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00:29:01 *** wCPO has quit IRC 00:40:51 *** welshdragon has quit IRC 01:28:59 *** HerzogDeXtEr1 has quit IRC 02:37:18 *** Myhorta has quit IRC 03:00:17 *** sim-al2 is now known as Guest3474 03:00:18 *** sim-al2 has joined #openttd 03:04:49 *** Guest3474 has quit IRC 03:09:13 *** Supercheese has joined #openttd 03:45:10 *** behalebabo has quit IRC 03:50:51 *** behalebabo has joined #openttd 03:52:00 *** behalebabo has joined #openttd 05:28:43 *** supermop_ has joined #openttd 06:00:31 *** dustinm` has quit IRC 06:00:35 *** dustinm` has joined #openttd 06:50:03 *** sla_ro|master has joined #openttd 07:15:27 *** Alberth has joined #openttd 07:15:27 *** ChanServ sets mode: +o Alberth 07:31:39 *** supermop_ has quit IRC 07:53:18 *** Progman has joined #openttd 08:01:07 *** andythenorth has joined #openttd 08:08:38 <Alberth> o/ 08:25:44 <andythenorth> lo 08:41:36 *** Defaultti has joined #openttd 08:55:30 <Ethereal_Whisper> I jammed up one of my ML's lanes because I de-electrified my network and thought I had gotten rid of all the electric locos 08:55:33 <Ethereal_Whisper> I guess not lol 08:56:39 <Alberth> good way to find them :p 09:03:03 * andythenorth should Hog 09:03:05 <andythenorth> maybe later 09:20:10 *** Wolf01 has joined #openttd 09:20:17 <Wolf01> o/ 09:20:57 <Alberth> o/ 09:25:35 <andythenorth> NotWaterTypes 09:25:44 <andythenorth> then can have hover-craft only routes 09:25:56 * andythenorth biab :P 09:25:57 *** andythenorth has quit IRC 09:26:12 <Wolf01> Throws the stone and quit 09:30:05 *** Myhorta has joined #openttd 09:34:04 *** Arveen has joined #openttd 09:46:08 *** welshdragon has joined #openttd 09:49:19 *** OsteHovel has quit IRC 09:49:31 *** OsteHovel has joined #openttd 09:50:02 *** Knogle has quit IRC 09:59:54 *** Supercheese has quit IRC 10:03:37 <Wolf01> Ho! Now that I've seen it better, Apple removed all the function keys... how is possible to live without all the function keys? 10:04:16 <Alberth> My only use of function keys is f1 for pausing openttd 10:04:56 <Alberth> which I agree should be a real key for a keyboard 10:05:09 <Wolf01> F5 to refresh a page? 10:05:35 <Alberth> hmm, google chrome may need that 10:05:42 <Alberth> but normally never use that 10:06:00 <Wolf01> F5/F8/F9 to quick save/reload in games? 10:06:17 <Alberth> it is? 10:06:22 <Wolf01> Usually 10:06:40 <Wolf01> F10 to open Starcraft menu 10:06:42 <Alberth> I play only a few games 10:06:51 *** welshdragon has quit IRC 10:07:41 <Alberth> ever used scroll lock? 10:07:58 <Alberth> hmm, I also seem to have a "pause/break" key, no idea what's that for 10:08:17 <Alberth> "insert" seems useless too, to me 10:08:17 <Wolf01> Scroll lock is used in Excel iirc 10:08:39 <Alberth> oh 10:08:59 <Alberth> just type ctrl+s ? 10:09:22 <Wolf01> Yes, it is used in excel, you scroll the sheet or move through cells 10:09:23 <Alberth> standard code for it 10:09:36 <Wolf01> Ctrl+s? 10:09:48 <Alberth> hmm, maybe not, it's suspend input, iirc 10:10:03 <Alberth> which does have the same effect in a terminal :) 10:13:30 <Wolf01> The only useless keys I have are most of the 18 macro keys on my keyboard... because I don't remember which function I assigned to them 10:14:51 <Alberth> :) 10:18:27 <Wolf01> I want one of those keyboards with lcd macro keys 10:18:59 <Wolf01> Oh, that's not even all, I can switch between 3 profiles, so I have 54 macro keys 10:19:52 <Wolf01> Also every software could have it's own keys, infinite possibilities 10:20:54 <Alberth> what kind of macros do you have under a key? 10:22:04 <Wolf01> Every kind of stuff you can even imagine 10:22:30 <Wolf01> From "run a software" to "write an entire poem typing random keys" 10:23:37 <Alberth> ah, small script-like things, where I'd write a bash or python script for in $HOME/bin 10:24:08 <Wolf01> http://img-9gag-fun.9cache.com/photo/aMwrD7P_460sv.mp4 omg... new Windows Paint3D 10:24:49 <Alberth> makes sense 10:25:06 <Alberth> not sure it's of any use though 10:25:21 <Alberth> but people will find applications for it :) 10:27:01 <Alberth> bleh, one morning wasted on trying to merge a long patch queue with new master changes 10:37:20 *** Youbi has joined #openttd 10:38:12 <Youbi> Hello! I built OpenTTD from source (r27669), and when I save the game, openttd crashes. Should I report it as a bug? 10:41:29 <Alberth> where does it crash? 10:42:10 <Alberth> did you configure it correctly? 10:42:59 <Youbi> I think so. I just disabled lzo2 which is used to load old savegames. 10:44:06 <Youbi> It crashes when I click on “Save” 10:44:38 <Alberth> I mean, in what function, at what line? ie a readable stack trace 10:44:55 <Alberth> "Save" runs a few zillions lines of code 10:45:27 <Youbi> Yep I ran strace, does it produce a correct stack trace? 10:45:47 <Alberth> strace does system call tracing 10:46:26 <Alberth> I mean use a debugger like gdb, trigger the crash, and get a stack of functions that are called at that time 10:46:59 <Alberth> you do need a debug build, to get readable symbols, at least at Linux 10:47:25 <Alberth> no patches applied? 10:48:30 <Alberth> alternatively, get a core dump when it crashes, and analyze that in a debugger or crash-analyzer or whatever you have 10:56:19 *** frosch123 has joined #openttd 10:56:34 <Wolf01> Quak 10:57:16 <Alberth> o/ 10:57:21 <frosch123> moi 10:57:23 <Alberth> afk 10:59:13 *** tokai|noir has joined #openttd 10:59:13 *** ChanServ sets mode: +v tokai|noir 11:03:19 <Youbi> Alberth: ok I will try gdb :) 11:06:08 *** tokai has quit IRC 11:20:42 <argoneus> good morning train friends 11:48:56 *** smoke_fumus has joined #openttd 11:58:41 *** HerzogDeXtEr has joined #openttd 12:11:53 <Wolf01> I need to decide how much headache I want today 12:13:36 <Alberth> dilemma :) 12:22:20 <Wolf01> Scene state machine: I can register a scene only once in the SceneManager and retrieve it by type, to move to another scene I need to set it as "active", then do SceneManager::Next(), which looks for the next active scene, deactivate the current one, loads the new one and unloads the current one 12:22:27 <Wolf01> Does it make sense? 12:22:40 *** Gja has joined #openttd 12:23:31 <Alberth> why not give the new active scene to the SceneManager directly? 12:23:56 <Alberth> "I want this one" :) 12:24:28 <Wolf01> I could do ::Next(typeof(NewScene)) 12:24:43 <Wolf01> But not already active, or I'll have 2 running loops 12:25:20 <Alberth> what I mean is "which looks for the next active scene" is a bit weird if you already found it 12:26:19 <Wolf01> Because I might have something to do before ::Next(), like an easing 12:26:31 <Wolf01> And at the end of the easing it does ::Next() 12:27:03 <Wolf01> I could set the type in a private variable and pass it to ::Next() at that time 12:27:24 <Wolf01> So the SceneManager doesn't need to look for it 12:28:22 <Alberth> would clarify who should decide the next scene, I think 12:29:24 <Alberth> as well as avoiding double work 12:30:21 *** welshdragon has joined #openttd 12:30:23 <Wolf01> The current scene decides where it wants to go, think about a menu 12:30:48 <Wolf01> The SceneManager moves, updates, loads, unloads, pauses... 12:30:56 <Alberth> you can have multiple exits from a single scene 12:30:59 *** welshdragon has quit IRC 12:31:13 <Wolf01> Yes 12:31:20 *** welshdragon has joined #openttd 12:31:20 <Alberth> you have an "active_scene" pointer-ish variable in the scene manager? 12:31:31 *** andythenorth has joined #openttd 12:31:38 <Alberth> that would eliminate the possibility to have 2 running scenese 12:31:42 <Alberth> hi hi andy 12:31:42 <Wolf01> Not at the moment, but I'm considering it to do it 12:31:44 <Wolf01> o/ 12:35:27 <Wolf01> As it is now, it is able to run all the active scenes in the Update() loop 12:36:10 <Wolf01> This to allow to load modal scenes (like a menu) 12:36:51 <Wolf01> While keeping the underlying scenes paused but not unloades 12:42:08 <Wolf01> I could create linked lists for easings, so I will have curScene -> easingScene -> otherScene, instead of having the easing inside the scene 12:42:31 *** sla_ro|master has quit IRC 12:42:41 <Alberth> makes scene management more complicated 12:43:05 <Wolf01> Not really 12:43:15 <Alberth> or you get a lot of the same-ish easingScenes, perhaps? 12:43:32 *** sla_ro|master has joined #openttd 12:43:46 <Alberth> actually, you can do the above split now too 12:44:08 <Wolf01> Yes, like EntranceFromLeftEasing, EntranceFromRightEasing, DarkenEasing... 12:44:10 <Alberth> you just get more scenes 12:44:39 <Alberth> doesn't need a linked list 12:45:55 <Wolf01> LinkedList has AddAfter()/AddBefore() methods 12:47:31 <Wolf01> They might be useful 12:50:37 <andythenorth> https://paste.openttdcoop.org/pykz1xpdb/wqtss4/raw 12:50:43 <andythenorth> ^ not happy with that 12:50:51 <andythenorth> it’s RH, but copied from somewhere, maybe FISH 12:50:56 <andythenorth> doesn’t set good buy costs 12:52:17 <andythenorth> notably pax trams are coming out relatively cheap compared to buses 12:52:22 <andythenorth> on per passenger basis 12:52:36 <Wolf01> Now I'm undecided about the parameters type :E ::GetScene(Type scene) -> .GetScene(typeof(MyScene)) or ::GetScene<T>() -> .GetScene<MyScene>() 12:53:40 <andythenorth> that formula looks like it might have been Iron Horse, where engines don’t have capacity, mostly 12:53:57 <Wolf01> andythenorth, add consist_capacity_points to buy_cost? 12:54:00 <Alberth> Wolf01: you have 1 scene of each type? 12:54:10 <Wolf01> Yes, I said that before 12:54:24 <andythenorth> Wolf01: seems easiest eh? 12:55:31 <Alberth> I don't see the advantage of having a type, tbh, but ymmv 12:55:38 <Wolf01> Just make both properties the same, one with base_buy_cost and the other with base_running_cost 12:56:03 <Wolf01> The type is the key of the dictionary 12:56:43 <Alberth> ... 12:57:01 <Alberth> ie why is there a dictionary? 12:57:18 <Wolf01> To hold the registered scenes 12:57:46 <Alberth> andythenorth: maybe dump the values of the various sub-parts for the various vehicles, to get an impression of their values? 12:57:58 <Wolf01> I register all the scenes at game initialization 12:58:15 <andythenorth> Alberth: possibly, I am trying first just putting capacity in :) 12:58:24 <andythenorth> might be a big enough hammer for this nail 12:58:35 <Alberth> how do you look for a new scene? using the same dictionary? 12:58:54 <Alberth> maybe the dictionary is at the wrong place? 12:59:02 <Alberth> and you need a scene storage or so? 12:59:02 <Wolf01> There isn't a "new" scene, you can only pick one of the other inactive scenes 12:59:26 <Alberth> ok how do you find one of the other inactive scenes? 12:59:34 <Wolf01> By it's type 13:00:13 <Wolf01> Dictionary [Type, instance] 13:00:15 <Alberth> so you don't actually have a scene, only a type, ie <T> is still a type 13:00:34 <Wolf01> As lists/arrays only allow int indexes 13:00:46 <andythenorth> ha ha, one pax tram now costs more than high speed electric engine in Iron Horse 13:00:48 <Wolf01> And I don't want to look up for the index 13:00:55 <Alberth> it's weird to name it a type, as 'type' implies you have more than one of them :) 13:01:40 <Wolf01> Dictionary [MyScene, instance_of_MyScene], [MenuScene, instance_of_MenuScene] and so on 13:01:41 <Alberth> well, just pick the simplest solution, we discussed it long enough without getting anywhere 13:02:01 <andythenorth> code something, delete later 13:02:02 <andythenorth> :) 13:02:08 * andythenorth may not be helping 13:02:23 <Alberth> a shitload of singletons :) 13:02:24 *** sla_ro|master has quit IRC 13:02:36 <andythenorth> 140 pax tram has more power than 400 pax metro 13:02:44 <andythenorth> but metros don’t go up long hills... 13:03:00 <andythenorth> consistency across sets :P 13:03:17 <Alberth> 140 pax tram has more room for the engine :p 13:03:35 <Wolf01> Yes, I have single instance scenes 13:03:54 <andythenorth> can you just access them by name? o_O 13:03:57 <Wolf01> I don't see the point of having multiple instances of the same exact scene 13:04:00 * andythenorth has no context 13:04:15 * andythenorth logs 13:04:17 <Wolf01> Yes, the Type *is* the name 13:05:38 * andythenorth will stay out of it :) 13:06:23 <Wolf01> Even the UWP page manager works like that, but they use typeof(class) instead of <T> 13:07:15 <Wolf01> But for component services I use <T> and I would like to mantain the same for scenes too 13:08:32 <Wolf01> It's just moving the typeof() inside the method instead of passing it as parameter 13:08:42 <andythenorth> why don’t you want to look up the index? 13:08:47 <andythenorth> other than that always seems clunky? 13:08:56 <andythenorth> I suspect the performance hit is negligible 13:09:02 <Wolf01> Because I already know the name 13:10:11 <andythenorth> so no ‘for i in array, if i.name == the_name, return i’ stuff 13:10:16 <Alberth> I think a lot of confusion arises from the word 'Type', rather than 'name' 13:10:31 *** welshdragon has quit IRC 13:10:40 <Wolf01> Type is the class name 13:10:53 <Wolf01> I don't need other names, one class = one scene 13:11:05 <Alberth> no, Type is the class, normally 13:11:14 <Alberth> ie "Object" vs Object 13:11:31 <Wolf01> Not in C# 13:11:41 <Alberth> I would really hope it is 13:11:42 <andythenorth> afaict, this is the same shaped problem as I have in newgrf 13:11:54 <andythenorth> I frequently have to look up vehicle objects, or industry objects or whatever 13:11:57 <Alberth> or you can't have strings with a name of a class in it :) 13:11:57 <andythenorth> in lists or dicts 13:13:07 <andythenorth> do they have to be kept in an array or similar for ordering? 13:13:22 <andythenorth> or could you just fetch them with scenes.scene_1, scenes.scene_2 or so 13:13:28 <Wolf01> If you need to check if x is an instance of Class you do "x.GetType() == typeof(Class)", if you need to check if x is instance of a more generic type, like object or interface, you do "x is object/interface£ 13:14:05 * andythenorth looks up some c# 13:15:08 <andythenorth> Wolf01: got a paste? :) 13:15:15 <andythenorth> I have no idea if I can help, just curious 13:15:23 <andythenorth> also avoiding eating my greens on Road Hog 13:15:33 <Wolf01> Even with subclassing, if you have class MyClass : BaseClass, you do x is BaseClass, because the type is MyClass 13:15:56 <Alberth> How is a class not a type? 13:16:24 <Alberth> ah well, nvm, please go ahead 13:16:47 <Alberth> too much headache for me :) 13:17:12 <andythenorth> this will be like one of those programming pickles where the smoke clears and all is obvious 13:17:18 * andythenorth has been there before 13:18:22 <Alberth> Type looks smelly to me, as a class is not a type, which is weird to say the least 13:18:39 <Wolf01> https://paste.openttdcoop.org/phugkgwga/mqw0gc 13:20:16 <Wolf01> Ok, in the first one I could cast it inside the method 13:22:11 <Wolf01> No, it doesn't cast with variables, only with T 13:22:49 <Alberth> compile-time generic, I guess 13:22:54 <Wolf01> Yes 13:24:39 <andythenorth> ach, RH buy costs seem to work now 13:24:53 * andythenorth guessed an arbitrary adjustment, all is well 13:25:47 <andythenorth> now I am going to automate vehicle weight, based on capacity 13:25:58 * andythenorth has frameworked away most vehicle choices :P 13:26:09 <andythenorth> but hopefully the set still feels varied and interesting 13:26:45 <andythenorth> global rules for cost, capacity, weight, speed, power, and also automated cargo sprites 13:26:51 <andythenorth> but eh, it looks nice 13:28:44 <Wolf01> Oops, I made an error, public object(Type scene)... or cast inside return (Scene)_scenes[scene], but still likited to BaseClass/Interface 13:29:24 <Wolf01> With T is less verbose 13:29:50 <Wolf01> (I could keep both eh) 13:33:31 <andythenorth> ach, automating weight is tricky, as there are varying number of vehicles in consists 13:35:20 <andythenorth> hmm, no, weight is only on lead unit of consist anyway 13:35:26 <andythenorth> handy 13:42:05 *** HerzogDeXtEr1 has joined #openttd 13:43:01 *** welshdragon has joined #openttd 13:47:14 *** HerzogDeXtEr has quit IRC 14:08:58 *** sla_ro|master has joined #openttd 14:10:49 <Wolf01> Alberth: https://blogs.msdn.microsoft.com/ericlippert/2009/07/30/whats-the-difference-part-one-generics-are-not-templates/ 14:13:19 <Alberth> it's like Java generics 14:13:57 <Alberth> but my problem is mostly why a class is not a type :) 14:14:58 <Alberth> maybe they do weird stuff with generics or templates or so 14:15:51 <Wolf01> You still need to do typeof(T), its just to be able to pass the class as parameter instead of the type of the class 14:17:14 <Alberth> it's typeof() that confuses me 14:17:35 <Alberth> in Python: class X: .... f(X): return X() just works 14:18:02 <Wolf01> It's reflection, MyClass != typeof(MyClass), even if typeof(MyClass) is MyClass 14:18:06 <Alberth> X is the class, and the type as well 14:20:11 <Eddi|zuHause> wtf are you doing? 14:20:11 <andythenorth> python seems rarely to be a useful routemap in other languages :P 14:20:38 <Alberth> yeah, well, other languages are often needlessly complicated :p 14:21:11 <Alberth> no doubt they have a reason for it, I just don't see it 14:21:38 <Alberth> reflection doesn't convince me of the need of a new object 14:22:23 <Wolf01> _sceneManager.GetScene(MenuScene); <- throws a "MenuScene is a type, which is not valid in the given context", I need to do _sceneManager.GetScene(typeof(MenuScene)); 14:22:24 <Alberth> ie what information does the class not have? 14:22:58 <Alberth> Wolf01: yeah, I get that, it just makes no sense from a C# language design point of view 14:23:11 <Wolf01> Like pointers in c++ 14:23:20 <Alberth> for some reason, they threw the simple solution out of the language 14:23:41 <andythenorth> livestock is a low density cargo in TTD? Seems to have very low weight 14:24:02 <Alberth> can't stack them :p 14:24:05 <Wolf01> Cram more cows in the car then :D 14:25:43 <Wolf01> Maybe they were meaning chickens and there isn't anything about cow transport, it's just our fantasy 14:26:23 <andythenorth> ho ho 14:26:27 <andythenorth> sheep 14:26:32 <andythenorth> probably don’t weigh much 14:26:35 <andythenorth> wool is very light, no? 14:26:39 <andythenorth> weighs less per ton 14:26:44 <Eddi|zuHause> maybe they had a syntax/semantics conflict when calling <function>(<type>) so they needed a <function>(typeof(<type>)) to resolve it? 14:26:59 <Wolf01> Maybe 14:27:05 <Wolf01> I don't know the background 14:28:00 <Wolf01> Maybe all even started with the introduction of generics 14:29:59 <Eddi|zuHause> what exactly is a "generic"? 14:30:56 <Wolf01> As you can't cast with a variable, you can't be able to cast with (typeof(Class))var or with (x.GetType())var for sure or with Type x => (x)var 14:31:08 <Alberth> in java, it's code that ignores the parameterized class, eg "List" doesn't touch the values it stores 14:31:10 <Wolf01> Generic is a typeless parameter 14:31:37 <Alberth> in C# it's handled better, the type parameter is preserved 14:32:12 <andythenorth> anyone want to translate Road Hog? 14:32:14 <andythenorth> it’s kind of 1.0 14:32:18 <Alberth> and you can do things like generic over different type parameters 14:32:27 * andythenorth will tag it if nobody wants me to wait for translation 14:32:27 <Alberth> strings changed? 14:32:34 <andythenorth> not iirc 14:33:12 <Alberth> Road Hog Done! 43 0 0 0 0 <-- NL_nl is done 14:33:21 <Wolf01> Tag and then do a translation tag if it's required 14:33:23 <Eddi|zuHause> maybe announce it in the forum that you tag it next week, and call for translators? 14:33:24 <andythenorth> yup 14:33:31 <andythenorth> or what Eddi|zuHause said 14:33:37 <andythenorth> dunno, I want it off my plate 14:33:41 <andythenorth> 1.0.1: translations 14:33:43 <Eddi|zuHause> tag it as 1.0RC1 14:33:48 <Wolf01> ^ 14:34:36 <andythenorth> I could do something about the docs as well 14:34:44 <andythenorth> releasing 1.0 with actually broken docs is kind of rubbish 14:34:45 <andythenorth> http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/get_started.html 14:35:32 <Wolf01> Wide range of ship types and capacities ? 14:35:39 <Wolf01> *ship* 14:35:44 <andythenorth> yup 14:35:50 <andythenorth> isn’t it good :P 14:35:54 <andythenorth> I’ll fix those 14:35:59 <Alberth> from 0 to infinity :) 14:35:59 <Wolf01> Copied from FISH I suppose 14:36:43 <Alberth> name it not-fish :) 14:37:07 <andythenorth> ha 14:37:10 * andythenorth will fix 14:38:12 <Wolf01> A friend asked for a the Flintstones based grf for OTTD 14:39:02 <Eddi|zuHause> can't, there are no BC(E) dates. 14:39:42 <Wolf01> They didn't even knew what you are talking about 14:39:43 *** supermop_ has joined #openttd 14:40:00 <Wolf01> Like if Roman empire used BC dates 14:40:36 <Eddi|zuHause> sure, they gave dates in "we founded this city 753 years before this christ guy gets born" 14:40:57 <Wolf01> Without any doubt 14:43:11 <Wolf01> Btw, he's not happy with horse driven carriages in 1850 14:49:19 *** sim-al2 has quit IRC 15:12:41 *** welshdragon has quit IRC 15:13:46 *** welshdragon has joined #openttd 15:22:07 *** supermop has quit IRC 15:22:22 *** supermop has joined #openttd 15:23:03 *** newbie has joined #openttd 15:26:04 *** newbie41 has joined #openttd 15:26:59 *** jackyf has joined #openttd 15:27:57 <andythenorth> err 15:28:03 <andythenorth> this has been bugging me for a while 15:28:14 <andythenorth> vehicles that feature improved / worse cargo decay rates 15:28:19 <andythenorth> player has no way of knowing 15:28:32 <andythenorth> I know, because I’m the newgrf author :P 15:28:35 *** jackyf has quit IRC 15:28:44 <Wolf01> Write a changelist? 15:28:53 *** jackyf has joined #openttd 15:29:08 <andythenorth> it’s in the docs here http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/road_vehicles.html 15:29:23 <andythenorth> but who reads docs? :D 15:29:38 *** smoke_fumus has quit IRC 15:29:41 <Wolf01> Then why care 15:30:17 <Wolf01> Btw, that's not a changelist 15:30:39 <Wolf01> That's a list of vehicles introduced by grf 15:31:15 <Wolf01> Changelist is Was: x; Now is: y 15:31:18 <andythenorth> might be talking at cross-purposes :) 15:31:32 <andythenorth> I mean when the cargo decay rate is adjusted for some vehicles, in game 15:31:49 <andythenorth> like refrigerated trucks, cargo pays more per tile than non-refrigerated 15:32:17 <andythenorth> should buy menu tell? 15:32:22 <andythenorth> does player need to know? 15:32:28 *** newbie has quit IRC 15:32:40 <Wolf01> Write it in the buy menu, like on engines "Suitable for express passengers" "Hauls heavy freight" 15:34:45 <Alberth> Suitable for frozen cargo 15:34:59 <andythenorth> ‘Improved payment”? 15:35:08 <andythenorth> dunno if players understand payment rates to be honest 15:35:56 <Alberth> nah, just mention intended use, payment is bonus :) 15:36:04 <Alberth> or reward, rather :) 15:36:55 <Alberth> although 'reefer' already implies frozen stuff, doesn't it? 15:36:59 <andythenorth> yeah 15:37:06 <andythenorth> that’s why I never bothered putting this in :) 15:37:26 <Alberth> I had to look up the word :) 15:37:29 <andythenorth> player probably has no concept of payment rate algorithm 15:37:37 <andythenorth> ‘reefer’ should maybe be ‘refrigerated' 15:37:42 <andythenorth> owing to drug reference :P 15:38:15 <Alberth> Suitable for frozen cargo <-- that seems clear enough to me 15:38:45 <Alberth> reefer implies you know about wagon types 15:41:16 <Alberth> "use for stuff that should stay cold" :p 15:43:19 <Wolf01> "allow foot to not rot so it will be pais more" 15:43:23 <Wolf01> *food 15:43:32 <Wolf01> *paid 15:45:45 *** DDR has quit IRC 15:48:19 *** DDR has joined #openttd 15:53:29 <andythenorth> docs: done? http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/get_started.html 15:55:58 <Wolf01> Looks ok 15:57:49 <Alberth> vehicle properties look a bit techy 15:58:08 <andythenorth> “Special features: [Improved Payment], [Improved Loading Speed]” 15:58:10 <andythenorth> in buy menu? 15:59:06 <Eddi|zuHause> sure 15:59:25 <Alberth> Loading Speed Multiplier: 2 <- faster loading; Cargo Decay Rate: 0.5 <-- slower cargo decay 15:59:46 <Alberth> would be nice to add it to the buy menu too 16:00:03 <Eddi|zuHause> in CETS i have it so that the additional information looks just like the normal properties 16:00:16 <Eddi|zuHause> i.e. it mimics the formatting 16:00:44 <Alberth> list vehicles could be broken into smaller segments for readability, but otherwise, all seems fine 16:01:16 *** sla_ro|master has quit IRC 16:02:19 *** sla_ro|master has joined #openttd 16:03:30 *** sla_ro|master has quit IRC 16:04:34 *** sla_ro|master has joined #openttd 16:05:02 *** smoke_fumus has joined #openttd 16:05:31 <andythenorth> Alberth: I wondered that 16:05:44 <andythenorth> I could sort by sub-class like Code Reference 16:05:47 <andythenorth> or by tram / truck 16:05:59 <Alberth> or by year 16:06:26 <Alberth> but mostly it needs some subsection headings, I think 16:06:33 <andythenorth> oh is it sorted lexical on name currently? 16:06:35 * andythenorth looks 16:06:43 <Alberth> date, I think 16:06:56 <Alberth> which is useful, imho 16:07:15 <Alberth> also +1 for mentioning start and end date :) 16:07:39 <andythenorth> hmm 16:07:52 <Alberth> could move properties after the name name (properties) 16:07:54 <andythenorth> a PIL script could open the vehicle png, crop out the buy menu image, and show it in the list 16:07:59 <andythenorth> or even as a css sprite :P 16:08:05 *** welshdragon has quit IRC 16:08:07 *** newbie has joined #openttd 16:08:16 <andythenorth> nice project for $someone :) 16:08:45 <Alberth> sounds like a great addition indeed 16:09:36 *** welshdragon has joined #openttd 16:11:34 *** newbie41 has quit IRC 16:11:34 <andythenorth> “Improved Payment” or “Payment Bonus" 16:11:41 *** sla_ro|master has quit IRC 16:12:44 <Alberth> former, imho 16:12:46 *** sla_ro|master has joined #openttd 16:13:08 <Alberth> although I would use a lower case 'p' 16:15:15 *** sla_ro|master has quit IRC 16:15:23 *** smoke_fumus has quit IRC 16:19:58 *** wCPO has joined #openttd 16:21:11 *** Progman has quit IRC 16:25:08 *** sla_ro|master has joined #openttd 16:25:20 <andythenorth> ‘Improved payent’, or ‘Improved cargo payment’? 16:25:36 <andythenorth> payment / payent /s 16:31:46 <andythenorth> Alberth: http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/road_vehicles.html 16:32:13 <andythenorth> not sure how to group though 16:32:36 * andythenorth experiments with images 16:40:03 <Alberth> split between tram and truck? 16:40:42 * andythenorth tries it 16:47:29 <andythenorth> stuff like this 16:47:30 <andythenorth> (consist.roadveh_flag_tram) if vehicle_type is 'Tram' else (not consist.roadveh_flag_tram) 16:47:42 <andythenorth> obviously those parentheses are spurious :P 16:47:50 <andythenorth> but also that’s bonkers anyway 16:49:59 <andythenorth> Alberth: http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/road_vehicles.html 16:50:19 <andythenorth> my local version shows the sprites, but the paths are wrong on bundles :) 16:54:51 *** wCPO has quit IRC 16:55:42 <Alberth> if you want to go further, you might want to add the cargoes 16:56:01 <Alberth> on the other hand, that information makes much more sense in the game? 16:56:03 <andythenorth> yeah 16:56:10 <andythenorth> the docs aren’t exhaustive 16:56:17 <andythenorth> also cargos are subject to loaded industry grf 16:56:18 <andythenorth> or so 16:56:42 <Alberth> buses could be pulled out from the trucks, but that's only a few 16:57:15 <Alberth> and people using RH aren't doing that for extensive pax options :) 16:58:53 <andythenorth> http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/road_vehicles.html 16:58:54 <andythenorth> with pictures 16:59:10 <andythenorth> 1MB of images for such small results :) 16:59:13 <andythenorth> I need to crop them 17:00:01 <Alberth> dark blue makes it difficult to see as well 17:00:26 <andythenorth> if I’m processing them, that can be knocked out 17:00:31 <andythenorth> also 2x zoom? o_O 17:00:40 <Alberth> sounds nice 17:00:59 <andythenorth> this will take a little thought :) 17:01:07 <Wolf01> Too bad for the blue 17:04:26 <Alberth> pil doesn't have a scale 2x operation? 17:04:36 <Alberth> *pillow 17:05:08 <andythenorth> think it will 17:05:18 <andythenorth> and turn off anti-aliasing 17:05:20 <andythenorth> should be fine 17:05:26 <andythenorth> otherwise pixa has a trick to do it 17:05:33 <andythenorth> bit slow though 17:05:50 <Alberth> pixa trick truck 17:17:26 *** wCPO has joined #openttd 17:17:29 <Eddi|zuHause> andythenorth: needs transparent blue 17:22:21 *** Youbi has quit IRC 17:30:13 <andythenorth> +1 17:31:26 *** welshdragon has quit IRC 17:32:01 *** welshdragon has joined #openttd 17:34:26 <andythenorth> no blue http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/road_vehicles.html 17:34:53 <andythenorth> now looks a bit odd to have vehicle cropped but no bounding box 17:35:28 <frosch123> did you consider adding icons to the purchase list 17:35:33 <frosch123> to indicate the "class" 17:35:54 <frosch123> "fast loading" and "improved payment" 17:36:06 <frosch123> ">>" and "$" or something 17:36:26 *** DDR has quit IRC 17:37:14 <Wolf01> <frosch123> ">>" and "$" or something <- faster and expensive? 17:37:20 <Wolf01> :D 17:37:39 <frosch123> expensive for customer :) 17:37:48 <andythenorth> frosch123: interesting idea 17:37:55 <andythenorth> I have been -1 to icons in buy menu crap 17:38:01 <andythenorth> due to ‘flags’ shenanigans 17:38:04 <andythenorth> but it could work 17:40:21 *** welshdragon has quit IRC 17:41:22 *** welshdragon has joined #openttd 17:41:40 *** ChanServ sets mode: +v planetmaker 17:41:40 *** ChanServ sets mode: +v DorpsGek 17:41:40 *** ChanServ sets mode: +v peter1138 17:41:40 *** ChanServ sets mode: +v orudge 17:41:40 *** ChanServ sets mode: +v Rubidium 17:41:40 *** ChanServ sets mode: +v Alberth 17:42:47 * andythenorth fixes retina screen shenanigans 17:42:56 *** welshdragon has quit IRC 17:43:24 *** welshdragon has joined #openttd 17:50:19 <andythenorth> 1999 called and wants my html back :P 17:51:08 <andythenorth> http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/road_vehicles.html 17:51:18 *** welshdragon has quit IRC 17:51:45 *** welshdragon has joined #openttd 17:57:28 <andythenorth> Alberth: o_O ^ 17:59:41 <Alberth> first 2 are weird 17:59:54 <Alberth> script made a glitch? 18:00:30 <andythenorth> what’s weird about them? :) 18:00:35 <andythenorth> might just be the sprites... 18:03:51 <Eddi|zuHause> i think that's a zoom step too much 18:05:46 <Wolf01> No, they are just weird vehicles 18:06:16 <Wolf01> http://www.hankstruckpictures.com/pix/trucks/pat_russell/more/foden-steam-truck-england1.jpg 18:14:00 <Wolf01> Bah, I have instances referenced by something and I'm not able to dispose them... 18:15:30 <Eddi|zuHause> i mean in general, not just those two 18:16:19 <Wolf01> But with one zoom step less you can't see the details ;) 18:16:36 <andythenorth> with one less it’s just tiny 18:16:47 <andythenorth> Eddi|zuHause: how big are they for you (pixels) 18:16:56 * andythenorth wonders if the 50% reduction fails in some browsers 18:17:12 <Wolf01> Stupid code analisys, didn't told me I have to make a class disposable 18:17:34 <frosch123> their height is 3x the font 18:17:35 <Eddi|zuHause> about 3 times the size as the text next to them 18:17:50 <andythenorth> yeah that’s about righ 18:17:51 <andythenorth> right * 18:18:07 <Eddi|zuHause> i think it's too big. 18:18:14 <Eddi|zuHause> and too pixel-y 18:18:49 <andythenorth> http://bundles.openttdcoop.org/road-hog/push/v6146-1267/docs/html/road_vehicles.html 18:20:33 *** welshdragon has quit IRC 18:23:37 *** welshdragon has joined #openttd 18:26:03 *** Progman has joined #openttd 18:26:10 <andythenorth> better Eddi|zuHause ^ ? 18:28:05 <Wolf01> Remove the vertical align on tables 18:29:01 <andythenorth> needs vertical center 18:29:17 <Wolf01> Just remove vertical align on td 18:29:30 <Wolf01> It's set at top 18:30:51 <andythenorth> bootstrap :P 18:31:00 * andythenorth does the lazy way 18:31:03 <andythenorth> inline style 18:31:23 <Wolf01> Stupid boostrap 18:31:26 <Wolf01> *boot. 18:31:50 <andythenorth> nah, it’s good, you just have to keep it in a box 18:32:15 <andythenorth> usually I recompile it with stuff turned off 18:32:17 <andythenorth> but not here 18:32:19 <Wolf01> Also you miss sorting icons in table header 18:32:25 <andythenorth> yeah 18:32:27 <andythenorth> they suck eh? 18:32:46 <andythenorth> slow bundles is slow :( 18:33:42 <Wolf01> Eddi|zuHause, did you look at vehicles lists of Transport Fever? 18:33:49 <Eddi|zuHause> Wolf01: no 18:34:05 <Eddi|zuHause> andythenorth: yes, better 18:34:07 <Wolf01> http://www.transportfever.com/game-info/vehicles/ 18:34:21 <Eddi|zuHause> andythenorth: vertical center might help, yes 18:34:30 <Wolf01> Trains and RVs are the same of Train Fever 18:35:41 <Eddi|zuHause> hm, could really have used some more 18:36:33 <Eddi|zuHause> i'm debating whether to order it right now 18:36:46 <Wolf01> I hoped for sea transport, but I think they only made river ones 18:37:05 <andythenorth> NotRiverTypes 18:37:31 <Wolf01> NotSeaOnMaps 18:37:59 <Eddi|zuHause> river makes more sense, imho 18:38:58 <Wolf01> It's a more finished TrainFever, just as happened with Planetary Annihilation... instead of patching it they released a new paid version 18:39:12 <andythenorth> is it good? 18:39:56 <Wolf01> Trani/Transport fever? Yes, it's good, some weird limitations and bugs but I enjoy to play it 18:42:22 <Wolf01> It even have working traffic on roads, you need to make dedicated lanes for buses or you'll get stuck in traffic in 1980+ 18:44:13 <Wolf01> I hope for intersections on rails, you can't make a X crossing in Train Fever 18:55:00 <Wolf01> Track building allows for effortless construction of compact and complex track fields. For example it is possible to build tracks which can cross each other, have transfer points over multiple tracks and also double-slip switches! Details about these features may be discussed in one of the upcoming developer blogs. 18:55:12 <Wolf01> Tunnels and bridges offer the same possibilities as regular tracks. They can contain the same switches and signals, as well as cross each other. 18:55:14 <Wolf01> Nice 18:56:40 <andythenorth> ach and now JS 18:56:46 * andythenorth is doing all the things for docs 18:58:07 <andythenorth> gah how do I pop from an array in JS :P 18:58:12 <andythenorth> at a random location 19:00:56 <Wolf01> What do you need to do? 19:03:39 <Wolf01> Ha! There are lego bricks factories on Transport Fever... I'll buy it with no doubt 19:03:49 *** welshdragon has quit IRC 19:05:07 *** welshdragon has joined #openttd 19:10:16 <andythenorth> is it acceptable to hate javascript? 19:10:20 <andythenorth> or is that childish? 19:16:06 <Eddi|zuHause> Wolf01: they made a video on track construction, it looks promising 19:16:35 <Wolf01> At least there isn't the double bridge glitch anymore 19:16:48 <Eddi|zuHause> you can also make crossing bridges and stuff 19:17:07 <Wolf01> It was a PITA to build a double track bridge/tunnel 19:17:11 <Eddi|zuHause> yes 19:18:11 <Eddi|zuHause> what i'm afraid they did not adress is building crossing-free junctions by starting with a bridge, and then building the ramps 19:18:45 <Eddi|zuHause> but it might still be less fiddly with the overall track building improvements 19:20:00 <andythenorth> half my life I’ve been writing javascript 19:20:00 <andythenorth> and I’m still inept :P 19:20:06 <andythenorth> embarassingly so 19:23:27 * andythenorth can’t get into Jenkins to kick Road Hog 19:23:27 <andythenorth> https://jenkins.openttdcoop.org/job/road-hog/ 19:23:34 <andythenorth> I have a user, but creds don’t work 19:23:55 <frosch123> what needs kicking? 19:24:36 <andythenorth> it’s ok, I can see it unauthed 19:24:46 * andythenorth was looking for the failure 19:24:47 <andythenorth> got it 19:29:53 *** welshdragon has quit IRC 19:30:17 *** welshdragon has joined #openttd 19:38:23 <andythenorth> http://bundles.openttdcoop.org/road-hog/push/LATEST/docs/html/road_vehicles.html 19:38:36 <andythenorth> images are random, and link to the vehicle, FWIW 19:40:52 <frosch123> images are random? 19:41:08 <andythenorth> the 3 large banner images 19:41:16 <frosch123> oh, those 19:41:17 <andythenorth> unless my javascript is broken 19:41:21 <frosch123> so, same as firs :) 19:41:32 <andythenorth> yup 19:41:42 <frosch123> they change when reloading 19:41:53 <andythenorth> yup 19:42:00 * andythenorth has been hitting refresh for 90 seconds :P 19:42:30 <andythenorth> I might 1.0.0 this 19:45:57 <Eddi|zuHause> andythenorth: page is much nicer now 19:46:08 *** welshdragon has quit IRC 19:46:46 *** welshdragon has joined #openttd 19:46:57 <frosch123> oh, "bin/openttd" does not start f, even when in the f folder 19:47:58 <andythenorth> is f OpenTTD 2? 19:48:08 *** welshdragon has quit IRC 19:48:20 <frosch123> it copied most of the bugs, so probably 19:48:51 <Wolf01> Nice andy :) 19:49:54 *** Myhorta has quit IRC 19:51:43 *** welshdragon has joined #openttd 19:54:59 <andythenorth> 1.0.0 done 19:55:05 <andythenorth> needs a screenshot :P 19:55:09 *** welshdragon has quit IRC 19:57:37 *** welshdragon has joined #openttd 20:01:20 <V453000> F? 20:01:47 *** DDR has joined #openttd 20:02:41 <andythenorth> pfff 20:03:04 <frosch123> what else should i do after that anti-climatic wcs 20:05:29 <frosch123> V453000: so, when do we get shared orders or routes or something? :p 20:06:03 <frosch123> hmm, i remember i had a mod for shared orders last time 20:06:04 <Wolf01> I installed the tree growth mod, I already got trees over everything 20:06:51 <Wolf01> Also the IonCannon and a lot of Bob's stuff 20:08:59 *** Gja has quit IRC 20:09:00 <Wolf01> Btw, if you have 2 inserters taking from a factory, how do you prioritize one? I tried connecting them with a cable but if the master one is idle because the output is full, the slave one is deactivated 20:09:50 <frosch123> i usually use a fast and a slow inserter 20:09:51 <andythenorth> is this image blurry for the rest of you? https://www.tt-forums.net/viewtopic.php?p=1178401#p1178401 20:10:02 <V453000> frosch123: I am rooting for it. :D need to buy rseding or hanziq nuff beer 20:10:15 <V453000> andythenorth: y 20:11:16 <Eddi|zuHause> andythenorth: it's weirdly scaled 20:11:52 <andythenorth> annoying 20:11:53 <andythenorth> dunno why 20:12:30 <andythenorth> I cba to make proper buy menu screenshots tonight :P 20:12:42 <andythenorth> if anyone wants to step in, feel free :) 20:13:23 <Eddi|zuHause> anyone excited for additional hour tonight? 20:13:39 <Wolf01> \o/ 20:13:56 <andythenorth> oh dear 20:13:58 <andythenorth> it’s that day 20:14:08 *** xQR has quit IRC 20:14:17 <Wolf01> You have one more hour to do screenshots 20:14:25 *** xQR has joined #openttd 20:14:29 <andythenorth> kids will be up at horrible o-clock 20:14:33 <andythenorth> going by the clock :P 20:15:11 <V453000> oh 20:15:16 <V453000> fuck that day 20:17:23 *** Hazzard has quit IRC 20:17:23 *** Hazzard has joined #openttd 20:17:59 <Eddi|zuHause> i'm so bored... 20:18:06 <Eddi|zuHause> i even started minecraft... 20:18:09 *** welshdragon has quit IRC 20:18:10 <andythenorth> make Road Hog screenshot 20:18:13 <Eddi|zuHause> but found nothing useful to do... 20:18:14 <andythenorth> play OpenTTD 20:18:28 <andythenorth> I watch a lot of minecraft, but have no inclination to play 20:18:50 <Eddi|zuHause> i found six diamonds... 20:19:13 <andythenorth> I have been setting my 6 year old redstone challenges 20:19:20 <andythenorth> so far he has built: 20:19:21 *** Terkhen has quit IRC 20:19:31 <andythenorth> - a thing that loads a sheep into a minecart 20:19:37 <andythenorth> - a musical instrument playing a simple tune 20:19:43 <andythenorth> - an automated slaughterhous 20:19:47 *** Terkhen has joined #openttd 20:19:47 *** ChanServ sets mode: +o Terkhen 20:20:05 <andythenorth> - a crude series AND gate 20:20:20 <andythenorth> the slaughterhouse was possibly the best :P 20:20:24 <Eddi|zuHause> i have a redstone-less slaughter house. two dogs that hit any cow/pig that i mark with my bare hands 20:20:47 *** welshdragon has joined #openttd 20:21:12 *** SmatZ has quit IRC 20:21:17 *** SmatZ has joined #openttd 20:21:29 *** Yexo has quit IRC 20:21:32 <andythenorth> maybe everyone builds one 20:21:33 <Eddi|zuHause> but my sandstone-house looks ugly, my map room is too small and i can't be bothered to move to a bigger one, and i also can't be bothered to look for mods 20:21:43 <andythenorth> try a casual game :P 20:21:47 *** Yexo has joined #openttd 20:22:06 <andythenorth> the dragon farming games are surprisingly addictive, for 20 mins every day 20:22:33 *** Taede has quit IRC 20:23:34 *** avdg has quit IRC 20:23:44 *** welshdragon has quit IRC 20:23:47 *** avdg has joined #openttd 20:25:20 *** welshdragon has joined #openttd 20:26:44 *** newbie has quit IRC 20:26:46 *** dihedral has quit IRC 20:27:06 *** dihedral has joined #openttd 20:29:35 *** welshdragon has quit IRC 20:30:57 *** welshdragon has joined #openttd 20:31:33 *** Alberth has left #openttd 20:33:39 *** Arveen has quit IRC 20:39:23 *** blathijs has quit IRC 20:39:38 *** blathijs has joined #openttd 20:48:09 *** davidstrauss has quit IRC 20:48:09 *** davidstrauss has joined #openttd 20:50:55 <andythenorth> hmm 20:50:56 <andythenorth> what now :P 20:52:07 <Wolf01> Do you want to make my map editor work? 20:53:40 <andythenorth> is it flash? 20:53:42 <andythenorth> :P 20:53:45 <Wolf01> Nah 20:53:55 <andythenorth> I made a map editor once 20:53:58 <andythenorth> it used graph paper 20:54:06 <andythenorth> and then we copied the co-ordinates 20:54:07 <andythenorth> :P 20:54:25 <Wolf01> I need to make it for the user 20:54:28 <andythenorth> oic 20:54:33 <andythenorth> also for you 20:55:02 <Wolf01> Also for me to not get mad with bundled levels 20:56:50 *** sim-al2 has joined #openttd 20:57:27 <Wolf01> I would like to bundle the game with at least 20 levels to play 20:58:14 *** |JackYF| has joined #openttd 20:58:19 <Wolf01> With 2 boss levels and different gameplay ones 20:59:19 <andythenorth> 20 diverse levels is challenging :) 20:59:21 <andythenorth> to make 21:01:02 <Wolf01> I made at least 30 maps for starcraft, I could manage to make 20 levels 21:01:51 *** fonsinchen has quit IRC 21:02:09 <Wolf01> I also made the Wings of Liberty campaign for starcraft when starcraft 2 wasn't even in the minds of the developers 21:02:18 *** fonso has joined #openttd 21:02:35 <Wolf01> When I played it "wtf, this is my campaign!" 21:03:45 <frosch123> so you are paying your lego with the money you sued from them? 21:03:52 <frosch123> now all makes sense 21:03:58 <Wolf01> Eh... 21:04:21 <Wolf01> I can't sue them for a thing made with their stuff :D 21:04:58 *** jackyf has quit IRC 21:05:16 <Wolf01> It's like suing lego because they started producing your moc 21:06:51 *** FR^3 has quit IRC 21:06:56 *** FR^2 has joined #openttd 21:07:27 *** FR^2 is now known as Guest7 21:19:34 *** frosch123 has quit IRC 21:28:28 <andythenorth> bed 21:28:29 *** andythenorth has left #openttd 21:34:48 *** Supercheese has joined #openttd 21:38:58 *** zeknurn` has joined #openttd 21:42:31 *** zeknurn has quit IRC 21:42:31 *** zeknurn` is now known as zeknurn 21:46:52 *** zeknurn` has joined #openttd 21:52:27 *** namad7 has joined #openttd 21:52:34 *** zeknurn has quit IRC 21:52:35 *** zeknurn has joined #openttd 21:58:49 *** zeknurn` has quit IRC 21:58:49 *** zeknurn is now known as zeknurn` 21:58:59 *** welshdragon has quit IRC 21:59:14 *** welshdragon has joined #openttd 22:03:22 *** wCPO has quit IRC 22:03:53 *** wCPO has joined #openttd 22:03:59 *** namad7 has quit IRC 22:04:11 *** wCPO has quit IRC 22:04:48 *** wCPO has joined #openttd 22:06:05 *** namad7 has joined #openttd 22:06:08 *** sla_ro|master has quit IRC 22:12:08 *** namad7 has quit IRC 22:13:52 *** welshdragon has quit IRC 22:17:44 *** wCPO has quit IRC 22:21:51 *** Nothing4You has quit IRC 22:23:58 *** Nothing4You has joined #openttd 22:29:49 *** KouDy has quit IRC 22:29:51 *** LordAro has quit IRC 22:30:02 *** KouDy has joined #openttd 22:30:19 *** LordAro has joined #openttd 22:39:35 *** welshdragon has joined #openttd 22:51:39 <Wolf01> 'night 22:51:42 *** Wolf01 has quit IRC 22:51:49 *** welshdragon has quit IRC 22:52:06 *** welshdragon has joined #openttd 22:54:04 *** Sirenia has quit IRC 22:55:15 *** Sirenia has joined #openttd 23:02:29 *** TinoDidriksen has quit IRC 23:03:30 *** TinoDidriksen has joined #openttd 23:10:39 *** Taede has joined #openttd 23:11:50 *** efess has quit IRC 23:23:14 *** welshdragon has quit IRC 23:26:20 *** wCPO has joined #openttd 23:27:19 *** Progman has quit IRC 23:29:35 *** _dp_ has quit IRC 23:29:37 *** dP has joined #openttd 23:29:40 *** dP is now known as _dp_ 23:39:45 *** behalebabo has quit IRC 23:43:05 *** behalebabo has joined #openttd 23:45:55 *** ConductorCat has quit IRC 23:46:17 *** ConductorCat has joined #openttd 23:51:27 *** XeryusTC has quit IRC 23:51:48 *** XeryusTC has joined #openttd 23:55:42 *** ST2 has quit IRC 23:55:49 *** ST2 has joined #openttd