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00:03:53 *** keoz has joined #openttd 00:20:36 *** virtualrandomnumber has quit IRC 00:41:26 *** chomwitt has quit IRC 01:54:51 *** keoz has quit IRC 02:10:27 *** Mazur has quit IRC 02:18:54 *** Mazur has joined #openttd 03:09:23 *** Supercheese has quit IRC 03:09:45 *** Supercheese has joined #openttd 03:20:40 *** glx has quit IRC 03:34:30 *** Supercheese has quit IRC 03:43:26 *** haudrauf has quit IRC 03:44:45 *** haudrauf has joined #openttd 04:44:04 *** Alberth has joined #openttd 04:44:04 *** ChanServ sets mode: +o Alberth 05:18:13 *** keoz has joined #openttd 05:33:52 *** FLHerne has quit IRC 05:34:46 *** FLHerne has joined #openttd 05:48:07 *** rp4k has joined #openttd 05:49:09 <rp4k> hello is there an easy way to apply a patch for ottd1.8.0 on windows? me and my friend would like this chatbox patch we found on the forums. 05:49:23 <rp4k> https://www.tt-forums.net/viewtopic.php?t=40927 06:03:47 <Alberth> as soon as you patch, it is not 1.8.0 any more 06:04:26 <Alberth> which means you cannot play a multi-player game with other unpatched 1.8.0 versions 06:05:13 <Alberth> but patching involves getting the source code, getting a compiler, applying the patch to the source code, and compile everything 06:06:13 <Alberth> not terribly complicated, but setting it all up takes time and effort 06:07:58 <rp4k> and what makes it even worse is i run the server off my synology server/docker/contianer 06:08:04 <rp4k> not worth the headache 06:08:20 <rp4k> network_chat_box_width_pct = 40 06:08:21 <rp4k> network_chat_box_height = 5 06:08:21 <rp4k> network_chat_timeout = 180 06:08:26 <Alberth> oh, 2008 i see 06:08:40 <rp4k> these things in settings worked just fine 06:08:47 <Alberth> likely the patch doesn't apply cleanly 06:09:02 <rp4k> we just wanted something easy for us to use to open chat window to see what we had said 06:09:10 <Alberth> which means you have to manually merge it into the source code 06:09:11 <rp4k> but pushing ~ also does this i guess 06:09:45 <Alberth> I typically keep a chat open in another window 06:10:12 <Alberth> ie another application 06:11:56 <Alberth> https://www.tt-forums.net/viewtopic.php?p=751515#p751515 you saw this remark? 06:11:57 <rp4k> what application 06:12:56 <Alberth> just a regular chat application, whatever you have 06:14:04 <Alberth> but I have 4 virtual desktops with windows of various applications 06:20:34 *** andythenorth has joined #openttd 06:21:43 <Alberth> it looks like you will have to rewrite the entire window code of that patch 06:22:11 <Alberth> since the window system was rewritten between 2009 and 2011 or so 06:22:14 <Alberth> hi andy 06:22:23 <andythenorth> lo 06:22:48 <andythenorth> seems I msised a lot 06:22:54 <andythenorth> so nml is now xml, right? 06:22:55 <andythenorth> :P 06:23:57 <Alberth> yep 06:24:32 <Alberth> we pondered about xxml, but didn't decide yet 06:25:06 <andythenorth> I wondered about blockchain 06:27:14 <Alberth> I know the word, and its connection to crypto stuff, but how? no clue 06:27:31 <andythenorth> well 06:27:42 <andythenorth> blockchain is a very important tool 06:27:51 <andythenorth> like XML 06:28:04 <Alberth> ah, that makes sense 06:28:11 <andythenorth> its main benefit is the ease with which it extracts money from investors 06:28:27 <andythenorth> if we want to modernise openttd, we should probably consider it 06:28:35 <Alberth> :o I thought bitcoin did that, or am I too late for that? 06:28:46 <andythenorth> oh you can just start your own coin offering 06:28:48 <andythenorth> it's fine 06:29:00 <andythenorth> then people send you BTC or paypal real $ 06:29:05 <andythenorth> then you just abscond with it 06:29:30 <Alberth> sounds good 06:29:42 <andythenorth> https://www.investopedia.com/news/80-icos-are-scams-report/ 06:30:03 * andythenorth reading about merkle trees https://en.wikipedia.org/wiki/Merkle_tree 06:30:56 <Alberth> nice 06:39:49 *** nielsm has joined #openttd 06:42:19 <andythenorth> moin nielsm 06:43:14 <nielsm> morning 06:45:18 <Alberth> https://github.com/Alberth289346/py-xpd macro processor thingie 06:45:35 <Alberth> planetmaker: ^ 06:54:50 <andythenorth> Alberth: does that use a new syntax, or the CPP syntax? o_O 06:55:10 <andythenorth> I did read the code first :) 06:55:19 <andythenorth> but not very well 06:55:22 <nielsm> some examples would be nice ;) 06:56:47 <Alberth> it uses new syntax, the readme explains it, although in a very technical manner 06:57:56 <planetmaker> it's somewhat new syntax. But close enough IMHO that 99% can be adopted quickly enough 07:00:11 <Alberth> https://paste.openttdcoop.org/pipcyqy6p some random ogfx+airports code adapted for py-xpd 07:00:13 <planetmaker> rp4k, I suggest to use a client connected to the admin interface to store the ingame chat for longer. Or to open the console of your OpenTTD client 07:00:57 <andythenorth> ok so macros with params 07:01:10 <andythenorth> wonder if I could drop chameleon? o_O 07:01:19 <Alberth> basically #include -> include; #define -> define ... endmacro and remove the \ 07:01:38 <Alberth> yes, macros with params, like cpp :p 07:01:44 <andythenorth> now it just needs loops, string replacement, and the ability to call arbitrary python :D 07:01:54 <andythenorth> oh and conditionals 07:02:08 * andythenorth is probably not the target audience 07:02:34 <Alberth> I think that macro processor already exists, it's called 'python' 07:02:42 <planetmaker> :) 07:03:01 <planetmaker> andythenorth, string replacements is basically one application of 'define' 07:03:02 <Alberth> you may have heard of it :p 07:07:26 <andythenorth> dunno how anyone else writes nml :) 07:07:28 <andythenorth> https://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/properties_tile.pynml 07:07:36 <andythenorth> they all seem to do it without loops 07:08:04 <andythenorth> loops are the most basic concept in programming, or at least the first one I learnt 07:08:26 <andythenorth> 10 print [swearwords] 07:08:29 <andythenorth> 20 goto 10 07:08:35 <andythenorth> basically the first program 07:08:57 <Alberth> looping is applying a template 20 times, or 20 includes 07:09:11 <Alberth> once for every thing 07:09:15 <andythenorth> do(20) {loop} 07:09:34 <andythenorth> I am not trying to persuade you to add them :) 07:09:36 <andythenorth> just talking 07:09:43 <Alberth> you make one more step, and have the various slight variations all bundled into one template 07:10:09 <Alberth> so you need to go left or right depending on the variation you generate 07:10:48 <andythenorth> with (vehicle_ids) { template(vehicle_id) } 07:11:05 * andythenorth back to pixels :P 07:11:22 <Alberth> pixel1(); pixel2(); pixel3(); ... :) 07:11:30 <andythenorth> loops with a single parameter are very bad long term 07:11:52 <andythenorth> and params scale horribly 07:11:57 <Alberth> there is a sweet spot somewhere in the middle 07:12:09 <andythenorth> much easier to have a data structure in scope, like....a python class :P 07:12:25 <Alberth> not using templates is bad, trying to squash all complexity into a single template doesn't work either 07:12:46 <andythenorth> the nice thing about using it 20 times 07:12:58 <andythenorth> is there's no separate step to define the vehicle/industry etc 07:13:23 <andythenorth> whereas I have split the configuration step (python files) from the templates (chameleon) 07:13:54 <andythenorth> arguably just calling template_name(parameters) is more direct 07:14:24 <andythenorth> I have a lot more glue in the middle 07:14:41 <andythenorth> Horse sprites: 55% complete 07:14:48 <Alberth> it's a matter of scaling, you can generate several economies all with the same templates 07:15:05 <Alberth> and easily edit/change them 07:15:26 <Alberth> that comes with the cost of clean separation of things 07:15:52 <Alberth> all new horses? 07:16:05 <Alberth> or do you re-use old horses too? 07:18:00 <andythenorth> all new pretty much 07:18:07 <andythenorth> everything at least tweaked, or totally redrawn 07:19:48 <Alberth> yummy! 07:20:33 <andythenorth> Alberth: I forget, did we rewrite nml to use scopes? o_O 07:20:56 * LordAro decides not to go cycling today :( 07:21:11 <Alberth> not that I am aware of, andy 07:21:19 <andythenorth> I think we'd remember that 07:21:37 <Alberth> think so too 07:21:52 <Alberth> no good weather outside LordAro ? 07:21:59 <LordAro> indeed 07:22:00 <LordAro> much wet 07:23:56 <Alberth> :o it's beautifully sunny, but also with some clouds here, looks like a day for a nice walk 07:23:57 <Alberth> wouldn't you get wet on the inside otherwise? 07:24:30 <LordAro> haha, yes 07:24:39 <LordAro> but there's a point at which you're just having another shower 07:24:44 <LordAro> for 2.5 hours 07:25:54 <Alberth> hmm, bit long eh? 07:27:46 *** Progman has joined #openttd 07:42:26 *** dvim has quit IRC 08:31:49 <planetmaker> andythenorth, there's no scopes in NML so far. As far as I know / remember 08:32:21 <andythenorth> there aren't :) 08:36:22 <Alberth> it came up in a discussion once, we both consider it a good idea :) 08:43:08 <andythenorth> the main appeal for me was partial compiles 08:43:16 <andythenorth> there might be other ways to achieve that 08:43:21 <andythenorth> my solutions are often crude 08:43:40 <andythenorth> scopes is a rudimentary way of being able to link at the end 08:47:35 <Alberth> it's more to avoid so many unique variables 08:48:01 <Alberth> with the messy bla ## bla glue hacks in cpp 08:49:21 *** Progman has quit IRC 08:55:52 <andythenorth> and less boilerplate declaring IDs 08:56:04 <andythenorth> oh and less time in the compile resolving varaction 2 IDs 08:56:11 <andythenorth> [unproven] 08:59:21 <nielsm> https://0x0.st/sW-a.png hmmmmmm 08:59:28 <Alberth> I'll make a new station nml :p 09:00:07 <andythenorth> nielsm: not resolving strings for non-default cargos? 09:00:11 * andythenorth pure guessing, no clue 09:00:22 <nielsm> yeah, I have no idea what I'm doing here 09:00:29 <Alberth> not enough lines was my guess 09:00:39 <andythenorth> nielsm: have you got a test grf? 09:00:40 <nielsm> it's also not using the right cargoes 09:01:49 <nielsm> oh, I know why that is now 09:03:09 <nielsm> broke the cargo translation table with a dumb mistake 09:07:13 <Alberth> do smart mistakes exist? 09:10:43 *** chomwitt has joined #openttd 09:13:36 <Alberth> bbl 09:13:37 *** Alberth has left #openttd 10:03:38 *** Wormnest has joined #openttd 10:32:37 *** chomwitt has quit IRC 10:36:01 *** frosch123 has joined #openttd 11:04:24 *** chomwitt has joined #openttd 12:17:06 *** Alberth has joined #openttd 12:17:06 *** ChanServ sets mode: +o Alberth 13:01:18 <andythenorth> well 13:05:18 <nielsm> https://0x0.st/sWox.png 13:05:21 <nielsm> not quite right... 13:08:08 *** Kippers has joined #openttd 13:15:08 <andythenorth> not bad though eh 13:15:29 <andythenorth> tells me that I rarely want to use more than 4 :P 13:17:17 <andythenorth> it has one really nice benefit for FIRS though 13:17:21 <nielsm> actual problem seems to be that town houses that should accept more cargoes are not 13:17:38 <andythenorth> I can consolidate the ports to just 1 or 2 types, instead of 3 or 4 13:17:45 <andythenorth> it will make for much more playable maps 13:19:29 <Kippers> How do I generate a new string table? Trying to add the new russian ruble to the game, but I'm unsure how to declare the game options string 13:20:01 <nielsm> the makefile (or visual studio project) automatically does that if you modify english.txt 13:20:32 <Alberth> usually with strgen, not sure if that program is downloadable 13:20:32 <Kippers> Ok, I'll give it a shot 13:20:40 <nielsm> so step 1 modify english.txt to add new strings, recompile, step 2 use new string constants in code, recompile 13:20:48 <nielsm> and step 3 make translations 13:21:23 <Kippers> Ah, better cut out my code snippet then 13:22:12 <nielsm> well you might get a compile failure the first time 13:22:31 <nielsm> but it shouldn't really hurt to begin using the new strings before strgen'ing them for english base 13:22:53 <nielsm> (just compile once more when the new headers are generated too) 13:25:22 *** masse has quit IRC 13:26:55 <Kippers> By the way, what is the text encoding for OTTD? I'd like to add the cyrillic characters for the ruble while I'm at it 13:27:21 <nielsm> utf8 13:27:26 <Kippers> Ok 13:27:57 <nielsm> don't expect cyrillinc to show correctly for players using bitmap fonts (the default for english) 13:27:59 <nielsm> -n 13:30:00 <Kippers> So I shouldn't add a cyrillic postfix? 13:30:58 <nielsm> not for the base english no 13:31:22 <nielsm> unless you also add some supplement characters to the base grf files 13:32:29 <Kippers> Welp, "rub" postfix it is 13:34:35 <Kippers> Now that I've added the string constants in the english set, how do I add the translations? 13:34:48 <Kippers> Just a recompile? 13:35:19 <Kippers> Or do I have to manually add the string for every language? 13:35:38 <nielsm> it's okay to leave other translations without the new string 13:35:52 <nielsm> the eints web translator handles that correctly 13:36:45 <Kippers> So I just need to commit after having added the string to the english set, right? 13:37:15 <nielsm> yep 13:37:53 <Kippers> I'll go mess with git then 13:50:11 <planetmaker> Kippers, translations are entirely handled by the translations system. No translations shall be changed via code commits 13:52:06 <planetmaker> Only add the new string in default english language file 13:58:42 <Kippers> Good, because that's what I did 13:58:43 <nielsm> ah that looks right: https://0x0.st/sWHK.png 13:59:07 <nielsm> (confusing, but not wrong) 13:59:25 <nielsm> (need to figure out what the little squares at the bottom are) 14:00:15 <Alberth> vertical connections aren't entirely centered between the industries, are they? 14:00:30 <Kippers> I also made a pull request with my mediocre git abilities 14:00:44 <Alberth> maybe they never were, I don't remember :p 14:10:34 *** Kippers has quit IRC 14:27:39 *** Kippers has joined #openttd 14:28:56 <planetmaker> nielsm, increasing the cargo acceptance and production numbers per industry? 14:29:03 <nielsm> planetmaker yep 14:29:09 <planetmaker> <3 :) 14:29:23 <nielsm> "almost working", so only the hard work left 14:29:41 <planetmaker> hehe. nasty 80:20 rule :) 14:30:04 <nielsm> someone needs to extend NMLC to support the new properties and callbacks 14:30:23 <planetmaker> for your new cargo capabilities? 14:30:25 <nielsm> and make something more advanced than I can figure out how to hack up in nfo 14:30:30 <nielsm> yeah 14:31:02 <planetmaker> andythenorth, will be your friend for (ab)using all the cargoes you throw at him ;) 14:31:18 <nielsm> I know, he's already drooling :P 14:41:01 *** sim-al2 has quit IRC 14:43:42 <planetmaker> Kippers, can you explain to me: what's the difference between the rubel and the new rubel? There's a difference in the conversion to the game currency... but actually different to what I'd expect (things get more expensive instead of cheaper, while in reality 3 zeroes got cut off) 14:50:22 <andythenorth> is nml in openttd github yet? o_O 14:52:02 <planetmaker> didn't seem so 14:52:47 <andythenorth> it looked close though 14:57:57 <Kippers> planetmaker, I looked up the conversion factor for GBP to RUB, and used that in the exchange rate. I just assumed that was how it was supposed to work. Did I mess it up? 15:00:48 <planetmaker> no, that's how it works... though iirc usually the conversion at 1950 is used - which arguably is difficult - and is of limited value as exchange rates may vary wildly as time progresses 15:01:24 <planetmaker> I rather wonder whether it shouldn't work like the Euro: the RUR is transformed to the RUB at the given date 15:02:16 <Kippers> I didn't mess with converting old ruble to new ruble at a certain date, though I wondered if I should 15:02:29 <Kippers> Maybe that's the next thing I'll get my hands dirty with 15:02:58 <Kippers> Seems like a decent beginner issue 15:03:19 <planetmaker> was the RUR the currency used in the Soviet union, too? How did it go with the currencies of the other former Soviet states? 15:03:40 <Kippers> IIRC they used the SUR 15:04:05 <Kippers> Dunno about the rest of the eastern bloc 15:07:00 <planetmaker> they had their own currencies - if they were not part of the SU. 15:08:13 <Kippers> So Yugoslavia and the like 15:08:31 <Kippers> Though they were never really soviet to begin with 15:09:47 <planetmaker> wiki suggests that for Russia there was no new currency when the SU fell apart. Just differently-looking bills and coins, but no reform with different exchange rates or so 15:10:36 <Kippers> Maybe they used potato as currency 15:11:18 <Kippers> Anyway, should I update the old ruble conversion value to match a more modern value, or is it irrelevant? 15:11:19 <planetmaker> Using Rubel is older than the potatoe is known in Europe ;) 15:11:58 <Kippers> Before then, it was merely a slavic dream 15:11:59 <frosch123> Kippers: some newgrf try to assign the historical prices to vehicle 15:12:18 <frosch123> changing currency conversions has no effect other than upsetting those people :) 15:12:24 <Kippers> Fair enough 15:12:36 <Kippers> I'll not mess with it then 15:15:15 <Alberth> 0 * 4 165.000000 19.000000 0.000000 0.000000 haha, nice sprites :p 15:16:13 <frosch123> i think you overdid it with the floating spec 15:17:02 <michi_cc> Ladies and Gentlemen, please have a close look at https://github.com/OpenTTD/OpenTTD/commits/master (where's our announce bot, TB? :p) 15:19:10 <planetmaker> \o/ 15:27:16 <nielsm> frosch123: so if following your idea, you'd add a flag on the industry that indicates "all tiles accepts all input cargo types", which is tested in the IndustryTileAccepts function, and if set all cargos from the industry are automatically added 15:27:37 <nielsm> then you can keep using prop 0A 0B 0C on industry tiles to add extra accpted cargos for some tiles 15:28:16 <nielsm> and maybe extend those properties so the acceptance amount is taken as a signed value (when the "all tiles accept everything" flag is set) so you can instead subtract acceptance from some tiles 15:28:26 <nielsm> and not add any more properties or callbacks on industry tiles at all? 15:29:34 <frosch123> i meant a flag for the tile, not for the industry 15:29:42 <frosch123> all other options are left open 15:31:31 <frosch123> one could also add an optional property like the new industry property 25 to list all accepted cargos of a cargo, which would still duplicate thoe from the industry... 15:32:24 <frosch123> anyway, my concern is mainly about the tile callbacks. they multiply the cpu resources by the number of tiles of an industry (so like 20x-40x) without adding any functionality) 15:32:46 <nielsm> I did add industry tile prop 13 which lists all accepted properties for the tile 15:33:00 <nielsm> in variable length format 15:33:17 <frosch123> yes, something like that 15:33:39 <nielsm> https://0x0.st/sWH5.txt 15:33:43 <nielsm> my test nfo 15:34:35 <frosch123> i hope you did not count the bytes manually :) 15:34:50 <nielsm> approximated and let grfcodec do that :) 15:35:08 <frosch123> usually peoply just write "-1 * -1" 15:35:09 <nielsm> I can't find anything about a syntax that lets it calculate lengths for me 15:35:36 <frosch123> nfo syntax is a bit of a mess :p those values are just ignored 15:35:42 <frosch123> just like the "do not modify" :p 15:49:57 <nielsm> a slightly improved nfo format with macros, but nothing as "understanding" as nml, could be useful 15:50:18 <frosch123> m4nfo :p 16:18:05 <peter1138> Nobody understands m4. 16:19:41 <Alberth> it's not that difficult, just lots of quotes :p 16:20:44 <frosch123> they thought lisp is hard to read because of all the ( ), so they used ` ยด instead 16:23:27 <Alberth> something like that :) 16:24:49 <Alberth> could use tcl, also has lots of quotes, since everything is a string 16:25:29 <frosch123> i think it has way more \ than quotes 16:26:02 <frosch123> they say, c beginners randomly add * and & until it compiles 16:26:18 <frosch123> when i use tcl, i usually have to incrementally add more \ 16:26:44 <Alberth> oh, didn't use tcl for long, basically until I found Python 1.5.2 :p 16:28:58 <frosch123> what was the main change for python1 -> 2? 16:32:32 <frosch123> hmm... i thought unicode is one of the main features of python3 (strings vs bytes)... but it is also listed for python 2 vs 1 :p 16:32:59 <nielsm> python3 made unicode the default 16:33:11 <nielsm> python2 might have made it possible 16:39:55 <Alberth> from what I remember, the main change was a better class system 16:41:02 <Alberth> python3 has the string/bytes distinction enforced, you have to go through a codec from external to internal and vice versa 16:41:21 <frosch123> i expected you to say "list comprehension" 16:41:21 <Alberth> python2 had unicode, but it was all string 16:42:10 <Alberth> in that case, generators :) 16:43:01 <Alberth> where values are computed on the fly, at the moment they are needed 16:44:39 <Alberth> so no large intermediate lists that are passed around between functions, but a generator object 16:44:51 <Alberth> ie "yield" statement 16:47:51 <Alberth> list comprehension wasn't new to me, I already encountered it in a functional programming language :) 16:48:06 <frosch123> https://docs.python.org/3/whatsnew/2.0.html <- most irritating is the text on sourceforge 16:48:46 <Alberth> I also already implemented list comprehensions in a language as graduation project :) 16:54:33 <Alberth> back then, sourceforge was useful :) 18:17:45 <nielsm> hmm... what the little stubs look like if I revert the change that makes the industry chain window small again: https://0x0.st/sW8o.png 18:18:05 <nielsm> rather interesting they bottom align 18:18:59 <Alberth> you can analyze the max number of connections 18:19:53 <Alberth> what if you made the lines smaller? 18:20:11 <nielsm> that's the other option, just scaling them down 18:20:32 <nielsm> but you still want them large enough to hit with a mouse (or a fat finger groping the screen) 18:20:33 <Alberth> I made them this big as it looks good, and you can easily click them, but if you make the name clickable instead or so 18:21:01 <Alberth> or some rectangle somewhere 18:21:21 <Alberth> hmm, a row at the bottom? 18:21:36 <Alberth> non-scrolled :p 18:21:59 <Alberth> you have at most 32 cargoes 18:26:23 <frosch123> 64 :) 18:27:12 <frosch123> i wonder when people will request more palette colors 18:28:01 <nielsm> here's another solution failure I tried: https://0x0.st/sW8b.png 18:29:04 <nielsm> there's at most 16 connected bars of cargo in each "connection column", and each edge of an industry has at most 16 connections 18:29:32 <nielsm> but there could be up to all 64 different cargoes represented on a single display of this, via the stubs 18:30:18 <nielsm> it needs to place the stubs in the empty slots on each industry, starting from the top 18:36:12 *** keoz has quit IRC 18:52:06 *** Supercheese has joined #openttd 19:06:19 <Alberth> click on the industry, and the row display the industry input/output? 19:07:38 <nielsm> "don't draw non-participating cargoes" is also a potential solution :P 19:08:51 <Alberth> you can click them to change cargo you display currently :p 19:10:22 <frosch123> is there some way to blame the grf? :p 19:13:04 <nielsm> don't think so, the cargo order gets shuffled around during the graph construction! 19:14:22 <andythenorth> I am not convinced we need the stubgs 19:14:24 <andythenorth> stubs * 19:14:46 <andythenorth> they're nice, but I didn't realise what they did until I read ^^^^ 19:16:53 <Alberth> functionality hidden in plain sight :p 19:17:06 <Alberth> I agree it could use a hover text 19:18:29 <nielsm> unrelated, https://0x0.st/sW85.jpg 19:22:26 <Alberth> nice picture 19:26:31 <planetmaker> is it picture time? :D 19:26:47 <frosch123> run! 19:27:14 <nielsm> is there ever a time on the internet where it's inappropriate to post pictures of animals? 19:27:24 <nielsm> (especially pets) 19:28:32 <planetmaker> probably :) 19:28:35 *** keoz has joined #openttd 20:12:23 *** glx has joined #openttd 20:12:23 *** ChanServ sets mode: +v glx 20:16:53 *** Alberth has left #openttd 20:23:59 *** Kippers has quit IRC 20:32:01 *** sim-al2 has joined #openttd 20:37:59 *** Kippers has joined #openttd 20:59:18 *** frosch123 has quit IRC 21:10:05 *** Kippers has quit IRC 21:10:39 *** Supercheese has quit IRC 21:11:01 *** Supercheese has joined #openttd 21:26:17 *** andythenorth has left #openttd 22:08:29 *** Wormnest has quit IRC 22:32:31 *** nielsm has quit IRC 23:51:17 *** chomwitt has quit IRC