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00:14:12 <Artea> towns with 90k population is insane :o 00:14:28 <Eddi|zuHause> the highest i heard about was 3M 00:15:04 <Artea> well 00:15:07 <Artea> let's reach that 00:15:14 <Artea> my goal is 1000 years 00:15:35 <Eddi|zuHause> it probably involves optimizing the road layout 00:15:57 <Artea> there is zones with 4 town fused 00:16:18 <Eddi|zuHause> that probably won't help either :p 00:16:30 <Artea> it's a big map ;P 00:16:54 <Eddi|zuHause> it's not so much about the size of the map 00:17:15 <Eddi|zuHause> but at some point the growth speed of towns cancels out with the decay speed of houses 00:17:49 <Artea> I was wondering that 00:18:02 <Eddi|zuHause> so you want to max out the growth speed by avoiding that the growth algorithm gets caught in dead end roads 00:18:48 <Eddi|zuHause> (also, you can use NewGRFs who provide houses with bigger population and longer lifetime) 00:19:18 <Artea> I need to review the newgrfs in next version 00:20:48 <Eddi|zuHause> you want to avoid dead end roads that end at rails, oceans or other unbuildable points 00:21:09 <Eddi|zuHause> and sometimes it helps if you build tunnels from the town center to the outskirts 00:21:15 *** Wormnest has quit IRC 00:23:14 <Artea> names with more than 100k population: Sillyton and Tastyweed 00:25:00 <Artea> is hard to control the towns now 00:31:33 <Artea> just made Sillyton lose 8k population :( 00:31:39 <Artea> time to sleep 00:31:43 <Artea> good night 00:33:11 *** Wormnest has joined #openttd 00:41:44 *** Wormnest has quit IRC 01:37:37 *** Wormnest has joined #openttd 01:44:06 *** glx has quit IRC 02:00:57 *** Flygon has joined #openttd 02:17:24 *** Supercheese has quit IRC 02:17:45 *** Supercheese has joined #openttd 02:30:15 *** Wormnest has quit IRC 02:42:25 *** Wormnest has joined #openttd 03:20:16 *** Gustavo6056 has joined #openttd 03:24:58 *** Gustavo6046 has quit IRC 03:24:58 *** Gustavo6056 is now known as Gustavo6046 03:34:45 *** Wormnest has quit IRC 03:39:29 *** Gustavo6046 has quit IRC 03:46:56 *** Wormnest has joined #openttd 03:50:42 *** Samu has quit IRC 03:56:46 *** HerzogDeXtEr has joined #openttd 04:39:15 *** Wormnest has quit IRC 04:44:51 *** tokai has joined #openttd 04:44:51 *** ChanServ sets mode: +v tokai 04:51:31 *** Wormnest has joined #openttd 04:51:35 *** tokai|noir has quit IRC 04:55:42 *** Alberth has joined #openttd 04:55:42 *** ChanServ sets mode: +o Alberth 05:43:49 *** Wormnest has quit IRC 05:50:11 *** nielsm has joined #openttd 05:56:02 *** Wormnest has joined #openttd 06:11:35 *** andythenorth has joined #openttd 06:15:32 <Alberth> o/ 06:19:04 <andythenorth> hi 06:47:34 *** Supercheese has quit IRC 06:47:56 *** Supercheese has joined #openttd 06:48:20 *** Wormnest has quit IRC 06:53:55 *** andythenorth has quit IRC 06:58:21 *** nielsm has quit IRC 07:00:30 *** Wormnest has joined #openttd 07:10:57 <peter1138> Hi 07:13:09 <LordAro> moin 07:13:15 <peter1138> Oops, I broke the scenario editor. 07:13:34 *** Wolf01 has joined #openttd 07:14:44 *** andythenorth has joined #openttd 07:14:50 <Wolf01> o/ 07:32:10 *** sla_ro|master has joined #openttd 07:33:55 *** arikover has joined #openttd 07:34:30 <Alberth> o/ 07:34:36 <LordAro> o/ 07:35:08 <LordAro> Alberth: feel like looking into 6605 a bit more? :) 07:36:38 <Alberth> I read your explorations, didn't help much in understanding what happens 07:37:25 <Alberth> hmm, maybe add a watch on the poolsize changing? 07:42:06 <LordAro> watchpoints make everything super slow 07:42:32 <LordAro> i suspect that there actually 5 i valid depots in the savegame 07:42:47 <LordAro> invalid* 07:43:19 <LordAro> though i've no idea how they got there 07:46:22 <Alberth> set a break point at the afterload "thingie 5" point 07:46:32 <Alberth> then add a watch 07:50:53 *** arikover has quit IRC 07:52:53 *** Wormnest has quit IRC 07:53:22 <LordAro> isn't that too late though? the depot pool has already been initialised by that point 07:53:34 <peter1138> It's all too late cos it's already happened ;) 07:54:36 <Alberth> it's a bug in an earlier conversion? 07:55:02 <peter1138> The savegame is already broken. 07:57:00 <peter1138> Ok, should I add the show-coverage button to the scenario editor town window, or just ignore coverage there? 07:57:16 <Alberth> ie in an earlier upgrade to the current version of the savegame thus 07:57:30 <peter1138> Is it? 07:57:38 <LordAro> or in how the game was originally saved 07:57:39 <peter1138> I don't think so. 07:57:40 <Alberth> I don't know 07:57:47 <peter1138> It's just a broken save as far as I know. 07:58:02 <peter1138> But one that's been reported more than once. 07:58:07 <LordAro> peter1138: seems useful to add it to the scenario editor? 07:58:47 <Alberth> adding it to the SE would be useful, people may want to pixel-perfect put down industries etc 07:58:50 <peter1138> Ok. 07:59:45 <peter1138> Urgh, debug build loading slow :p 08:01:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7545: Fix 81d335b: Coverage button missing from town window in scenario editor. https://git.io/fjGeg 08:03:40 <andythenorth> meh old Severn Bridge is closed 08:03:48 <andythenorth> such wind 08:05:14 *** Wormnest has joined #openttd 08:18:42 <Wolf01> I think I got lost there once, playing geoguessr 08:29:58 *** Supercheese has quit IRC 08:32:38 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7545: Fix 81d335b: Coverage button missing from town window in scenario editor. https://git.io/fjGeh 08:41:44 <LordAro> ok, can't use IsDepotTile inside Load_DEPT, it's too early 08:41:48 <LordAro> they're all invalid :) 08:44:16 *** Progman has joined #openttd 08:51:11 <LordAro> alright, that actually works, interesting 08:51:35 <LordAro> https://i.imgur.com/ZLDsmLV.png i feel like this is another savegame conversion bug 08:56:00 <Alberth> looks like it :) 08:56:33 <LordAro> i do believe i have a fix for the invalid depots though 08:56:38 <LordAro> not sure how correct it is, but.. 08:57:19 *** Wormnest has quit IRC 09:00:25 <LordAro> and also fixes 6507 09:02:30 *** arikover has joined #openttd 09:09:31 *** Wormnest has joined #openttd 09:09:56 *** fanioz has joined #openttd 09:10:09 <Alberth> nice 09:39:35 *** Samu has joined #openttd 09:41:38 <Samu> hi 09:47:28 *** Gumle2 has joined #openttd 09:56:48 <Samu> aha, finally a round where my AI sucks 09:59:34 <Samu> doesn't even build 09:59:43 <Samu> looks like 100k is too little for a route 10:01:27 <Samu> https://www.youtube.com/watch?v=bEmCPuUbBy0 this song is awesome but the video is horrible... 10:01:53 *** Wormnest has quit IRC 10:04:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7545: Fix 81d335b: Coverage button missing from town window in scenario editor. https://git.io/fjGvH 10:04:27 <andythenorth> weird forums day 10:04:30 <andythenorth> is NRT merged then? 10:14:04 *** Wormnest has joined #openttd 10:17:43 *** Gumle2 has quit IRC 10:30:44 <Wolf01> 7km walk, not so much tired but completely wet 10:34:14 *** nielsm has joined #openttd 10:34:42 <Artea> hello 10:37:42 <nielsm> moo 10:38:51 *** arikover has quit IRC 10:39:28 <Artea> GoG is selling Theme Hospital for 5.29 euros 10:40:20 *** gareppa has joined #openttd 10:46:36 <andythenorth> Hog Hog Hog 10:46:44 <andythenorth> it's big it's wood it's Hog 10:47:54 <Artea> lol 10:50:52 <Artea> 900+ years 10:51:01 <Artea> so happy my vps can handle OTTD 10:58:34 <Artea> sad max loan is capped 10:58:49 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on issue #7534: GSGoal.QuestionClient sends message to wrong client https://git.io/fjGf4 11:04:18 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7545: Fix 81d335b: Coverage button missing from town window in scenario editor. https://git.io/fjGfa 11:06:24 *** Wormnest has quit IRC 11:18:36 *** Wormnest has joined #openttd 11:20:47 <andythenorth> much and very sprites 11:37:27 *** alekseiytalanov has joined #openttd 11:37:33 *** alekseiytalanov has left #openttd 11:38:30 *** alekseiytalanov has joined #openttd 11:38:35 *** alekseiytalanov has left #openttd 11:39:10 *** alekseiytalanov has joined #openttd 11:40:28 <alekseiytalanov> Good classic graphic for oldschool 11:42:47 <alekseiytalanov> This is game OpenTTD Configure this game setup graphic and settings and setup game with NewGRF and start transport business 11:46:52 *** alekseiytalanov has left #openttd 11:53:27 <LordAro> https://news.ycombinator.com/item?id=19763413 hmm. 11:56:41 *** alekseiytalanov has joined #openttd 11:57:25 *** alekseiytalanov has left #openttd 12:00:15 *** alekseiytalanov has joined #openttd 12:01:35 *** alekseiytalanov has left #openttd 12:07:13 <peter1138> Wolf01, rained or... sweaty? :p 12:09:07 <andythenorth> LordAro: do we use it? o_O 12:10:54 *** Wormnest has quit IRC 12:12:43 <LordAro> andythenorth: i'm not actually sure 12:12:52 <LordAro> it was the unreliable part of ...something 12:13:00 <LordAro> but i can't remember if that got fixed when azure happened 12:13:08 <LordAro> @seen Truebrain 12:13:08 <DorpsGek> LordAro: Truebrain was last seen in #openttd 1 week, 5 days, 18 hours, 12 minutes, and 3 seconds ago: <TrueBrain> if that is the excuse, I am done 12:13:10 <LordAro> :( 12:15:34 * andythenorth tries to figure it out from https://github.com/OpenTTD/CompileFarm 12:16:02 <andythenorth> not finding anything from searching 12:17:50 <LordAro> well it definitely uses docker 12:17:57 <LordAro> and that will use dockerhub by default 12:19:28 <nielsm> yeah it publishes to docker hub 12:19:49 *** fanioz has quit IRC 12:19:56 <nielsm> https://hub.docker.com/u/openttd 12:21:30 <nielsm> doesn't look like there is any unusual activity from the public feed 12:23:07 *** Wormnest has joined #openttd 12:24:13 <peter1138> Ok so shall I add code to handle the case when that Coverage button is missing insteaD? 12:24:41 <nielsm> having it to show town boundaries could be nice too 12:24:54 <nielsm> maybe even the town zones 12:39:46 *** fanioz has joined #openttd 12:39:54 <andythenorth> so is the update to the website image expected? 12:39:57 * andythenorth has NFI how it all works 12:40:17 <nielsm> yes, the website is updated every time a new nightly is uploaded 12:40:21 <andythenorth> ok 12:40:29 <nielsm> since the links need to be fixed to point to the new nightly 12:40:37 <andythenorth> understood 12:43:47 <peter1138> Urgh 12:44:58 <nielsm> working on script interface for querying efficiency data from https://github.com/OpenTTD/OpenTTD/pull/7353 12:45:25 <nielsm> I'm thinking making just the percent rating available to AI, but also making the raw numbers (cargo-tiles travelled and ditto delivered) available to GS 12:48:55 <Eddi|zuHause> wouldn't it be easier to have both with the same data access? 12:49:25 <nielsm> the difference is just adding @api -ai to the declaration or not, afaik 12:49:32 *** Gumle2 has joined #openttd 12:49:51 <nielsm> but the raw numbers aren't available to human players so an AI shouldn't be able to get them either 12:57:35 <peter1138> Right. 12:57:57 <Eddi|zuHause> what's the rationale for hiding it from the player? 12:57:58 <peter1138> Switched back to Mate from Gnome. At least I can resize OpenTTD properly :p 12:58:32 <peter1138> I guess it's not so much hiding rather than not displaying too much mostly irrelevant data? 12:58:46 <nielsm> Eddi|zuHause: mostly that they're very large numbers that are difficult to make sense of 12:58:53 <peter1138> (Like articulated overtaking vehicles isn't "disabled") 12:58:59 <nielsm> difficult to fit into the UI in a sensible way 12:59:35 * peter1138 ponders support for house tile layouts... 12:59:48 <Eddi|zuHause> NoOvertaking branch next? 13:00:31 *** gelignite has joined #openttd 13:00:51 <peter1138> I don't know. Maybe it's something NRT could address? 13:01:01 <peter1138> "Highways" are currently useless. 13:01:10 <Eddi|zuHause> i feel like it's out of scope for NRT 13:01:26 <Eddi|zuHause> feels very orthogonal 13:01:29 <peter1138> Sort of. 13:01:55 <Eddi|zuHause> but it ties in with all the state machine bullshit 13:02:02 <peter1138> Ehhh 13:02:19 <peter1138> Yeah, 3-lane highways might be nice. 13:02:28 <peter1138> And, perhaps, 1-lane tracks. 13:02:58 <Eddi|zuHause> 1 lane tram on 2 lane road 13:03:23 <peter1138> There's no provision for tram/road compatibility :/ 13:03:34 <peter1138> Like, tram down the middle between two lanes. 13:04:20 <Eddi|zuHause> lane offsets 13:04:27 <peter1138> Maybe the game should define... yes, that. 13:04:46 <nielsm> bool do_overtake = (my_max_speed > blocking_vehicle_max_speed + 5) && ((my_max_speed - blocking_vehicle_max_speed) * blocking_vehicle_length < distance_to_next_intersection); 13:04:51 <nielsm> there solved the problem for you 13:04:52 <nielsm> next! 13:05:19 <peter1138> nielsm, now make it an option to satisfy the "it should be an option like 90 degrees" ... o_O 13:05:42 <nielsm> hell no make that a newgrf flag on road types 13:05:45 <peter1138> Hmm, so if NRT gets to define lines... maybe it defines the direction of a lane as well. 13:06:04 <peter1138> Overtaking trams! 13:06:09 <nielsm> heh 13:06:19 <Eddi|zuHause> parallel tram stations would be nice 13:06:20 <nielsm> well could maybe have "tram lanes"? 13:06:42 <nielsm> like boulevards with tram tracks in the middle 13:06:47 <andythenorth> all these things 13:07:05 <Eddi|zuHause> also: two-tile wide road, 2 road lanes ->, 1 tram lane ->, 1 tram lane <-, 2 road lanes <- 13:07:48 <Eddi|zuHause> there should be space for 4 lanes on a tile 13:07:53 <andythenorth> https://i.ebayimg.com/images/i/262674072583-0-1/s-l1000.jpg 13:07:58 <Eddi|zuHause> (with no sidewalk) 13:08:17 <peter1138> 7 different lanes? 13:08:18 <andythenorth> also bus-stops :P http://img.bidorbuy.co.za/image/upload/user_images/493/1849493/1849493_120830121044_goodwood_(2).jpg 13:08:53 <nielsm> hmm, I wonder if it really is right to use just int32 for these cargotiles values 13:09:03 <Eddi|zuHause> problem with offset lanes is, how to make transition tiles? 13:09:09 <andythenorth> newgrf lanes! 13:09:11 <andythenorth> meh 13:09:24 <Eddi|zuHause> also, height offset? 13:09:44 <peter1138> Eddi|zuHause, quite. 13:11:23 <peter1138> So, er... 13:11:28 <peter1138> Yeah, how to transition? 13:11:36 <peter1138> And not via hormones. 13:12:02 <Eddi|zuHause> <insert inappropriate comment here> 13:13:18 <peter1138> And... we already have one-way roads via map bits. 13:13:35 <Eddi|zuHause> that should probably be ripped out then 13:13:41 * peter1138 attempts to think. 13:14:34 <peter1138> Maybe consider them as they are: no-entry flags 13:14:39 <Eddi|zuHause> transition tiles would work like crossing, composed of trackbits? 13:14:40 <nielsm> how would a transition from regular road with tram track to two one-way roads (opposite directions) in parallel with tram track in the middle even look? 13:14:48 *** Gustavo6046 has joined #openttd 13:14:56 <nielsm> just visually 13:15:16 <Eddi|zuHause> the transition is in the center of the tile, provided by the NewGRF 13:15:28 *** Wormnest has quit IRC 13:16:22 <Eddi|zuHause> also, bidirectional tram track, but no signalling? :) 13:18:38 <peter1138> Okay... so... 13:19:25 <peter1138> I guess we don't want new road types for each possible lane combination? 13:19:29 <peter1138> Or do we? 13:19:47 <Eddi|zuHause> what i'm imagining now is: each roadtype defines valid lane configurations, and the configuration is stored with the trackbit somehow 13:19:59 <peter1138> Eddi|zuHause, that's where I was just headed. 13:20:04 <Eddi|zuHause> then the NewGRF is responsible to provide graphics for all configuration combinations 13:20:12 <peter1138> Then it can use varactions to pick the graphics based on the lanes. 13:21:07 <peter1138> There's a few spare bits lying around. 13:25:10 <nielsm> https://0x0.st/zbVX.png bad edit, I can't think of a good way to make the transition here 13:25:20 <nielsm> that doesn't involve a 2x2 tile prefab 13:26:53 <LordAro> peter1138: fixed the "maglev under bridges gets converted to standard rail" issue 13:26:58 <LordAro> guess what caused it :) 13:27:05 <peter1138> :p 13:27:21 <peter1138> A bug! 13:27:23 *** Wormnest has joined #openttd 13:27:56 <LordAro> correct! 13:28:56 <peter1138> Tell me then :p 13:31:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro opened pull request #7546: Fix #6507: Don't try to load invalid depots from older savegames https://git.io/fjGUZ 13:31:26 <LordAro> peter1138: ^ get told 13:32:16 <peter1138> Yay 13:32:21 <LordAro> :) 13:32:51 <peter1138> Someone mentioned old saves were broken a few months ago but never provided any examples for me to work with. 13:33:01 <peter1138> And never filed a bug, so it got forgotten. 13:33:08 <peter1138> And by someone, I mean a dev. 13:33:22 <LordAro> well there were 2 examples in the previously mentioned bug reports :p 13:33:30 <LordAro> i think nielsm mentioned TTO saves were broken 13:33:37 <peter1138> No. 13:33:44 <LordAro> and i imagine no one's tried TTD saves in a while 13:33:45 <peter1138> This was several months ago. 13:34:08 <peter1138> And it was an off the cuff remark in IRC. Not here. 13:34:28 <peter1138> So that's a backport candidate :p 13:34:45 *** frosch123 has joined #openttd 13:35:01 <peter1138> But hey, that's not why depots were wrong ;p 13:35:11 <peter1138> And those bug reports were about crashing on load, not wrong rail types. 13:35:33 <LordAro> true, but once you fixed those issues... ;) 13:35:53 <peter1138> You'd have to look around the map to notice it was wrong as well, as it wasn't specifically reported. 13:35:56 <peter1138> You got lucky. 13:36:45 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7546: Fix #6507: Don't try to load invalid depots from older savegames https://git.io/fjGUC 13:37:08 <LordAro> https://i.imgur.com/yzuEYYy.png heh, 12 year old me 13:38:06 <peter1138> Damn, I was ~27 when I started tinkering with OpenTTD. 13:38:21 <Eddi|zuHause> i was ~12 when i started playing TTO 13:38:44 <LordAro> yeah, but you're all old 13:38:45 <LordAro> :p 13:39:02 <LordAro> i think i was introduced to TTD when i was 6 or 7 13:39:11 <LordAro> not sure i ever played TTO, though i think we had it 13:39:38 <Eddi|zuHause> i found TTD(Patch) around 2001-ish 13:40:01 <Eddi|zuHause> and OpenTTD around 2006? 13:41:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7546: Fix #6507: Don't try to load invalid depots from older savegames https://git.io/fjGUg 13:41:55 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7545: Fix 81d335b: Coverage button missing from town window in scenario editor. https://git.io/fjGU2 13:42:01 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7545: Fix 81d335b: Coverage button missing from town window in scenario editor. https://git.io/fjGeg 13:44:49 <Artea> nationalbank(w).zip 13:44:50 <Artea> :o 13:45:37 <Artea> is together with OTTD 0.3.4 13:46:29 <Artea> bah 13:46:34 <Artea> thought I had TT 13:47:25 <peter1138> Hmm, I have to remember how to start pulseaudio on Windows :/ 13:47:37 <LordAro> ...on Windows? 13:47:50 <peter1138> Yes, I use it to get sound out of my Hyper-V Linux VM :p 13:48:05 <LordAro> ew. 13:48:44 <peter1138> Hyper-V assumes you're running Windows in it and using Remote Desktop, so just does audio that way. 13:49:27 <LordAro> ooh, found another save that crashes 13:49:32 <LordAro> this one looks kdtree related 13:49:39 <peter1138> Yeah, that happens. 13:49:46 <peter1138> ProZone 13 is one such save. 13:49:54 <peter1138> There's a PR to fix it 13:50:12 <LordAro> which one? 13:50:17 <peter1138> Problem is the usual dependency issues :( 13:50:31 <nielsm> https://0x0.st/zbVN.png looks a bit awkward maybe 13:50:40 <peter1138> 7398 13:51:05 <peter1138> Basically it depends on the map array before the map array has been converted. 13:51:31 <peter1138> Profit: £29,573 £154,587 13:51:37 <peter1138> Efficiency: 76% 73% 13:51:40 <peter1138> Somehow 13:52:01 <nielsm> I did consider making it a table 13:52:04 <LordAro> peter1138: confirmed, that PR fixes it 13:52:34 *** andythenorth has quit IRC 13:52:59 <nielsm> but the profit numbers can also get lartge 13:53:12 <nielsm> especially if you use currencies like yen 13:53:35 <peter1138> Well, it can get wider? 13:53:40 <peter1138> Depends what's worse :p 13:57:04 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fhho4 13:57:32 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7371: Kdtree is built too early in savegame loading process https://git.io/fjGUd 13:57:46 <Artea> http://www.transporttycoon.com/ 13:57:47 <Artea> :o 13:58:09 <Artea> TT is back :O 13:58:20 <LordAro> except it's actually locomotion 13:58:29 <peter1138> Yeah, Locomotion. 13:58:51 <peter1138> Also, not for Windowsx. 13:58:53 <peter1138> -x 13:58:56 <peter1138> Been out a few years. 13:59:15 <frosch123> Artea: https://www.tt-forums.net/viewforum.php?f=73 <- there is a whole forum section about it 14:00:29 <Artea> I'm so off I didn't knew 14:00:48 <peter1138> There was even a bunch of tt-forumers who met up with... someone? CS even? about it. 14:01:00 <frosch123> nah, with the marketing guy 14:01:04 <frosch123> not cs 14:01:12 <peter1138> Yeah, figures :) 14:02:17 <Artea> btw 14:02:40 <Artea> I was talking to my friend yesterday and he asked something that I'm curious 14:03:08 <Artea> is there an year cap or goes on forever ? 14:03:23 <peter1138> Try it. 14:03:37 <Artea> I am 14:03:44 <Artea> that is one of the goals of my server 14:04:08 <frosch123> in which year did you start? 14:04:09 <Artea> 2905-04-21 14:04:12 <Artea> 1984 14:04:21 <frosch123> good luck :) 14:04:37 <Artea> 900 years already pass 14:04:50 <frosch123> in how many days? 14:05:03 * LordAro looks up the maximum year 14:05:07 <LordAro> hmm, might take a while 14:05:11 <frosch123> LordAro: don't spoil it 14:05:22 <Artea> 9 days 14:05:29 <LordAro> i'm all about not spoiling things at the moment 14:05:38 <LordAro> bloody endgame and not getting to see it until tuesday 14:06:13 <peter1138> It was good. 14:06:17 <Artea> towns already reach 100k 14:06:24 <Artea> ;) 14:06:31 <frosch123> Artea: make contact with some cryosleep company 14:07:07 <frosch123> or write a letter to your grand-grand-children 14:07:12 <Artea> lol 14:08:21 <Artea> capped loan sux :( 14:08:55 <LordAro> in 900 years you're not sitting on silly piles of money? 14:08:55 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fjGTk 14:09:02 <Artea> I am 14:09:11 <Artea> 878B 14:09:18 <LordAro> oh, inflation on? 14:09:23 <Artea> yes 14:09:26 <LordAro> ha 14:09:33 <Artea> and too many aircraft crashes 14:09:41 <Artea> even with reduced mode 14:11:07 <Artea> I wanted to start AroAI yesterday 14:11:30 <Artea> but don't know 14:11:36 <Artea> seems off now after so long 14:11:51 <Artea> still have player playing 14:11:56 <Artea> also dp joined yesterday 14:12:30 <LordAro> i'm not sure there are any AIs that are properly balanced to actually play against 14:12:53 <LordAro> SimpleAI, maybe 14:13:06 <LordAro> but my knowledge of AIs is about 5 years out of date 14:13:25 <Artea> AIAI 14:13:32 *** Maarten has joined #openttd 14:13:36 <Artea> but crashes after 10 years or so 14:14:54 <LordAro> i wonder if in the event of a crash, the game should just restart the AI and pretend nothing happened 14:15:03 <LordAro> (with appropriate protections against repeated crashing) 14:17:19 <Artea> I wonder how you bot would handle towns with 50k+ population 14:17:56 <Artea> about that 14:18:01 <Artea> probably is a good feature 14:18:12 <Artea> but had to filter some crashes 14:18:20 <Artea> CPU excessed usage is one of them 14:18:30 <Artea> which is what crashes AIAI 14:19:03 <LordAro> mm 14:19:58 *** Wormnest has quit IRC 14:23:00 <peter1138> Rip quality: 100.00% 14:23:18 <peter1138> 1) Needless precision 2) Buying CDs, LOL... 14:25:17 *** Alberth has left #openttd 14:30:43 <Artea> 93 years left 14:30:51 <Artea> to reach first goal :D 14:32:07 *** Wormnest has joined #openttd 14:43:25 <nielsm> hmm, ScriptGroup::GetProfitThisYear() seems to not handle sub-groups correctly 14:43:33 *** Eddi|zuHause2 has joined #openttd 14:46:58 <Eddi|zuHause2> so, who ordered this weather? 14:47:42 <Artea> me 14:47:50 <Artea> is from Portugal 14:48:02 <Artea> ;P 14:48:16 *** Eddi|zuHause has quit IRC 14:48:44 *** Eddi|zuHause2 is now known as Eddi|zuHause 14:48:55 <Eddi|zuHause> it's always portugal, with their azores 14:48:55 <nielsm> hm okay maybe it is fine after all 14:49:08 <Artea> looooooooooool 14:49:57 <Artea> I never went to Azores or Madeira 14:51:01 <Eddi|zuHause> i went to algarve once 14:51:15 <Eddi|zuHause> that was like 20 years ago 14:54:36 <Artea> I live in Algarve 14:54:39 <Artea> Lagos 14:55:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7546: Fix #6507: Don't try to load invalid depots from older savegames https://git.io/fjGTS 14:55:19 <peter1138> I went to Algarve a few years ago. 14:55:27 <Artea> :D 14:55:48 <peter1138> Hired a car and drove to the top of Fóia, cos... why not? 14:56:00 <Artea> :P 14:56:03 <peter1138> It was closed. 14:56:45 <Artea> did u enjoy the beach ? 14:57:41 <peter1138> Yeah, but it was a bit early in the year so not hot all the time. Had a few days of sun and some of rain. 14:58:04 <Artea> is like now 14:58:07 <Artea> sunny 14:58:11 <Artea> but rain 2 days ago 14:58:19 <peter1138> Yeah, it was mid-May iirc. 14:59:18 <Artea> you should try September 14:59:23 <Artea> August is too crowd 14:59:35 <Eddi|zuHause> we went in like february and the locals thought we were crazy for going into the water :p 14:59:59 <Artea> yeah that is normal, Eddi 15:01:13 <Artea> humidity is the worse 15:03:21 *** Flygon has quit IRC 15:04:26 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fhho4 15:29:28 *** Wormnest has quit IRC 15:35:55 <peter1138> Hmm, so, NewGRF debug window.. 15:36:40 *** Wormnest has joined #openttd 15:38:42 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7104: Fix #5405: Aircraft could route to depots outside their range https://git.io/fjGko 15:40:23 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7328: Improve restart https://git.io/fjGkP 15:41:19 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7328: Improve restart https://git.io/fjGkX 15:42:32 <LordAro> anyone got any thoughts on #7340? 15:42:57 <LordAro> i'm increasingly of the opinion that the TGP values need changing generally, everything is far too flat 15:43:20 <peter1138> The whole thing needs redoing :p 15:44:28 <LordAro> well maybe that 15:44:49 <LordAro> i was under the impression that TGP was already a fairly general perlin noise generator though 15:45:41 <peter1138> Because it writes directly to the map array, it can't be used for nice extras, such as using a separate perlin map to select areas to be desert. 15:46:24 <LordAro> right 15:46:54 <Eddi|zuHause> ... or meandering rivers 15:48:46 <peter1138> No, git rebase, I don't want to pick ancient revisions that have svn revisions in 2000s range. Or any at all, tbh. 15:51:49 <LordAro> so we're in agreement on the TGP thing 15:51:54 <LordAro> but as an interim fix... 15:53:04 <peter1138> +typedef SmallVector<SignalReference, 4> SignalDependencyList; 15:53:14 <peter1138> Hmm, maybe JGR hasn't updated for a while? Or left SmallVector in. 15:55:42 <peter1138> Or maybe he just doesn't work with these branches any more. 15:58:45 <Eddi|zuHause> <nielsm> https://0x0.st/zbVX.png bad edit, I can't think of a good way to make the transition here <-- i fear to make that not-horrible we also need diagonal track pieces 15:58:45 <peter1138> Hmm. 16:01:11 <peter1138> Let's see what all the fuss is about with JGRPP anyway. 16:01:21 <peter1138> Oh. Doesn't compile. 16:01:55 <LordAro> lol 16:02:23 <peter1138> As it's the "de-facto standard" that's somewhat unexpected. 16:02:55 <Eddi|zuHause> you mean, a loud minority? 16:03:02 <peter1138> That one, yes. 16:03:30 <peter1138> So I was seriously going to look at programmable signals... 16:04:11 <peter1138> Maybe I'll try the progsig-rebase branch. 16:04:15 <peter1138> Oh, that doesn't compile either. 16:04:39 <peter1138> Nor progsig-sx. Hmm. 16:05:10 <peter1138> Anyway. 16:05:15 <peter1138> SIGTYPE_PBS 16:05:18 <peter1138> SIGTYPE_PBS_ONEWAY 16:05:21 <peter1138> SIGTYPE_PROG 16:05:25 <peter1138> That isn't promising. 16:05:53 <peter1138> If it only works as an old-style block signal, fuck that. 16:06:32 <peter1138> So routing restrictions... is sort of similar in idea, I think? 16:18:14 <Eddi|zuHause> was that the one that works with waypoints? 16:18:27 <peter1138> I don't know. I was going to compile it to test but no luck compiling. 16:18:45 <Eddi|zuHause> considered that it might be just you? :p 16:19:34 <peter1138> error: 'UpdateWidgetSize' overrides a member function but is not marked 'override' 16:19:37 <peter1138> Probably not just me. 16:20:31 <Eddi|zuHause> that sounds like a "it probably compiles with less strict settings" 16:21:15 <peter1138> You mean not everyone uses -Werror? 16:22:19 *** gareppa has quit IRC 16:23:00 <peter1138> Yeah, that was it. Shed loads of warnings. 16:23:29 <LordAro> i imagine the override will cause a load of them 16:30:45 <peter1138> "If entered signal of PBS block is at ..." 16:30:47 <peter1138> PBS block... lol 16:33:15 <peter1138> Yeah, so programmable signals don't with with path signals. Useless. 16:33:35 <Eddi|zuHause> i probably made that complaint like 5 years ago... 16:34:03 <Eddi|zuHause> i certainly said that about signals in tunnels 16:36:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7348: Fix: IniLoadFile::LoadFromDisk seems to expect filename, BaseMedia<Tbase_set>::AddFile provides fullpath https://git.io/fjGIc 16:40:30 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7542: Fix #7255: Prevent crashlog corruption by only printing the 20 most recent news messages https://git.io/fjsVs 16:41:28 <peter1138> path restrictions can be on any signal but... they're just a hint, I guess. 16:41:47 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7542: Fix #7255: Prevent crashlog corruption by only printing the 32 most recent news messages https://git.io/fjGI2 16:43:50 <nielsm> thinking about PBS programmable signals, most basic just "valid path endpoints" which are tiles (which must either have a signal on them or be station platform at end of line) 16:44:26 <nielsm> and extensible with multiple groups of valid endpoints where each group has some condition on it about the train "class" 16:44:33 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjGIK 16:44:34 <nielsm> and a default group 16:44:54 *** Thedarkb-T60 has joined #openttd 16:47:22 <LordAro> i'm tempted to close #7502 16:47:23 <nielsm> could maybe with a system like that allow pointing to path endpoints that are further down the line and that way reserve a path through multiple signals 16:48:41 <peter1138> LordAro, yes. 16:49:19 <Eddi|zuHause> LordAro: no objections 16:49:22 <LordAro> well 16:49:38 <peter1138> LordAro, is the STAT_CLASS_MAX = 256 -> 255 change no issue? 16:49:44 <LordAro> maybe it is a good idea, but without the extra setting? 16:49:48 <LordAro> peter1138: glx didn't think so 16:49:57 <LordAro> that's about all i can tell you :) 16:50:18 <peter1138> As far as I know, if it changes anything then you get 255 classes tops instead of 256t. 16:50:21 <peter1138> -t 16:50:31 <peter1138> And... who has that many station classes? 16:52:10 <LordAro> indeed 16:52:52 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7538: Remove TinyEnumT type https://git.io/fjGID 16:55:23 <peter1138> #7542, what's the fixed buffer size that's being reached? 16:57:10 <LordAro> char buffer[65536]; 16:57:15 <LordAro> MakeCrashLog 16:57:31 <LordAro> but regardless, hundreds of news messages is a bit ugly 16:57:41 <LordAro> and unnecessary 17:00:39 <peter1138> Hmm, does the buffer overflow somewhere? 17:00:46 <nielsm> if there's hundreds of recent news messages that in itself might be a symptom :) 17:00:55 <nielsm> no it doesn't overflow 17:01:01 <nielsm> it just stops writing more to it 17:01:11 <nielsm> so the crashlog is truncated 17:01:53 <peter1138> Hmm, the PR says "corruption" 17:02:04 <LordAro> the issue said corruption :p 17:02:17 <LordAro> wait, no it didn't 17:02:42 <LordAro> peter1138: eh, squash it and reword the commit :p 17:03:19 <nielsm> "nice but not necessary": write a line about how many messages were not writen 17:03:39 <peter1138> I'm not too worried, just that if was actual corruption and buffer overflows, then the 32 limit felt a bit arbitrary. 17:03:40 <nielsm> "+ 234 more recent news" 17:04:06 <peter1138> But if it's just truncated rather than corrupted then sure. 17:06:59 *** Wormnest has quit IRC 17:07:21 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjGIx 17:07:22 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjqQu 17:09:56 <nielsm> "tell the player if the gun is pointed an unsafe way, but don't attempt to grasp at it if it looks like they're about to shoot themselved in the fooot" 17:10:09 <nielsm> so much typos 17:13:01 *** Wormnest has joined #openttd 17:20:57 <nielsm> is it perhaps something to codify at https://wiki.openttd.org/FAQ_development#What_are_the_goals_of_the_offical_branch.3F ? 17:21:09 <nielsm> how "player attempting to set up an unsafe situation" should be handled 17:21:22 <LordAro> not a bad idea 17:21:43 <nielsm> since the direction has so far always seemed to be don't disallow but, but do warn the player 17:33:04 <peter1138> Hmm, so our releases are running bad on OS X? 17:33:08 <peter1138> I guess not everyone sees that. 17:33:33 <LordAro> running bad? 17:33:43 <peter1138> https://www.tt-forums.net/viewtopic.php?f=31&t=85063 17:35:08 <LordAro> without someone who actually knows how to debug such things, it's really difficult to do anything about it 17:35:42 <LordAro> one person seems to think it's related to the road vehicle performance stuff 17:35:52 <LordAro> but he's not on OSX 17:36:36 <nielsm> how's this? 17:36:38 <nielsm> In general the game should allow anything that doesn't violate basic rules. Players should only be prevented from performing actions that are impossible, such as sending a bus to a truck stop, but always allow actions that merely are risky or "stupid", such as sending a bus to a bus stop that could never get passengers. Instead the game should try to warn players about potentially bad 17:36:38 <nielsm> situations, such as warning messages about unprofitable vehicles. 17:36:49 <_dp_> LordAro, it's related on linux but not on osx 17:38:19 <LordAro> nielsm: perhaps a different example? given afaik the game does not warn about sending buses to bus stops with no acceptance :) 17:40:59 <nielsm> no but it does warn you that the vehicle has made no profits 17:41:20 <LordAro> true 17:45:09 <nielsm> "For example players are not prevented from starting vehicles with no orders, but the game will send a warning about vehicles having too few orders. Because players are allowed to do so, some have made it a challenge to make working transport networks where vehicles have no orders." 17:46:23 <LordAro> :) 17:47:01 <SpComb> I remember trying to build a road network without any orders 17:47:29 <SpComb> for trains it's easy, particularly if you do point-to-point 17:48:11 <SpComb> but building a couple bus stops in some towns, linking them together with roads and then spamming a ton of busses without any orders has a certain appeal 17:48:31 <SpComb> because iirc it does kinda work 17:49:15 *** pnda has joined #openttd 17:49:54 <Samu> round 10 complete 17:50:38 <nielsm> did the wiki edit now 17:52:04 *** glx has joined #openttd 17:52:04 *** ChanServ sets mode: +v glx 17:53:26 *** Gumle2 has joined #openttd 18:02:59 <_dp_> nielsm, nice but where was that logic when overbuilding one-way roads with stations was prohibited in 1.9? 18:03:30 <nielsm> I don't know, was it intentional? 18:03:46 <_dp_> nielsm, apparently yes 18:04:16 <_dp_> also, cough cough, overbuilding signals with rail would be nice ;) 18:04:35 <_dp_> risky and "stupid" but I like it :p 18:05:33 *** Wormnest has quit IRC 18:07:15 <peter1138> IIRC it was possible to overbuild other company's one-way roads. 18:07:59 <_dp_> peter1138, dunno about other companies but now I can't overbuild my own :( 18:09:59 <peter1138> That's okay, just remove the one-way flags first. 18:10:22 <_dp_> peter1138, if I remove it gets crowded by vehicles 18:11:07 <peter1138> Are you now saying you have a use-case for overbuilding one-way roads, rather than just saying "you can't do it any more" 18:11:16 <_dp_> peter1138, so, basically instead of just building a station now I have to stop all vehicles around, remove one-way, build station, start vehicles again 18:11:24 <peter1138> Yes. 18:11:36 <peter1138> So *THAT* has never been mentioned before. 18:11:46 <peter1138> It's almost like we have to be psychic. 18:13:40 *** Thedarkb-T60 has quit IRC 18:13:41 <LordAro> peter1138: haven't you been issued with your crystal ball yet? 18:14:01 <_dp_> peter1138, what that? I explained it all here the moment I noticed I couldn't extend my station like before. 18:14:24 <peter1138> Here? 18:14:26 <_dp_> peter1138, didn't notice it when the code change was being made sadly :( 18:14:31 <LordAro> also our memories are not good 18:14:33 <peter1138> Where it gets lost are a few minutes. 18:15:15 <nielsm> the issue tracker exists to keep track of issues 18:17:07 <peter1138> Jun 6th 2018, I fixed it. 18:17:15 <peter1138> We were using git back then. 18:17:47 *** Wormnest has joined #openttd 18:20:30 *** Supercheese has joined #openttd 18:20:32 <_dp_> well, when I first brought it up here I got the impressions it's pointless to open an issue 18:20:54 <_dp_> I guess it was just Eddi arguing so mb should've just ignored him :p 18:21:16 <peter1138> It's never pointless to open issues. 18:21:39 <_dp_> peter1138, say that to stalebot :p 18:21:47 <peter1138> That's not even my idea. 18:22:15 <Eddi|zuHause> i'm not sure i like stalebot either 18:22:30 <LordAro> ^ 18:22:32 <peter1138> It's definitely pointless to comment on here, without explaining your reasoning, and then of course it will be lost because time is fleeting. 18:22:52 <Eddi|zuHause> i do remember that discussion about roads 18:22:55 <dwfreed> I think your development cycle is too slow for stalebot 18:23:37 <Eddi|zuHause> stalebot is here to relief andy of the burden to tell people that their PR is bad 18:23:55 <dwfreed> honestly stalebot only makes sense in a few narrow cases 18:24:07 <peter1138> So anyway, Jun 6th is WAY before stalebot. 18:24:43 <nielsm> also stalebot ignores issues tagged "regression" 18:24:55 <nielsm> so if you have a genuine regression bug it won't get autoclosed 18:25:30 <Eddi|zuHause> but does that cover regressions of the kind "please reinstate spacebar overheating"? 18:29:50 <peter1138> Okay... so error message... should it be the "owned by ..." or the current "road is one way or blocked" 18:30:06 <nielsm> "owned by" imo 18:30:09 <peter1138> Yeah. 18:31:45 <Eddi|zuHause> [5. April 2019] [17:56:15 CEST] <_dp_> but whose bright idea was to forbid road stations on one-way road? :( 18:32:21 <peter1138> April! 18:32:29 <peter1138> So... 18:32:43 <Eddi|zuHause> that's 4 weeks ago 18:32:54 <peter1138> Somewhat later than the original commit. 18:33:13 <_dp_> peter1138, somewhat immediately after original release :p 18:34:08 <peter1138> So yeah, I see I was even there, but all I see a rant. 18:35:27 <peter1138> stalebot probably wouldn't've even closed it yet if you had made a proper report. 18:36:21 <_dp_> peter1138, ok, ok, I'll make a proper report 18:36:47 <peter1138> No point now. 18:37:23 <_dp_> peter1138, I was just kinda pissed that stuff got broken 18:37:30 <peter1138> It wasn't broken, it was fixed. 18:37:47 <peter1138> You could previously remove other company's one-way bits. 18:38:14 <_dp_> peter1138, also even if there is no point for one-way issue there still may be for cloning... 18:38:24 <_dp_> peter1138, that kinda got "fixed" as well 18:38:45 <peter1138> So what the fuck are you talking about now? 18:38:47 <Eddi|zuHause> _dp_: i don't think it helps your cause by randomly merging and hopping topics like that 18:38:56 <peter1138> We still don't have crystal balls. 18:39:15 <_dp_> peter1138, I'll make a proper report when I got a clear opinion on that :p 18:40:39 <_dp_> Eddi|zuHause, ok, ok, nothing's broken ... for now :p 18:45:16 <_dp_> but basically, cloning vehicle doesn't open vehicle window anymore 18:45:29 <_dp_> which is nice sometimes but sometimes definitely not 18:45:33 <Eddi|zuHause> i'm pretty sure that used to be a setting 18:45:34 <_dp_> so I'm still experimenting with it 18:46:49 <_dp_> Eddi|zuHause, no, don't think so 18:47:05 <_dp_> actually, it's ctrl-cloning, just cloning still opens it 18:48:03 <nielsm> hmm actually, ctrl-cloning should maybe open the depot window instead 18:48:19 <Eddi|zuHause> (svn r24808) -Feature(ette) [FS#4458]: When share-cloning vehicles don't open the vehicle window of the new vehicle. The only reasonable thing to do with the new vehicle is to start it, which can also be done via the depot GUI. 18:48:20 <Eddi|zuHause> Change: Clone tool in depot window now behaves like clone button in vehicle window. Keep the tool active when share-cloning. Open the vehicle GUI when copy-cloning. (#6754) 18:48:39 <nielsm> e.g. if you've opened an in-depot rv via the vehicles list and then ctrl-clone it, you would get the depot window opened to see the new vehicle there 18:49:47 <_dp_> Eddi|zuHause, yeah, I even commented on that issue but seeing it now I'm having some doubts 18:50:08 <_dp_> basically the idea was to make cloning from depot behave the same as cloning from vehicle 18:50:36 <_dp_> but now that I think of it they're quite different 18:50:57 <Eddi|zuHause> there's also this one: (svn r24955) -Change (r24808) [FS#4458]: Revert to opening the vehicle GUI again when cloning vehicles using the clone-button from the depot GUI. This button cannot be used for sequential cloning, so the argument about opening many windows does not hold as it does for the clone button from the vehicle GUI. 18:51:07 <_dp_> as cloning from vehicle means it's in the same depot and yeah, opening that depot makes sense if it's not open for some reason 18:51:31 <_dp_> but cloning from depot may mean you're on entirely different side of track and you need to verify/skip orders 18:51:46 <Eddi|zuHause> opening the depot does sound sensible 18:57:51 <Artea> hmmmmmm 18:58:14 <Artea> we should be able to buy a company with no clients for 5 or 10 years 18:58:59 <Eddi|zuHause> Artea: change the autoclean mode so it treats it like bankrupcy? 18:59:33 <Artea> I didn't activated 18:59:49 <Eddi|zuHause> that's probably not an existing feature 18:59:50 <Artea> I don't know how it work ingame 19:00:26 <Artea> well, I don't think dp company will bankrupt that soon 19:00:58 <_dp_> Artea, lol how is it still alive? 19:01:11 <_dp_> just closes the damn thing! xD 19:01:16 <Artea> 500M profit I'm not mistaken 19:01:39 <Artea> 206M company value 19:03:13 <Artea> and sorry, 206B 19:03:33 <Eddi|zuHause> that should be G? 19:03:44 <Artea> euros 19:04:35 <Eddi|zuHause> i mean the abbreviations are k,M,G,T,... 19:05:04 *** supermop_Home has joined #openttd 19:05:13 <_dp_> I disabled autoclean on citymania recently as it crashed server 19:05:29 <_dp_> some players were quite surprised getting 1 bil goal in 48 hours xD 19:05:40 <Artea> M = Million | B = Billion 19:06:47 *** Suprcheese has joined #openttd 19:07:04 <_dp_> as for cloning after a bit of thought I think I'd prefer to have "clone last" button in depot instead of clone button in vehicle 19:07:28 <_dp_> so just clone would always open vehicle window but clone last won't 19:07:28 <Eddi|zuHause> Artea: in my world, Billion is 10^12, not 10^9 19:08:19 <_dp_> that always got me confused about english 19:08:40 <_dp_> just how do I say 1000000000 in a way that people on both sides of globe understand? 19:08:59 <Artea> well 19:09:02 <Eddi|zuHause> that's why i popose 1G 19:09:06 <Artea> I don't know 19:09:18 <Artea> we have a middle between Million and Billion 19:09:23 <peter1138> 1000 million ;) 19:09:49 <nielsm> million, milliard, billion, billiard, ... 19:09:55 <_dp_> Eddi|zuHause, imo it's like 10**9, only 1% will get it :p 19:09:56 <nielsm> yes "short" and "long" scales 19:10:05 *** Wormnest has quit IRC 19:10:30 <LordAro> almost no one uses long scales anymore, i thought? 19:10:53 <_dp_> peter1138, oh, right, that's what I'm using now xD 19:11:13 <_dp_> still sounds weird imo 19:11:29 <LordAro> billion will be understood by the vast majority to be 10^9 19:11:38 <Eddi|zuHause> LordAro: i'm going to propose that more people worldwide use long scale than short scale 19:11:58 <LordAro> *in english 19:12:36 <Eddi|zuHause> LordAro: that doesn't help anyone 19:13:45 *** Supercheese has quit IRC 19:13:46 <LordAro> the only time i've ever known anyone use the long scale in English is to ask "is this in long or short scale?", usually just after they've read some fact site or some other silly website 19:13:53 *** Suprcheese is now known as Supercheese 19:14:23 <LordAro> i understand that directly translating the words to other languages means the values don't necessarily line up 19:14:37 <Eddi|zuHause> i've been sprinkling long scale in occasionally 19:15:22 <glx> using power of 10 is easier ;) 19:17:09 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7547: Change: Allow building road stops over self-owned one-way/blocked road. https://git.io/fjGt6 19:20:07 <_dp_> yaaay! 19:20:12 <_dp_> thanks, peter1138 xD 19:20:24 <nielsm> but that doesn't mean the stop will be one-way, right? 19:20:37 <_dp_> nielsm, hope not xD 19:20:43 <nielsm> in which case it needs to have one-way roads on one or both ends 19:21:05 <nielsm> to remain one-way 19:21:31 <peter1138> No, it gets removed. 19:21:36 <glx> pathfinder will probably take care of that 19:21:38 <nielsm> in which case it would not be a problem removing one-way-ness from the road pieces you intend to build over since the road pieces leading into them would already be one-way 19:22:04 *** Wormnest has joined #openttd 19:22:46 <peter1138> It was never really a problem to remove one-way-ness. The problem was the ability to remove another player's one-way-ness. 19:22:52 <nielsm> in other words, I don't see why this would become a problem: <_dp_> peter1138, so, basically instead of just building a station now I have to stop all vehicles around, remove one-way, build station, start vehicles again 19:23:25 <peter1138> You don't always have space. 19:25:06 *** debdog has joined #openttd 19:25:55 <Eddi|zuHause> nielsm: when _dp_ says "one way", he actually means "blocked both ways" 19:25:55 <peter1138> Hmm, I can't remember my ./configure parameters for ARM cross-compilation. 19:25:59 <peter1138> Wait, config.log will have it :p 19:26:52 *** gareppa has joined #openttd 19:29:16 *** gareppa has quit IRC 19:29:58 <peter1138> So my main issue is compiling with SDL. 19:32:09 <_dp_> Eddi|zuHause, that's half-truth 19:32:13 <nielsm> https://0x0.st/zbyJ.jpg 19:32:23 <_dp_> Eddi|zuHause, I uses one-ways as a turnaround point for vehicles coming from that side 19:32:32 <nielsm> situation B would never be a problem 19:32:47 <nielsm> situation A would be same with or without change 19:32:55 <nielsm> situation C is it? 19:32:56 <peter1138> nielsm, I'm not sure what you are trying to analyze now. 19:33:08 <_dp_> ^ 19:33:31 <glx> nielsm: not a problem, user should know what it's doing 19:33:42 <Eddi|zuHause> i go with my initial opinion, the station should remember the oneway-ness. but that might get complicated... 19:35:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7548: Fix #7165: Missed another Append() to push_back() replacement https://git.io/fjGtd 19:35:22 <nielsm> actually I don't see how either of those situations have it matter whether you remove the one-way-ness first and then build the stop, or can build the stop directly on top 19:35:38 <peter1138> nielsm, nobody knows what you're analyzing or why! 19:35:51 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7548: Fix #7165: Missed another Append() to push_back() replacement https://git.io/fjGtF 19:36:02 <peter1138> nielsm, the intial issue was that you could overbuild *somebody elses* oneway/blocked roads, and it would remove them. 19:36:18 <nielsm> peter1138: I'm trying to understand why it matters that you'd have to remove one-way-ness before building a station on top 19:36:23 <peter1138> nielsm, I fixed that but preventing overbuilding in all cases. 19:36:42 <peter1138> s/but/by/ 19:36:44 <nielsm> I can't think of any scenario where removing it first would let vehicles move somewhere they wouldn't be able to anyway after building a stop 19:37:17 *** Gumle2 has quit IRC 19:37:59 <peter1138> nielsm, you can't build a road-stop if there are vehicles on a tile. 19:38:10 <peter1138> nielsm, if it's blocked, you there will be no vehicles on the tile. 19:38:13 <peter1138> -you 19:39:18 <peter1138> Hmm, I could do with an android emulator. 19:39:28 <peter1138> I don't think it'll work inside hyper-v though :/ 19:39:50 <nielsm> so it's road-block used as owned land except the town can build houses out from it 19:40:02 <_dp_> nielsm, well, I was mostly talking about stuff like this: https://i.imgur.com/JAFJkwB.png 19:40:13 <_dp_> nielsm, good luck extending that in 1.9 19:41:53 <nielsm> right 19:41:57 <glx> build on pause ;) 19:42:11 <_dp_> glx, pause? what's that? :p 19:42:13 <peter1138> Then they're just be paused on the tiles you want to build on :p 19:42:14 * _dp_ plays mp only 19:42:53 <nielsm> (in my world that kind of setup should not count towards city growth) 19:42:53 <Eddi|zuHause> i'm still thinking ctrl+click to stop the vehicle would properly handle your use case... 19:43:08 <glx> you only need to stop one vehicle I think 19:43:36 <Eddi|zuHause> yeah, stop 1 vehicle, and be done with the upgrade before the quantum tunneling triggers 19:46:46 <V453000> yay haven't seen this one in a while Unable to allocate ID for [random]switch, sprite set/layout/group or produce-block. Try reducing the number of such blocks. 19:47:30 <peter1138> Oh nice, github now lets me choose which identity to use. 19:47:31 <Eddi|zuHause> V453000: you have too many switches alive at the same time, try reordering things? 19:47:35 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7548: Fix #7165: Missed another Append() to push_back() replacement https://git.io/fjGtd 19:47:59 <Eddi|zuHause> V453000: a switch is "alive" between its definition, and the last use 19:48:22 <Eddi|zuHause> V453000: only 256 switches may be "alive" at the same time 19:48:23 <V453000> I know Eddi, I didn't add, just re-ordered :) moving big parts of code around 19:48:25 <V453000> I was afraid of this 19:48:34 <V453000> ah, good to know the number at least :) 19:49:58 <V453000> I've got a convoluted system where a train can look like a wagon but a wagon can look like a train :) 19:50:19 <V453000> so of course you need all of them at the same time :D but I can split some, should work 19:50:46 <Eddi|zuHause> you might need to duplicate a few things 19:50:49 <_dp_> Eddi|zuHause, easier said than done: they're constantly moving and clipping all over each other 19:51:23 <Eddi|zuHause> _dp_: i don't see the problem, you still only need to stop one 19:51:27 <_dp_> Eddi|zuHause, and it's already dangerous enougt, one wrong move and you got a horde of trucks running amok in your town xD 19:51:32 <V453000> not sure actually, will be a mess either way 19:52:30 <V453000> actually now I read the line where the switch fails to be created, it's probably not such a nightmare 19:52:41 <peter1138> warning: comparison of integers of different signs: 'unsigned int' and 'socklen_t' (aka 'int') 19:52:44 <peter1138> Hmm.... 19:53:09 <peter1138> Oh, we typedef int socklen_t 19:55:27 <V453000> also, last time I arrived to this problem of running out of IDs, I had extremely random code. Now I even started using includes in my code :D custom ones from python, but still :) easy to move large chunks of code around 19:55:32 <peter1138> Hm. 19:56:03 <Eddi|zuHause> V453000: we'll get you to higher level metaprogramming at some point :p 19:56:33 <V453000> yeah 19:56:36 <V453000> in 62 years 19:56:59 <peter1138> Oh, we don't. Hmm. 19:57:43 <Eddi|zuHause> peter1138: i would expect such a type to be defined in some system library 20:00:00 <peter1138> We define it in some cases, but not in this case. 20:00:45 <Wolf01> Oh nice, they added the fields to Mashinky 20:00:49 <peter1138> ./sysroot/usr/include/sys/socket.h:typedef int socklen_t; 20:01:05 <peter1138> So we compare a size_t with socklen_t. 20:02:03 <peter1138> But not in a normal build. 20:03:21 <LordAro> doesn't really seem like it should be an int 20:03:29 <LordAro> but standard library kinda wins there 20:04:14 <peter1138> On my system headers it's typedef __socklen_t socklen_t; 20:04:32 <peter1138> (And no other reference to __socklen_t) 20:04:54 <peter1138> https://yarchive.net/comp/linux/socklen_t.html 20:06:44 <glx> it's defined to int for windows and os2 in os_abstraction.h 20:06:49 <peter1138> Yes, as it should be. 20:07:11 <glx> but only for MSVC 20:10:18 <peter1138> Hmm, does that assert warn on any build? 20:10:48 <peter1138> _dp_, well, I did my bit :p 20:12:26 <_dp_> peter1138, huh? 20:13:50 *** Gumle2 has joined #openttd 20:14:35 *** Wormnest has quit IRC 20:15:12 <Samu> lala 20:15:24 * peter1138 attempts to play Brutal Doom 20:15:33 <Artea> HA 20:17:10 *** Supercheese has quit IRC 20:17:31 *** Supercheese has joined #openttd 20:20:11 *** andythenorth has joined #openttd 20:21:58 <peter1138> So... 20:22:11 <peter1138> Playing it on hard realism mode, heh. 20:22:47 <peter1138> Why does this assert not need a cast with my system headers? 20:24:09 <peter1138> Must be some magic, it warns if I cast it to int, as it is meant to be. 20:26:49 *** Wormnest has joined #openttd 20:28:10 <dwfreed> peter1138: what's the line? and what's the types? 20:28:23 <peter1138> src/network/core/address.cpp:271 20:28:31 <peter1138> size_t vs socklen_t 20:29:54 <peter1138> aka size_t vs int 20:31:12 <glx> I have unsigne long long vs size_t here 20:32:49 <nielsm> https://www.tt-forums.net/viewtopic.php?p=1221074#p1221074 20:32:51 <nielsm> interesting 20:33:12 <nielsm> the macos slowness has the same symptoms as what I was seeing on the dos build 20:33:21 <nielsm> i.e. no single component measures slow 20:33:47 <dwfreed> socklen_t is uint32_t equiv 20:33:58 <andythenorth> yo 20:34:09 <peter1138> dwfreed, no, it's not unsigned. 20:34:21 <dwfreed> according to my headers it is 20:34:25 <peter1138> That's... wrong. 20:34:36 <dwfreed> ./types.h:__STD_TYPE __U32_TYPE __socklen_t; 20:34:43 <dwfreed> ./socket.h:typedef __socklen_t socklen_t; 20:35:06 <_dp_> nielsm, that's probably citymania client screenshot as there are no vehicles 20:35:11 <_dp_> nielsm, they still can be slow 20:35:33 <_dp_> nielsm, though they should be part of gameloop iirc 20:35:42 <nielsm> yes and this is a blank game as he's writing 20:35:48 *** Gumle2 has quit IRC 20:35:50 <nielsm> there is nothing there to make it slow 20:35:56 <nielsm> it's not simulation related 20:36:09 <nielsm> it seems like it's something with the timing of the main loop 20:36:29 <nielsm> like the timer used is wrong 20:36:44 <andythenorth> so RV overtaking is solved, in the de-facto replacement for OpenTTD? 20:36:50 <nielsm> since it's not slow simulation, it's not slow rendering, it's not slow output 20:37:04 <glx> graphics rendering is low but doesn't seem fast in average 20:37:31 <nielsm> glx: it's not 120 ms slow 20:37:58 <glx> but indeed it's fast enough for 33fps 20:38:01 <nielsm> it should be able to output 600-800 fps at that rate 20:38:51 <peter1138> I'd assume andythenorth would have reported such slowness if it was universal on OS X, though. 20:41:09 <andythenorth> eh what did I break now? 20:41:15 *** Thedarkb-T60 has joined #openttd 20:41:16 <nielsm> maybe has to do with hardware configuration, which system timers are available or something like that 20:41:32 <nielsm> you never reported getting about 7 fps 20:42:36 <andythenorth> oic 20:42:38 <andythenorth> no 20:42:50 <andythenorth> ok so I have a busy test game open 20:43:02 <andythenorth> where FFWD performance is a dog (as a reference point) 20:43:32 <andythenorth> but I'm getting 60-70fps for both simulation and graphics 20:44:05 <andythenorth> (on ffwd) 20:45:34 <peter1138> andythenorth, in this "bug" it's apparently really slow with an empty game. 20:45:42 <andythenorth> ok I try 20:46:23 <andythenorth> ok on a clean map, no vehicles, no AI 20:46:40 <andythenorth> simulation rate is regularly passing 2k fps 20:46:49 <nielsm> are you running fullscreen or windowed mode? 20:47:23 <andythenorth> windowed 20:47:24 <glx> on the thread it says it's better with smaller window 20:47:59 <LordAro> could it be some horrifically underpowered macbook air or something? 20:48:13 <LordAro> i don't think there were any actual hardware specs in that thread 20:48:22 <peter1138> It's said that previous versions worked fine. 20:48:23 <LordAro> andythenorth: OS version? 20:48:30 <peter1138> And it'd have to be VERY unpowered to be that slow. 20:48:34 <andythenorth> 10.13.6 20:48:36 <LordAro> true 20:48:49 <nielsm> if it was just underpowered hardware then the slowness would probably measure to one or more of the framerate figures 20:48:50 <andythenorth> full disclosure, this is a self-compiled version of the NRT PR 20:48:57 <glx> iMac (Retina 5K, 27-inch, 2017) 3,8 GHz Intel Core i5, 24 Gb 2400 MHz DDR4, Radeon Pro 580 8 Gb Mohave 10.14.4 20:49:06 <andythenorth> also I've been running OpenTTD on macs for 12 years 20:49:06 <glx> doesn't seem underpowered to me 20:49:15 <LordAro> mm, both posts in there mention 10.14 20:49:17 <andythenorth> they used to be more underpowered than now :P 20:49:18 *** Thedarkb-T60 has quit IRC 20:49:34 <andythenorth> 10.14 might have changed the graphics API to default to Metal 20:49:38 <andythenorth> among other changes 20:49:46 <andythenorth> I can't upgrade, not supported at work 20:49:55 <LordAro> when were you plan- aw 20:50:08 <glx> oh so all the deprecated stuff is now slow ? 20:50:54 <LordAro> still doesn't explain why 1.8 was fine? 20:51:03 <LordAro> unless they upgraded at the same time and didn't test both 20:51:46 <glx> or it's the way I built the previous versions 20:51:52 <glx> *we 20:52:12 <LordAro> mm 20:52:22 <glx> 1.8 used the old compile farm 20:52:28 <LordAro> we need someone with 10.14 able to test such things :) 20:52:46 <andythenorth> I believe we have one in the forums? o_O 20:53:08 <glx> yeah probably need him to build 1.8.0 to compare 20:53:25 <nielsm> can we somehow get 1.8.0 built on the new compile farm? 20:53:32 <LordAro> come up with a list of things for them to try 20:53:33 <nielsm> for comparison 20:53:43 <LordAro> nielsm: with difficulty, i fear 20:54:46 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/video/cocoa/event.mm#L713 20:55:01 <nielsm> one guess at a possible reason 20:55:21 <nielsm> though it should not give up a time slice for so long 20:55:26 <nielsm> and should not busy-wait 20:55:46 <peter1138> Is that new? 20:55:47 <nielsm> no 20:55:48 <LordAro> can we just use <chrono> stuff everywhere? 20:55:55 <peter1138> LordAro, we do now. 20:56:09 <nielsm> peter1138 no not here 20:56:13 <nielsm> it uses gettimeofday 20:56:30 <nielsm> line 90 20:56:31 <LordAro> the video drivers aren't using it to control their loop times, is it? 20:56:38 <peter1138> Oh, I was thinking of the CSleep() stuff. Oops. 20:56:55 <peter1138> I have a patch for that, though... (lol) 20:57:33 <peter1138> Oh, didn't touch OS X though. 20:57:53 <glx> I think it should be possible to do 1.8.0 build like it's done for PRs 20:58:15 <LordAro> all the version stuff would be broken, i imagine 20:58:29 <LordAro> but it would probably serve its purpose 20:58:30 <peter1138> Yeah, it's missing the pipelines stuff. 20:58:57 <peter1138> azure-pipelines 20:58:59 <glx> using the nightly pipeline 20:59:28 <LordAro> so releases/1.8 + azure-pipelines stuff? could work 20:59:29 <nielsm> where the heck is CSleep defined in 1.9 branch?` 21:00:18 <glx> I can try to queue it 21:01:41 <nielsm> okay os/unix/unix.cpp it seems 21:01:46 <nielsm> and it does usleep(ms*1000) 21:03:13 <andythenorth> https://portal.macincloud.com/select/#/plans/dedicated/selection 21:07:59 <glx> ok I don't see how to queue it 21:11:47 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/1.9.1/src/video/cocoa/event.mm#L642-L730 21:11:50 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/1.9.1/src/video/sdl_v.cpp#L662-L799 21:11:56 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/1.9.1/src/video/win32_v.cpp#L1185-L1307 21:12:04 <nielsm> it has to be possible to unify this somehow? 21:12:09 <glx> ok it's not possible because "An error occurred while loading the YAML build pipeline. Could not find /azure-pipelines-release.yml in repository self hosted on https://api.github.com using commit ebbbf0bdfb4abd849bb1f91254b60687a9660bfc. GitHub reported the error, "Not Found"" 21:12:20 <nielsm> nm that that's from 1.9 branch it's basically unchanged in master 21:13:35 <nielsm> could we somehow make a SDL build for macos? or an allegro build? 21:14:07 <LordAro> nielsm: i'd like to see them merged, for sure 21:15:32 <glx> not easy LordAro, each driver use a different way to get system events 21:16:25 <nielsm> well some kind of templated stuff or whatever 21:16:30 <LordAro> sure, each driver would need a HandleEvent() function or whatever, but the loop itself and fair bit of the before, after, and contents could do it 21:16:49 <nielsm> that weird pattern where a superclass takes its subclass as a template parameter to get static polymorphism 21:17:02 <LordAro> mm, pools. 21:17:05 <glx> yes before and after for(;;) can probably be factorised 21:17:21 <LordAro> nielsm: also pls avoid 21:17:21 <nielsm> the basic goal would be to keep the timing logic the same for all platforms 21:19:02 <glx> hmm or not, because all inter thread communication on windows uses windows specific stuff 21:19:40 <nielsm> the windows driver has received lots of tender loving care over the years 21:19:44 <nielsm> and is very unique 21:20:03 <glx> osx driver on the other hand ;) 21:20:41 <glx> when converting QSortT() I had to keep OSX different 21:21:19 <glx> it's still limited to 32 resolutions while all other drivers have "infinite" 21:23:16 <nielsm> I have a (by now ancient) macbook pro around but its disk died so I'd have to get a new SSD for it and somehow install OS 21:23:25 <nielsm> and don't know if it actually works anyway 21:24:02 <nielsm> or could do the hackintosh -.- 21:24:14 <nielsm> (but no guarantee it'd exhibit the bug) 21:25:12 <milek7> funny comment on emscripten build: "I am thoroughly impressed at how smooth this is running on MacOS! It seems way more smooth than the native build for some reason." 21:25:23 <nielsm> :( 21:26:35 <glx> hmm maybe split mainloop in preloop where we may start thread, mainloop, and postloop with thread cleanup if needed 21:28:07 <glx> but won't change much as the loop itself is full of driver specific code 21:28:22 <glx> for event polling and key reading 21:29:13 <nielsm> can we make some template function that takes a bunch of function parameters and does the timing magic and calling of the game mainloop, but lets the driver fill in the other specifics? 21:31:53 <glx> oh and of course drawing on osx is not threaded 21:33:25 <glx> and I guess it was the same for dos 21:33:46 <glx> that may be the common point 21:34:14 <nielsm> yeah the allegro and macos mainloops are very similar 21:34:41 <glx> all painting is done outside main thread for sdl and windows 21:34:56 <milek7> --without-threads works fine for sdl 21:37:15 *** andythenorth has quit IRC 21:58:37 *** fanioz has quit IRC 22:03:18 *** nielsm has quit IRC 22:10:00 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjGm6 22:10:50 <pnda> peter1138 what changes have occured in the current master to DropDownList? 22:13:27 <peter1138> See PopupMainToolbMenu() in src/toolbar_gui.cpp 22:14:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjGmP 22:14:22 <peter1138> ^^ 22:14:37 <peter1138> (And yea, ditch those blank newlines) 22:15:02 <pnda> So just ->push_back was replaced with .emplace_back? 22:15:29 <peter1138> No. 22:15:46 <pnda> oh yeah I see it. 22:15:55 <pnda> Well thanks, I'll update that 22:24:08 <pnda> So I've changed the stuff and built the project. But I am still 38 commits behind master. Does that matter? 22:24:26 <peter1138> Just rebase it? 22:27:23 *** Wolf01 has quit IRC 22:28:45 *** Gumle2 has joined #openttd 22:30:15 *** Gumle2 has quit IRC 22:31:32 <pnda> So like what is this, a Fix, Add, Change, Update? 22:33:15 <peter1138> Does not need to change? 22:39:16 <pnda> So I just amended my latest commit "Codechange: Set default values to 0 for air and water". Is that ok? 22:39:31 <peter1138> Squash it all together? 22:39:37 <peter1138> (fixup in rebase 22:39:38 <peter1138> ) 22:43:13 *** Elon_Satoshi has joined #openttd 22:43:37 <Elon_Satoshi> Hi! 22:47:08 <DorpsGek_II> [OpenTTD/OpenTTD] spnda dismissed a review for pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjGIK 22:47:09 <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIt 22:47:25 <pnda> Should be updated now 22:47:31 <peter1138> Heh, you didn't ditch the blank lines 22:47:50 <pnda> Ohhh I forgot to do that 22:48:00 *** arikover has joined #openttd 22:48:13 <pnda> I did that before rebasing and changes went away... I'll redo this now 22:48:24 <peter1138> "changes went away" ... um.. 22:48:39 <pnda> Yeah like I had to stash them 22:48:53 <peter1138> The great thing about git is commits are easy ;) 22:49:22 <peter1138> (Not like svn, where it goes off to the server and they're rather final...) 22:49:27 <pnda> I just did git commit --amend is that enough for git to pick up the changes? 22:51:30 <peter1138> You still need to pick the files you want to add. 22:51:40 <peter1138> Or use -a 22:52:27 <pnda> So git commit --amend -a will do the job right 22:53:36 *** sla_ro|master has quit IRC 22:54:49 <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIt 22:58:22 *** Thedarkb-T60 has joined #openttd 23:19:40 *** pnda has quit IRC 23:36:13 *** Gustavo6046 has quit IRC 23:44:31 <Samu> round 11 begins