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00:12:01 *** Biolunar has quit IRC 00:40:06 <Wolf01> 'night 00:40:09 *** Wolf01 has quit IRC 00:44:01 *** nielsm has quit IRC 00:51:08 *** Flygon has joined #openttd 00:55:42 *** bwn has joined #openttd 01:07:58 *** Thedarkb has joined #openttd 01:27:45 *** Supercheese has quit IRC 01:29:51 *** Progman has quit IRC 02:05:09 *** HerzogDeXtEr has quit IRC 02:20:07 *** cute[m] has quit IRC 02:20:13 *** cute[m] has joined #openttd 02:25:54 *** Supercheese has joined #openttd 02:37:43 *** Agiri[m] has quit IRC 02:37:51 *** Agiri[m] has joined #openttd 02:46:04 *** donarek is now known as donar 02:59:26 *** TigerbotHesh has quit IRC 03:04:16 *** glx has quit IRC 03:16:10 *** iSoSyS has quit IRC 03:39:03 *** heffer has quit IRC 03:39:05 *** heffer has joined #openttd 03:41:43 *** donar has quit IRC 03:41:44 *** donar has joined #openttd 03:44:55 *** michi_cc has quit IRC 03:45:00 *** michi_cc has joined #openttd 03:45:00 *** ChanServ sets mode: +v michi_cc 03:53:37 *** Darkvater has joined #openttd 03:53:37 *** ChanServ sets mode: +o Darkvater 03:53:58 *** Darkvater has quit IRC 03:54:13 *** Darkvater has joined #openttd 03:54:13 *** ChanServ sets mode: +o Darkvater 03:54:26 *** Darkvater has left #openttd 04:15:20 *** tycoondemon2 has joined #openttd 04:18:47 *** _dp_ has quit IRC 04:19:17 *** dP has joined #openttd 04:19:17 *** dP is now known as _dp_ 04:20:43 *** tycoondemon has quit IRC 04:23:43 *** gmiller has quit IRC 04:49:59 *** OsteHovel has quit IRC 04:50:11 *** OsteHovel has joined #openttd 04:58:15 *** yorick_ has quit IRC 04:58:29 *** yorick has joined #openttd 05:00:39 *** APTX| has quit IRC 05:00:41 *** APTX_ has joined #openttd 05:51:42 *** Supercheese has quit IRC 05:52:00 *** Supercheese has joined #openttd 06:29:18 *** sla_ro|master has joined #openttd 06:41:35 *** Cubey has quit IRC 06:49:18 *** andythenorth has joined #openttd 06:59:23 *** andythenorth has quit IRC 07:01:59 *** XeryusTC has quit IRC 07:02:19 *** XeryusTC has joined #openttd 07:05:27 *** avdg has quit IRC 07:05:50 *** avdg has joined #openttd 07:09:27 *** Hazzard has quit IRC 07:09:38 *** Hazzard has joined #openttd 07:10:40 *** andythenorth has joined #openttd 07:17:04 <DorpsGek> Commit by peter1138 :: r27975 trunk/src/company_manager_face.h (2018-03-11 08:16:58 +0100 ) 07:17:05 <DorpsGek> -Fix (r8969) [FS#6642]: Missing one hair style. 07:17:05 <andythenorth> o/ 07:17:12 <andythenorth> more hair styles 07:17:27 <andythenorth> Commit by peter1138 :: merge NRT ? o_O 07:17:37 <peter1138> Aw, forgot to credit m3henry :S 07:23:54 *** snail_UES_ has quit IRC 07:24:36 <peter1138> Is NRT complete ? 07:26:59 <peter1138> https://github.com/andythenorth/NotRoadTypes/issues/20 eh? 07:27:03 *** guru3 has quit IRC 07:27:17 *** guru3 has joined #openttd 07:27:35 *** funnel has quit IRC 07:27:43 *** funnel has joined #openttd 07:29:55 *** andythenorth has quit IRC 07:30:55 *** andythenorth has joined #openttd 07:42:14 *** kiwitree has joined #openttd 07:44:05 *** nielsm has joined #openttd 08:04:26 *** Alberth has joined #openttd 08:04:26 *** ChanServ sets mode: +o Alberth 08:04:32 <Alberth> moin 08:24:47 <andythenorth> lo 08:27:39 <nielsm> well I have the title song looping perfectly now, when using the ms software midi synth, but still some issues with it when sending to an external synth (via oldschool serial midi) 08:41:39 *** Progman has joined #openttd 08:45:55 *** Supercheese has quit IRC 09:15:19 *** Lamp- has quit IRC 09:15:32 *** Lamp- has joined #openttd 09:17:01 <andythenorth> blah blah pax ships 09:24:44 <Alberth> make a freight ship set :) 09:25:11 *** Hirundo has quit IRC 09:25:22 <Alberth> or make a livestock ship refittable :p 09:25:48 <nielsm> alright this seems to work well enough now! http://0x0.st/smh7.webm http://0x0.st/smhh.webm 09:25:49 *** Hirundo has joined #openttd 09:30:06 <LordAro> nielsm: nice 09:31:17 <andythenorth> some sort of pax ship http://dev.openttdcoop.org/attachments/download/8891/pax_such_ship.png 09:34:08 <Alberth> seems ok 09:34:29 <Alberth> at least it has holes at the side :) 09:35:42 <nielsm> patch (with all my collected music fixes): https://gist.github.com/anonymous/bd4e402012e9afd32303c62638ef3261 09:40:40 <andythenorth> hmm 09:40:48 <andythenorth> not sure where 'high speed' fits in Sam 09:42:20 *** HerzogDeXtEr has joined #openttd 09:43:11 <Alberth> that would be only passengers and mail? 09:43:31 <Alberth> high speed coal bulk transport :) 09:44:04 <Alberth> just make smaller pax ships faster 09:44:06 <nielsm> how about a small single-person jet boat carrying a few bags of valuables 09:44:52 <Alberth> not quite unsinkable, I think :) 09:45:11 *** ToffeeYogurtPots has joined #openttd 09:46:21 <LordAro> nielsm: a few tips about getting patch reviewed: 1) nag devs insessantly 2) be very sure you're following code style 3) split patch into smaller logical changes (refactors first, new features second) 4) nag devs insessantly 09:48:36 <nielsm> yeah I'll interactive-rebase my git branch some time to make it look nicer and have individual changes make more sense 09:48:41 <nielsm> then split it into several patches 09:53:50 <andythenorth> not loving the large pax liner http://dev.openttdcoop.org/attachments/download/8892/pax_sam_blah_blah.png 09:53:52 <andythenorth> :P 09:53:58 <andythenorth> it's very blah blah blah 09:54:40 <nielsm> make the upper decks slightly smaller than the lower, rounded at the ends 09:55:05 <nielsm> and maybe add an outdoor pool! 09:56:01 <andythenorth> it just needs to be...better :P 09:56:10 <andythenorth> need some RL inspiration 09:56:16 <andythenorth> this is right size + type, but is boring http://www.shipspotting.com/gallery/photo.php?lid=2769525 09:57:58 *** axoi has joined #openttd 09:59:43 <andythenorth> this is quite nice https://www.smh.com.au/ffximage/2008/07/08/pointer_alaska_aground_wideweb__470x311,0.jpg 09:59:57 <Alberth> remove front and back upper holes 10:00:21 <axoi> Hello! Is it posibble to have a game where diffrent player companies share one transport network? 10:00:37 <Alberth> I like the green deck :) 10:00:47 <Alberth> hi 10:01:11 <Alberth> axoi: you can play a coop game, where everybody is in the same company 10:01:36 <Alberth> there is also a shared infrastructure patch, but no idea what its current state is 10:02:35 <axoi> Alberth: I know, but I want to recreate transport situation from my country - we have a lot companies and one network. :D 10:02:38 <Alberth> if you want the latter, and are looking for a ready-made program, I think your best bet is the JGR patchpack in the development forum, but really no idea if it is included in there 10:04:12 <Alberth> https://www.tt-forums.net/viewtopic.php?f=33&t=42254 the actual patch, seems old-ish 10:04:19 <axoi> Alberth: I can build game with this patch, no need to out-of-box solution. I'll check if it works later. :) 10:04:57 *** gelignite has joined #openttd 10:05:16 <Alberth> check what the last update is, could be years 10:05:54 <Alberth> https://www.tt-forums.net/viewtopic.php?f=33&t=73469&hilit=shared+infrastructure jgr patch does seem to have it too 10:06:25 *** Biolunar has joined #openttd 10:06:32 <Alberth> and that is definitely up-to-date 10:06:58 <Alberth> you can either build the thing yourself (it's at github somewhere), or download a version from that thread 10:07:22 <Alberth> github url is likely mentioned in the thread as well 10:08:26 <andythenorth> infra is weird 10:08:33 <andythenorth> I had real trouble understanding it 10:08:43 <andythenorth> even connecting tracks is very hard 10:09:15 <Alberth> never played it 10:09:35 <axoi> Thank you for your help. :) I'll test this later, and I may make server if it works as I want. 10:10:19 <Alberth> is it useful to have infra-sharing? 10:10:33 <andythenorth> I found it confusing 10:10:35 <Alberth> it's mostly just shifting some income around, isn't it? 10:10:59 <andythenorth> it's access into stations / bits of map you'd otherwise be blocked from 10:11:05 <andythenorth> it's a potato/potato feature 10:11:13 <andythenorth> the game is fine without it 10:11:37 <andythenorth> including it is neutral for gameplay, but more complex to code, explain and document 10:11:43 <andythenorth> so I am very -1 10:12:04 *** kiwitree has quit IRC 10:12:06 <Alberth> seems fair 10:16:51 <andythenorth> I don't play multiplayer though 10:17:00 <andythenorth> meanwhile http://dev.openttdcoop.org/attachments/download/8893/is_luxury_sam.png 10:17:04 <andythenorth> better, still boring 10:22:01 *** Wolf01 has joined #openttd 10:23:03 <Wolf01> Moin 10:24:17 <Alberth> moin 10:25:03 <Alberth> we'll also get a non-luxury version? 10:25:32 <andythenorth> yes, there's a ferry-type 10:25:41 <andythenorth> the luxury is something like http://www.cruisemapper.com/images/ships/767-large-f6b6fa7cb2bd7cbcc313159961f3c6ee.jpg 10:25:45 <Alberth> I'd somewhat suggest to tear down the back half of the cabins, and make some recreation area 10:27:06 <Wolf01> 20000 Edge extesions and none for RSS :( 10:27:12 <Alberth> or add some 2cc decoration at the side? 10:30:23 <Wolf01> andythenorth: could you do something for the funnels one the front side? They look like glued :P 10:31:07 <Wolf01> If they are "complete", starting from the deck they are fine, but if they are just the top part I find them strange 10:31:39 <andythenorth> which ship? 10:31:52 <Wolf01> Everyone with double funnels 10:32:18 <Wolf01> If white it's even more evident 10:32:21 <andythenorth> they don't look attached to the hull? 10:32:31 <Wolf01> They look like a sticker 10:32:50 <Wolf01> Maybe it misses some shadow 10:33:49 <andythenorth> they're just not well drawn :P 10:34:06 <andythenorth> the shading is not right either 10:36:24 <andythenorth> one option is to shorten pax ships relative to freight http://dev.openttdcoop.org/attachments/download/8894/pax_short_sam.png 10:36:41 <andythenorth> I did same with trawlers, worked good http://dev.openttdcoop.org/attachments/download/8889/blue_savannah_song.png 10:37:59 <Wolf01> Short on file names? XD 10:40:26 <Alberth> "sam" gets boring after a week :) 10:40:38 <andythenorth> that 10:40:45 <Wolf01> Ok, back to technic.. I need to finish that robotic arm :D 10:41:02 <andythenorth> oh the unfinished Technic projects I have :P 10:41:12 <andythenorth> and then there are always new parts coming, so I wait 10:41:22 <Alberth> :) 10:41:34 <Alberth> maybe re-use stuff of one project for another? 10:41:46 <andythenorth> that is a nice idea 10:41:50 <Alberth> reduces the number and projects, and makes more progress 10:41:56 <Wolf01> I found I'm missing a lot of parts, also parts which don't even exist 10:41:56 <andythenorth> the best builders do that 10:42:06 <andythenorth> build, video, destroy 10:42:09 <andythenorth> build next thing 10:42:22 <Wolf01> I need to bring that to the exposition next month 10:42:30 <andythenorth> I get too attached to the results 10:42:30 <Alberth> if building is your thing, that works 10:44:20 <Alberth> building is my thing, but the approach fails with coding :( 10:44:28 <Alberth> parts are too easy to make 10:44:28 <andythenorth> it works with mods 10:44:37 <andythenorth> it doesn't work with a core application 10:44:47 <andythenorth> people expect it to stick around and keep working 10:45:25 <Alberth> annoying, isn't it? :) 10:45:40 <andythenorth> it's ok if they pay 10:45:47 <andythenorth> or if you really enjoy it :P 10:46:04 <Alberth> I enjoy the puzzles in it 10:54:21 *** Darkvater has joined #openttd 10:54:21 *** ChanServ sets mode: +o Darkvater 10:54:25 *** Darkvater has quit IRC 10:56:59 <Wolf01> What 10:57:57 <Alberth> sneak visit :) 10:58:39 <Wolf01> Maybe he remembered he had an irc client (configured with autojoin here) 10:59:23 <Wolf01> Meh, 67MB for just the VS installer :| 10:59:26 <Alberth> :) 10:59:46 <Alberth> insane software sizes nowadays eh 11:00:18 <andythenorth> https://bugs.openttd.org/task/6634 11:00:25 <andythenorth> how can I explain the QA process to Wuzzy? 11:00:30 <Wolf01> And I have to install a specific platform version, which might end up in 3GB of libraries and fuck up my entire environment 11:00:49 <Wolf01> Maybe I should just use the old VS 2015 11:00:52 <andythenorth> I don't disagree with the ticket btw, there are 37 'crash' tickets, multiple of which are due to AI 11:02:52 <Wolf01> Eh... put on a voting system on bananas and downvote things which don't work right 11:02:54 <andythenorth> I don't know how to read the crashlogs properly https://bugs.openttd.org/index.php?string=crash 11:03:15 *** frosch123 has joined #openttd 11:03:26 <andythenorth> but afaict, common causes of crashes seem to be (1) ICU (2) AI (3) liblzma 11:03:53 <Wolf01> Ok, good news, I don't need to download that specific target platform, it doesn't seem to exist 11:05:35 <Wolf01> What If I just put 14393 instead of 14366 in the vcxproj? :D 11:06:06 <Wolf01> Building started 11:06:18 <Wolf01> Build failed 11:08:17 <Wolf01> <AdditionalIncludeDirectories>C:\Users\gwicks\work\SDL-mirror\include; <- yes, because it's fine to use absolute paths 11:11:40 <Alberth> as long as stuff never moves :) 11:13:57 <Wolf01> SDL_winrt_main_NonXAML.cpp must be compiled with /ZW, otherwise build errors due to missing .winmd files can occur. <- ok, this is different 11:18:18 <andythenorth> I found this sprite in Squid, unused http://dev.openttdcoop.org/attachments/download/8895/pax_cats.png 11:19:20 <Alberth> +1, has cats, so sam compatible 11:21:42 *** sla_ro|master has quit IRC 11:22:05 <andythenorth> not sure about including big ferries http://mediad.publicbroadcasting.net/p/kplu/files/styles/x_large/public/201407/AP934281272119.jpg 11:28:48 <Alberth> larger than large??? 11:29:24 <Alberth> we don't have many ship sets, do we? 11:29:52 <Alberth> everybody is a bit train-oriented :p 11:30:28 <Alberth> although hackalittlebit codes nice stuff 11:32:02 <Alberth> you'd somewhat expect that a pax ship set would exist 11:33:24 <andythenorth> there a few attempts 11:35:59 <andythenorth> ferry looks better shorter eh? :P http://dev.openttdcoop.org/attachments/download/8896/96px_ferry.png 11:36:38 <andythenorth> but does it look like 720 pax? 11:39:43 <nielsm> based on number of windows etc, something like 120-200 11:40:27 <nielsm> and the mini above looks like 40-70 11:42:16 <nielsm> apoligies to the OpenMSG team, but a lot of it is really jarring, and the sound level is somewhat inconsistent between tracks :( 11:42:30 * nielsm is checking his new code with it 11:42:36 <nielsm> OpenMSX* 11:43:35 <DorpsGek> Commit by frosch :: r27976 /trunk (3 files in 2 dirs) (2018-03-11 12:43:32 +0100 ) 11:43:36 <DorpsGek> -Add [FS#6664]: Climate-specific Action5 extra airport sprites. 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This also affects GRFs which activate the default refinery in toyland. (PaulC) 12:03:33 <andythenorth> :) 12:09:36 *** Thedarkb has quit IRC 12:11:12 <DorpsGek> Commit by frosch :: r27978 /trunk/src (saveload/saveload.cpp table/settings.ini) (2018-03-11 13:11:09 +0100 ) 12:11:13 <DorpsGek> -Fix [FS#6673] (r18541): Store the map variety setting in the samegame like the other mapgen settings, so restarting maps considers it. (Samu) 12:15:27 <andythenorth> 128px large ferry http://dev.openttdcoop.org/attachments/download/8897/128px_ferry.png 12:15:28 <andythenorth> ach 12:15:33 <andythenorth> dunno, looks wrong 12:15:58 <Eddi|zuHause> a ferry larger than a cruise ship? 12:18:33 <DorpsGek> Commit by frosch :: r27979 /trunk (readme.txt src/misc_gui.cpp) (2018-03-11 13:18:30 +0100 ) 12:18:34 <DorpsGek> -Add: adf88 to readme 12:20:11 <andythenorth> Eddi|zuHause: it's same length, but looks bigger 12:20:14 <andythenorth> and has same capacity 12:20:18 <andythenorth> not convinced 12:20:54 <Alberth> I like the walking area at the top floor 12:21:23 <Alberth> instead of just vertical steel wall 12:24:35 <DorpsGek> Commit by frosch :: r27980 /trunk (62 files in 5 dirs) (2018-03-11 13:24:32 +0100 ) 12:24:36 <DorpsGek> -Doc: Yearly increment 12:25:03 <LordAro> frosch123: going for the old-style new year? 12:25:21 <frosch123> it's precisely one year after the last new year 12:25:51 <frosch123> maybe 4 hours earlier 12:26:33 <frosch123> also september, october, november, december make more sense this way .) so, yes old-style new year 12:27:26 <Eddi|zuHause> it's a tiny bit silly, actually. because the new year began in march, but ended in december. the other months were "in-between" years 12:27:49 <Eddi|zuHause> and most times it were 2 months and occasionally 3 months 12:27:59 <frosch123> afaik there is no definite story how this happened 12:29:30 <Eddi|zuHause> "month" here meaning one moon cycle (new moon to new moon) 12:30:49 <andythenorth> so 12:31:03 <andythenorth> is 'Large' the ship length, or the capacity? :( 12:31:07 <andythenorth> I use it in both ways 12:31:17 <Alberth> it's somewhat related :p 12:31:26 <andythenorth> seemed good at first 12:31:44 <andythenorth> capacity was derived from length 12:31:51 <Alberth> maybe capacity is too realistic :p 12:31:52 <andythenorth> but some ship types look silly this way 12:31:53 <Eddi|zuHause> so the way January 1st happened was that the romans switched from lunar to solar calender, and January 1st was whatever happened to be new moon after the winter equinox that year 12:32:50 <Alberth> little did they realize we would never change it :p 12:33:26 <Eddi|zuHause> it's not equinox, what's the other name? solstice 12:33:32 <frosch123> prejustice confirmed: patches which are indented incorrectly are also broken in other ways 12:33:38 <andythenorth> I improved the ferry, more appropriate wheelhouse size for length http://dev.openttdcoop.org/attachments/download/8898/128px_ferry_2.png 12:35:24 <Alberth> blue cabins make it friendlier :) 12:36:49 <andythenorth> I think it's too big relative to large luxury ship 12:36:55 <andythenorth> both are 720 pax 12:37:08 *** FLHerne has joined #openttd 12:37:36 <Eddi|zuHause> that's what i said... 12:39:01 <andythenorth> so I can make it shorter, or lower 12:39:14 <andythenorth> shorter doesn't really look right, although it's a nice sprite 12:39:31 <andythenorth> http://dev.openttdcoop.org/attachments/download/8896/96px_ferry.png 12:39:40 <andythenorth> or maybe it does 12:39:52 <Eddi|zuHause> that looks way better 12:40:34 <andythenorth> hmm ok 12:40:40 <andythenorth> I think it's a better sprite 12:42:54 *** synchris has joined #openttd 12:46:08 <DorpsGek> Commit by frosch :: r27981 trunk/src/economy.cpp (2018-03-11 13:46:05 +0100 ) 12:46:09 <DorpsGek> -Change [FS#6679]: Check companies for bankruptcy before subtracting reoccuring monthly costs. (Samu) 12:47:37 <andythenorth> :) 12:48:05 <andythenorth> sea-going passenger liners? 12:48:08 <andythenorth> or river? o_O https://qtxasset.com/Travel%20Agent%20Central-1510765464/europe-river-cruises_homepage_content_02.jpg/europe-river-cruises_homepage_content_02.jpg?SrQj97mw1kWiVhhBixpiM175kLKO62da 12:48:18 *** Thedarkb has joined #openttd 12:48:51 <Alberth> don't think the distinction is that relevant 12:49:04 <andythenorth> they look quite different 12:49:19 <andythenorth> but gameplay, there's nothing between them 12:49:20 <nielsm> I think sea-going can usually afford to go deeper into the water 12:49:34 <Alberth> sure, so feel free to add a few for variation 12:49:43 <andythenorth> OpenTTD has no weather, so all ships can go on all water :) 12:49:44 <Alberth> nielsm: in openttd everything is 1 tile deep :) 12:49:45 <Eddi|zuHause> there's loads of size restrictions for river ships 12:49:58 <Alberth> or even, 0 tiles :p 12:49:59 <Eddi|zuHause> bridges, locks, depths 12:50:14 <andythenorth> I think the river ship will re-introduce problem of relative sizing :P 12:50:20 <andythenorth> but it might look nice 12:50:27 <Eddi|zuHause> andythenorth: i vote no on the river ships, as long as there is no useful gameplay distinction 12:50:36 <andythenorth> it's more just a choice of sprite 12:50:42 <andythenorth> there are river ships for freight 12:50:43 <Alberth> name it sea ship, so it's the user fault if used at a river :p 12:53:14 *** FLHerne has quit IRC 12:54:58 <andythenorth> I should break the size rules :P 12:55:08 <andythenorth> currently it's 128px, 96px, 64px 12:55:14 <andythenorth> which looks good and makes offsets easy 12:55:39 <andythenorth> but ferry is better at 104px :P 13:08:54 *** ToffeeYogurtPots has quit IRC 13:15:28 *** tokai|noir has joined #openttd 13:15:28 *** ChanServ sets mode: +v tokai|noir 13:17:47 <DorpsGek> Commit by frosch :: r27982 trunk/src/newgrf_spritegroup.cpp (2018-03-11 14:17:44 +0100 ) 13:17:48 <DorpsGek> -Codechange: Reduce invocations of GetGlobalVariable. Speedup sprite resolving by about 3 percent. 13:18:17 <DorpsGek> Commit by frosch :: r27983 trunk/src/newgrf_spritegroup.cpp (2018-03-11 14:18:13 +0100 ) 13:18:18 <DorpsGek> -Codechange: Reduce complexity of VA2 add-div/mod adjustments 13:19:44 <DorpsGek> Commit by frosch :: r27984 /trunk/src (23 files) (2018-03-11 14:19:41 +0100 ) 13:19:45 <DorpsGek> -Codechange: Make ScopeResolver constructors/destructors inlineable. Speedup sprite resolving by about 8 percent. 13:21:30 <DorpsGek> Commit by frosch :: r27985 /trunk/src (3 files) (2018-03-11 14:21:27 +0100 ) 13:21:31 <DorpsGek> -Codechange: Convert VA2 switches into ones with non-overlapping ranges, sort them and resolve them using binary search. Speedup sprite resolving by about 7 percent. 13:22:16 *** tokai has quit IRC 13:22:43 <Alberth> :O nice! 13:23:16 *** Thedarkb has quit IRC 13:23:29 <DorpsGek> Commit by frosch :: r27986 /trunk/src (tile_type.h vehicle.cpp) (2018-03-11 14:23:26 +0100 ) 13:23:30 <DorpsGek> -Codechange: Name magic constants in the vehicle position hash functions. 13:23:53 <frosch123> the patch series is incomplete though 13:24:07 <frosch123> there is potential for a lot more optimisation, but i did not finish that 13:24:44 <andythenorth> :) 13:25:05 * andythenorth pulls 13:25:29 <DorpsGek> Commit by frosch :: r27987 trunk/src/tile_type.h (2018-03-11 14:25:26 +0100 ) 13:25:30 <DorpsGek> -Change: Increase maximum allowed vehicle sprite size to reduce clipping of ships. 13:25:36 <andythenorth> also nice 13:25:45 <andythenorth> I don't have to post a video of my test game :) 13:25:46 <frosch123> your ships should clipp less now, though noone complained :p 13:25:56 <andythenorth> I complained, but I didn't file a good bug report 13:27:20 <nielsm> hey frosch123 could you add this to .gitignore ? 13:27:21 <nielsm> projects/.vs/ 13:27:29 <nielsm> (and maybe other .*ignore files too) 13:27:47 <nielsm> since visual studio 2015 likes to put user settings files in that location 13:30:57 <frosch123> ms using "." for hidden files now? :p 13:31:11 <nielsm> yep, going hybrid 13:31:22 <nielsm> (it still gets marked with the ntfs/fat "hidden" attributed too) 13:32:39 <frosch123> lowercase "vs"? 13:32:45 <nielsm> yes 13:33:05 *** FLHerne has joined #openttd 13:33:17 <andythenorth> hmm 13:33:21 <frosch123> oh, it was already in svn:ignore 13:34:09 <andythenorth> my 1.7.1 savegame is broken in r27987 13:34:17 <andythenorth> I changed newgrfs a lot in it, so eh 13:34:20 <andythenorth> probly not valid 13:34:31 <DorpsGek> Commit by frosch :: r27988 /trunk (.gitignore .hgignore) (2018-03-11 14:34:28 +0100 ) 13:34:32 <DorpsGek> -Codechange: Extent hg- and gitignore for .vs 13:35:01 <frosch123> andythenorth: for what value of broken? 13:35:12 <frosch123> i added a Samu patch which did savegame version stuff 13:35:23 <andythenorth> yeah clean 1.7.1 savegame is broken loading in r27987 13:35:33 <andythenorth> industries are showing mine sprite 13:35:39 <nielsm> I hope my birds will let me continue cleaning up my patches... they keep coming over to occupy my hands 13:35:47 <andythenorth> newgrf vehicles fall back to original sprites 13:35:58 <andythenorth> no newgrf errors are reported 13:36:05 <andythenorth> newgrf stations might be working 13:36:36 <andythenorth> ok it's isolated to industries maybe in this save 13:36:51 <andythenorth> properties are correct 13:37:18 <andythenorth> oh and all industries closed after a few months 13:37:59 <frosch123> hmm, i thought i tested these patches in january :p 13:38:44 <Mazur> Did you check the sell-by date? 13:39:33 <andythenorth> is it the new VA2? 13:39:39 * andythenorth hasn't tried bisecting yet 13:39:58 <frosch123> the VA2 one is the most critical change :) 13:40:03 <andythenorth> in a room with 9 other people 13:40:07 <andythenorth> somewhat loud :P 13:42:21 <frosch123> my testgame with nuts and yeti looks fine, but i see that firs is borked 13:45:37 <andythenorth> sorry :) 13:46:30 <frosch123> well, it's the first time that we reorder newgrf instructions :p processor manufacturers also got trouble with that 13:49:27 <Eddi|zuHause> i see we're totally release ready :p 13:49:39 <peter1138> Hmm 13:51:39 <LordAro> frosch123: http://en.cppreference.com/w/cpp/algorithm/binary_search ? 13:52:27 <frosch123> LordAro: std::lower_bound in this case, but more or less the same 13:52:39 <LordAro> ah yes, i see it 13:53:30 <frosch123> anyway, that part has an assertion, so the issure must be within newgrf.cpp with the recompilation 13:56:12 <frosch123> ah, found it 13:56:15 <frosch123> missing "break" 13:56:37 <peter1138> now it's no longer 10% faster ;) 13:57:20 <frosch123> the testcase is not affected :) 13:57:58 <frosch123> hmm, still borked 13:58:37 *** iSoSyS has joined #openttd 14:04:19 *** supermop has joined #openttd 14:05:04 <supermop> yo 14:05:24 <andythenorth> lo supermop 14:05:48 <supermop> here is a puzzle: currently i use lots of sprite stacks for trucks and trailers 14:06:34 <supermop> i'd like rigid trucks to use the newer cargo and truck body sprites i've made for trailers and industrial trams 14:07:29 <supermop> but there has to be some compromise as the rigid truck needs a cab and possibly trolley poles as part of the same stack, using up slots 14:10:07 <supermop> currently i do: chassis/truck bed(+ cargo)/cab/trolley poles for truck facing camera, and cab/chassis/bed(+ cargo)/poles for facing away 14:10:55 <andythenorth> what's the puzzle? :) 14:11:16 <supermop> works fine except i need a separate sprite for every combination of cargo, load amount, and bed variant 14:11:38 <supermop> like open truck, flat bed, different hoppers/dump trucks 14:11:51 <andythenorth> you didn't split the cargo and body? 14:11:56 *** gelignite has quit IRC 14:12:08 <supermop> differentiating between bars or rolls of metal is impractical 14:12:51 <supermop> with trailers, the cargo is a separate sprite layered between the bed bottom/rear and top/side 14:13:24 <supermop> so it can easily be changed or even recolored separate from the trailer itself 14:14:07 <supermop> give large flexibility and variety of cargo graphics and trailer variant for just a few sprites 14:15:19 <supermop> even if i combine the chassis with the truck bed for rigid trucks, i still would need body/cargo/sides/cab/trolley poles 14:15:24 <supermop> 5 > 4 14:16:00 <supermop> so i wonder if there is a better way to combine things to free up one more space 14:16:27 <supermop> which seems easier than getting frosch123 to give me one more layer in the stack that is not a power of 2 14:17:25 *** Flygon has quit IRC 14:22:11 <Alberth> add the bed/sides to the cargo? 14:22:29 <Alberth> likely by computing the result while building the grf 14:23:32 <supermop> adding bed and sides to cargo gives very large number of sprites, 14:23:50 <supermop> basically situation i have now 14:23:56 <frosch123> it should be vehicle back, cargo, vehicle front: 3 layers 14:24:11 <frosch123> i don't quite understand where the other layers come from 14:24:15 <supermop> trolley pole 14:24:17 <andythenorth> compositing :P 14:24:21 <andythenorth> in PIL 14:24:25 <andythenorth> this is better http://dev.openttdcoop.org/attachments/download/8900/pax_cats_2.png 14:24:28 <andythenorth> but not happy yet 14:24:41 <supermop> pole needs to overlap both the front and rear halves of vehicle 14:24:55 <andythenorth> the ships with 4 funnels are both 720 pax 14:25:25 <supermop> luxury ship needs more luxury 14:25:41 <supermop> like a pool or deck tennis or something 14:26:03 <supermop> or greeble on top roof/deck 14:26:43 <supermop> frosch123: part of the vehicle back overlaps the cargo as well 14:27:14 <Alberth> top ship front chimneys shade not too dark? 14:27:25 <andythenorth> luxury is hard to see 14:27:27 <frosch123> when i say "vehicle back" i mean "back" in screen Z orientation 14:27:38 <frosch123> so "vehicle back" is always behind the cargo 14:27:52 <supermop> the 'open truck' has sides which overlap the metal or whatever by a few pixels, whereas the flatbeds dont for the same cargo 14:28:52 <andythenorth> 2 decks on the luxury ship, not 3, looks sleeker http://dev.openttdcoop.org/attachments/download/8901/pax_luxury_2_deck.png 14:28:53 <supermop> well i could add the 'sides' to the cab then for views where truck faces camera, and add the body to the cab for facing away 14:29:16 <andythenorth> how about vehicles in vehicles? o_O 14:29:22 <nielsm> greeble on cruise-ish ship: http://0x0.st/smFI.jpg 14:29:25 <andythenorth> then we could have 4 layers of 4 layers 14:29:36 <supermop> still looks odd without greeble andythenorth 14:29:36 <Alberth> much more luxury :) 14:29:51 <supermop> like, pax can walk right around funnels 14:30:41 <nielsm> tiny local ferry: http://0x0.st/smF0.jpg 14:32:10 <andythenorth> supermop: I did pure blue for trawlers in end https://www.tt-forums.net/viewtopic.php?p=1203742#p1203742 14:32:17 <andythenorth> mixed blue + CC looked weird 14:32:27 <supermop> frosch123: combining the cabs with parts of beds is probably less of combinatorial explosion, but does mean there will need to be specific cabs for each type and generation of rigid trucks 14:32:29 <nielsm> view down of second-highest outside deck: http://0x0.st/smFG.jpg 14:33:32 <supermop> instead of current where there is one cab sprite (and one alternate livery) for each generation, regardless of truck type 14:34:00 <andythenorth> supermop: give in, use PIL :) 14:34:10 <Alberth> +1 14:34:19 <supermop> so a 4th gen rigid trolley truck, and 4th gen semi diesel truck use same cab 14:34:25 <andythenorth> I use PIL + the sprite layers combined 14:34:43 <supermop> andythenorth: if python makes me 1000s of sprites i still have to define and reference them? 14:34:52 <andythenorth> well then you just generate the code :P 14:35:02 <supermop> making the sprite in PS isn't hard 14:35:15 <supermop> well yes that's the next step 14:35:29 <supermop> but can i learn to do that in < 20 days 14:35:33 <andythenorth> no :) 14:35:42 <andythenorth> this is my cargo switches http://dev.openttdcoop.org/projects/road-hog/repository/entry/src/templates/vehicle_with_visible_cargo.pynml 14:35:53 <andythenorth> 89 lines 14:35:57 <supermop> as i want a functional-ish grf on bananas april 1 14:36:00 <Alberth> but you decide to make one change to the cabin, and you'll have 40 days 14:36:31 <andythenorth> it's about 20 days work to set up sprite compositing 14:36:38 <andythenorth> and that's assuming you know python and have a compile 14:36:51 <supermop> my current thinking is i wont change rigid trucks at all before 1.0 release 14:37:08 <supermop> as they work now, just with less fun cargo sprites than trailers 14:37:21 <Alberth> the profit of automating is that changing becomes feasible 14:38:28 <supermop> andythenorth: add some boxy thing around base of funnels and some lumps for life rafts? 14:38:46 <andythenorth> probably 14:38:50 <andythenorth> I am -1 to greeble mostly 14:38:55 <supermop> heh 14:39:10 <andythenorth> it looks bad in TTD 14:39:21 <supermop> composite of the funels to make them randomly change 14:39:34 <supermop> hehe 14:49:21 <nielsm> lol, I think one of the songs in OpenMSX changes the pitch bend controller range, which causes external synths to sound weird afterwards 14:51:41 *** iSoSyS has quit IRC 14:51:43 <andythenorth> 2 giant ugly funnels? http://dev.openttdcoop.org/attachments/download/8902/fugly.png 14:53:38 <nielsm> I think they should be in conjunction with the helm, considering how they would block space in the interior 14:54:39 <nielsm> and maybe add a fence separating the top deck area with the funnels from the rest, so part of the deck can be open to passengers 14:57:16 <supermop> not a fan of the fat funnels 14:57:38 <supermop> should be 4 ocean liner style, or two modern looking ones 14:59:04 *** Mahjong has joined #openttd 15:01:02 <andythenorth> http://dev.openttdcoop.org/attachments/download/8903/is_luxury_sam_2.png 15:01:08 <andythenorth> is not better, but shows an idea 15:01:57 <nielsm> I like that large luxury one, and the small luxury also looks reasonably believable 15:02:24 <nielsm> the four corners funnels of the fast-loading seems strange to me 15:03:07 <frosch123> why did i fell into the same newgrf trap that i explained to others dozen of times :/ 15:04:11 *** Mahjong1 has quit IRC 15:04:32 <andythenorth> frosch123: what trap? o_O 15:04:52 <frosch123> the numranges=0 case returning the calculated result 15:08:59 <DorpsGek> TrueBrain: Commit by frosch :: r27989 /trunk/src (3 files) (2018-03-11 16:08:51 +0100 ) 15:09:00 <DorpsGek> TrueBrain: -Fix (r27985): VA2 optimisation failed in various special cases: 15:09:01 <DorpsGek> TrueBrain: - nvar=0 is meant to return the calculated result. 15:09:02 <DorpsGek> TrueBrain: - Missing references resolve to NULL and got identified with the default result. 15:09:03 <DorpsGek> TrueBrain: - Missing 'break' broke overlapping cases. 15:09:04 <DorpsGek> TrueBrain: (...) 15:09:10 <frosch123> andythenorth: firs better now? 15:09:38 * andythenorth tests 15:11:23 <andythenorth> frosch123: wfm :) 15:16:26 <andythenorth> http://dev.openttdcoop.org/attachments/download/8904/2-funnel.png 15:16:28 <andythenorth> 2 funnels 15:19:17 <andythenorth> also luxury 2 funnel http://dev.openttdcoop.org/attachments/download/8905/is_luxury_sam_3.png 15:21:59 <nielsm> 2-funnel.png <- this is really good 15:23:14 <andythenorth> less weird eh? 15:24:28 *** chomwitt has joined #openttd 15:38:55 <nielsm> okay, finished cleaning up my music patches and put them up on bugtracker now 15:41:00 <nielsm> https://bugs.openttd.org/task/6683 https://bugs.openttd.org/task/5807 https://bugs.openttd.org/task/6684 https://bugs.openttd.org/task/6685 15:43:23 <andythenorth> luxury ship just doesn't look luxury :) 15:43:27 <andythenorth> looks like a ferry 15:43:44 <andythenorth> ok biab 15:44:33 *** FLHerne has quit IRC 15:44:56 *** andythenorth has quit IRC 16:31:51 *** Cubey has joined #openttd 16:35:42 *** ToffeeYogurtPots has joined #openttd 16:49:41 *** Gja has joined #openttd 17:15:43 *** supermop has quit IRC 17:21:39 *** Thedarkb has joined #openttd 17:35:26 *** FLHerne has joined #openttd 17:35:37 *** andythenorth has joined #openttd 17:37:08 <andythenorth> frosch123: ships do indeed flicker less :) 17:43:49 *** sla_ro|master has joined #openttd 17:44:10 *** FLHerne has quit IRC 18:00:06 <andythenorth> so a luxury ship should look like this http://www.captainsvoyage.com/_Media/2013_04_08-serenissimacruis_med-3.jpeg 18:00:12 <andythenorth> maybe not just standard CC? 18:03:36 *** Gja has quit IRC 18:03:57 *** Biolunar has quit IRC 18:21:18 <Alberth> no blue/yellow cc ? 18:21:46 <Alberth> looks nice that colour combination :) 18:25:48 <andythenorth> it does 18:28:03 <Eddi|zuHause> why would the pacifists go mad just because you declared war on someone, to bring them peace and democracy? 18:29:37 <andythenorth> this attempt is remarkably bad :) http://dev.openttdcoop.org/attachments/download/8906/harald_jarl_ish.png 18:29:56 <andythenorth> supposed to be http://www.cruiseshipportal.com/fileadmin/photos/schiffe/kreuzfahrtschiffe/HaraldJarl.jpg 18:30:05 <Eddi|zuHause> uhm wtf does it have a cargo crane for? 18:30:26 <Eddi|zuHause> also, it should be much smaller 18:30:29 <andythenorth> to fill the horrible gap 18:31:09 <andythenorth> previous attempt was much more consistent http://dev.openttdcoop.org/attachments/download/8905/is_luxury_sam_3.png 18:31:10 <andythenorth> but boring 18:31:42 <Eddi|zuHause> you changed the cruise ship for this one, which is tiny, but you kept the size 18:32:17 <andythenorth> the ship is quite large IRL compared to the RL freight shiops 18:32:23 <andythenorth> but yeah, the appearance is off 18:32:31 <andythenorth> ships are very hard to judge 18:35:48 <andythenorth> the IRL pax ship is 87m, compared to about 65m for the IRL freight ships 18:36:07 <andythenorth> I think reducing it is distorting all the proportions, makes it ugly 18:38:26 <Alberth> don't have a large pax ship? 18:38:36 <andythenorth> it's an option 18:38:52 <andythenorth> I like the challenge though 18:39:02 <Alberth> :) 18:39:15 <Alberth> in that case, carry on :) 18:39:53 *** john-aj has joined #openttd 18:39:56 *** snail_UES_ has joined #openttd 18:40:04 <andythenorth> this would be a better IRL subject http://www.cruisemapper.com/images/ships/767-large-f6b6fa7cb2bd7cbcc313159961f3c6ee.jpg 18:40:18 <andythenorth> it's the right length, and doesn't have complicated sloping shapes 18:40:49 *** ToffeeYogurtPots has quit IRC 18:41:07 *** ToffeeYogurtPots has joined #openttd 18:45:39 *** FLHerne has joined #openttd 18:47:05 *** Gja has joined #openttd 18:56:00 <Alberth> differences are too small to distinguish all the ships you find :) 18:59:22 <andythenorth> I never actually draw a RL ship 18:59:39 <andythenorth> I synthesise a lot of bits of RL ships 19:09:17 <andythenorth> this is better, it's chunky http://dev.openttdcoop.org/attachments/download/8907/is_luxury_sam_4.png 19:10:15 <frosch123> there is no pool on deck 19:10:29 <frosch123> what else would you want when surrounded by water? 19:12:23 <andythenorth> my water cycle doesn't work :P 19:12:26 <andythenorth> so no pool :) 19:14:08 <Alberth> gap at the front-deck is weird, perhaps make the back deck larger? 19:14:34 <Alberth> (of the large luxury pax ship) 19:15:27 <Alberth> frosch: sun bathing, but not enough pixels probably 19:16:14 <frosch123> yeah, not enough pixels for a golf course 19:16:34 <Alberth> https://en.wikipedia.org/wiki/Shuffleboard is also an option :) 19:16:57 <Alberth> still too detailed though 19:33:45 *** Gja has quit IRC 19:55:43 <Wolf01> Wow, still arranging pixels? 19:57:20 <andythenorth> smoothed it out http://dev.openttdcoop.org/attachments/download/8908/is_luxury_sam_5.png 19:57:30 <andythenorth> but I think I preferred the one with the clunky step 19:58:51 *** Alberth has left #openttd 19:58:55 <Wolf01> Meh, I won't be able to compile that game, if I fix one problem 10 more pop up 20:00:02 *** glx has joined #openttd 20:00:02 *** ChanServ sets mode: +v glx 20:03:51 <michi_cc> andythenorth: It's not exactly a luxury vessel :), but if you want passengers with cranes: https://commons.wikimedia.org/wiki/File:RMV_Scillonian_III_docked_at_St_Mary%27s_harbour.jpg 20:04:32 <andythenorth> michi_cc: that's pretty much the small one :) 20:04:58 <andythenorth> I haven't drawn the mail ships yet ;) 20:05:33 <andythenorth> https://i.pinimg.com/originals/1c/a9/07/1ca90737e8af7bfd8ba29b0b0b7a6ed0.jpg o_O 20:05:45 *** FLHerne has quit IRC 20:06:08 *** FLHerne has joined #openttd 20:07:00 <frosch123> something about mail and ship is weird when combined :p 20:07:35 <andythenorth> this is the other ship for Scilly Isles https://farm4.static.flickr.com/3736/19668208555_24ec7d7906_b.jpg 20:08:21 <andythenorth> somewhat the small piece goods carrier http://dev.openttdcoop.org/attachments/download/8892/pax_sam_blah_blah.png 20:13:33 <andythenorth> http://dev.openttdcoop.org/attachments/download/8909/sam%20is.png 20:13:49 <andythenorth> fast loading pax ship, payment bonus pax ship 20:14:08 <andythenorth> and for comparison, livestock, trawler, beer tanker 20:28:17 <frosch123> https://imgur.com/gallery/kQbMe <- not edible :p 20:30:53 <andythenorth> ha ha 20:31:07 <andythenorth> is it FIRS :) 20:31:18 <andythenorth> nope, original industries 20:31:36 <andythenorth> the sawmill is excellent 20:32:39 <frosch123> clay has issues with sharp edges 20:34:28 *** Taede has quit IRC 20:34:57 <andythenorth> inherent anti-aliasing 20:35:35 <Wolf01> I give up 20:35:53 <frosch123> new artstyle for V? 20:35:57 *** synchris has quit IRC 20:39:41 *** Gja has joined #openttd 20:40:40 <andythenorth> :P 20:58:00 *** ToffeeYogurtPots has quit IRC 21:06:16 <andythenorth> bue 21:06:18 <andythenorth> bye * 21:06:19 *** andythenorth has quit IRC 21:06:33 *** frosch123 has quit IRC 21:14:03 *** john-aj has quit IRC 21:38:58 *** gelignite has joined #openttd 22:02:22 *** Gja has quit IRC 22:04:57 *** sla_ro|master has quit IRC 22:25:02 *** gelignite has quit IRC 22:28:55 *** FLHerne has quit IRC 22:35:05 *** FLHerne has joined #openttd 22:42:47 <Wolf01> 'night 22:42:49 *** Wolf01 has quit IRC 22:56:29 *** Progman has quit IRC 22:59:38 *** ToBeFree has joined #openttd 23:01:26 *** supermop has joined #openttd 23:09:46 *** Biolunar has joined #openttd 23:15:11 *** Thedarkb has quit IRC 23:23:42 *** chomwitt has quit IRC 23:27:51 *** nielsm has quit IRC 23:42:18 *** Thedarkb has joined #openttd 23:51:25 *** Flygon has joined #openttd