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00:07:53 <DorpsGek_III> [OpenTTD/OpenTTD] tomstorey opened issue #8066: 1.10.0 crashes on start in OS X 10.12.6 https://git.io/JvA3B 00:12:11 *** Flygon has joined #openttd 00:44:41 <DorpsGek_III> [OpenTTD/OpenTTD] tomstorey commented on issue #8066: 1.10.0 crashes on start in OS X 10.12.6 https://git.io/JvA3B 02:16:07 *** glx has quit IRC 02:45:51 *** Laedek has joined #openttd 02:46:14 <DorpsGek_III> [OpenTTD/OpenTTD] tomstorey opened issue #8067: Toggling "Full animation" first glitches, then reduces vertical size https://git.io/JvAGj 02:48:27 *** D-HUND has joined #openttd 02:51:41 *** debdog has quit IRC 03:02:52 *** kouett has quit IRC 03:03:30 *** snail_UES_ has quit IRC 03:03:53 *** Wormnest_ has quit IRC 03:04:23 *** snail_UES_ has joined #openttd 03:16:06 *** Wormnest_ has joined #openttd 03:45:42 *** Wormnest_ has quit IRC 05:01:18 *** snail_UES_ has quit IRC 05:46:15 *** Samu has joined #openttd 05:53:21 *** nielsm has quit IRC 06:08:14 *** sla_ro|master has joined #openttd 06:27:29 *** Wolf01 has joined #openttd 06:39:16 *** andythenorth has joined #openttd 06:53:35 *** kouett has joined #openttd 06:55:23 <andythenorth> reddit needs state machines https://www.reddit.com/r/openttd/comments/fvcct7/do_you_think_we_will_ever_see_custom_airports_on/ Eddi|zuHause has a newsletter about that 06:56:49 *** kouett has quit IRC 07:04:37 <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on issue #8067: Toggling "Full animation" first glitches, then reduces vertical size https://git.io/JvAGj 07:07:25 *** Gustavo6046_ has joined #openttd 07:09:02 *** Gustavo6046 has quit IRC 07:10:36 <FLHerne> andythenorth: Can't you Mac people just throw your laptops out of the nearest window and use something sane? 07:10:53 <FLHerne> Seriously, the weirdness of those bugs has been escalating for years now 07:11:00 <andythenorth> empirical evidence suggests no 07:11:39 <andythenorth> the problems come from supporting a platform that is (a) marginal for users (b) marginal for it's vendor 07:11:44 <andythenorth> its * 07:12:07 <FLHerne> (and I'm using a heavily-custom-patched desktop on a bleeding-edge Linux system on unusual obsolete hardware, so my threshold for 'weird bugs' is pretty low) 07:12:18 <FLHerne> high? whatever 07:13:02 <andythenorth> mac is only ~18% of desktop operating system share 07:13:09 <andythenorth> and it's of no interest to Apple 07:13:25 <andythenorth> so the OS degrades regularly 07:13:26 <FLHerne> Apropos of nothing much: 07:13:28 <FLHerne> KDE bug 379093 in Spectacle (General) "Spectacle logs user out of the system when user clicks Export image > Share > Save as" 07:13:45 <FLHerne> > "As the maintainer of this piece of software, I have a very important question to ask: WHAT THE ACTUAL *^*&%&W*?" 07:14:03 <andythenorth> that's special 07:14:25 <andythenorth> hmm, Mac user life was much better when it was 4% of desktop OS, and 90% of Apple revenue :x 07:16:07 *** kouett has joined #openttd 07:16:22 <Eddi|zuHause> FLHerne: sounds like an X server crash to me 07:16:35 *** kouett has quit IRC 07:17:31 <Eddi|zuHause> speaking of crash. i have this feeling that we had a crash in SelectCompanyLiveryWindow::GroupNameSorter before 07:20:36 <Eddi|zuHause> can't find any evidence of that, though 07:22:07 <DorpsGek_III> [OpenTTD/OpenTTD] tomstorey commented on issue #8067: Toggling "Full animation" first glitches, then reduces vertical size https://git.io/JvAGj 07:31:24 *** kouett has joined #openttd 08:05:49 *** Samu has quit IRC 08:06:26 *** ZirconiumX has quit IRC 08:06:32 *** Samu has joined #openttd 08:06:35 *** D-HUND has quit IRC 08:07:03 *** sla_ro|master has quit IRC 08:07:31 *** sla_ro|master has joined #openttd 08:07:40 *** ZirconiumX has joined #openttd 08:07:44 *** debdog has joined #openttd 08:20:55 *** k-man has quit IRC 08:27:02 *** Smedles has quit IRC 08:27:17 *** Smedles has joined #openttd 08:31:21 *** k-man has joined #openttd 08:36:47 *** Gustavo6046__ has joined #openttd 08:37:19 *** gelignite has joined #openttd 08:38:22 *** Gustavo6046_ has quit IRC 08:44:41 *** WormnestAndroid has quit IRC 08:44:54 *** WormnestAndroid has joined #openttd 08:48:59 *** WormnestAndroid has quit IRC 08:49:13 *** WormnestAndroid has joined #openttd 09:39:09 *** Gustavo6046 has joined #openttd 09:40:38 *** k-man has quit IRC 09:40:48 *** Gustavo6046__ has quit IRC 09:41:10 *** k-man has joined #openttd 09:46:22 *** supermop_Home has quit IRC 10:16:59 <Wolf01> Pfff, I'm already tired 11:03:32 *** rotterdxm has joined #openttd 11:03:55 <rotterdxm> ola. moving in 2 days :) i trust all have been well here? 11:04:42 <rotterdxm> found this article again, thought it would be fun to share https://www.wired.com/2010/01/slime-mold-grows-network-just-like-tokyo-rail-system/ 11:48:29 <andythenorth> rotterdxm on the one hand that's fascinating and great, and on the other it's like 'no shit?' :) 11:48:42 <andythenorth> physics can optimise for flows between nodes 11:48:51 <andythenorth> nice article though 12:11:44 <DorpsGek_III> [OpenTTD/OpenTTD] floodious commented on pull request #8032: Fix #7904: Don't use a timer for hundredth tick determination https://git.io/JvAom 12:22:35 <DorpsGek_III> [OpenTTD/OpenTTD] floodious commented on pull request #8032: Fix #7904: Don't use a timer for hundredth tick determination https://git.io/JvAo6 12:43:38 <andythenorth> hmm 12:43:47 <andythenorth> FIRS Steeltown is really quite rad 12:43:53 <andythenorth> but the apex cargo is Vehicles 12:44:09 <andythenorth> and they just don't quite work 12:44:26 <andythenorth> https://firs-test-1.s3.eu-west-2.amazonaws.com/firs-v4-previews/docs/html/economies.html#steeltown 12:44:37 <andythenorth> they go to a vehicle dealer, which is a black hole industry 12:45:23 <rotterdxm> you want circular? 12:45:51 *** cHawk has joined #openttd 12:47:02 <andythenorth> I tried that, it's no better :) 12:54:02 <rotterdxm> then it´s inevitable that a black hole industry will exist at the end of the chain... 12:54:18 <rotterdxm> maybe the scrap yard production could be boosted if a lot of vehicles are sold? 12:55:15 <rotterdxm> maybe people trade in their old vehicles for new ones so it produces recyclabes or scrap metal 12:55:21 <rotterdxm> ¨produces¨ 12:55:34 *** supermop_Home_ has joined #openttd 13:02:46 <andythenorth> the weird things are 13:03:02 <andythenorth> - vehicle distributor is small (3x2 tiles) 13:03:07 <andythenorth> - amounts of vehicles are larg 13:03:11 <andythenorth> large * 13:03:55 <andythenorth> this is really a different problem 13:04:04 <andythenorth> 1. town cargos have no purpose 13:04:21 <andythenorth> 2. there's no mechanic to incentivise or force distributing across multiple destinations 13:07:16 <rotterdxm> so is it possible to have towns influenced by cargos delivered? yes. so maybe it is a requirement in steeltown economy for vehicles to be delivered for growth? perhaps not as a blanket redtext but as a variable 13:08:01 <rotterdxm> i mean it fits the setting of the economy, considering the cars are not exported 13:11:25 <rotterdxm> now that i watch the new economy desc... i see a few new industries. can´t wait to see what they look like 13:15:14 *** snail_UES_ has joined #openttd 13:15:40 <andythenorth> industry newgrf can't control town growth cargos 13:16:04 <andythenorth> it's a challenging problem, as it interacts badly with gamescript 13:16:12 <andythenorth> and historical game 13:16:15 <andythenorth> and houses 13:16:20 <andythenorth> and newgrf houses 13:16:26 <andythenorth> :D 13:16:35 <rotterdxm> nyeh 13:16:36 <rotterdxm> ok 13:16:47 <rotterdxm> worth a shot 13:17:01 <rotterdxm> (not for you to implement, but for me to suggest) 13:17:24 <rotterdxm> OK good to know though. so... using a port industry specifically for export of vehicles? 13:17:37 <andythenorth> would it produce anything in return? 13:17:47 <andythenorth> I tried accept vehicles, produce scrap 13:17:52 <andythenorth> doesn't really work 13:18:14 <andythenorth> maybe it's just a graphical issue, vehicle distributor should be large 13:18:17 <rotterdxm> yeah i can see that. let me check the cargo flow 13:18:21 <rotterdxm> you could definitely do that 13:19:18 <rotterdxm> is In a Hot Country also going away? 13:20:48 <rotterdxm> so, checking the cargo flow. so the assembly plant makes farm supplies? 13:21:00 <rotterdxm> interesting 13:22:02 <andythenorth> tractors 13:22:19 <andythenorth> ENSP and FMSP are quite freely available in Steeltown 13:24:55 <rotterdxm> i´m just surprised by the 3 cargos produced 13:25:03 <rotterdxm> but i guess that´s a new feature 13:25:22 <andythenorth> checkout the Wharf :P 13:26:11 <rotterdxm> interesting. 13:26:18 <rotterdxm> and the bulk terminal too 13:26:31 <rotterdxm> i kinda like this one, even though i will miss the old 13:26:41 <andythenorth> I enjoyed designing for the limitation 13:26:46 <andythenorth> but this is definitely better 13:27:21 <andythenorth> the 3-in, 2-out was a nice puzzle game as a designer 13:27:30 <andythenorth> but didn't make a great industry transport game 13:27:42 <rotterdxm> i can see how that would work. it´s a puzzle 13:27:54 <andythenorth> it caused a lot of silly composite cargos, like 'metal' 13:27:58 <andythenorth> and 'packaging' 13:28:12 <rotterdxm> as someone who uses ships most of the time, i am pleased by the increased importance of the shore based industry hubs :D:D 13:29:05 <rotterdxm> so you´d rather have very specific cargos rather than the more broad categories 13:29:08 <rotterdxm> ? 13:29:37 <andythenorth> generally it's better, not 100% rule 13:30:01 <andythenorth> 'vehicle parts' works better than splitting up 'springs, seats, lights' etc 13:30:21 <andythenorth> but 'tyres' works better than including tyres in 'vehicle parts' 13:31:48 <rotterdxm> agree 13:32:33 <rotterdxm> other than the vehicle distributor, any other sticking points for steeltown economy? 13:34:44 <andythenorth> it seems pretty good 13:34:51 <andythenorth> I have a test game running 13:35:06 <andythenorth> it has taken 60 years to complete the chain 13:35:25 <andythenorth> and I reset the date 3 times, so more like 75 years 13:35:35 <andythenorth> do you want a test grf? 13:35:47 <rotterdxm> would love that 13:36:03 <andythenorth> do you have a FIRS build? Or I can DM it 13:36:24 <rotterdxm> i don´t have a FIRS build, just the 3.0.12 GRF, DM would be great 13:37:04 <andythenorth> sent 13:37:10 <andythenorth> shout if it doesn't work 13:37:20 <andythenorth> (forums) 13:45:55 <rotterdxm> got it, tried it, it works. i am surprised by the vehicle compatibility 13:46:06 <rotterdxm> thought i would need updated sets 13:48:05 <andythenorth> you might get weird results with some sets 13:48:10 <andythenorth> should be mostly fine 13:49:21 <rotterdxm> i will try to break it in new and interesting ways. <3 13:50:03 <rotterdxm> i tried HEQS, Road Hog, Iron Horse and SQUID ate FISH just now, cursory glance at the vehicle purchase menu shows no anomalies. but we´ll see how it goes 13:57:40 <rotterdxm> andythenorth, https://imgur.com/G9FzeVo 13:57:52 <rotterdxm> vehicles required? did you implement it? 13:58:06 <rotterdxm> or is that a quirk of me using the tropical climate 13:58:28 <andythenorth> it's because there's no goods 13:58:41 <andythenorth> OpenTTD has no way to handle that situation 13:58:47 <rotterdxm> gotcha 14:00:22 <rotterdxm> OK, going to have some fun with this :D if you want any graphics for the new industries that are using placeholders, i´m there for it 14:03:00 <rotterdxm> https://imgur.com/Guq3yw4 i am SO here for this map 14:11:22 *** Artea has joined #openttd 14:18:53 <rotterdxm> OK the road hog edibles tanker trucks can transport paints/coatings, acid, cleaning agents, coal tar and chlorine. 14:19:33 <rotterdxm> so i assume (and will check) if this is the case for other vehicles too. at least it´s better to have the choice than to not have a suitable vehicle 14:19:58 <rotterdxm> so the cryo plant... its production cannot be boosted. interesting 14:33:46 <andythenorth> edibles is a bit lolz 14:55:37 *** Flygon has quit IRC 15:05:16 *** Wormnest_ has joined #openttd 15:17:14 <rotterdxm> interesting that the wharf has the exact same cargo reception as the builders yard, but without the benefits of producing stuff 15:17:51 <rotterdxm> other than it being a bit harder to keep the placeholder industries apart, this is fun and a whole new way to play FIRS 15:21:14 <andythenorth> the builders yard is just there for players who want realism of delivering to towns 15:21:18 <andythenorth> I don't use it 15:23:57 <FLHerne> andythenorth: Can't you do an ECS and limit the amount of intake? 15:24:30 <FLHerne> (my memories of ECS are pretty vague) 15:24:43 *** cHawk has quit IRC 15:25:01 *** cHawk has joined #openttd 15:29:58 <andythenorth> I can but it's annoying to players, and breaks AIs and breaks cargodist 15:30:29 <andythenorth> my preferred solution is to be able to define town growth cargos 15:42:34 <rotterdxm> well, i saw the vehicle distributor and the builders yard just spawned out in the middle of nowhere 15:42:37 <rotterdxm> but that does make sense 15:43:47 <andythenorth> they should be spawning 'near town' but the location check code is broken currently 16:17:08 <Wolf01> 17:01:50 *** nielsm has joined #openttd 17:26:46 *** gelignite has quit IRC 17:32:43 *** Progman has joined #openttd 17:34:47 *** glx has joined #openttd 17:34:47 *** ChanServ sets mode: +v glx 17:36:39 <Wolf01> http://www.commitstrip.com/en/2020/04/07/coder-philosophy-being-professional/ hahah 17:41:38 *** frosch123 has joined #openttd 17:45:50 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JvAdk 17:45:50 <DorpsGek_III> - Update: Translations from eints (by translators) 17:54:44 <nielsm> hm so, 1.10.1? 17:54:46 <nielsm> cmake? 17:55:13 <glx> both ? 17:55:56 <nielsm> it just occurred to me that having 1.10 branch on old build system and master on cmake might get annoying 17:56:17 <peter1138> Why? 17:56:27 <glx> compile farm supports both 17:56:44 <nielsm> maybe not, since barely anyone will be building 1.10 branch anyway 18:01:13 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/JvAFJ 18:07:01 <andythenorth> 1.11 or bust :P 18:09:14 <nielsm> trying cmake build for first time now :D 18:09:26 <nielsm> so spammy 18:10:17 <nielsm> and it looks like it did not link zlib and more 18:11:17 <Wolf01> <andythenorth> 1.11 or bust :P <- add that 3D shit and do 2.0 :P 18:15:03 <LordAro> nielsm: as long as no one touches any build systemy stuff in 1.10, shouldn't matter at all 18:15:25 <nielsm> hmm how do I make it figure out where I installed vcpkg.. 18:15:27 <LordAro> 1.10.1 should happen sooner rather than later though 18:15:46 <LordAro> nielsm: there's probably an (undocumented) variable you need to set 18:16:00 <LordAro> it's been a while, but the cmake gui was quite good at exposing them 18:21:58 *** gelignite has joined #openttd 18:22:10 <nielsm> awesome, now vcpkg imploded on itself 18:22:40 <nielsm> I tried updating it and when it wanted to rebuild all packages it deleted them then failed to rebuild anything at all 18:25:50 <nielsm> okay figured out what I did wrong 18:30:20 <rotterdxm> 3d shit what :O 18:30:56 <Wolf01> rotterdxm, https://www.tt-forums.net/viewtopic.php?f=33&t=86412 18:32:27 <rotterdxm> woo that looks like a board game. i like it 18:35:19 <nielsm> WILDNESS 18:35:36 <nielsm> built with clang instead of microsoft cl and it just worked 18:35:51 <LordAro> nice 18:39:12 <nielsm> clang spews a ton of warnings about using MS language extensions though, in particular the "sealed" keyword which FINAL is defined to 18:39:25 <nielsm> that should perhaps check compiler instead of target OS :P 18:47:07 *** syr has quit IRC 18:47:29 *** syr has joined #openttd 18:48:08 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/JvAbM 18:50:32 <FLHerne> LordAro: > Always allow building any available roadtypes < why? 18:51:20 <LordAro> because that's what was requested :p 18:52:06 <FLHerne> LordAro: The current behaviour is consistent with railtypes, tramways, and IIRC airports? 18:52:13 <FLHerne> And stops people building pointless stuff 18:52:40 <LordAro> some people wanted to be able to build roads without having road vehicles available 18:52:42 <FLHerne> I don't understand why removing that feature makes any sense 18:53:11 <FLHerne> For scenery? 18:53:17 <LordAro> ¯\_(ツ)_/¯ 18:54:00 <FLHerne> How many games don't have road vehicles available, and why, and why would someone who wants to build roads play in one? 18:54:05 <Wolf01> Reply no.1: use the scenario editor 18:55:31 <frosch123> LordAro: are you still working on that PR? 18:56:42 <frosch123> as it is, it does not make a lot of sense to me 18:56:50 <frosch123> and it seems getting more complicated 18:56:56 <frosch123> so 1.10.1 without it? 19:01:46 <LordAro> yeah, i took the backport flag off it 19:03:22 <nielsm> and as expected, the clang (release) build is slightly faster than the microsoft c++ build 19:04:31 <nielsm> I'm getting almost 10% improvement in frame times on wentbourne 19:05:57 <nielsm> and the exe file is smaller too 19:06:08 <glx> [20:09:28] <nielsm> so spammy <-- that's because ninja uses the output to determine dependencies 19:06:22 <glx> and it's annoying :) 19:06:52 <nielsm> glx actually I was referencing how it by default uses the -v switch to print full command lines for every build command 19:07:01 <glx> ah 19:07:36 <glx> editing the json is easy anyway 19:08:34 <glx> and indeed I should really try to "install" when I rebase :) 19:09:23 <nielsm> can we change it so it defaults to the *-windows-static triplet instead of *-windows triplet for vcpkg? 19:09:40 <glx> yes you can do that in the json 19:09:49 <nielsm> no I mean so every developer doesn't have to do that 19:10:19 <nielsm> or otherwise change the install target so it also copies the dll files 19:15:29 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/stdafx.h#L145-L168 <- shouldn't several of those defines be in the #if defined(_WIN32) block rather than the _MSC_VER block, technically 19:15:47 *** debdog has quit IRC 19:17:39 <glx> dunno how mingw would handle that 19:18:44 <DorpsGek_III> [OpenTTD/OpenTTD] FLHerne commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JvANN 19:19:32 <FLHerne> LordAro: ^comment 19:20:39 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 19:22:13 <nielsm> perhaps deletable: https://github.com/OpenTTD/OpenTTD/blob/master/src/stdafx.h#L188-L191 19:22:59 <glx> line 175 needs an update too I guess 19:24:17 <glx> minimum version for cmake is 2017 19:27:25 <LordAro> FLHerne: needs to go on the issue itself, really 19:29:32 <nielsm> glx: I'm not sure it makes sense to remove objs/, rev.cpp and ottdres.rc from gitignore during the transition period, but I think projects/.vs should be changed to just .vs/ since that will likely move to the root checkout dir for most 19:29:40 <nielsm> also CMakeSettings.json should probably be added 19:30:22 <nielsm> or is the intention that everyone should set up the build entirely outside the source tree? 19:30:26 <FLHerne> LordAro: IMO, the issue (crash excluded) should just be closed as "not a bug" 19:30:49 <LordAro> FLHerne: that's a perfectly valid opinion 19:30:52 <LordAro> put it in the issue :p 19:31:32 <glx> I configured mine to have subdirs in 'build' 19:32:23 *** adikt has quit IRC 19:33:11 *** debdog has joined #openttd 19:35:27 <nielsm> I also get this when building with cl: https://0x0.st/iSiU.txt 19:42:38 <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JvAAp 19:55:30 <glx> yeah I don't understand why we get this warning, we set the policy, we check it's possible to enable IPO and enable it based on the test result 19:56:00 <glx> and if we use cmake minimum 3.9 instead of 3.5 it works fine 20:01:33 *** rotterdxm has quit IRC 20:02:44 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/JvAxM 20:02:46 <glx> I think it's a vcpkg issue 20:10:32 <glx> or more because the way cmake works, I think the toolchain is on a higher level so when we change the policy it doesn't see the new value 20:16:05 *** tokai has joined #openttd 20:16:05 *** ChanServ sets mode: +v tokai 20:22:53 *** tokai|noir has quit IRC 20:27:54 <glx> https://pastebin.com/KD60pMXq <-- for some reason policy setting disapear at vcpkg level 20:28:56 <Samu> I accidentaly created a water pathfinder 20:30:01 <Samu> it builds aqueducts, it builds locks, it can use rivers and sea... still needs to check for ship depots and buoys 20:33:00 *** frosch123 has quit IRC 20:33:04 <Samu> I have a feeling it's incredibly slow though 20:34:15 *** Wolf01 is now known as Guest21554 20:34:17 *** Wolf01 has joined #openttd 20:35:19 *** Guest21554 has quit IRC 20:56:53 *** arikover has joined #openttd 21:01:03 <andythenorth> can we [something something] give newgrf control of town cargos? 21:01:17 <andythenorth> also the house acceptance bug, is that a bug? :P 21:02:24 * andythenorth asking for friend 21:05:31 <nielsm> house acceptance bug? 21:06:43 *** Samu has quit IRC 21:08:03 <andythenorth> houses don't use cargo labels for acceptance 21:08:26 <andythenorth> so industry grfs have to (1) put cargos in specific numeric slots (2) provide goods, food, mail in all cases 21:09:12 <nielsm> uh that does sound like a problem 21:09:45 <nielsm> and of a kind that doesn't have a good fix since it requires a spec change 21:10:17 <andythenorth> I didn't check if we have a GH issue for it 21:10:42 <nielsm> I don't remember seeing one, if there is it's closed 21:12:52 <andythenorth> I am too tired to write one today :) 21:12:59 <andythenorth> needs a pre-made test grf also 21:17:04 <nielsm> gn 21:19:01 *** cHawk- has joined #openttd 21:21:22 *** andythenorth has quit IRC 21:25:07 *** cHawk has quit IRC 21:25:09 *** nielsm has quit IRC 21:29:18 *** Progman has quit IRC 21:34:16 *** sla_ro|master has quit IRC 22:14:19 *** Wormnest_ has quit IRC 22:14:43 *** WormnestAndroid has quit IRC 22:14:46 *** WormnestAndroid has joined #openttd 22:19:55 *** arikover has quit IRC 22:47:20 *** Wolf01 has quit IRC 23:03:42 *** mikegrb has quit IRC 23:03:48 *** mikegrb has joined #openttd 23:40:39 *** WormnestAndroid has quit IRC 23:41:42 *** WormnestAndroid has joined #openttd 23:46:02 *** TrueBrain has quit IRC 23:46:34 *** TrueBrain_ii has quit IRC 23:48:41 *** Wormnest_ has joined #openttd