13 <norbert79> andythenorth, Rubidium: http://www.google.co.uk/images?hl=hu&q=Goods+Ship&um=1&ie=UTF-8&source=og&sa=N&tab=wi&biw=1280&bih=779
12:59:16 <planetmaker> (ok, you do). But I still think it's quite a good thing to add it
12:59:27 <norbert79> Show me this ammount of smoke here :)
12:59:51 <planetmaker> norbert79: all those show that there's considerable smoke
12:59:54 <norbert79> http://bugs.openttd.org/task/4263/getfile/6910/ship_smoke.png now compare
12:59:56 <planetmaker> at least the first two I checked
13:00:23 <andythenorth> norbert79: that's steam engine smoke
13:00:26 <andythenorth> not diesel
13:00:29 <planetmaker> also the speed of vehicles is totally unrealistic. you should convince Belugas to make it more realistic ;-)
13:00:36 <andythenorth> those ships should be using diesel smoke ;)
13:00:40 <norbert79> andythenorth: Exactly
13:00:51 <andythenorth> but in the screenshot they don't, because I was testing
13:00:55 <norbert79> and besides, it really looks like here http://bugs.openttd.org/task/4263/getfile/6910/ship_smoke.png if the ship would be burning
13:01:25 <planetmaker> they're coming straight from the 38th degree North in Korea, probably
13:01:32 <norbert79> I knew it
13:01:32 <andythenorth> burning?
13:01:39 <norbert79> I knew someone would come up with that :D
13:01:44 <planetmaker> :-P
13:01:46 <norbert79> andythenorth: Yes, burning
13:01:54 <planetmaker> hey, I'm Korean by birth ;-)
13:01:57 <planetmaker> I care
13:02:03 <andythenorth> do steam trains look like they're burning? :P
13:02:15 <norbert79> andythenorth: No, but we are talking about ships :)
13:02:30 <norbert79> I think everyone does, noone really feels like suffering from a war, and it's effects
13:02:56 <norbert79> It was also pretty weird living through Desert Storm or the Serbian-Croation war, and that happened just in the neighbourhood
13:03:34 <andythenorth> norbert79: I think it kind of goes like this: "my newgrf, I choose" :D
13:03:58 <norbert79> andythenorth: Well, if it stays as a NewGRF, I am fine :)
13:04:24 <Rubidium> http://www.treehugger.com/large-cargo-ship-pollution-smoke-photo4.jpg <- we need blacker diesel smoke
13:05:18 <norbert79> I disagree: http://www.nohab-gm.hu/pix/odense_xtrain.jpg
13:05:21 <Rubidium> http://www.careydillon.com/unpurenzfinal/images/thompson_sound_cruise_ship.jpg <- even cruise ships smoke
13:05:53 <norbert79> Grey is just perfect... But have a newgrf for it! :)
13:06:47 <norbert79> Hmm, what about opacity?
13:06:56 <norbert79> will the game ever support it?
13:07:01 <norbert79> it might solve some 'problems'
13:07:14 <Rubidium> http://www.nohab-gm.hu/pix/odense_xtrain.jpg <- older ships definitely need more smoke than the newer ships
13:07:16 <andythenorth> ime opacity is a performance killer
13:07:27 <andythenorth> except for 0/1
13:07:32 <norbert79> andythenorth: Aye, but it might solve this 'issue'
13:07:57 <andythenorth> the issue is primarily about placement
13:08:34 <andythenorth> making the 'amount' of smoke newgrf controllable is secondary
13:08:46 <Rubidium> IIRC 32bpp already does some opacity stuff
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13:11:32 <norbert79> Talking about ships, my son loves to play Simcity 4. and he enjoys mots of the time driving around trains and flying with planes and using ships...
13:11:43 <norbert79> I must say I can understand it :)
13:14:12 <norbert79> Here guys, have a look on a real OpenTTD :) http://lezlinilzen.freeweb.hu/galeria.htm
13:16:36 <planetmaker> timeout?
13:16:59 <Rubidium> planetmaker: he's playing with RoadRunner v5
13:17:08 <planetmaker> hm?
13:17:18 <planetmaker> ERR_NO_CONTEXT
13:17:26 <Rubidium> FS#4260
13:18:36 <xiong> Horse Carriage feeder systems really... are stubborn.
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13:57:40 <andythenorth> hmm
13:57:48 <andythenorth> maybe a bit *less* diesel smoke for trucks :P
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14:36:00 <Belugas> hello
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15:47:05 <Wolf01> hello
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17:01:13 <CIA-1> OpenTTD: rubidium * r21311 /trunk/src/ (4 files in 2 dirs): -Fix [FS#4260]: AIs in an infinite loop in e.g. autosave, but also getting settings and such from info.nut, would not be interrupted after a while causing OpenTTD to seem to not respond
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18:00:28 <planetmaker> I know there's somewhere a list of company colour vs. its (recolour) sprite name. But I fail to find it. Any pointers?
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18:02:56 <frosch123> table/sprites.h
18:03:21 <frosch123> PAL_TO or something like that
18:03:51 <frosch123> PALETTE_RECOLOUR_START and following
18:04:07 <frosch123> alternatively you can use ttdviewer :p
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18:07:22 <planetmaker> :-) Thanks
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18:20:13 <planetmaker> hm, and what is the other set doing differently: there the containers are put onto the wagons wagon by wagon as the train loads. My containers don't do that...
18:21:30 <planetmaker> hm... or my eyes betrayed me. nvm
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18:28:13 <roelmb> I patched Cargodest onto the latest trunk and it worked quite fine the only problem is that I can't see the industry colours/ names in the legend
18:28:23 <roelmb> they are all on each other on the first row
18:28:45 <roelmb> any help?
18:29:40 <Rubidium> cargod*e*st?
18:30:17 <roelmb> or dist let me see
18:30:25 <roelmb> I mean dist :P
18:30:36 <Xaroth> Rubidium saves the day once again :P
18:30:40 <roelmb> :D
18:31:38 <Rubidium> Xaroth: given that he is/has been working on syncing IS2 it's not such a stretch to assuming he might be syncing cargodest
18:31:44 <roelmb> for the rest my CDIS patch on the latest trunk works fine only that little problem with the mini-map
18:32:05 <Rubidium> in any case, is the problem also there when you apply the cargodist patch to the revision it's supposedly made for?
18:32:24 <Rubidium> if that's the case, go to the cargodist thread and "file" a bug report there
18:33:01 <roelmb> ok then I need to bug report it I think
18:33:47 <planetmaker> wait... you used cargodEst instead of cargodIst?
18:33:56 <roelmb> nope I used dist
18:34:10 <planetmaker> how outdated is then the cargodIst repo?
18:34:28 <roelmb> r21293
18:34:42 <planetmaker> doesn't sound like outdated ;-)
18:34:47 <roelmb> :D
18:36:07 <planetmaker> just curious, what is the problem with the minimap?
18:36:24 <roelmb> the legend is puting all name's of the industry's on each other
18:36:30 <roelmb> so unreadable
18:36:41 <roelmb> it doesn't put it in rows for some reason
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18:39:16 <roelmb> oh wait after watching the code for the 25th time I notice that my patcher did something immensly wrong
18:39:44 <roelmb> he closed the bracets of SM_WIDGET_LEGEND even before the code started :(
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18:41:45 <roelmb> why do I always find the problems after I posted here :P
18:42:49 <Rubidium> Muphry's law?
18:43:25 <roelmb> probably
18:45:27 <CIA-1> OpenTTD: translators * r21312 /trunk/src/lang/ (dutch.txt portuguese.txt traditional_chinese.txt):
18:45:27 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
18:45:27 <CIA-1> OpenTTD: traditional_chinese - 1 changes by josesun
18:45:27 <CIA-1> OpenTTD: dutch - 4 changes by Yexo
18:45:27 <CIA-1> OpenTTD: portuguese - 43 changes by Samu
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18:46:31 <IchGuckLive> Hi from cold germany !
18:47:02 <Samu> hi
18:47:03 <Ammler> hello from colder Swiss
18:47:03 <IchGuckLive> Is there a my Distance a train shoudt trevel in a year
18:47:16 <Samu> 19ºC here
18:47:18 <IchGuckLive> max distance Sorry
18:48:06 <IchGuckLive> or better Questian is there a Ideal cost-carry distance
18:48:34 <planetmaker> yes. vmax * 365d
18:48:40 <planetmaker> the latter question is answered clearly with 'depends'
18:48:49 <IchGuckLive> the wiki and the gamecarts give me now answer to this
18:49:04 <planetmaker> then is good :-)
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18:49:41 <planetmaker> unless you mean "no" instead of "now"
18:50:04 <Ammler> :-D
18:50:49 <IchGuckLive> planetmaker: yes its no
18:51:41 <IchGuckLive> im 54 years okd and not good in eng. since i worked only 15 years for the US AirForce Europ :D
18:53:02 <Samu> window soft limit (non-sticky): 20
18:53:05 <Samu> is this number pixels?
18:54:04 <Samu> is this the number of windows?
18:54:19 <planetmaker> pixels
18:54:34 <Samu> ok, a bit misleading then
18:54:47 <planetmaker> make a better translation
18:55:16 <Samu> i need to know what does it do
18:55:21 <Samu> never used this setting
18:56:32 <planetmaker> IchGuckLive: then it depends upon the cargo. Which in turn depends upon whether you use industry newgrfs
18:56:44 <planetmaker> look at the cargo income graphs.
18:57:24 <IchGuckLive> income graph is always below level line
18:57:56 <planetmaker> not your company. Cargo
18:58:03 <Samu> i have no idea what it does
19:00:31 <IchGuckLive> planetmaker: are there more graphs ,i meean the colord lines for cargo last in the list
19:01:36 <Rubidium> planetmaker: the "window soft limit" is the limit of non-sticky windows
19:01:58 <planetmaker> he. I guess I never used it either :-)
19:02:19 <Samu> what limit? how exactly
19:02:32 <planetmaker> try to open more windows
19:03:16 <glx> <@planetmaker> pixels <-- lie
19:03:49 <planetmaker> I know meanwhile ;-)
19:04:01 <Samu> ah, the number of windows at once
19:04:19 <Samu> translation is wrong then, english is also misleading
19:07:05 <Samu> disabled
19:07:14 <Samu> means that I can open infinite windows
19:07:38 <Samu> right?
19:07:45 <Rubidium> nah, just till it crashes because it can't allocate more memory
19:07:52 <Samu> :)
19:07:57 <IchGuckLive> good night
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19:10:00 <andythenorth> Hirundo: smoke for RVs is entirely win :)
19:10:05 <andythenorth> thanks
19:11:03 <Hirundo> nice to hear, thanks :)
19:11:26 <andythenorth> I'll ship HEQS with it enabled soon
19:11:56 <planetmaker> :-) HEQS 1.0!
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19:14:04 <planetmaker> Hirundo: concerning your favourite bug report:
19:14:35 <planetmaker> I could (only) reproduce it when I attached more wagons to that train than it allows graphically. DBSet, BR 420
19:15:15 <planetmaker> I couldn't reproduce the situation as shown there
19:16:28 <Hirundo> I couldn't neither, although I haven't tried in any way
19:16:54 <planetmaker> I fully agree with your assessment of the reports usefulness
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19:19:23 <Hirundo> I can only guess, there is a problem somewhere in his grf
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19:21:30 <fjb> There are no problems in HIS grfs.
19:21:42 <andythenorth> must be an openttd misfeature
19:21:48 <Hirundo> Of course
19:21:49 <andythenorth> revert revert !
19:22:42 <Hirundo> TTDP's and OTTD's implementation of CB 10 slightly differ, although I have only documented that recently
19:22:52 <planetmaker> [20:19] <Hirundo> I can only guess, there is a problem somewhere in his grf <-- that was my conclusion, too. And stopped investigating
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19:37:34 <Eddi|nichZuHause> 'n tach
19:38:13 <planetmaker> tach auch
19:45:27 <fjb> Moin Eddi|woAuchImmer
19:45:32 <fjb> Moin planetmaker
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19:48:01 <Samu> moin = ?
19:48:05 <Samu> I see that frequently
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19:48:25 <planetmaker> http://en.wikipedia.org/wiki/Moin
19:49:34 <Prof_Frink> No, moin <.
19:50:59 <Samu> ah, so there's east germany, west germany north germany and south germany
19:51:02 <Samu> :)
19:51:25 <Wolf01> quak
19:52:06 <Belugas> in fact, there is Many Ger
19:52:09 <Wolf01> grrr my sister stole my ken's rage disk, I can't play :s
19:52:54 * Wolf01 fallback to borderlands
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19:57:06 <Eddi|nichZuHause> yes, the germs are everywhere...
20:01:28 <Samu> when dragging, place signals every: 4 tile(s)
20:01:38 <Samu> can there be a plural code?
20:03:09 <Eddi|nichZuHause> i believe so...
20:04:14 <Eddi|nichZuHause> just 'Tile{P "" s}' should work
20:04:42 <Samu> english string needs edit
20:04:50 <glx> Samu: there's a {COMMA} in it IIRC
20:05:14 <Samu> comma is a number with a comma?
20:05:27 <Samu> 1,000
20:05:50 <glx> {LTBLUE}When dragging, place signals every: {ORANGE}{STRING} tile{P 0:1 "" s}
20:05:52 <frosch123> Samu: where are you looking at?
20:05:56 <glx> that's english string
20:06:08 <Samu> ah, i'm on 1.0.5
20:06:12 <Samu> it's fixed?
20:06:16 <glx> translator is trunk
20:06:42 <frosch123> two weeks ago or so some more plurals were added to english
20:07:18 * Belugas puts on Cut And Rage. again :D
20:07:57 <Samu> P 0:1 "" s
20:08:01 <Samu> 0:1 ?
20:08:17 <frosch123> it's due to the {STRING}
20:08:47 <frosch123> usually P can only refer to NUM or COMMA
20:09:00 <frosch123> but in this case STRING contains a NUM
20:09:14 <frosch123> so it is parameter 0 (the STRING) and subparameter 1
20:09:30 <frosch123> which you cannot see from the translator point of view
20:09:42 <frosch123> so, just keep it :)
20:09:48 <Samu> ok
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20:11:55 <andythenorth> so where are newgrf cbs defined? I looked...
20:12:08 <andythenorth> e.g. cb10
20:12:20 <frosch123> the enum is in newgrf_callbacks.h
20:12:29 <frosch123> the function to call is GetVehicleCallback or so
20:14:16 <Samu> hey
20:14:30 <Samu> enable terraforming the tiles at the map borders
20:14:46 <Samu> this is when the map is being generated or is it for the player?
20:14:59 <Samu> in game placement of trees~
20:15:04 <Samu> same question
20:15:19 <frosch123> for the player
20:15:25 <frosch123> adanced settings
20:15:43 <frosch123> just start ottd and look yourself :p
20:16:14 <Samu> i can still place trees
20:16:51 <frosch123> ah, sorry, wrt. your second question: it is random tree placement in game
20:17:05 <frosch123> so, neither map generation nor by the player :p
20:18:14 <Samu> it's not working
20:18:19 <Samu> in game placement of trees, I have it off
20:18:27 <Samu> but i can place trees
20:18:29 * andythenorth discovers CBM_VEHICLE_VISUAL_EFFECT
20:18:33 <andythenorth> yay
20:18:38 <frosch123> Samu: told you
20:19:07 <Samu> only at rain forests
20:19:21 <Samu> i can still place trees in empty areas
20:19:55 <frosch123> maybe try rereading what has been said
20:20:34 <Samu> ah
20:20:50 * andythenorth still baffled :P
20:21:19 <Samu> so, it means trees won't grow once they die?
20:21:26 <Samu> unless I plant them?
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20:21:39 <glx> yes
20:21:54 <Samu> hmm, ok
20:22:06 <Samu> misleading again, lol
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20:29:08 <andythenorth> hmm
20:29:23 <andythenorth> enum VisualEffect is *not* where I'd extend cb10
20:30:05 <frosch123> why do you want to touch that enum at all?
20:30:09 * andythenorth can't find where cb10 result is evaluated
20:30:22 <frosch123> grep for the CBM_
20:33:41 * andythenorth wonders what GB does
20:33:56 <andythenorth> get byte?
20:34:18 <frosch123> but, when you want to return more stuff in cb10, you likely cannot store the result, but have to call it immediatelly o creating the smoke
20:34:22 <frosch123> GB = GetBits
20:35:23 <andythenorth> this->vcache.cached_vis_effect is storing the result?
20:36:06 <frosch123> sounds like
20:49:00 <Samu> Cycle through signal types
20:49:03 * andythenorth finds staring at the code _sort_ of works
20:49:08 <Samu> what does it do?
20:49:17 <Samu> I never made networks, so... I need help
20:49:21 <frosch123> isn't there a description?
20:50:09 <Samu> I'm at train signals in advanced settings
20:50:28 <frosch123> what are the 3 strings before and after that about?
20:51:08 <Samu> all, path signals only, block signals only
20:51:08 <Samu> this?
20:51:21 <glx> it's when you build signals with CTRL
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20:52:10 <Samu> it replaces the signals that I have chosen there
20:52:11 <Samu> ?
20:52:43 <frosch123> instead of picking the signal from the menu, you click with the mouse multiple times
20:52:51 <frosch123> and it cycles through the types
20:53:22 <Samu> cycles in the meaning of trading
20:53:35 <Samu> I see, I think
20:53:47 <glx> means normal->pre->combo->exit->pbs->normal
20:53:49 <frosch123> you place one, you click again, and it changes to the next one
20:54:09 <Samu> ok, thank you
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20:54:12 <glx> and this options is for normal->pbs->normal
20:54:15 <glx> IIRC
20:55:35 <Samu> block singnals, path signals and all
20:55:39 <Samu> it's what it says here
20:55:45 <Samu> signals*
20:56:43 <frosch123> so you can pick between cycling through all 6, or only 4 resp. 2 of them
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21:11:06 <Samu> how do I translate "pathfinder"?
21:11:11 <Samu> hehe
21:11:16 <Samu> how did you guys do?
21:11:53 <frosch123> what does your navigation system do?
21:12:03 <Devedse> Hey guys, is it possible to make something like "teleports" where trains go in and role out somewhere else with only newgrfx?
21:12:13 <Wolf01> tunnels
21:12:13 <frosch123> no
21:12:14 <planetmaker> no
21:12:35 <Samu> navigation seems a nice word
21:12:38 <Devedse> I also read that tunnels were basically teleports or something, can they be used for something like that?
21:12:55 <Devedse> Like just set the entrance at 1:1 and the exit at 240:240
21:13:04 <Devedse> and the time it takes from begin to end to like 1 second
21:13:08 <Devedse> or doesn't it work that way?
21:13:39 <frosch123> someone made such a patch iirc
21:14:08 * andythenorth again defeated by real code :P
21:14:11 <andythenorth> back to nfo
21:14:37 <frosch123> search on the forums, resp. search the forums using google (which is better than the forum search in most cases)
21:15:14 <frosch123> andythenorth: interesting decision :p
21:15:17 <Samu> navigation is a bit ocean stuff
21:15:31 <Rubidium> Samu: pathfinding != navigation
21:15:36 <andythenorth> frosch123: :D
21:15:41 <Samu> I know
21:15:47 <Rubidium> you find a path and then navigate along that path
21:15:53 <andythenorth> nfo doesn't require any understanding of architecture
21:16:09 <Samu> translating "pathfinder" becomes "Sistema de encontrar caminho"
21:16:13 <Samu> quite big
21:16:17 <Samu> I want to make it small
21:16:27 <fjb> Pathfinding is finding a way from point A to point B.
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21:16:39 <Devedse> frosch123, did you say that to me :)?
21:16:47 <frosch123> yes :p
21:16:56 <frosch123> Samu: brazilian just uses "pathfinder" :p
21:17:02 <Devedse> I was looking on the forums today but didn't find anything :>
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21:17:17 <Devedse> Just idea's about "vacuum tubes and warp gates"
21:17:27 <Samu> :)
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21:18:19 <Samu> system of finding way
21:18:46 <planetmaker> Deveds: implement that with rail types and train newgrf ;-)
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21:20:02 <planetmaker> tunnel train type: oo speed. normal surface track: something finite. And train speeds as fast as you want. Backdraw: slower ones will not travel faster through your worm hole than on normal track
21:25:44 <Devedse> I would really love to have wormholes :P
21:25:52 <Devedse> and bigger maps $_$
21:25:55 <andythenorth> this is a FIRS bug report
21:25:56 <andythenorth> http://www.tt-forums.net/download/file.php?id=137495
21:25:58 * Devedse loves 100 mb maps
21:26:10 <andythenorth> but same industries shouldn't build within 56 tiles of each other
21:26:25 <andythenorth> anyone able to trigger this? I can't (high industry, low town count should help)
21:26:53 <Rubidium> andythenorth: old version?
21:27:12 <andythenorth> he says FIRS 0.5.4
21:27:20 <andythenorth> wonder if we extended cb28 in game
21:27:35 <Rubidium> Devedse: set the "savegame_format" setting in openttd.cfg to "none". Then you'll reach the 100 Mb savegames much easier
21:27:54 <frosch123> andythenorth: we added the distingish player-build/generated/scenario editor
21:28:16 <Devedse> Rubidium, THANX :DD
21:28:35 <andythenorth> could be that
21:28:52 <Belugas> i'm not sure it's what you think it is, though :)
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21:36:20 <Samu> hey
21:36:26 <Samu> question
21:36:34 <Rubidium> 42
21:36:44 <Samu> how I fix plural for this
21:36:54 <Samu> 1 mês
21:36:56 <Samu> 2 meses
21:36:59 <Samu> 1 singular
21:37:02 <Samu> 2 plural
21:37:24 <Rubidium> {P m^es meses}
21:37:31 <planetmaker> m{P ese eses}
21:37:41 <Samu> ah
21:37:55 <Rubidium> assuming there's a {NUM} or {COMMA} in the string and the plural type is set correctly
21:38:20 <Samu> m{P 0:1 ês eses} ?
21:38:45 <Samu> {LTBLUE}Auto-renovação do veículo {ORANGE}{STRING}{LTBLUE} meses antes/depois da idade máx.
21:38:52 <Samu> fixing this
21:39:01 <Rubidium> yes, that looks okay
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21:39:29 <Samu> {LTBLUE}Auto-renovação do veículo {ORANGE}{STRING}{LTBLUE} m{P 0:1 ês eses} antes/depois da idade máx.
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21:44:42 <glx> looks correct
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21:58:59 <Terkhen> good night
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22:22:24 <Hirundo> Is a bug in MB's NewGRF a contradictio in terminis?
22:27:15 <SmatZ> yes
22:27:57 <glx> there are never bugs in MB's NewGRF ;)
22:28:12 <Rubidium> it works in TTDP, so OpenTTD is wrong
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22:31:11 <Wolf01> 'nighty night
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22:31:56 <Rubidium> i.e. TTDP is more right than the specifications
22:35:43 <Lakie> Depends on the specifications, quite a chunk is now OpenTTD specific, thus voiding any chance of TTDPatch being 'right'.
22:37:06 <Rubidium> while we're talking about specs. What's your opinion of https://secure.openttd.org/bugs/task/4253 ?
22:38:06 <AveiMil> 'retire_early' : {'size': 1, 'num': 0x16}, <- NML, is that airacraft life span?
22:38:27 <Hirundo> no, I guess that would be 'vehicle_life' or something similar
22:39:16 <Lakie> I just followed what you told me how OpenTTD would work
22:39:17 <AveiMil> don't see any such variables for airacraft, hmmm
22:39:23 <Hirundo> It's better to read the docs than to scout action0properties.py
22:39:31 <Hirundo> It's in the general section
22:39:36 <Lakie> Making sure the whole object (plus foundations) would be the same height level.
22:40:20 <Hirundo> AveiMil: http://hg.openttdcoop.org/nml/raw-file/bdf2927bfbdd/docs/vehicles.html#vehicles-property
22:40:24 <Lakie> (If the callback is missing for the object or individual tiles)
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22:40:39 <Rubidium> Lakie: so basically missing the callback but setting the bit equals not setting the bit that you want the callback to be called?
22:41:21 <Lakie> Well, if the bit isn't set it calls the default, if its set but the callback comes back as no result it uses the default
22:41:29 <Lakie> Otherwise it uses the result provided
22:41:42 <Lakie> I figured that would be the safest approach
22:41:56 <AveiMil> thanks
22:44:00 <Rubidium> so missing callback = fall back to flat land check
22:44:06 <Lakie> Aye
22:44:17 <Rubidium> instead of OpenTTD's missing callback = don't allow to build
22:44:25 <Lakie> But since it can be tile specific (I imagine the bit mb isn't showing), it can be tricky
22:44:53 <Rubidium> debugging MB NewGRF bugs is like debugging Mac OS X
22:45:04 <Lakie> I think this is more useful than just reject
22:45:20 <Lakie> As one may want specific slopes on some tiles but not others
22:45:36 <Samu> max trains/road/aircraft/ships per player
22:45:42 <Samu> shouldn't it be per company?
22:46:18 * Rubidium slaps the person who failed to rename that :)
22:46:28 <Lakie> Hehe
22:46:58 <Rubidium> Lakie: but... if it misses the callback for one tile doesn't that mean you're going to (re)validate the whole area using the default method?
22:47:10 <Lakie> No
22:47:12 <Rubidium> otherwise you can't be sure that the area is flat (enough)
22:47:16 <AveiMil> Where can I find retire_early default values etc for airplanes? I can't see to find any here http://vcs.openttd.org/svn/browser/trunk/src/table/engines.h?rev=21100 nor here http://wiki.ttdpatch.net/tiki-index.php?page=NewGraphicsSpecs
22:47:24 <Lakie> Hmm... true
22:47:45 <Lakie> I take the north tile (adjusted height) and compare against that for the default
22:48:11 <Samu> plane speed factor, is this just for planes or does it include helicopters?
22:48:13 <Lakie> So it should be relatively 'flat', originally it used to just check for any raised points. test bp, bp
22:48:35 <Rubidium> Lakie: yeah, flat after foundations :)
22:48:55 <Lakie> Yeah, so it should be 'flat' after foundations...
22:49:38 <Lakie> Unless my logic in thinking that the adjusted north tile height should match any other tiles adjusted hiueght?
22:49:41 <Lakie> height*
22:50:02 <Rubidium> but... if it fails for one tile you check that tile's leveled foundation against the northern tile and for the next tile you call the callback again?
22:50:10 <Lakie> Yup
22:50:34 <Lakie> The check is run per tile, probably less efficent but works
22:50:35 <Rubidium> sounds quite complicated to me
22:51:05 <Lakie> Well, I noticed that mb's grf a while back, only provided a cb157 result for 3 tiles
22:51:24 <Lakie> It'd always had a check for if no result jump to default
22:51:59 <Samu> plane or aircraft?
22:52:07 <Samu> some places say plane, some say aircraft
22:52:19 <Lakie> http://svn.ttdpatch.net/trac/browser/trunk/patches/objects.asm?rev=2351#L1774
22:52:38 <Lakie> the jc handles if no result.
22:52:40 <Rubidium> Samu: the base translation can be quite inconsistent, so please make some list of all inconsistencies
22:53:05 <Samu> the plane speed factor for example
22:53:12 <Samu> plane or aircraft?
22:53:27 <Rubidium> aircraft
22:53:38 <Samu> :(
22:53:47 <Samu> ok
22:54:31 <planetmaker> there you go, Samu. Text fixed
22:54:40 <CIA-1> OpenTTD: planetmaker * r21313 /trunk/src/lang/english.txt: -Fix: Max vehicle settings are per company, not per player
22:56:13 <Rubidium> planetmaker: there are more players that should probably be something else
22:56:33 <Rubidium> planetmaker: http://rbijker.net/openttd/foes.diff ?
22:56:42 <Hirundo> AveiMil: retire_early is most probably 0 by default
22:57:13 <planetmaker> Rubidium: I agree with the news messages
22:57:16 <planetmaker> *disagree
22:57:29 <AveiMil> most probably :)
22:57:49 <planetmaker> as I configure that client-side. But well
22:58:34 <planetmaker> also... computer player is as correct if not more than computer controlled company. I can join it after all
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22:59:04 <planetmaker> I agree with landscape and president fixes
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23:00:42 <Rubidium> planetmaker: well cherry pick it :)
23:00:49 <planetmaker> :-)
23:04:01 <Rubidium> Lakie: does http://rbijker.net/openttd/fs4253.diff look like TTDPatch's behaviour?
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23:04:58 <Lakie> I think so
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23:06:02 <Lakie> I assume cost.addCost handles if allowed_z is not the same?
23:06:23 <Rubidium> it sets the error flag of cost, which is checks somewhat later
23:06:29 <Lakie> Ok
23:07:41 <Lakie> Looks about right,
23:08:24 <CIA-1> OpenTTD: rubidium * r21314 /trunk/src/object_cmd.cpp: -Fix [FS#4253]: [NewGRF] (Hopefully) make callback 157 behave more like TTDPatch does, i.e. fall back to the default check when the callback is not yielding a result for a tile instead of disallowing building the object
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23:16:50 <planetmaker> omg... the server creation lobby is aweful :-(
23:18:06 <CIA-1> OpenTTD: rubidium * r21315 /trunk/src/ (50 files in 3 dirs): -Cleanup: remove a pair of unused strings
23:18:50 <Rubidium> http://rbijker.net/openttd/more_plurals.diff <- add plurals + occasionally an extra word to some settings to make them more clear
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23:20:12 <planetmaker> RED}Warning: High setting slows game <-- High values slow down game?
23:21:20 <Rubidium> good one
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23:22:57 <Yexo> is that warning needed there?
23:23:10 <Yexo> ie is there a noticable slowdown when setting it higher?
23:23:15 <planetmaker> +STR_CONFIG_SETTING_SOFT_LIMIT: {LTBLUE}Max number of non-sticky windows: {ORANGE}{STRING1}
23:23:27 <planetmaker> ^ rather
23:23:51 <planetmaker> that remark earlier was correct, it's not clear as it's now
23:24:49 <Rubidium> Yexo: don't know
23:27:27 <planetmaker> http://devs.openttd.org/~planetmaker/patches/players.diff <- mine
23:29:29 <Rubidium> looks okay to me
23:29:30 <planetmaker> well, I'll push these player changes; other than the soft-limit I've no further remark on your string changes, Rubidium
23:29:34 <planetmaker> k
23:30:11 <CIA-1> OpenTTD: planetmaker * r21316 /trunk/src/lang/english.txt: -Fix: Some more strings where 'player' actually meant 'company'
23:30:54 <Hirundo> planetmaker: Could you perhaps move my little chat with mb to a new thread, as to not hijack andy's topic ?
23:30:54 <CIA-1> OpenTTD: rubidium * r21317 /trunk/src/lang/english.txt: -Change: improve the wording of some of the settings strings
23:33:45 <planetmaker> Sure, Hirundo. I just saw it now. I did also look more in-depth. You're right
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23:34:06 <planetmaker> reading de-compiled newgrfs is no fun, though :(
23:36:28 <planetmaker> Uhm, Hirundo do you think it needs moving from that thread?
23:36:36 <planetmaker> It's at least partially on-topic, not?
23:36:58 <planetmaker> (I initially thought it was in one of andy's grf threads)
23:37:32 <planetmaker> and actually... it's in a forum where I have no power :-P
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23:38:29 <planetmaker> so, sorry, I can't, Hirundo
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23:39:30 <planetmaker> did I ever mention that Zephyris was a drawing-machine?
23:39:38 <planetmaker> and a very good one at that?
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23:41:18 <Hirundo> ah well, goodnight then :)
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23:43:20 <planetmaker> good night Hirundo
23:43:36 <planetmaker> And good night all others, too. Bed is calling loudly ;-)
23:43:56 <Samu> http://translator.openttd.org/en/trunk/pt_PT/STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION
23:44:07 <Samu> where am I going to see this message?
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23:49:57 <Yexo> <@planetmaker> reading de-compiled newgrfs is no fun, though :( <- so we need to add decompiling to nml
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23:52:58 <Ammler> Yexo: yes, cool :-)
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23:54:08 <planetmaker> Hm... Yexo: the reference for sharing ids for random_switch fail
23:54:16 <Ammler> planetmaker: tried grf2html?
23:54:30 <planetmaker> (unrelated, but came to my mind... I guess I open a report)
23:54:36 <Yexo> planetmaker: I'm not sure what you mean exactly
23:54:41 <Yexo> could you upload an example?
23:54:43 <planetmaker> yeha. I post code
23:55:41 <glx> Samu: in an error box
23:56:09 <Samu> ah, possible connection lost... ... the last xx seconds no data was received.. ?
23:56:44 <glx> ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
23:57:23 <Samu> looks like there's someone editing right now
23:57:25 <Samu> besides me
23:57:30 <Samu> he took care of it
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