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00:54:02 *** Eddi|zuHause2 has joined #openttd 00:54:05 *** Eddi|zuHause has quit IRC 01:12:02 *** Eddi|zuHause2 is now known as Eddi|zuHause 02:39:13 *** Wormnest has joined #openttd 03:28:21 *** Flygon has joined #openttd 03:50:34 *** Samu has quit IRC 03:57:29 *** Thedarkb1-T60 has quit IRC 03:57:29 *** Thedarkb1-T60 has joined #openttd 04:00:36 *** rocky11384497 has quit IRC 04:01:09 *** rocky11384497 has joined #openttd 04:40:31 *** Wormnest has quit IRC 06:16:29 *** tokai has joined #openttd 06:16:29 *** ChanServ sets mode: +v tokai 06:20:17 *** Wormnest has joined #openttd 06:23:21 *** tokai|noir has quit IRC 06:55:05 *** cHawk_ has joined #openttd 06:58:51 *** cHawk- has quit IRC 07:12:36 *** Wormnest has quit IRC 07:29:05 *** D-HUND has quit IRC 07:43:20 *** Laedek_ has joined #openttd 07:50:21 *** Laedek has quit IRC 09:06:30 *** Wormnest has joined #openttd 09:29:23 *** debdog has joined #openttd 09:30:54 *** Thedarkb-T60 has joined #openttd 09:34:04 *** Thedarkb1-T60 has quit IRC 09:41:02 *** Dakkus has joined #openttd 09:42:03 <Dakkus> Hi! Trying to get anything to work that has daylength patch on it. Anything I manage to get to actually run has the [Download] button in the Check Online Content greyed out. Why's that? 09:43:03 <Eddi|zuHause> how are you compiling things? 09:43:27 <Dakkus> Been mostly downloading binaries. 09:43:44 <Dakkus> The latest one being reddit's patch, because traditionally that has been the most uncomplicated one. 09:43:58 <Eddi|zuHause> then that is not the issue :) 09:44:35 <Dakkus> It shows all downloadable things, but each one's size is 0 bytes. 09:44:53 <Eddi|zuHause> sounds like a communication error? 09:45:39 <Eddi|zuHause> did you actually select anything to download? 09:46:04 <Dakkus> Aaa-ha! Thanks :D 09:46:28 <Dakkus> Haven't been playing OTTD for a few years, and my memory seems to have failed me. 09:46:56 <Dakkus> Forgot that it's not enough to choose one thing that I want to download and press the Download button, but I should check the box(es) as well. 09:47:05 <Dakkus> Feeling a bit stoopid here now ... 09:47:22 <Eddi|zuHause> you're probably not alone :p 09:48:09 <Dakkus> Okay, so now the next problem is to figure out what xUSSR patch is called these days. 09:48:48 <Dakkus> Or whether it exists at all. I always much liked the long wagons with low capacity, and having to juggle with the DC and AC electrifications. 09:48:58 *** D-HUND has joined #openttd 09:52:19 *** debdog has quit IRC 09:52:28 *** Artea has quit IRC 09:58:56 *** Wormnest has quit IRC 10:15:01 *** Artea has joined #openttd 11:28:03 *** tokai has quit IRC 12:32:29 <Eddi|zuHause> why wouldn't xUSSR set exist anymore? 12:46:52 <peter1138> Eddi|zuHause, maybe if you thought it was a "patch" it could be obsolete. 12:47:58 <ntsbmvnk> Eddi|zuHause: blame Gorbachev 12:48:29 <Eddi|zuHause> ntsbmvnk: it wouldn't be "x" otherwise 12:49:30 <ntsbmvnk> ooof 12:49:34 <peter1138> I wonder how to pronounce ntsbmvnk 13:06:51 *** supermop_work has joined #openttd 13:06:57 <supermop_work> hi 13:09:51 <ntsbmvnk> peter1138: very carefully 13:11:08 <DorpsGek_II> [OpenTTD/OpenTTD] Aliaric commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjPAr 13:11:48 *** D-HUND has quit IRC 13:15:18 *** nielsm has joined #openttd 13:27:42 *** frosch123 has joined #openttd 13:40:45 <planetmaker> https://hg.openttdcoop.org/xussrset @ Dakkus 13:41:51 *** Samu has joined #openttd 13:42:03 <Samu> hello 13:43:17 <Samu> all rounds are complete 13:43:23 <Samu> 1007 savegames generated 13:43:38 <Samu> 760 MB 13:44:11 <Samu> now I need to figure a way how to score 13:45:27 <Samu> i see that 1.9.2 is released, i made all test on 1.9.1 13:45:41 <Samu> won't redo them, sorry 13:45:46 <Samu> took me 3 months 13:45:55 <nielsm> nothing that affects gameplay should have changed 13:45:58 <nielsm> iirc 13:46:56 <Samu> I was thinking to score this in multiple ways 13:47:07 <Samu> bankrupt vs no bankrupt 13:47:26 <Samu> i still didn't log this info, would have to open up all 1007 savegames 13:47:35 <nielsm> - Change: Allow building road stops over self-owned one-way/blocked road (#7547) 13:47:36 <nielsm> - Fix #5685: Check for free wagons in ScriptVehicleList (#7617) 13:47:49 <nielsm> those could theoretically affect something 13:48:54 <Samu> 48 AIs, 1st place gets 48 points, 2nd gets 47, etc.. 13:49:07 <Samu> if it didn't bankrupt, gets double the points 13:49:39 <Samu> 1st place no bankrupt 96 points, 2nd place bankrupt 47 points, 3rd place no bankrupt 92 13:50:11 <Samu> ties... 13:50:16 <Samu> how to score a tie 13:50:56 <Samu> 23 points? 13:51:00 <Samu> 1 point? 13:51:28 <Samu> 12 points? 13:51:43 <Samu> score a loss = 0 points 13:55:18 <Samu> complicated 13:55:34 <Samu> 12 points for not finishing still seems too much 13:55:40 <Samu> 6 points maybe? 13:58:31 <Samu> well there's only a few AIs that build one-way roads 13:59:18 <Samu> WmDOT if I recall, but never uses road vehicles 13:59:37 <Samu> not sure about CivilAI 14:01:27 <Samu> maybe I need to score victorious after bankrupt in a different way 14:02:36 <Samu> group all non-bankrupters first, so they always get highest score, then bankrupters after, then ties after, then losses 14:03:45 <Samu> victorious after bankrupt still pose a problem for the one that loses 14:06:05 <Samu> if the loser is still not bankrupted, should it be scored different when the winner had bankupted already? 14:08:54 <Samu> loser score when winner didn't bankrupt, when loser didn't bankrupt: X points 14:09:03 <Samu> loser score when winner didn't bankrupt, when loser did bankrupt: Y points 14:09:12 <planetmaker> there's different metrics you can measure success in a game... 14:09:16 <Samu> loser score when winner did bankrupt, when loser didn't bankrupt: Z points 14:09:35 <Samu> loser score when winner did bankrupt, when loser did bankrupt: W points 14:09:58 <planetmaker> economic success is only one. And you could do that on a linear scale. Or relative to the overall assets of all companies combined 14:10:07 <planetmaker> or something else 14:12:11 *** sla_ro|master has joined #openttd 14:16:29 <Samu> Y < W < X < Z 14:17:40 <Samu> 0 < 1 < 2 < 3 14:17:48 <Samu> ties : 6 14:21:19 *** Wormnest has joined #openttd 14:49:10 *** Flygon has quit IRC 15:09:44 <DorpsGek_II> [OpenTTD/OpenTTD] Ansbaradigeidfran opened issue #7648: Dead keys aren't interpreted correctly when typing accented letters (Linux) https://git.io/fjPh9 15:27:45 <Dakkus> planetmaker: Thanks :) 15:28:04 *** jinks has quit IRC 15:30:06 <LordAro> ^ issue could be solved by sdl2 15:31:05 *** Gumle2 has joined #openttd 15:34:01 <nielsm> I'd accept the sdl2 patch right away if it was made as a new driver and not a replacement for the old 15:34:16 <nielsm> (even if the two can't be compiled in at the same time) 15:37:32 <peter1138> Has you noted that in the PR? 15:37:34 <peter1138> ... 15:37:35 <peter1138> Have 15:37:45 <nielsm> no >_> 15:38:03 <peter1138> It would certainly allow a more direct comparison. 15:39:31 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjPjC 15:45:28 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjPjP 15:58:02 *** HerzogDeXtEr has joined #openttd 16:01:34 <Samu> I'm nearly done, figuring the score rules 16:03:37 <Dakkus> Can anybody say anything about the processor intensivity of different AIs? I'm running on a computer from 2010 and would like to play a large map, so finding ways to preserve CPU time is really valuable! 16:03:41 <Samu> should I group all non-bankrupters first, so they always get highest score, then bankrupters after, or just double score non-bankrupters 16:04:26 <Samu> meaning that bankrupters may at times score higher than nonbankrupters 16:05:32 <Eddi|zuHause> you can limit the number of opcodes AIs can run per game tick. this will dumb them down, but might save CPU time if you're limited 16:06:05 <Dakkus> Eddi|zuHause: And, I can probably do this towards the endgame, when AIs are rather irrelevant anyway? :D 16:06:12 <Eddi|zuHause> yes 16:06:24 <Dakkus> Is there a GUI thing for that? 16:06:33 <Eddi|zuHause> no, you'd have to use the command line for that 16:06:41 <Eddi|zuHause> the ingame console 16:07:10 <Eddi|zuHause> but in the ?-menu you can find a performance viewer, to check whether AIs even are a problem 16:07:21 <Dakkus> Hey, good tip! 16:09:19 <Samu> must think: losses get 0 to 3 points, ties get 6 points, worst victory may get a minimum of 12 points, best victory gets 35 points 16:09:45 <Samu> non bankrupting victories get double the score 16:09:58 <Samu> 70 points? 16:10:50 <Samu> imagine best time is of a bankrupted company: gets 35 points 16:11:12 <Samu> the 24th time is of a bankruptless company: gets 12 points, and doubles to 24 16:11:24 <Samu> does it seem fair? 16:14:13 <Samu> my other alternative way to score this would be: group bankruptless times first, bankrupted times second 16:14:15 <Dakkus> Eddi|zuHause: Aghkackekacke, I cannot find the command to alter opcode amount. Sorry, but could you be so nice and just write it here for me? :) 16:14:52 <Dakkus> Ah, console commands might be it? 16:15:19 <nielsm> I think you can alter it in settings 16:15:21 <Eddi|zuHause> ai_max_opcode_till_suspend or script_max_opcode_till_suspend 16:16:07 <Eddi|zuHause> use them with the "set" command, or "list_settings" 16:17:51 <Samu> if in 24 rounds there were 10 bankruptless times, and 14 bankrupted times, the best time of a bankrupted company would get 35-10=25 points, and the worst time of a bankruptless company would get 26 points. 16:19:33 <Samu> bankruptless score could still be doubled, but not necessary 16:19:42 <Samu> which method is fair? 16:19:53 <Dakkus> Eddi|zuHause: Okay, seems to default to 10 000. 16:20:21 <Eddi|zuHause> Dakkus: note that those are separate settings, for AIs and GameScripts, respectively 16:20:25 <Dakkus> Then one last questiönchen: Does it spare any CPU time if all opponents use the same AI or the same AI script? 16:20:39 <Eddi|zuHause> no 16:21:12 <Dakkus> Good, that's kinda the answer I was hoping to hear, even though it's a design choice that hampers performance :)) 16:21:19 <Eddi|zuHause> in general it's a bad idea to use multiple of the same AI, as they think too much alike and constantly get in each others way 16:21:22 <Dakkus> Means that I can have a bit of extra variation. 16:21:35 <Dakkus> Ok, interesting thing to hear! 16:21:58 <Dakkus> I just hope that some day in the future I can have different trainsets for different players. That would be so much fun! 16:22:38 <Dakkus> Obviously it's possible with human players already now: Use NARS, DBSet and xUSSR set at the same time and decide that one only uses trains from one. 16:23:49 <Dakkus> Plus, require each one to start in some specific area and require in a way or another that the network must be connected or anything new must be at least somewhat in the vicinity of what already exists. 16:23:56 <Eddi|zuHause> theoretically the game could support that, each enginge has a bitmask which players have access to it (this is used for exclusive preview), but nobody seriously considered adding an interface to actually influence this bitmask beyond the current "nobody" "exclusive preview" and "all" states 16:24:20 <Samu> (if in 24 rounds) should be read as (if in a round consisting of 24 matches) 16:25:39 *** gelignite has joined #openttd 16:26:03 <Dakkus> And sorry for all these questions. It's just that the way I play this game (starting in 1830's, with daylength set to 9), I'm going to be playing it for at least half a real time year, possibly several. And I would prefer not crippling my game for September 2020 by configuring it badly in July 2019 :) 16:26:33 <Eddi|zuHause> you could hope you get a new computer by september 2020 :p 16:27:06 <Samu> daylength patch is in openttd now? 16:27:19 <Eddi|zuHause> but in general, map size is a much bigger impact on performance than anything else 16:27:24 <Dakkus> Samu: Nope, I think it should be, but it isn't. And probably will never be. 16:27:41 <Dakkus> Eddi|zuHause: That's what I'm pondering. 2k*2k or 4k*4k. 16:27:55 <Dakkus> I've never actually used a whole quarter of a 4k*4k... 16:27:58 <Samu> i dont think ais can manage daylenght properly 16:28:06 <Dakkus> It's their problem ;) 16:28:19 <Dakkus> I mean, I've been playing with my setup often enough and am very content with it. 16:29:29 <Dakkus> Basically it's xUSSR+daylength=9+FIRS_or_ECS+increased construction costs 16:29:54 <Dakkus> I mean decreased... But anyway. 16:30:37 <Dakkus> One idea is to have a very large map with very few cities, effectively increasing the space I have between cities so that the junctions wouldn't fill 90% of space between two cities. 16:31:15 <Dakkus> I've been playing TTD and later OTTD since 1995 and this is very clearly how I prefer it :) 16:31:51 <Samu> back to my business, which scoring method is fair 16:32:41 <Dakkus> Appreciate you taking care of the scoring method, BTW! Thanks! I'll try to be off now --> 16:33:26 <Eddi|zuHause> https://www.twitch.tv/Gronkh <-- we might have a rival game soon 16:35:27 <Dakkus> Eddi|zuHause: Can you beat something that has had content developed for it for 20 years? I mean, look at Sawyer's attempts at making a new TTD. They've been fine, but they've goto zero chance of success because the community is here. 16:35:42 <Dakkus> s/goto/got/ 16:37:12 <Samu> pick a method: 1) bankruptless get double score, 2) bankruptless first, bankrupted second 16:39:36 <nielsm> Samu: you've got a problem in that you ran your experiment first and then try to get something out of the data you collected later, instead of forming a scoring method first and then running the experiment 16:40:44 <nielsm> since now you're probably lacking data that could have been useful, like year-by-year growth and amount of infrastructure built, number of unsuccessful routes deleted, and much more that could be interesting to look at 16:43:36 <Samu> that's something I wasn't actively looking at 16:43:54 <Samu> I was only timing first to £10M in company value 16:44:59 <Samu> starting year affects vehicle availability 16:45:12 <Samu> so i had to come up with this bankruptcy thing 16:46:25 <nielsm> how about working by a benchmark instead, say having a "par" time to 10M company value, and scoring the AIs based on how they performed compared to that 16:46:30 <Samu> a company can suck bad when starting in early years and be awesome when starting in the later years (after a bankrupt), which could ruin the time needed to get to £10M 16:47:25 <nielsm> so if you have a par of 20 years to 10M value, and an AI managed to reach it in 17 years you could score it 13, if it reached it in 25 it could score 5, reached in 10 years score 20 16:47:28 <nielsm> something like that 16:47:39 <nielsm> and the AIs beaten in a particular game just get zero 16:48:15 <nielsm> or it may not have to be a linear scoring from the comparison, it could be a ratio or a logarithm or something 16:49:32 <Samu> I see, well, I have all the times yet 16:49:45 <Samu> I logged them all, there are ridiculous times as 300 000 days 16:49:47 <nielsm> and score bankrupt AIs by how many years they survived in some manner 16:51:02 <Samu> then there were also the other extreme, with AIs reaching £10M in 900 days 16:51:02 <nielsm> and if you have logged the maximum company value any reached you could use that to scale the bankrupt ones so one reaching a higher max company value and staying alive for long scores much better than one not reaching a good company value but surviving about the same time 16:51:30 <nielsm> yeah that could call for a logarithmmic scale to the scoring 16:52:06 <nielsm> also what is even your goal here? what do you want the score to reflect? 16:52:27 <nielsm> by scoring the AIs you're making a value judgment of them, but what value are you even judging? 16:53:11 <Samu> each round, each AI gets a score, and there were 47 rounds, a round robin tournament, all ais going against all others in a 1 on 1 rush to £10M 16:53:30 <Samu> final score should reflect the best overall AI 16:54:09 *** Thedarkb-T60 has quit IRC 16:54:22 <Samu> or at least, the best getting to £10M AI 16:54:34 <nielsm> "best overall" is an extremely vague definition 16:55:07 <Eddi|zuHause> sounds like any social "science" :p 16:55:13 <nielsm> you don't talk about "the best sportsperson in the world", you talk about the best runner at 100 m dash, the best man in hammer throw, etc 17:02:52 <Samu> i was sorting times from lowest to highest 17:03:16 <Samu> lowest time gets the highest score: I decided the highest to be 35 17:03:36 <Samu> lowest time from a round with 24 matches 17:03:47 *** Gumle2 has joined #openttd 17:04:06 <Samu> 35, 34, 33, 32... I was scoring like this 17:05:21 <Samu> let me check 17:08:58 <Eddi|zuHause> obviously the best sportsperson is the one with the highest lifetime income 17:10:18 <Samu> https://imgur.com/HPMhOpq 17:11:46 *** Progman has joined #openttd 17:15:25 <Samu> goes from 3093 days to 22043 days 17:15:42 <Samu> then there's 24 other AIs unmentioned, they all lost 17:15:55 <Samu> this is only for round 1 17:16:22 <Samu> different rounds, different days 17:19:52 <Samu> then there's ties 17:19:57 <Samu> marked with x 17:20:05 <Samu> i didn't keep savegames of those 17:20:56 <Samu> ties are games with cause the human company to actually win due to buffer underflow or whatever 17:21:15 <Samu> happens after a very long time, 360000 or something days 17:22:54 <DorpsGek_II> [OpenTTD/OpenTTD] Rk8ley opened issue #7649: Save game can't open (liblzma returned error code)? https://git.io/fjXvL 17:30:44 <Samu> my scoring system 17:30:44 <Samu> https://imgur.com/3rH7rvm 17:31:08 <Samu> inclined to do it that way 17:34:56 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #7649: Save game can't open (liblzma returned error code)? https://git.io/fjXvZ 17:35:59 <Samu> @calc 70 * 47 17:35:59 <DorpsGek> Samu: 3290 17:36:08 <Samu> that's some score 17:36:22 <Samu> the perfect score 17:36:56 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7649: Save game can't open (liblzma returned error code)? https://git.io/fjXvW 17:38:43 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7649: Save game can't open (liblzma returned error code)? https://git.io/fjXvL 17:45:52 *** debdog has joined #openttd 17:51:39 *** andythenorth has joined #openttd 17:51:42 <andythenorth> well 17:52:27 <andythenorth> so what have I broken now? https://www.tt-forums.net/viewtopic.php?f=26&t=41607&start=4420#p1223388 17:53:03 <andythenorth> I don't see that error in master 17:53:17 <nielsm> production callback running for the wrong economy setting, probably 17:53:54 <nielsm> do the production callbacks leave anything useful behind to trace them in the industry permanent data? 17:57:21 *** jinks has joined #openttd 17:57:43 *** Progman has quit IRC 17:58:04 <andythenorth> yes, they fill some registers 17:58:28 <andythenorth> I haven't checked out JGR and compiled it 17:58:36 <andythenorth> :P 17:59:29 <andythenorth> https://github.com/andythenorth/firs/blob/v4-development-track/src/industry.py#L1127 18:00:03 * andythenorth mostly drawing Horse :) 18:01:26 <andythenorth> also distracted by macos performance ticket 18:01:33 <andythenorth> I'm getting 60fps on ffwd 18:01:44 <andythenorth> in a save that was struggling to do 16fps the other day 18:01:49 <andythenorth> for the same part of the map 18:03:13 <andythenorth> 75% CPU where it was 100% 18:04:04 <nielsm> the mystery grows... 18:05:05 <andythenorth> I reloaded an earlier version of the save, before I killed 2 AIs 18:05:16 <andythenorth> still getting expected performance 18:05:33 <andythenorth> wondering if macos has something contending for performance 18:05:42 <nielsm> so something external affects it 18:05:45 <andythenorth> maybe 18:06:02 <andythenorth> my tests are not scientific, they're very subjective 18:06:12 <andythenorth> I haven't tested for more than 30s or so 18:06:38 <andythenorth> current mac laptops will thermally throttle, but that should 18:06:42 <andythenorth> *shouldn't* 18:06:42 <nielsm> if something external affects it, it could indicate a reason perhaps only some users are reporting it 18:07:27 <Dakkus> Argh, I've been world-generating based on heightmaps for 45 minutes now and I never seem to get one with cities on suitable places >.< 18:07:50 <nielsm> then make a scenario based on heightmap and place towns manually? 18:08:07 <Dakkus> That doesn't combine too well with NewGRF, does it? 18:08:22 <Dakkus> Or, maybe start a game, save it, open with editor, save, load? 18:08:25 <Dakkus> Is that safe? 18:08:37 <nielsm> as long as you set your newgrfs before starting the editor you're def. safe 18:09:45 <Dakkus> Okay, that will make this 530% less annoying. I so wish the heightmap format had a way (say, a 100% black pixel?) to mark the location of a city so that we could have cities in correct places. 18:10:05 <nielsm> yeah that would be useful 18:10:07 <Dakkus> But, of course this workaround will do it as well :) 18:10:36 * andythenorth wonders if App Nap is incorrectly triggering https://developer.apple.com/library/archive/documentation/Performance/Conceptual/power_efficiency_guidelines_osx/AppNap.html 18:12:32 <nielsm> that should be monitorable 18:12:58 <nielsm> https://0x0.st/z9Hd.jpg 18:13:15 <nielsm> (I need to make a clean version of that picture some time) 18:13:45 <andythenorth> hmm 18:13:59 <andythenorth> if I could find a clean trigger for this fps issue, that would be interesting 18:14:25 <Samu> https://imgur.com/bBsApuu 18:14:55 <Samu> sounds fine 18:14:58 <Samu> that score 18:16:02 <Samu> will see how it goes when I complete more rounds, see if it still makes sense in my mind 18:19:04 <DorpsGek_II> [OpenTTD/OpenTTD] Ben79487 opened issue #7650: OpenTTD company HQ graphics bug in x-ray mode https://git.io/fjXvh 18:22:18 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7650: OpenTTD company HQ graphics bug in x-ray mode https://git.io/fjXfk 18:28:56 <DorpsGek_II> [OpenTTD/OpenTTD] Ben79487 commented on issue #7650: OpenTTD company HQ graphics bug in x-ray mode https://git.io/fjXf3 18:33:18 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7650: OpenTTD company HQ graphics bug in x-ray mode https://git.io/fjXfW 18:35:55 <DorpsGek_II> [OpenTTD/OpenTTD] Ben79487 commented on issue #7650: OpenTTD company HQ graphics bug in x-ray mode https://git.io/fjXf4 18:43:57 <Samu> it is weird not seeing Admiral in the top, but he was against strong opponents 18:44:02 <Samu> AdmiralAI 18:44:13 <Samu> first rounds 18:52:48 <DorpsGek_II> [OpenTTD/OpenTTD] Ben79487 commented on issue #7626: Building drive through road stop on town-owned one-way road crashes game. https://git.io/fjXfK 18:54:09 <DorpsGek_II> [OpenTTD/OpenTTD] Ben79487 commented on issue #7619: Game crash from out-of-bounds helicopter, infinite circling with superfast aircraft https://git.io/fjXfP 19:02:55 <DorpsGek_II> [OpenTTD/OpenTTD] Ben79487 opened issue #7651: Too many statues/fountains are built in town centers. https://git.io/fjXfH 19:11:37 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone commented on pull request #7627: Fix #7626: Allow building of drive-through stops over one-way/blocked roads owned by towns (instead of crashing). https://git.io/fjXJe 19:32:13 * andythenorth needs ideas for train 138 pixels https://dev.openttdcoop.org/attachments/download/9474/Scorcher.png 19:40:56 *** glx has joined #openttd 19:40:56 *** ChanServ sets mode: +v glx 19:48:50 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone opened pull request #7652: Fix #7635: Game crash on exit scenario editor. https://git.io/fjXJZ 19:58:03 *** sla_ro|master has quit IRC 19:59:33 *** tokai has joined #openttd 19:59:33 *** ChanServ sets mode: +v tokai 20:00:18 *** Wormnest has quit IRC 20:17:34 *** gelignite has quit IRC 20:28:45 *** Wolf01 has joined #openttd 20:37:26 *** frosch123 has quit IRC 20:38:58 *** supermop_work has quit IRC 20:39:23 *** Progman has joined #openttd 20:42:23 *** arikover has joined #openttd 20:48:51 *** nielsm has quit IRC 21:04:14 <andythenorth> I did a fancy livery https://www.tt-forums.net/download/file.php?id=208466 21:13:54 <Samu> i found a problem :( 21:14:12 <Samu> round 8, some games start in 1985, some in 1950 21:14:21 <Samu> i did something wrong 21:14:27 <Samu> have to redo round 8 21:19:18 <Samu> i wonder how many more problems will I find, if any 21:19:22 <Samu> t.t 21:20:51 <Samu> RailwAI was also updated to v19 21:21:02 <Samu> openttd 1.9.2 21:21:26 <Samu> will railwai work on 1.9.1 21:22:48 <Samu> gonna do it on 1.9.1 v18, otherwise I would have to do all other games too, on 1.9.2, which gonna take 3 more months, i dont feel like re-doing that 21:29:24 *** andythenorth has left #openttd 21:54:08 *** arikover has quit IRC 22:19:32 *** drac_boy has joined #openttd 22:19:42 <drac_boy> hi .. been rather a while 22:19:54 <drac_boy> but anyway just curious .. when did the forum backend get updated? 22:23:27 *** Wolf01 has quit IRC 22:42:31 <LordAro> there's a news post 22:48:32 <drac_boy> anything interesting tonight lord of aro? :) 22:56:10 *** nielsm has joined #openttd 23:07:03 *** HerzogDeXtEr has quit IRC 23:20:10 <drac_boy> mm well maybe grf topics another day then 23:20:12 *** drac_boy has left #openttd 23:41:01 *** happpy has joined #openttd 23:41:08 *** happpy has left #openttd 23:41:28 *** happpy has joined #openttd 23:42:12 <happpy> hi just a questions has any own see planetmaker online? because we got a problem on a server 23:45:15 <happpy> if any own see planetmaker we need help on own ov the openttdcoop server? 23:45:18 *** happpy has left #openttd