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00:07:11 *** HerzogDeXtEr1 has quit IRC 00:38:46 *** Supercheese has quit IRC 00:42:41 *** markjones has joined #openttd 00:43:29 *** guru3_ has joined #openttd 00:46:10 *** guru3 has quit IRC 00:48:53 *** welshdragon has quit IRC 00:49:48 <supermop> quiznilo: sometimes I do this: 00:49:49 <supermop> http://imgur.com/a/0yDGy 01:02:48 *** sim-al2 has joined #openttd 01:26:31 *** Lejving has quit IRC 02:54:48 <quiznilo> clever, trying that 03:13:44 *** glx has quit IRC 03:29:37 *** markjones has quit IRC 03:30:26 *** welshdragon has joined #openttd 03:34:26 *** Supercheese has joined #openttd 03:44:04 *** chomwitt has quit IRC 03:47:28 *** sla_ro|master has joined #openttd 03:51:05 *** cosmobird has joined #openttd 03:55:46 *** sla_ro|master has quit IRC 05:39:13 *** andythenorth has joined #openttd 05:40:44 <quiznilo> http://raildriver.com/assets/images/raildriver/rd.desktop.home.jpg 06:06:09 *** keoz has joined #openttd 06:09:02 *** Cubey has quit IRC 07:08:28 <Eddi|zuHause> yes, YAPF can find paths that require going through a depot 07:08:46 <Eddi|zuHause> (it will vastly prefer ones that don't, though) 07:14:25 *** andythenorth has quit IRC 07:24:26 *** Sova has joined #openttd 07:24:32 <quiznilo> of course, that's sensible 07:25:03 <quiznilo> I'm testing out this patch that allows you to adjust the time, slow down the pace or pick it up, but it's bugged as hell 07:25:17 <quiznilo> it slows down everything... but not the vehicles 07:25:51 <quiznilo> so if you do 5x time rediction, that means all your vehicles travel 5x faster 07:25:56 <quiznilo> *reduction 07:26:17 <quiznilo> so you need 5x less infrastructure, basically 07:42:09 *** keoz has quit IRC 07:57:46 *** andythenorth has joined #openttd 08:25:20 *** andythenorth has quit IRC 08:37:26 *** FLHerne has joined #openttd 08:37:35 <Alkel_U3> quiznilo: regarding the depot maintenance thing, I always add explicit depot orders with 'service when needed' option, only way to be safe imho. Also that way I can offload servicing from hub stations with too high traffic to depots with less trafic around them 08:41:25 <quiznilo> nice, I'll experiment with that 08:42:40 <Alkel_U3> sometimes I use 'maintenance in nearest depot when needed' order when it's around big stations with multiple depots 08:50:30 <Alkel_U3> oh, and the return from depot after station to the station would also be simple, just use the path signals. I do that frequently just so I can buy a train / send a train to depot for modification and have it go straigt to the station then without requiring extra depot before the station just for that 08:51:14 *** andythenorth has joined #openttd 08:53:10 <quiznilo> makes sense 08:54:02 *** andythenorth has left #openttd 08:54:46 *** andythenorth has joined #openttd 08:54:49 *** andythenorth has left #openttd 09:14:16 *** JacobD88 has joined #openttd 09:15:57 *** Supercheese has quit IRC 09:51:59 *** JacobD88 has quit IRC 10:01:49 *** Wolf01 has joined #openttd 10:01:55 <Wolf01> o/ 10:09:50 <Wolf01> Java update is really shitty, each time it fails mid download, do they give a fixed time to download it? 10:09:50 *** FLHerne has quit IRC 10:10:07 *** FLHerne has joined #openttd 10:12:16 *** Sova has quit IRC 10:23:33 <Wolf01> https://xkcd.com/1829/ lol 10:44:01 *** welshdragon has quit IRC 10:51:52 *** smoke_fumus has joined #openttd 10:59:12 *** Sova has joined #openttd 11:00:01 *** keoz has joined #openttd 11:02:21 *** TheMask96 has quit IRC 11:02:46 *** TheMask96 has joined #openttd 11:10:50 *** welshdragon has joined #openttd 11:22:27 *** Lejving has joined #openttd 11:26:00 *** Lejving has quit IRC 11:32:31 *** cosmobird has quit IRC 11:37:47 *** Lejving has joined #openttd 12:13:05 *** cosmobird has joined #openttd 12:33:51 *** chomwitt has joined #openttd 12:35:28 *** FLHerne has quit IRC 12:54:58 *** Hiddenfunstuff has joined #openttd 13:30:05 *** sla_ro|master has joined #openttd 13:45:47 *** sim-al2 has quit IRC 14:15:07 <supermop_> autocad is registering like 60% of my left clicks as right clicks 14:15:16 <supermop_> but only when a command is active 14:54:14 *** mescalito has quit IRC 14:55:08 *** mescalito has joined #openttd 14:55:09 *** Alberth has joined #openttd 14:55:09 *** ChanServ sets mode: +o Alberth 14:55:16 <Alberth> hi hi 15:03:13 <Wolf01> o/ 15:03:46 *** mescalito has quit IRC 15:09:10 *** cosmobird has quit IRC 15:12:15 *** gelignite has joined #openttd 15:17:47 *** Gja has joined #openttd 15:28:12 *** mescalito has joined #openttd 15:39:51 *** Wormnest has joined #openttd 15:51:38 *** TheMask96 has quit IRC 15:53:49 *** TheMask96 has joined #openttd 15:56:38 *** Sova has quit IRC 16:08:24 *** Cubey has joined #openttd 16:48:41 *** Progman has joined #openttd 16:55:44 *** glx has joined #openttd 16:55:44 *** ChanServ sets mode: +v glx 16:59:52 <quiznilo> what's a good clever AI script to play with? 17:00:11 <V453000> lol good clever ai 17:00:34 <V453000> multiplayer :p 17:00:58 <Alkel_U3> hire people to play the competition 17:01:05 <quiznilo> lol 17:08:44 *** chomwitt has quit IRC 17:10:19 <Alberth> https://wiki.openttd.org/Comparison_of_AIs 17:10:42 <Alberth> find a nice one that fits your taste :) 17:12:09 *** HerzogDeXtEr has joined #openttd 17:26:36 *** _maddy has joined #openttd 17:26:40 <_maddy> hi 17:27:05 <Alberth> o/ 17:30:09 <_maddy> trying to write an AI according to the intro page on wiki (https://wiki.openttd.org/AI:Introduction), it is not loading, where do I look? 17:31:30 <LordAro> what isn't loading? that page works fine for me 17:31:56 <Alberth> the AI that maddy wrote, is my guess :) 17:33:19 <LordAro> ah, well that's different 17:33:28 <LordAro> ai debug console to the rescue! 17:33:55 <LordAro> _maddy: https://wiki.openttd.org/AI:Need_To_Know#Testing_an_AI 17:34:27 <Cubey> I like to play long games with an early start date in the 1800s. Is it necessary to turn inflation off in order to prevent running costs from exceeding profits after 100 years or so? Or is there some other option like an inflation setting that increases costs and profits at the same rate? 17:35:23 <_maddy> LordAro: oh, you were being clever there 17:36:25 <supermop> Cubey: there is no non-original inflation yet 17:37:03 <supermop> i've always felt it could be useful 17:37:38 <Alberth> Cubey: there is such a setting, it sets both rates to 0 17:37:57 <Cubey> Would that be setting inflation to off? 17:38:08 <Alberth> yes, it's a bad name :p 17:38:10 <supermop> that's what alberth means 17:38:56 <Alberth> ie there is no point in costs and profits rising, it just the numbers getting bigger 17:38:57 <Cubey> It's unfortunate that that setting makes the prices of vehicles unrealistic over time 17:39:00 <supermop> there is no way to say, decrease value of hoarded cash in real terms while keeping costs proportionate 17:39:01 <Alberth> nothing really changes 17:39:16 <_maddy> openttd is not detecting my ai, I have info.nut and main.nut in ./ai/CrusherAI/ 17:39:28 <Cubey> Well, an inflation that just makes the numbers get bigger with differential between costs and profits DOES have the effect of diminishing the value of savings 17:39:37 <supermop> Alberth there is plenty of reason - same as why central banks like to encourage modest inflation 17:40:10 <supermop> to promote spending by reducing the real value of 1M in a bank over 50 years 17:40:41 <Cubey> Other than that it would be just a cosmetic change though, I guess 17:41:06 <_maddy> a lot of things about the openttd economy are not very realistic... 17:41:07 <Alberth> _maddy: you can set a -d option at the command-line with openttd, to get more output what it finds and decides, run "openttd -h" for getting help 17:41:22 <Alberth> _maddy: name one thing that is realistic :p 17:41:48 <_maddy> awesome now I got a proper error message :) thanks 17:42:03 <LordAro> Alberth: there is money 17:42:15 <Alberth> _maddy: at least a starting point :) 17:42:57 <Alberth> LordAro: there is? It all just looks like bits to me :) 17:43:03 <Cubey> I don't see it as being about realism so much as gameplay 17:43:38 <Cubey> It seems like the player would expect a locomotive to cost quite a lot more in 2020 than in 1880 17:44:17 <LordAro> Alberth: :p 17:44:21 <_maddy> I think there is a mod/patch that focuses on the economy on the forums.. never tried it though 17:44:31 <Alberth> they would? I don't know if you take out inflation, is an engine really more expensive? 17:45:28 <_maddy> no, it shouldn't be 17:45:50 <Alberth> LordAro: You can have the 99% of my OpenTTD money, if I can have 1% of it in real euros :p 17:45:51 <Cubey> Well, in the modern world a new airplane or a locomotive or whatever costs on the magnitude of millions of dollars 17:46:02 <LordAro> Alberth: :D 17:46:24 <LordAro> Alberth: ah, that's something that's realistic - the conversion dates for euros 17:46:26 <Alberth> modern world does have inflation :) 17:46:58 <Alberth> LordAro: haha :D 17:50:17 <Alberth> conversion dates are a bit broken though, you can play in euros before it is invented :p 17:51:25 <LordAro> you can play before most of the currencies are invented :p 17:51:39 <LordAro> with the possible exception of drachma 17:52:33 *** frosch123 has joined #openttd 17:52:51 <Eddi|zuHause> openttd has unfortunately no negative dates 17:56:59 <Alberth> it has an offset of 1950 years 18:12:17 *** funnel__ has quit IRC 18:18:01 *** Hiddenfunstuff has quit IRC 18:18:06 *** funnel has quit IRC 18:18:07 *** funnel_ has quit IRC 18:23:34 *** funnel has joined #openttd 18:26:55 *** JacobD88 has joined #openttd 18:30:42 <_maddy> oh there is a feature to set a custom currency, didn't know of that 18:31:48 <Alberth> people invent new currencies all the time! :p 18:40:35 *** Stimrol has joined #openttd 18:43:30 *** andythenorth has joined #openttd 18:45:44 *** Snail has joined #openttd 18:47:10 <andythenorth> o/ 18:47:40 <Alberth> hi hi 19:00:40 <Wolf01> o/ 19:02:44 *** JacobD88 has quit IRC 19:11:04 *** _maddy has quit IRC 19:16:01 <andythenorth> Alberth: you maybe saw already, but https://hackernoon.com/yes-python-is-slow-and-i-dont-care-13763980b5a1 19:22:18 *** Ganio has joined #openttd 19:24:54 *** nekomaster has joined #openttd 19:24:58 <nekomaster> ungh 19:25:27 <nekomaster> I love when I try to figure out things for myself and I can never get anything right 19:25:44 <nekomaster> Like why is it so hard to get data to make a heightmap 19:27:09 <andythenorth> also buses 19:27:35 <nekomaster> it would seem that its almost impossible to get DEM or proper TIFF files to make heightmaps now 19:27:48 <nekomaster> I've tried everything I could think of all day and nothing works 19:28:15 <nekomaster> is a heightmap of canada to make a huge scenario out of too much to ask for? 19:52:54 <Alberth> andythenorth: I didn't see that, but I got at that point already :) thanks though, it's good to see others reach that same conclusion :) 19:53:44 *** Gja has quit IRC 19:53:53 *** FLHerne has joined #openttd 19:53:58 <andythenorth> python ottd then :P 20:05:00 *** chomwitt has joined #openttd 20:07:45 <Eddi|zuHause> nekomaster: you usually don't find good heightmaps that far north 20:08:03 <nekomaster> I just want data for mainland canada 20:08:11 <Eddi|zuHause> nekomaster: because heightmap generators use silly mercator projection 20:08:25 <nekomaster> I don't really care about the projection much 20:08:32 <Eddi|zuHause> which gives you terribly out-of-scale canadas 20:08:34 <nekomaster> I have to fit the map into a square anyways 20:08:41 <Cubey> That far north you are going to have to think about map projection though 20:08:55 <Cubey> Like what shape do you even want Canada to be? 20:09:24 <nekomaster> a huge 4096x4096 square 20:09:56 <nekomaster> Like one map I did, only it was flat 20:10:27 <nekomaster> https://www.tt-forums.net/download/file.php?id=195241 20:10:30 <Eddi|zuHause> nekomaster: you get the added problem that you should rotate the heighmap by 45° to fit openttd's map orientation 20:10:55 <Eddi|zuHause> which means you need additional area on the heightmap to cut off 20:11:05 <nekomaster> if anything, my issue is finding any way to get satellite data and use it 20:11:12 <nekomaster> the old methods don't seem to work anywmore 20:11:55 <Cubey> You could start with a high resolution global height map, crop canada out, and then reproject the image into something suitable for that latitude 20:11:58 <nekomaster> also I tried stitching together some GeoTIFF's from Earth explorer and some TIFF's the land was eaten away by the ocean or there werent any great lakes 20:12:04 <Eddi|zuHause> nekomaster: how about you just play the USA scenario? 20:12:14 <Eddi|zuHause> it contains lots of canada 20:12:14 <nekomaster> I have 20:12:28 <nekomaster> but I want a large canada map 20:12:57 <nekomaster> that way theres space in many area's to build rail like in real life 20:13:12 <nekomaster> the USA scenario makes it really hard to build a proper Windsor to quebec corridor 20:13:16 <Eddi|zuHause> if you have problems with too much or too few water, you need to adjust brightness in an image editor 20:13:39 <nekomaster> Nah, its not the brightness, the TIFF files them selves just have too much black area period 20:13:52 <nekomaster> absolute black 20:14:22 <nekomaster> One map I stiched together and much of the north was missing because it was replaced by lots of water 20:14:26 *** sim-al2 has joined #openttd 20:14:38 <nekomaster> because the TIFF files had too much black area that couldn't be brightened 20:14:53 <Cubey> You might need to make the scale of the image nonlinear 20:15:07 <nekomaster> I dont even know what that means 20:15:47 <Cubey> It means that you could for example make it so that the difference between "0" and "1" is bigger than the difference between 254 and 255 20:15:50 <Cubey> If that makes any sense 20:16:30 <nekomaster> but how would I even do that, not like I can change that easily 20:16:34 <Cubey> Think about every pixel as a value between 0 and 255 (or 0% and 100% or 0 and 1 or whatever you want) 20:16:41 <nekomaster> I don't want to spend months making a super realistic scenario 20:16:51 <nekomaster> I just want a decent map to make a fun to play Canada scenario 20:17:09 <Cubey> Let's use the range 0 to 1 for simplicity 20:17:11 <nekomaster> So I'm not worried about 100% realism so long as I can fit most of the major stuff in 20:17:20 <Cubey> If you multiplied the image by itself in your editor 20:17:33 <Cubey> Every 0 pixel would still be 0 and every 1 would still be 1 20:17:47 <nekomaster> But I dont even know how you'd do that to stretch it out like that 20:18:05 <nekomaster> Other then stretching out parts of the map at a time 20:18:11 <Cubey> Have you used photoshop or GIMP or a program like that? 20:18:25 <nekomaster> I'm using GIMP but I'm a noob at photo editing stuff 20:19:01 <Cubey> This isn't really photo editing because doing this stuff to actual photos would make them look very strange 20:19:03 <nekomaster> Thats another issue I have too, I could try getting SRTM GeoTIFF files, but the brightness seems to be off on the edges of every section 20:19:18 <Cubey> It's used e.g. by astronomers so that they can see both a dim star and a very bright star in the same image 20:19:44 <nekomaster> SRTM maps look lik they would work IF THE BRIGHTNESS WASNT ALL OVER THE PLACE 20:19:57 <Cubey> What I'm saying is that in real life, and therefore in a height map with a realistic vertical scale, the highest mountains are tens of thousands of times higher than a plain near sea level 20:20:13 <Cubey> You can use math to "flatten" the brightest areas 20:20:26 <nekomaster> I dont know how to do that either 20:20:40 <Cubey> I'm not doing a very good job of explaining it... 20:20:43 <nekomaster> Another issue is that the SRTM stuff is broken up into smaller chunks 20:20:55 *** FLHerne has quit IRC 20:21:03 <nekomaster> so that means a lot more downloading and stiching tiff's together 20:21:14 <Cubey> That's going to be a bigger problem because you probably won't be able to line them up perfectly so near the pole 20:21:21 <Cubey> Because the earth is round 20:21:32 *** FLHerne has joined #openttd 20:21:59 <nekomaster> I just wish there was an easier way of doing this 20:22:07 <Cubey> nekomaster, in GIMP use the "curves" tool 20:22:14 <Cubey> I think it's in the "image" menu 20:22:44 <nekomaster> yeah, I know where that is 20:22:47 <FLHerne> nekomaster: In GIMP, try Tools -> Colour Tools -> Curves 20:22:54 * FLHerne late 20:22:58 <Cubey> By default your lightcurve is a straight line, right 20:23:06 <Cubey> So that's "linear" 20:23:59 <nekomaster> heres an example of the issue with the SRTM stuff 20:24:00 <Cubey> Without changing the extreme ends of it (leaving them at 0 and 1), you could change the shape of the line in between so that it curves upward (like /**** ) or downward (like \__ ) 20:24:01 <nekomaster> https://www.dropbox.com/s/nu6tlbmnmzaja7v/Clipboard01.png?dl=0 20:24:33 <Cubey> Oh, I see the problem 20:24:49 <nekomaster> its like the satellite just said fuck it on every pass 20:24:54 <Cubey> I think that may be caused by the nature of a satellite 20:25:07 <Cubey> The earth isn't flat 20:25:09 <nekomaster> I know 20:25:15 <Cubey> So the curvature of the earth is part of the heightmap 20:25:18 <Cubey> Which is not what you want 20:25:31 <Cubey> Because you want to project the round earth onto a flat plain 20:25:32 <nekomaster> I didn't think this was going to be easy but this is stupidly hard since the old ways of making maps doesnt work 20:25:44 <Cubey> Find a global heightmap 20:25:57 <Cubey> Canada is big so you don't even need a very high res one to get 4096 pixels across canada 20:26:00 <nekomaster> there aren't any global heightmaps with a high enough resolution 20:26:20 <Cubey> You are probably going to want to smooth the image to make it playable in OpenTTD anyway 20:26:32 <Cubey> So you can upscale a smaller one and it won't be a problem 20:27:37 <nekomaster> yeah, I can't find any decent height maps of the world 20:27:48 <Cubey> How about this https://earthobservatory.nasa.gov/Features/BlueMarble/Images/srtm_ramp2.world.5400x2700.jpg 20:28:01 <nekomaster> the ocean is too bright 20:28:10 <nekomaster> so there will be too much feature loss 20:28:16 <Cubey> Right but you can fix all that with the curves tool 20:28:27 <nekomaster> what I mean is florida is the same color as the ocean 20:28:38 <nekomaster> Same with islands up north in canada 20:28:52 <nekomaster> and the great lakes look like huge plains 20:29:07 <Cubey> Because of what I was saying before: most of Florida is like 2 ft above sea level, while the rockies are tens of thousands of feet above sea level 20:29:16 <Cubey> And the pixels only go from 0 to 255 20:29:43 <nekomaster> I need a heightmap where the ocean is black or at least hte darkest 20:29:45 <Cubey> So you need to stretch the values close to zero into a bigger range, and compress the values close to 255 into a smaller range 20:31:12 *** frosch123 has quit IRC 20:31:32 <Cubey> I'm gonna open up GIMP and mess around with this now because you've got me curious if it will actually work 20:31:54 <andythenorth> levels in photoshop would do it 20:31:57 <nekomaster> well I might have something going for canada, I at least have the ocean coasts where they should be 20:31:57 <andythenorth> gimp probably similar 20:32:01 <nekomaster> and the great lakes 20:32:10 <nekomaster> but I'm still missing other major lakes and major rivers 20:32:15 <nekomaster> like the st lawrence 20:32:54 *** sla_ro|master has quit IRC 20:33:03 <Cubey> If you have a flat map with the oceans and lakes in the right places, and a heightmap with problematic water but that is otherwise aligned with your flat map 20:33:21 <Cubey> You could just overlay the bodies of water from the flat map onto the height map 20:33:44 <nekomaster> though its not so easy for me when two maps dont line up properly 20:33:44 <Cubey> GIMP won't start up on my PC for some reason... 20:33:48 <nekomaster> >_> 20:34:16 <Cubey> Map projection might be biting you there too 20:34:36 <nekomaster> I'm a noob at all this GIMP/Photoshop stuff 20:35:04 <nekomaster> I'm so green my head hurts even thinking about the time and effort that will go into trying to figure it out 20:35:25 <Cubey> Even if you did a lot of photo editing this stuff would seem strange because it's not really what photo editing tools are designed to do 20:35:27 <nekomaster> I'm not worried about getting every river and stream in the map, but I would like all the major water bodies at least 20:35:42 <nekomaster> I'm more use to drawing maps by hand and what not 20:35:44 <Cubey> Astronomers, geologists, etc. use specialized tools most of the time 20:37:07 <Cubey> Ultimately the problem with height maps is that "height" isn't even well defined globally 20:37:28 <Cubey> You can measure how high something is relative to its immediate surroundings 20:37:38 <nekomaster> well I just at least want the Addrinoc, Appelichian, and Rocky mountains and the major lakes and rivers 20:37:46 <Cubey> I.e. the satellite reads that this "pixel" is 200ft higher than that pixel next to it 20:37:52 <nekomaster> I want the map to be fun, not bland or realistic and tough 20:38:05 <Cubey> But over the entire surface of the earth, how do you even define what the zero height is? 20:38:14 <nekomaster> The ocean? 20:38:16 <Cubey> The oceans aren't really "level" 20:38:21 <Cubey> And the Earth isn't really a perfect sphere 20:38:40 <nekomaster> honestly, how do humans make accurate measurements period 20:39:20 <Cubey> So the scientists who turn those satellite frames with the misaligned edges into a smooth global heightmap had to make up a (somewhat arbitrary) model of the "shape" of the Earth minus all the geography 20:39:58 <nekomaster> I just wonder how people previous took satellite data and turned them into height maps 20:40:06 <nekomaster> then again I'm asking for an entire country 20:40:11 <nekomaster> basically half of North America 20:40:28 <nekomaster> previous height maps where mostly of smaller countries like France, UK, and Japan 20:40:46 <Cubey> And none of those countries have large inland lakes 20:41:40 <nekomaster> Still, it would be nice if I could get something where the lakes where represented as 0, even if they aren't actually at sea level 20:42:06 <nekomaster> I dont have the time to fill int he lakes by hand 20:42:55 <Cubey> I've noticed that all the Japan heightmaps struggle to represent even the modestly sized lakes Japan has though 20:43:08 <nekomaster> yeah 20:43:24 <nekomaster> though if someone is patient they could probably put in the lakes by hand 20:43:34 <nekomaster> I how ever do not have the time and patience 20:43:42 <nekomaster> at most I dont want to spend more then a couple weeks 20:43:57 <Eddi|zuHause> openttd's heightmap feature doesn't do rivers/lakes 20:44:09 <Cubey> Oh look at that GIMP finally opened after slowing my computer to a crawl for 15 minutes and completely freezing up 20:44:21 <nekomaster> I know, you have to do that by hand with the river tile thingy 20:44:33 <nekomaster> Also it might help to disable GIMP from loading external stuff 20:44:37 <Eddi|zuHause> there was a proposal to have rivers/lakes as additional image layer 20:44:40 <Cubey> If you artificially put a lake at sea level, the terrain generator would make an inland sea there though right? 20:44:43 <Eddi|zuHause> but it was never implemented 20:45:06 <nekomaster> yeah, if I make lake ontario as Absolute zero black, it'll be a huge inland sea instead 20:45:27 <nekomaster> though that also means there will be no niagra falls 20:45:35 *** Alberth has left #openttd 20:45:53 <nekomaster> thats the only thing that sucks about not putting the effort into putting in the lakes manually ingame 20:46:16 <nekomaster> then I could have a semi-realistic niagra falls 20:48:21 <nekomaster> Also when I say I don't really have the time, thats because until goto Adult school in September, I have to find work 20:48:23 *** andythenorth has quit IRC 20:48:49 <nekomaster> and so I wont have a lot of time to be dicking around with the manual placement of every feature which takes longer then just getting it done through the heightmap 21:00:39 *** Progman has quit IRC 21:20:25 <nekomaster> I love how gimp mentions multi-threading and lets you set how many cores to use 21:20:30 <nekomaster> and its still using only 1 core 21:31:50 *** Progman has joined #openttd 21:48:01 *** keoz has quit IRC 22:04:40 *** gelignite has quit IRC 22:28:28 *** Wormnest has quit IRC 22:32:03 *** Biolunar has joined #openttd 22:33:56 *** smoke_fumus has quit IRC 22:43:32 *** Stimrol has quit IRC 22:46:50 *** FR^2 has quit IRC 22:46:58 *** Snail has quit IRC 22:50:20 *** Progman has quit IRC 23:02:59 *** Mazur has quit IRC 23:03:25 *** Mazur has joined #openttd 23:06:17 *** FLHerne has quit IRC 23:11:06 *** Mazur has quit IRC 23:11:28 *** Mazur has joined #openttd 23:12:06 *** Lokimaros has joined #openttd 23:14:31 *** Lokimaros has quit IRC 23:18:52 *** Mazur has quit IRC 23:19:11 *** Mazur has joined #openttd 23:28:04 *** HerzogDeXtEr1 has joined #openttd 23:34:14 *** Biolunar has quit IRC 23:34:26 *** HerzogDeXtEr has quit IRC