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00:51:07 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7602: There are 22 known save games that crash OpenTTD (latest master) on load. https://git.io/fjDDb 00:51:24 *** Supercheese has joined #openttd 01:51:23 *** Flygon has joined #openttd 03:00:32 *** D-HUND has joined #openttd 03:03:54 *** debdog has quit IRC 03:06:31 *** Thedarkb1-T60 has joined #openttd 03:06:34 *** Thedarkb1-X40 has joined #openttd 03:12:21 *** Thedarkb-T60 has quit IRC 03:12:29 *** Thedarkb-X40 has quit IRC 03:31:03 *** glx has quit IRC 03:34:27 *** Sheogorath has quit IRC 03:37:56 *** Sheogorath has joined #openttd 03:43:30 *** Sheogorath has quit IRC 04:02:58 *** Wormnest has quit IRC 04:05:34 *** Sheogorath has joined #openttd 06:10:31 *** andythenorth has joined #openttd 06:11:25 *** D-HUND is now known as debdog 06:17:04 *** sla_ro|master has joined #openttd 06:30:29 <andythenorth> yo 06:54:06 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #7602: There are 22 known save games that crash OpenTTD (latest master) on load. https://git.io/fjDHV 07:28:58 *** namad7 has joined #openttd 07:40:21 *** Flygon_ has joined #openttd 07:44:56 *** Supercheese has quit IRC 07:45:49 *** namad7 has quit IRC 07:47:59 *** Flygon has quit IRC 07:59:45 <andythenorth> Horse 98% 08:48:59 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7602: There are 22 known save games that crash OpenTTD (latest master) on load. https://git.io/fjD7a 09:01:23 <peter1138> Damn, I'm not signed in to github :/ 09:03:28 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7602: There are 22 known save games that crash OpenTTD (latest master) on load. https://git.io/fjD7N 09:43:00 *** andythenorth has quit IRC 10:02:53 *** Samu has joined #openttd 10:08:25 <LordAro> some sort of automated savegame testing is looking increasingly needed 10:16:13 *** andythenorth has joined #openttd 10:24:56 <peter1138> Go for it ;) 10:43:28 <LordAro> :p 10:43:39 * LordAro melting 11:06:18 <peter1138> :/ 11:06:22 <peter1138> Our aircon works :D 11:08:48 <peter1138> As does the automatic ice cube maker. 11:20:56 <andythenorth> our aircon is awaiting an upgraded power connection to the building :p 11:21:08 <nakki> office aircon makes me wanna never leave 11:21:21 <nakki> but i've got three weeks of vacation after tomorrow 11:50:20 *** Eddi|zuHause2 has joined #openttd 11:54:54 *** Eddi|zuHause has quit IRC 11:59:28 <Samu> the multidocks thing claims its first victim 11:59:34 <Samu> RIP Terron 12:00:48 <Samu> "Your script made an error: empty array" 12:01:10 <Samu> i can't view code on this system 12:03:32 <LordAro> peter1138: ours is broken :( 12:03:47 <LordAro> peter1138: also, what was with your effort this morning? :p 12:07:28 <Samu> https://imgur.com/HjAlDPN 12:07:58 <Samu> opening text files here show everything without paragraphs, all into a single line 12:08:10 <Samu> code files 12:11:15 <Samu> can only execute stuff that doesnt require admin rights 12:11:27 <Samu> bah, have no rights to this system 12:13:31 <LordAro> Samu: don't use notepad 12:15:18 <Samu> trying to download notepad++ 12:15:38 <Samu> then hope I can extract it, and run without admin rights 12:16:29 <Samu> wow, i can! 12:16:57 <Samu> i still have a problem... .tar files 12:17:09 <Samu> can't open .tar here, bah, I'm so limited 12:19:49 <Samu> this is my future, handicapped, limited, 12:19:58 <Samu> i hate myself, I hate my life 12:21:28 <Samu> can't do half the things I could before 12:21:43 <LordAro> dare i ask what changed? 12:22:55 <peter1138> LordAro, I... er... Hmm... 12:25:38 <Samu> it's my father... he can't take care of me anytime soon 12:26:03 <Samu> and I'm not independent 12:54:39 <FLHerne> Samu: > everything without paragraphs, all into a single line < is probably your editor being set to use Windows-style line endings (\r\n) 12:55:11 <FLHerne> Whereas most source code uses Unix-style endings (just \n) 12:56:53 <Samu> need to be able to extract .tar files 12:57:02 <Samu> notepad++ can run here 12:57:24 <LordAro> Samu: 7zip shouldn't need installing either 12:57:45 <Samu> ok, let me try 13:01:20 <Samu> can't intall it 13:01:40 <nakki> you don't need to 13:02:03 <Samu> where are you downloading it 13:06:44 <Arveen> there is a portable version of 7zip 13:18:47 <peter1138> "Our supreme 1KG is pack perfect for family sharing or even just for yourself if you are a true Biltong King or Queen." 13:19:04 <peter1138> Well damn, eating 1kg of biltong might have some side effects, heh. 13:34:18 <rubenwardy> it's cured meat, which will keep for ages 13:43:46 *** nielsm has joined #openttd 13:44:26 *** Wormnest has joined #openttd 13:49:50 <nielsm> right, power issues and brownouts continued well into the night, so I was probably right in just shutting down and unplugging most stuff last night :s 14:38:47 *** Samu has quit IRC 14:40:18 *** Flygon_ has quit IRC 14:48:28 *** cHawk has joined #openttd 14:56:42 *** king[m] has left #openttd 14:57:41 *** peter1138 has quit IRC 15:26:03 *** Samu has joined #openttd 16:04:54 <Samu> https://extract.me/ 16:04:58 <Samu> this will serve 16:18:07 <Samu> okay, terron was trying to build buoys 16:18:20 <Samu> or, actually, pathfinding 16:18:38 <Samu> FindBuoyPath 16:18:53 <Samu> and somewhere it received an empty array error 16:19:06 <Samu> did something change about buoys recently? 16:19:33 <Samu> Quadtree water pathfinder 16:22:16 <Samu> start_dock.GetWaterExit() 16:22:24 <Samu> end_dock.GetWaterExit() 16:22:39 <Samu> how would this work with multidocks.. 16:23:00 *** Progman has joined #openttd 16:27:02 *** OsteHovel has quit IRC 16:31:32 *** HerzogDeXtEr has joined #openttd 16:31:36 *** Wacko1976 has joined #openttd 16:44:34 *** andythenorth has quit IRC 16:45:29 *** gelignite has joined #openttd 17:03:34 <Samu> uhm, forget the multidocks thing 17:04:02 <Samu> terron has some quadtree functions. not sure what's a quadtree, or how it works 17:04:42 <Samu> GetIntersection returned no tiles 17:05:35 <Samu> local qt = big_qt.GetIntersection(x, y, x, y, -1).pop(); 17:06:24 <Samu> can't it intersect with itself? 17:06:44 <Samu> i dunno for sure what's it doing though 17:06:55 <Samu> but it doesn't look like a multidock problem after all 17:13:06 <Samu> https://en.wikipedia.org/wiki/Quadtree#/media/File:Point_quadtree.svg 17:13:10 <Samu> too complex for me 17:14:46 <Samu> it's not usual to see a Terron crash 17:23:20 <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=54639&p=1223783#p1223783 17:45:31 *** andythenorth has joined #openttd 17:47:05 *** OsteHovel has joined #openttd 17:49:48 <andythenorth> hi 17:54:30 <andythenorth> what are the tile dimensions of this industry? o_O https://www.railpictures.net/photo/704626/ 17:54:40 <andythenorth> 16x12? 17:55:24 <nielsm> maybe 10x6 17:55:43 <nielsm> or 10x8 17:57:41 <andythenorth> it goes a long way into the distance :) 17:58:22 <nielsm> it looks like a good candidate for multi-building industries :P 18:02:58 <Samu> can this be updated to 1.9.2 http://noai.openttd.org/api/ 18:03:14 <Samu> or there's no changes between 1.9.0 and 1.9.2? 18:05:41 <nielsm> I suppose there are, except I'm not sure the documentation was updated in the source 18:06:00 <nielsm> since iirc in 1.9.2 you can now find train-less wagons in depots 18:06:10 <nielsm> (so they aren't entirely lost) 18:10:11 <Samu> hmm maybe that's why Trans is going dumb 18:10:17 <Samu> about trains 18:10:49 <Samu> what's a train 0? 18:10:54 <Samu> a wagon? 18:11:33 <Samu> Trans builds a rail route, then when it tries to build trains... it goes nuts 18:11:35 <andythenorth> industry sublayouts you think nielsm? o_O 18:12:12 <andythenorth> https://dev.openttdcoop.org/attachments/download/9485/industry_sizes.png 18:12:24 <andythenorth> stations are proportionate there? :P 18:14:08 <nielsm> yeah I've talked about it before :) instead of defining a bunch of fixed layouts for industries, you define multiple sets of layouts for different "buildings" (one of them is the main building) and the game places multiple buildings around the area according to some defined rules 18:15:04 <nielsm> well maybe similar could be achieved by adding in the proposed industry-spawned newobjects 18:15:33 <nielsm> though those would probably also need to be defined for cargo accepts/supplies 18:16:05 <nielsm> (IMO it could be interesting if some buildings in an industry only accepted and some only supplied, and it spans a very large area) 18:16:51 *** Samu has quit IRC 18:17:42 *** techmagus has quit IRC 18:17:46 *** techmagus has joined #openttd 18:20:46 <nielsm> hmm the blitter really doesnt have a way to draw anything that isn't a sprite loaded from a GRF file, right? 18:21:06 <nielsm> (and truetype text is very special cased?) 18:21:25 <LordAro> i think it can draw rectangles as well 18:21:29 <LordAro> :p 18:21:32 <nielsm> well also that 18:22:24 <nielsm> but yeah the thought was how much work it would be to someone render a profile image from an external user inside the game gui, the answer is probably "very much work" 18:22:35 <nielsm> (especially if we're doing 8bpp blitter) 18:22:50 <LordAro> i would expect so, yes 18:34:55 *** Wolf01 has joined #openttd 18:41:04 <nielsm> NetworkAddress::GetAddressAsString() is great to have... but I can't find anything that parses those strings back? 18:42:16 <nielsm> oh, ParseConnectionString 18:49:06 *** Progman has quit IRC 18:54:34 *** HerzogDeXtEr has quit IRC 19:20:21 *** glx has joined #openttd 19:20:21 *** ChanServ sets mode: +v glx 19:20:39 *** Eddi|zuHause2 is now known as Eddi|zuHause 19:51:18 *** Progman has joined #openttd 19:58:49 *** Samu has joined #openttd 20:01:29 <Eddi|zuHause> <andythenorth> what are the tile dimensions of this industry? o_O https://www.railpictures.net/photo/704626/ <-- can easily scale that down to 5x4 or 6x4 20:02:13 <Eddi|zuHause> concentrate on 2 or 3 main buildings, sprinkling in some storage area 20:02:46 *** gareppa has joined #openttd 20:04:43 <andythenorth> I already did that :P 20:06:36 <andythenorth> I am mostly curious if huge industries are more useful in game 20:07:10 <Eddi|zuHause> <nielsm> (IMO it could be interesting if some buildings in an industry only accepted and some only supplied, and it spans a very large area) <-- that will only lead to two things: a) players stationwalking to cover the whole industry, b) players complaining that their station doesn't accept X even though they covered the station (see default oil refinery) 20:07:36 <Eddi|zuHause> andythenorth: last time you tried huge industries you complained about the game not being able to spawn them on hilly maps 20:07:52 <andythenorth> yes, that is why they're not in FIRS 20:07:52 *** gelignite has quit IRC 20:08:15 <Eddi|zuHause> you could make it a parameter 20:08:26 <Eddi|zuHause> with a warning that you should play smoother maps if enabled 20:09:03 <Eddi|zuHause> also, some placement check to leave space between industries for stations 20:09:09 *** gareppa has quit IRC 20:10:09 <andythenorth> I'm curious about sub-layouts 20:10:19 <andythenorth> hmm, but I could fake those compile side 20:10:26 <andythenorth> doesn't need OpenTTD changes 20:10:47 <Samu> I think 1.9.2 broke Trans 20:10:59 <Samu> 1.9.1 it still builds trains properly 20:11:34 <Samu> at least from what I remember from my AI tournament 20:12:36 <andythenorth> looks like it's possible to have up to 255 layouts for an industry 20:12:54 <Eddi|zuHause> is that a challenge? 20:13:04 <andythenorth> it's not a very interesting one 20:13:10 <andythenorth> say, 3 sub-modules 20:13:32 <andythenorth> 255 different arrangements of them 20:13:58 <Eddi|zuHause> 3 sub modules, 4 layouts each, is already 6 bits, leaving 2 bits for macro arrangement 20:14:24 <andythenorth> if I do it compile side, I'd have to faff about with the current height checks 20:14:37 <andythenorth> they assume contiguous layouts 20:15:18 <andythenorth> I'd need to know which sub-layout I was in, which means a very large switch to match the tile index to a sub-layout 20:15:37 <Eddi|zuHause> that sounds backwards 20:16:15 <andythenorth> it does, but I think in this case I'm correct 20:16:25 <Eddi|zuHause> also, couldn't the sublayouts have different heights? 20:16:48 <andythenorth> yes 20:16:50 *** Beerbelott1 has joined #openttd 20:16:58 <andythenorth> tiles need to be same height within the sub-layout 20:17:09 <andythenorth> but allow different between the sub-layouts 20:17:38 <andythenorth> current code checks that all tiles are same height as N tile (with some faff about allowing lowered corners) 20:17:52 <andythenorth> so instead I'd need to reference the N tile for the sub-layout 20:17:56 <andythenorth> which is possible 20:18:07 <andythenorth> just one big switch, or a lot of small ones 20:18:25 <Eddi|zuHause> the industry's height check would branch into the 3 sublayouts 20:18:36 <Eddi|zuHause> and the 3 sublayouts then check their respective tiles 20:18:41 <andythenorth> if it was done in the newgrf spec, yes 20:19:05 <andythenorth> I am thinking of the compile-side, no spec change solution 20:19:29 <Eddi|zuHause> i'm thinking the same 20:19:58 <andythenorth> well there's no concept afaict of a sub-layout 20:20:02 <andythenorth> only the tile index 20:20:17 <Eddi|zuHause> how does the height check work currently? 20:20:40 <Eddi|zuHause> is it an industry callback, or an industrytile callback, or what? 20:21:28 <andythenorth> industry tile cb 20:21:56 <Samu> how do i download 1.9.1 as a zip? 20:22:09 <Samu> want to check Trans there 20:22:11 <andythenorth> both are possible, but for allowing / forbidding construction on a specific tile, it's a tile cb 20:22:54 <Eddi|zuHause> so it is called for each tile, and you reference PARENT for north corner location? 20:23:24 <andythenorth> https://github.com/andythenorth/firs/blob/master/src/templates/location_check_macros_tile.pynml#L159 20:23:57 <andythenorth> ^ that is a check that allows building industries that look 'flat' but may actually have lowered corners on some tiles 20:24:07 <andythenorth> which seems to aid not having broken chains somewhat 20:25:54 <Eddi|zuHause> and relative_x/relative_y are industrytile variables? 20:27:10 <Samu> found it https://www.openttd.org/downloads/openttd-releases/1.9.1.html 20:27:20 <andythenorth> some kind of expression magic 20:27:52 <andythenorth> actually no, just a var https://newgrf-specs.tt-wiki.net/wiki/NML:IndustryTiles#Industry_tile_variables 20:28:51 <Eddi|zuHause> your location check kinda fails if the north corner is not part of the industy (but that's not really the point right now) 20:30:05 <andythenorth> yes there is that case 20:30:37 <andythenorth> there are industries that would fail on that 20:30:43 <Eddi|zuHause> an industry tile has an ID number, right? 20:30:55 <Eddi|zuHause> is that available in this callback? 20:31:04 <andythenorth> I would expect so 20:31:23 <Eddi|zuHause> you could use that number to encode the sublayout position 20:31:54 <andythenorth> only 255 tile IDs, I'm running out... 20:32:17 <Eddi|zuHause> say, you have 3 sublayouts in a 4x4 pattern, then the 1st sublayout gets IDs 0..15, the 2nd 16..31 and the 3rd 32..47 20:32:34 <andythenorth> IDs are scarce 20:32:59 <andythenorth> FIRS has consumed 121 / 256 so far 20:33:01 <Eddi|zuHause> you can reuse tile IDs between industries, right? 20:33:05 <andythenorth> no 20:33:09 <andythenorth> unique to grf 20:33:13 <andythenorth> unless I missed a memo 20:33:24 <andythenorth> "Industry tile IDs are local to the NewGRF, you are free to choose any ID in the 0..255-range" 20:34:01 <andythenorth> it wouldn't be hard to deduce a sub-layout from a tile index, it's just verbose 20:34:05 <Eddi|zuHause> hm, then each industry tile would need to query the industry type of the parent industry to decide anything 20:34:56 <Eddi|zuHause> so each industry tile callback would do a switch on industry type 20:35:30 <Eddi|zuHause> dunno if that has any performance impact 20:35:33 <andythenorth> I could detect the sub-layout early in the chain, store it, reuse it where needed 20:35:55 <andythenorth> it's something like (number of tiles in the layout) * (number of total layouts) though 20:36:05 <andythenorth> so it _might_ affect compile time :P 20:36:15 <Eddi|zuHause> that's just a massive lookup table 20:36:35 <andythenorth> yes 20:36:43 <andythenorth> so is bigger desirable? o_O https://dev.openttdcoop.org/attachments/download/9486/blast_furnace_max.png 20:37:02 <andythenorth> that's fake :P 20:37:04 <Eddi|zuHause> definetly would benefit some playstyles 20:37:59 <Eddi|zuHause> but like i said, it should probably be optional 20:38:53 <Samu> just confirmed: Trans can build trains properly in 1.9.1 20:39:12 <andythenorth> Steeltown tends to concentrate many primaries onto a handful of secondaries 20:39:13 <Samu> gonna test 1.9.2 just to be sure 20:39:17 <andythenorth> which seem like they should be bigger 20:39:47 <andythenorth> it's plausible that I could just include bigger layouts, and the game will use the smaller one if it can't manage the bigger 20:40:15 <andythenorth> I can't weight specific layouts trivially though 20:42:00 <andythenorth> CB 28 doesn't have any 'number of attempts' var or similar https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Industry_location_permissibility_.2828.29 20:45:07 <Eddi|zuHause> no, you should not mix small and large layouts 20:45:21 <Samu> strange, it can build trains in 1.9.2 20:45:43 <Samu> something between 1.9.2 and the build on 21st july? 20:45:48 <nielsm> https://0x0.st/zpD7.png just playing with window layouts here 20:46:02 <nielsm> needs some more spacing around places 20:46:38 <Eddi|zuHause> too much bloat text, too little context? 20:47:06 <Eddi|zuHause> also, would that turn an SP game into an MP server? 20:47:21 <nielsm> not yet, for the latter 20:47:28 <nielsm> that would be a lot of work :) 20:47:42 <nielsm> right now I only offer it for MP games 20:47:58 <nielsm> and only if the player is not hosting the server 20:48:18 <nielsm> (also need to add detection for local or internet server, so it isn't offered for LAN-only servers) 20:48:45 <Eddi|zuHause> how would you detect that? 20:48:57 <Eddi|zuHause> unadvertised servers can still be internet 20:49:12 <nielsm> check the address of the server 20:49:36 <Eddi|zuHause> that wouldn't detect NAT forwarding 20:49:39 <nielsm> if it's 127.0.0.0/8 or 10.0.0.0/8 or one of the other known private networks, assume it's local 20:50:12 <Eddi|zuHause> that'd exclude pretty much any home setup 20:50:30 <nielsm> yes if you're hosting the server inside your own firewall 20:50:37 <nielsm> and playing on the server yourself 20:50:55 <Eddi|zuHause> ... which would be about 100% of your target audience 20:51:48 <nielsm> I haven't tried to handle the "client is the server" case at all yet 20:51:56 <nielsm> there's tons of work on that 20:51:58 <nielsm> I know 20:52:12 <andythenorth> off the last 6 trains for Horse :( 20:52:21 <andythenorth> I am very uninterested in drawing 4 of them :P 20:52:59 <nielsm> the current network protocol itself would also need a way for the client to ask the server for its internet-routable address 20:53:12 <nielsm> which it could maybe (only maybe) get by asking the master server about itself 20:53:59 <Eddi|zuHause> could these "friend" services work as a proxy? 20:54:42 <nielsm> discord does offer a pseudo-p2p connection api that pretends to be stream oriented while actually doing UDP and being capable of NAT punching 20:54:46 <Eddi|zuHause> (that might avoid loads of router configuration problems, but open a new can of worms) 20:54:52 <nielsm> but then you have to buy into their API wholesale 20:55:43 <nielsm> or we could implement our own version of the same, though it would require some cooperation of a master server of some sort 20:55:55 <Eddi|zuHause> nielsm: but that you could handle inside your DLL, which would just open a local port that pretends to be the server? 20:56:08 <nielsm> maybe possible 20:56:40 <Eddi|zuHause> or pretends to be the client, on the server side 20:58:14 <Eddi|zuHause> that might actually be an interesting feature to pursue 20:58:14 <nielsm> but when if the server is a dedicated server running on linux on machine A on my home network, machine A is not exposed on the router, and I play from machine B running windows, and then I invite my friend to play? there is no discord API or network proxy on machine A 20:58:24 <nielsm> then machine B would have to act as proxy? 20:59:56 <Eddi|zuHause> well, you could still try to figure out the public IP first, and fallback to the proxy method if it fails 20:59:58 <Samu> hmm question, where can I download the nightly of 22nd july? 21:00:03 <Samu> current one is 23 21:01:01 <Eddi|zuHause> or disable the invite functionality in certain conditions 21:01:23 <Samu> still chasing a bug 21:01:41 <nielsm> Eddi|zuHause: that's why I initially intend to disable it if the server is the local machine, or the server is a known private network IP range 21:02:17 <nielsm> yes it shuts out a lot of the most interesting cases, but it's also much less work initially 21:03:19 <Eddi|zuHause> nielsm: i'd rather pursue the "A plays on his windows PC on a non-dedicated server" case rather than worry about "but what if the server is on linux?" 21:04:00 <nielsm> right now starting a listen server does not even mark you as being in a multiplayer game :P 21:04:04 <Eddi|zuHause> or, on starting the server you decide whether it should be announced on the masterserver, via discord, or both 21:04:07 <nielsm> (it doesn't even mark you as being in a game at all!) 21:04:14 <Samu> i know you guys are busy, but hmm, no way to download old nightlies? 21:04:35 <Samu> just 1 day older than current 21:04:55 <nielsm> Samu you can try to guess the URL from date and revision hash 21:05:05 <nielsm> there were only 3 commits on the 22nd so very few hashes to try 21:05:42 <LordAro> hmm, still no listing of old nightlies, is there? 21:05:48 <LordAro> is it 90 that are kept? 21:06:20 <Samu> gonna try to guess :o 21:06:33 <Eddi|zuHause> LordAro: i don't know how it is currently, but there used to be some cutoff where only sources of nightlies were ckept 21:06:51 <Eddi|zuHause> the binaries get discarded 21:07:32 <LordAro> maybe that's what i'm thinking of 21:08:06 <Samu> https://www.openttd.org/downloads/openttd-nightlies/20190722-master-g2817cd41f1.html it has a page 21:08:36 <Samu> and it downloads, ok, testing... brb 21:12:10 <Samu> bug is present on 20190722 21:12:17 <Samu> not present on 20190723 21:12:44 <Samu> fml, i built my experimental build based on 22nd 21:13:42 *** gareppa has joined #openttd 21:14:28 <Samu> i'm stuck, i need my computer t.t 21:14:47 <Samu> oh well, at least I know what it is now 21:14:55 <Samu> it's not Trans, it was openttd 21:15:32 *** gareppa has quit IRC 21:16:11 <Samu> thx, cyas 21:16:21 *** Samu has quit IRC 21:17:41 <nielsm> Eddi|zuHause: if you want to inspect or even test, I pushed my ottd branch and my discord dll now 21:17:55 <nielsm> actually I should maybe make a new dll build 21:18:05 <Eddi|zuHause> nielsm: i don't have any windows available 21:18:11 <nielsm> ok 21:18:13 <Eddi|zuHause> nor discord 21:18:21 <nielsm> good 21:18:23 <nielsm> :) 21:18:23 *** Progman has quit IRC 21:18:34 <nielsm> (I'd also prefer to be without discord) 21:27:23 <glx> but nothing really changed in this area between 22 and 23 21:27:40 <glx> oups was scrolled 21:32:26 *** nielsm has quit IRC 21:35:35 <Eddi|zuHause> yes, youtube, i definitely want to watch this new video "ABC" by this up-and-coming band "Jackson 5" 21:36:48 <andythenorth> lol` 21:38:26 <Eddi|zuHause> (that probably came out before i was born) 21:42:36 *** Wolf01 has quit IRC 21:52:21 *** acklen_ has quit IRC 21:53:52 *** acklen has joined #openttd 22:02:07 *** acklen has quit IRC 22:05:46 *** peter1138 has joined #openttd 22:05:46 *** ChanServ sets mode: +o peter1138 22:08:47 *** acklen has joined #openttd 22:13:44 *** sla_ro|master has quit IRC 22:18:01 *** acklen has quit IRC 22:26:24 *** acklen has joined #openttd 22:26:44 *** Wacko1976 has quit IRC 22:34:36 *** acklen has quit IRC 22:44:30 *** acklen has joined #openttd 22:52:41 *** acklen has quit IRC 23:08:26 *** andythenorth has left #openttd 23:51:57 *** acklen has joined #openttd