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ZZZzzzâŠ] 12:15:56 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 12:25:27 *** kruger [~kruger@h215n4-vj-d3.ias.bredband.telia.com] has joined #openttd 12:25:36 *** kruger is now known as NGC3982` 12:25:39 <NGC3982`> Morning. 12:26:24 <__ln__> @seen NGC3982 12:26:24 <DorpsGek> __ln__: NGC3982 was last seen in #openttd 5 weeks, 3 days, 21 hours, 49 minutes, and 1 second ago: <NGC3982> Fantastic. 12:26:47 <NGC3982`> Yes, i know. 12:26:52 <NGC3982`> That client will be terminated. 12:33:16 *** NGC3982 [appe@noskapin.krot.se] has quit [Quit: Lost terminal] 12:33:26 *** NGC3982` is now known as NGC3982 12:33:34 <NGC3982> Well look at that; I have been upgraded. 12:35:42 <frosch123> integrating the derivative does not necessarily result in the original function 12:45:58 <valhallasw> Who cares about constants. 12:47:28 <LordAro> ^^ 12:51:31 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has joined #openttd 12:59:11 <Eddi|zuHause> might as well be NGC5523 then 13:05:22 *** wakou2 [~stephen@host86-150-31-84.range86-150.btcentralplus.com] has quit [Remote host closed the connection] 13:06:04 *** wakou2 [~stephen@host86-150-31-84.range86-150.btcentralplus.com] has joined #openttd 14:02:38 *** Japa [~Japa@117.201.106.175] has joined #openttd 14:10:45 *** Japa [~Japa@117.201.106.175] has quit [Ping timeout: 480 seconds] 14:16:01 <DorpsGek> Commit by fonsinchen :: r26365 trunk/src/video/win32_v.cpp (2014-02-23 14:15:55 UTC) 14:16:02 <DorpsGek> -Fix [FS#5867]: Don't draw the cursor when its sprite isn't ready and set _screen.dst_ptr immediately when the buffer changes (frosch123) 14:16:42 <DorpsGek> Commit by fonsinchen :: r26366 trunk/src/video/win32_v.cpp (2014-02-23 14:16:36 UTC) 14:16:43 <DorpsGek> -Fix: Protect the windows video driver from concurrent access (frosch123) 14:17:12 <Eddi|zuHause> fonsinchen doing non-cargodist commits? 14:18:24 <LordAro> shocking 14:18:37 <LordAro> he must have finished cargodist :p 14:21:21 <MNIM> 'finished' 14:21:36 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 14:21:39 *** mode/#openttd [+v tokai|noir] by ChanServ 14:22:00 <fonsinchen> I'm not finished with cargodist quite yet. I have another idea on how to annoy the YACD fans some more ;) 14:22:12 <fonsinchen> However, first I'd like to get 1.4 out 14:22:41 *** roadt_ [~roadt@60.168.92.92] has joined #openttd 14:27:46 *** tokai|mdlx [~tokai@port-92-195-85-174.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 14:29:34 *** roadt [~roadt@223.240.97.220] has quit [Ping timeout: 480 seconds] 14:41:39 *** Hirundo [~Hirundo@188.cimarosa.openttdcoop.org] has quit [Ping timeout: 480 seconds] 14:42:16 *** Born_Acorn [~bornacorn@yoda.zernebok.com] has quit [Ping timeout: 480 seconds] 14:42:45 *** akuryou [alexanla@colargol.tihlde.org] has quit [Remote host closed the connection] 14:43:00 *** Hirundo [~Hirundo@188.cimarosa.openttdcoop.org] has joined #openttd 14:43:53 *** Rubidium [~Rubidium@000128fa.user.oftc.net] has quit [Remote host closed the connection] 14:43:55 *** Rubidium [~Rubidium@noiv.net] has joined #openttd 14:47:22 *** Progman [~progman@p57A1A67C.dip0.t-ipconnect.de] has joined #openttd 14:51:34 *** roadt_ [~roadt@60.168.92.92] has quit [Ping timeout: 480 seconds] 14:57:48 *** Japa [~Japa@117.201.106.175] has joined #openttd 14:58:10 *** jpierre03 [~jpierre03@voyage.prunetwork.fr] has quit [Remote host closed the connection] 14:58:54 *** jpierre03 [~jpierre03@voyage.prunetwork.fr] has joined #openttd 15:02:18 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 15:04:21 *** Born_Acorn [~bornacorn@yoda.zernebok.com] has joined #openttd 15:06:10 *** jpierre03 [~jpierre03@voyage.prunetwork.fr] has quit [Remote host closed the connection] 15:06:33 *** jpierre03 [~jpierre03@voyage.prunetwork.fr] has joined #openttd 15:16:58 *** retro|cz [~retro@ip-89-176-82-80.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 15:17:28 *** Japa_ [~Japa@117.201.106.175] has joined #openttd 15:24:07 *** Japa [~Japa@117.201.106.175] has quit [Ping timeout: 480 seconds] 15:25:51 *** Elukka [~Elukka@a91-152-213-89.elisa-laajakaista.fi] has joined #openttd 15:28:37 *** Lizz [~Lizz@142.68.78.181] has joined #openttd 15:29:30 *** Mucht [~Martin@000128e2.user.oftc.net] has quit [Remote host closed the connection] 15:40:30 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 16:08:57 <DorpsGek> Commit by michi_cc :: r26367 trunk/src/video/win32_v.cpp (2014-02-23 16:08:50 UTC) 16:08:58 <DorpsGek> -Fix: [Win32] Use a separate event to indicate that the drawing thread has finished initialising, preventing potential deadlocks. 16:12:07 *** ABCRic [~ABCRic@a79-168-244-115.cpe.netcabo.pt] has joined #openttd 16:15:37 *** Pereba [~UserNick@179.186.25.14.dynamic.adsl.gvt.net.br] has joined #openttd 16:26:18 *** rubenwardy [~rubenward@host86-140-70-12.range86-140.btcentralplus.com] has joined #openttd 16:34:45 *** HerzogDeXtEr [~flex@i59F6B51C.versanet.de] has joined #openttd 16:35:57 *** Tirili [~chatzilla@kel30.kel.studentenwerk-goettingen.de] has joined #openttd 16:44:17 *** Hazzard [~43aefd2c@188.cimarosa.openttdcoop.org] has joined #openttd 16:48:34 *** Japa__ [~Japa@117.201.106.175] has joined #openttd 16:48:39 <planetmaker> good evening 16:51:02 <Alberth> evenink 16:53:08 *** rubenwardy [~rubenward@host86-140-70-12.range86-140.btcentralplus.com] has quit [Ping timeout: 480 seconds] 16:55:10 *** Japa_ [~Japa@117.201.106.175] has quit [Ping timeout: 480 seconds] 16:57:28 <LordAro> o/ 16:57:58 <frosch123> planetmaker: the desync on the public server is caused by closing companies (bankrupt or autoclean) 16:58:05 <frosch123> so, just play properly :p 16:58:26 <planetmaker> frosch123, it's the 'stable' server. Noobs may play there :P 17:05:53 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 17:07:16 *** Lizz [~Lizz@142.68.78.181] has quit [Read error: Connection reset by peer] 17:08:44 *** valhallasw [~valhallas@s55978e11.adsl.online.nl] has quit [Read error: Connection reset by peer] 17:09:38 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 17:09:41 *** mode/#openttd [+v glx] by ChanServ 17:13:34 *** valhallasw [~valhallas@s55978e11.adsl.online.nl] has joined #openttd 17:18:18 *** Tirili [~chatzilla@kel30.kel.studentenwerk-goettingen.de] has quit [Quit: ChatZilla 0.9.90.1 [SeaMonkey 2.24/20140207013742]] 17:23:12 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 17:23:17 <andythenorth> o/ 17:28:03 <andythenorth> meh 17:28:07 <andythenorth> CC-BY-NC-SA is not GPL compatible 17:28:11 <andythenorth> that's a PITA 17:28:42 <planetmaker> why do you need NC? 17:28:56 <planetmaker> or which graphics do you look at? :) 17:30:09 <andythenorth> I want egrvts 2 17:30:13 <andythenorth> I'll ask Zeph 17:30:51 <planetmaker> ah, he's available and should agree, I guess 17:31:10 <planetmaker> I wonder why egrvts2 is not GPL anyway... 17:31:18 *** planetmaker [~planetmak@188.cimarosa.openttdcoop.org] has left #openttd [Verlassend] 17:31:23 *** planetmaker [~planetmak@188.cimarosa.openttdcoop.org] has joined #openttd 17:31:26 *** mode/#openttd [+o planetmaker] by ChanServ 17:32:15 <andythenorth> bbl 17:32:16 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 17:46:35 <Virtual> I just installed OpenTTD on Windows 8 with zBase and my screen does't scroll when I move my mouse around. Any idea why ? 17:46:40 *** bdavenport [~davenport@chronos.rpi.mindlesstux.com] has joined #openttd 17:46:50 <Virtual> I can zoom in and out with my mouse, but can't scroll the map 17:48:22 <Virtual> Ah found the setting in Interface 17:48:27 <Virtual> I wonder why it isn't enabled by default 17:49:08 <glx> because it's annoying 17:49:19 <Virtual> How do you move around normally ? 17:49:28 <glx> left click and move 17:49:40 <glx> hmm right click 17:50:04 <planetmaker> different people like different UI behaviours I guess :) 17:50:24 <glx> I never liked auto scrolling 17:53:15 <Wolf01> one thing I find really annoying is the scrolling direction with rmb, in disabled mode it's inverted and confuses me, in enabled mode the mouse pointer is still and confuses me :( 17:54:15 <Wolf01> that's why I always use lmb to scroll 17:55:12 <Wolf01> but often I click on a station and open the window instead of scrolling, which doesn't happen with rmb 18:04:51 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has quit [Ping timeout: 480 seconds] 18:09:36 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has joined #openttd 18:15:01 *** Djohaal [~Djohaal@177.43.133.52] has joined #openttd 18:18:12 *** ChickeNES [~ChickeNES@dhcp148.swwn1.iit.edu] has joined #openttd 18:20:30 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 18:24:01 <andythenorth> herp 18:24:06 <Alberth> o/ 18:24:14 <andythenorth> Iron Horse seems pretty well balanced, played a few test games with it 18:24:28 <andythenorth> FIRS seems pretty well balanced, I am loving playing the basic temperate economy 18:24:38 <andythenorth> but Squid is still a bit weird :( 18:25:10 <andythenorth> fricking rivers + canals :( 18:28:16 *** Devroush [~dennis@91.181.144.67] has quit [Ping timeout: 480 seconds] 18:41:31 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 18:43:02 *** ChickeNES [~ChickeNES@dhcp148.swwn1.iit.edu] has quit [Quit: My MacBook Pro has gone to sleep. ZZZzzzâŠ] 18:43:25 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 18:45:19 <DorpsGek> Commit by translators :: r26368 trunk/src/lang/indonesian.txt (2014-02-23 18:45:12 UTC) 18:45:20 <DorpsGek> -Update from WebTranslator v3.0: 18:45:21 <DorpsGek> indonesian - 2 changes by abdu354 18:49:40 <Elukka> Eddi|zuHause: i've been out of the loop when it comes to all things openttd for a long time 18:49:43 <Elukka> is CETS still a thing? 18:49:55 <Eddi|zuHause> somewhat 18:50:55 <Eddi|zuHause> i've made some crude graphics (basically replacing green boxes with coloured boxes), and i'll get back to it in a month or so 18:51:59 *** gelignite [~gelignite@i528C3AC0.versanet.de] has joined #openttd 18:52:29 <Eddi|zuHause> andythenorth: i think the definition of "river" is a bit impractical. it should be something like "open see: anything further than 1 tile from a shore" and "river: anything not open sea" 18:53:14 <Alberth> nice river just along the coast :) 18:54:39 <Eddi|zuHause> Alberth: well yes, means a river boat can move along the shore without penalty 18:55:09 <Eddi|zuHause> there might be special rules for tiles next to a dock 18:55:09 <Alberth> nice idea 18:55:41 *** Lizz [~Lizz@blk-89-196-21.eastlink.ca] has joined #openttd 18:56:15 <Eddi|zuHause> assuming that a dock is built to handle both river ships and sea ships 18:56:45 <Eddi|zuHause> there are no high winds/waves within a harbour, and they are deep enough 18:57:17 <Eddi|zuHause> and you can build canals for sea ships when you make them 3 tiles wide 18:58:26 <Alberth> locks are special too for river boats 18:58:49 <Alberth> and have 3 tile wide locks for sea boats? :) 18:58:50 <andythenorth> Eddi|zuHause: I was concluding just the same thing 18:58:58 <Alberth> should be also longer then 18:59:00 <andythenorth> logically, what is needed is inshore and deep water 18:59:12 <andythenorth> but I'm not sure that is actually desirable 18:59:19 <andythenorth> just the most logical solution 18:59:43 <andythenorth> let me see if I can explain my problem adequately... 18:59:46 <Eddi|zuHause> Alberth: well, locks are a different kind of problem, they should be (New)Objects. with a state machine 18:59:47 <Alberth> RV doesn't even have 2 speeds 19:00:02 <andythenorth> - big ships look stupid on rivers and canals, but it's easy to use speed factor to solve this 19:00:15 <andythenorth> - small ships have same speed on rivers and canals and sea 19:00:45 <andythenorth> - big river boats are desirable as eye candy, but also for larger capacity on inland routes 19:01:00 <Alberth> Eddi|zuHause: obviously, people will also want bridges with state 19:01:21 <andythenorth> - but the big river boats are slow on sea, and there is so much 'sea', .e.g inland closed 'lakes' etc 19:01:23 <Eddi|zuHause> Alberth: well once we have actual state machines, that should be possible :) 19:01:30 <andythenorth> - and all FIRS port industries build on sea 19:01:44 <andythenorth> - hence, river boats are unused in my test games 19:01:55 <Alberth> Eddi|zuHause: you also need the "bridge is closed" concept 19:02:15 <Alberth> and possibly, "bridge is free" :p 19:02:16 <Eddi|zuHause> Alberth: all handled by the state machine 19:03:01 <andythenorth> - allowing the big river boats to have same speed on sea makes the equivalent size sea ships pointless 19:03:15 * Alberth bets the state machine will need to interfere in the normal bridge access code 19:04:13 <andythenorth> - could ships route along shorelines? 19:04:25 <andythenorth> I think they'd be inefficient and get stuck 19:04:45 <Alberth> if you teach the pathfinder not to go out on sea, I see no problem 19:05:04 <Alberth> maybe you want 2 tiles instead of 1 19:05:41 <Alberth> you'd be following every small curve in the land otherwise 19:06:48 <Eddi|zuHause> it should be a simple pathfinder penalty 19:07:08 <Eddi|zuHause> and water tiles should have enough bits available to store wether they are "near the coast" 19:08:32 <Eddi|zuHause> Alberth: maybe we can completely remove bridges and reimplement them as objects 19:08:57 <frosch123> not objects 19:08:59 <frosch123> cargos! 19:09:10 <frosch123> you should add state machines to cargos 19:09:51 <andythenorth> pathfinder would need to read a flag on the vehicle? 19:09:51 <Alberth> you load eggs, and they arrive as chicken! 19:09:59 <Eddi|zuHause> with such objects you can easily implement highways, onramps, cloverleaf junctions and stuff 19:10:24 <andythenorth> also what if there is no non-sea route? will pathfinder then just accept the penalty? 19:10:26 <frosch123> Alberth: interesting profit curve 19:10:36 <frosch123> first the worth drops, then it increases again 19:10:41 <Alberth> andythenorth: vehicle calls pathfinder with some flags to denote the kind of paths it wants 19:10:49 <frosch123> but you also need to load some grain 19:10:59 <andythenorth> could just see if the sea speed < canal speed 19:11:03 <andythenorth> automate it 19:11:06 <andythenorth> no newgrf changes 19:11:33 <Eddi|zuHause> andythenorth: works just the same with rails when a vehicle is electrified, it disregards some rail tiles as valid paths 19:11:33 <Alberth> if only speed was a simple value in a struct :p 19:12:22 <Eddi|zuHause> Alberth: this flag could be calculated on grf load and stored in the engine struct 19:12:40 <Eddi|zuHause> unless it's affected by callbacks :p 19:13:00 <Alberth> yeah, I was about to ask if you ever played with FISH :) 19:14:49 <Eddi|zuHause> probably not with a fish that has river speeds :) 19:15:55 <andythenorth> FISH has callbacks :P 19:16:28 <andythenorth> I honestly think if (canal_speed < sea_speed) { foo } is best 19:16:52 <andythenorth> hmm 19:17:08 <andythenorth> can I implement my own tile check? 19:17:17 <andythenorth> with a circular search for nearest coast? 19:20:59 <andythenorth> because that will be really efficient :P 19:26:46 <Eddi|zuHause> andythenorth: put it into the TileLoop_Water, and store it in the map 19:27:57 <Elukka> i kinda want to offer to draw sprites again but i'm not sure i can commit to making a significant amount of them 19:28:41 <Elukka> and then there's the problem of consistent style 19:32:07 <DorpsGek> Commit by frosch :: r26369 trunk/src/openttd.cpp (2014-02-23 19:32:00 UTC) 19:32:08 <DorpsGek> -Fix-ish: Do not run scripts during command replay. 19:32:38 <DorpsGek> Commit by frosch :: r26370 /trunk (3 files in 2 dirs) (2014-02-23 19:32:32 UTC) 19:32:39 <DorpsGek> -Doc: Desync debugging and command replaying. 19:33:12 <Eddi|zuHause> Elukka: well, try to stick close to the style we already have? and draw sprites one vehicle at a time :) 19:33:38 <planetmaker> ^ one sprite at a time will make a NewGRF set 19:33:47 <planetmaker> one step of a time will make a journey 19:34:07 <planetmaker> can I haz 4x sprites, too? :D 19:34:39 <andythenorth> Eddi|zuHause: and query it from cb36? 19:34:49 <andythenorth> hmm, dunno how often cb36 triggers for ships :) 19:35:01 <Eddi|zuHause> andythenorth: why do you need cb36 for that? 19:35:11 <andythenorth> adjust speed 19:35:31 <andythenorth> I am proposing handling this all in newgrf and ignoring the current canal / sea properties 19:35:39 <andythenorth> just as a thought experiment.. 19:35:40 <Eddi|zuHause> it probably won't be triggered on entering every tile 19:37:03 <planetmaker> I doubt that vehicles can check surrounding tiles 19:37:25 <planetmaker> and tbh, a surrounding tile check on vehicles might not be a good idea, considering performance 19:37:26 <andythenorth> hmm 19:37:54 <frosch123> just make the ships refittable between fast and capacious 19:38:10 <frosch123> then you can refit them to fast when dirving back empty 19:38:12 <andythenorth> is the simplest thing to change the definition of river and sea tiles, make that the result of a coast-distance search, and then cache that? 19:38:27 <andythenorth> frosch123: they already go faster empty :P 19:39:04 <planetmaker> andythenorth, I rather think that the 'simplest' thing is to add a "deep water" flag to sea water. To water tiles which are more distant than N tiles from coast 19:39:22 <andythenorth> approximately same I think? 19:39:47 *** Midnightmyth_ [~quassel@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd 19:39:48 <planetmaker> maybe. I don't say to change the definition of sea / river 19:39:50 *** ChickeNES [~ChickeNES@dhcp148.swwn1.iit.edu] has joined #openttd 19:39:51 <andythenorth> oic 19:39:53 <Eddi|zuHause> that is pretty much what i said earlier 19:39:56 <planetmaker> Just adding an additional destinction for sea tiles 19:40:02 <andythenorth> then we'd have speed, canal speed, deep sea speed 19:40:06 <planetmaker> kinda 19:40:07 <frosch123> can you ctrl+build canals on rivers to create deep rivers? 19:40:10 <andythenorth> and there would be balance 19:40:36 <andythenorth> I rarely build canals anyway. Much easier to just lower land usually 19:40:39 <Eddi|zuHause> frosch123: in my proposal, a "deep canal/river" would be one 3 tiles wide 19:40:51 <andythenorth> canals are ugly, and locks are ugly and too big 19:40:54 <planetmaker> and it could also allow possibly to colour-vary them :) 19:40:59 <Eddi|zuHause> canals are too expensive 19:41:04 <andythenorth> not with FISH 19:41:07 <andythenorth> I 'fixed' them 19:41:12 <planetmaker> deep sea water is darker than shallow water 19:41:13 <andythenorth> but the square corners are horrible 19:41:44 <planetmaker> andythenorth, that's a newgrf matter. You can make it behave like rivers 19:41:53 <planetmaker> that can be fixed already for years 19:42:35 <andythenorth> just draw curve corners? 19:42:42 <planetmaker> canals is the only reason that there's no release for pota-ghat. 19:42:51 <planetmaker> yes, just draw them curved. Or how you like them 19:43:09 <planetmaker> you can read the dike map and display sprites depending on it 19:43:19 <andythenorth> maybe that's a project one day 19:44:13 <andythenorth> I draw, you code :P 19:44:47 <andythenorth> so shall we add 'deep sea'? 19:44:52 <andythenorth> or is it another example of MOAR 19:44:57 <andythenorth> and MOAR is not Better 19:44:59 <andythenorth> ? 19:45:04 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has quit [Ping timeout: 480 seconds] 19:45:34 <planetmaker> dunno. Personally I do believe a 'deep sea' property to sea water can make sense 19:45:52 <Elukka> yeah eddi, it's just that even though i try to keep to the style there's still a significant difference between me and... man, who was the more productive artist? that guy, anyway 19:46:07 <Elukka> though i'm not sure it's terribly noticeable if you're not looking out for it 19:46:23 *** Pikka [~Octomom@d58-111-72-67.rdl800.qld.optusnet.com.au] has joined #openttd 19:46:30 <planetmaker> the difference between 'no artists' and 'one artist' is quite noticable, for sure 19:46:35 <andythenorth> lo Pikka 19:46:38 <andythenorth> Pikka: I have news 19:46:42 <Pikka> news! 19:46:45 <andythenorth> indeed 19:46:50 <andythenorth> I have been playing a game 19:46:51 <Alberth> new news even :) 19:46:54 <Pikka> hello! 19:46:56 <Elukka> i also feel like i should come up with a more efficient workflow for drawing all the intermediate angles 19:46:59 <Pikka> what game have you been playing? 19:47:01 <planetmaker> !olleh 19:47:10 <andythenorth> OpenTTD, heard of it? 19:47:16 <Elukka> oh i've been meaning to play that some time 19:47:26 <Pikka> how unusual 19:47:38 <andythenorth> Pikka: AV8 is nearly perfect, but there's too much of it 19:47:42 <andythenorth> can you take some of it away? 19:47:44 <Pikka> much too much 19:47:57 <andythenorth> can you just keep the bits I like? 19:48:10 <Eddi|zuHause> Elukka: name is oberhÃŒmer 19:48:40 <frosch123> why is andy again in this "remove all choices to simplify choices" mood? 19:48:51 <andythenorth> frosch123: it's a near-permanent mood 19:48:56 <andythenorth> less is better, mostly 19:48:59 *** Devroush [~dennis@dD5765BAC.access.telenet.be] has joined #openttd 19:49:16 <michi_cc> Elukka: Zephyris PixelTool might be something to look at, even if it would need extended for the extra angles. 19:49:20 <planetmaker> av8 doesn't exactly need an overhaul. Except a parameter to disable range ;) 19:49:26 <andythenorth> CETS really *needs* to be rendered 19:49:42 * andythenorth is a reluctant fan of rendered stuff 19:50:04 <Pikka> range is silly 19:50:10 <Pikka> http://i.imgur.com/gYKLkeV.png <- like that, andythenorth? 19:51:14 <andythenorth> Pikka: bin the biplane imo :P 19:51:21 <andythenorth> oh, it has good capacity 19:51:23 <andythenorth> keep it 19:51:40 <andythenorth> yeah that looks about right 19:52:07 <Pikka> o/ 19:52:08 <andythenorth> most of my games need: DC3, 737, 747, Elvis and sometimes Hercules 19:52:15 <andythenorth> and A380 19:52:22 <andythenorth> not much else 19:54:02 <andythenorth> planetmaker: would deep sea need transition tiles? 19:55:09 <andythenorth> also, we are limited on water cycle, I wonder about a palette shift? 19:55:29 <andythenorth> make it automatic, avoid drawing anything new 19:55:37 <Pikka> 32bpp.. no water cycle or animated tiles at all. :) 19:56:11 <Pikka> transition tiles for the tile nearest the coast would be awesome though, especially if they were directional. 19:56:13 <planetmaker> andythenorth, I'd draw something new. And just commit the same sprite as now to avoid actually drawing something. But allowing to draw something 19:56:19 <planetmaker> Pikka, not true 19:56:23 <Pikka> no? 19:56:31 <planetmaker> zBase just doesn't use a mask 19:56:35 <planetmaker> try pota-ghat ;) 19:57:28 <Pikka> ah... 19:57:39 <Pikka> it also helps if you turn "full animation" on. :) 19:58:45 <Pikka> but it uses the ttd palette colours? 19:58:54 <Pikka> it's not an actual animation? 19:59:16 <planetmaker> it works like the company colours in 32bpp 19:59:21 <Eddi|zuHause> yes, "full animation" means palette animation 19:59:37 <planetmaker> but the water palette indices are of course animated. It uses DOS palette 19:59:43 <planetmaker> for the mask sprite 20:00:03 <Pikka> right... 20:00:17 <Pikka> so you still can't have animated water unless you want that colour water. ;) 20:00:33 <planetmaker> hu? 20:00:42 <planetmaker> you can basically have both 20:01:13 <Pikka> both what? I'm confused :D 20:02:03 <Pikka> potaghat water is nice, btw :D 20:02:07 <Eddi|zuHause> you can put non-animated pixels between the animated ones? 20:02:29 <Elukka> <andythenorth> CETS really *needs* to be rendered 20:02:36 <Elukka> having drawn some sprites for it i'm sort of inclined to agree :D 20:03:06 <Eddi|zuHause> well, pixeltool might be a start 20:03:09 <Elukka> coding a tool for it is a bit beyond my ability and inclination though 20:03:49 <Eddi|zuHause> or you try to refine the "crude" templates i have in the tracking table to use the pixa templates i have, but it won't be exact 20:04:09 <Elukka> pixeltool looks sorta magical 20:04:46 <Eddi|zuHause> Elukka: if you store the voxels somewhere, we might be able to extend it later to include the additional views into the output 20:04:56 <Elukka> if only it would do the intermediate vie- yeah 20:05:04 <andythenorth> voxel art is *nice* 20:05:12 * andythenorth likes games with voxels in 20:05:14 <Eddi|zuHause> but i can't look into that right now 20:06:21 <planetmaker> Pikka, the trick to make the water nice(r) is to simply use the existing 8bpp water sprite as mask for the 32bpp water sprite 20:06:56 <Pikka> but you will end up with default blue-coloured water if you do that, right? is what I'm saying. :) 20:07:35 <Pikka> I have other ideas for water... but I haven't tried any of them yet, so I don't know how they'll look. :) 20:07:36 <Elukka> well, tell me if you ever do :D 20:07:39 <Eddi|zuHause> there must be a newgrf-y way to replace the water colours 20:07:48 * andythenorth looks for python voxel libraries 20:07:49 <Elukka> i'm still a clueless programmer and my current code-energy is pointed towards a space combat boardgame 20:07:50 <Eddi|zuHause> TTO mars did it 20:08:13 <Pikka> mars just uses the fire cycle colours instead of the water cycle colours 20:10:00 <andythenorth> ho, rendering voxels out using PIL, how rare http://code.activestate.com/recipes/578652-voxel-based-ray-tracing/ 20:10:15 <andythenorth> Eddi|zuHause: a voxel generator seems right up your street... 20:10:36 <andythenorth> I think we need to abandon this primitive 'drawing' shenanigan 20:10:38 <Eddi|zuHause> andythenorth: well pixa shapes are kinda that 20:10:47 <andythenorth> kinda, but not in a 3D space 20:10:59 <Pikka> andy: make sure you go 32bpp + ez while you're at it 20:11:00 <andythenorth> maybe I went in the wrong direction 20:11:08 <Eddi|zuHause> i could probably turn my pixa shapes to output to pixeltools 20:11:16 <andythenorth> actually, I quite literally used the DOOM engine approach instead of Quake 20:11:44 <andythenorth> DOOM is all based on floorplans, with edges extruded and surfaced 20:12:07 <andythenorth> not being very clever, I invent dumb solutions :P 20:13:16 *** Supercheese [~Superchee@98.145.80.103] has joined #openttd 20:18:57 <planetmaker> Pikka, you're right, it won't change colours indeed 20:23:24 <andythenorth> so where does river / sea speed code live? 20:23:27 * andythenorth wonders... 20:23:33 <peter1139> go 128bpp 20:23:38 <peter1139> and eeeez 20:24:15 <Eddi|zuHause> andythenorth: grep for the property number and follow the code? 20:24:17 <Pikka> eeeez 20:24:33 <Pikka> aka bad brett's gold rush... 20:26:31 <andythenorth> hrm 20:26:53 <andythenorth> new simplest thing, simply invert sea / canal speed props 20:27:04 <andythenorth> and add a coast-search to define what is a sea tile 20:27:15 <andythenorth> so instead of special-casing canal/river, special case deep sea 20:27:26 <andythenorth> and treat all other water as 'normal' 20:28:42 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 20:29:06 <andythenorth> breaks newgrf spec, but eh, who cares? :) 20:29:31 <Pikka> no-one makes ships but you anyway, right? ;) 20:31:12 *** LeandroL [~leandro@190.189.0.224] has joined #openttd 20:32:15 <andythenorth> MIchael made some 20:32:23 <andythenorth> and there's a russian river barge set 20:32:28 <andythenorth> and Andrew350's set 20:32:31 <andythenorth> but that's it 20:32:38 <planetmaker> mouse's old ships 20:33:35 <andythenorth> probably some others I don't know about 20:33:38 <andythenorth> but not many :P 20:34:18 <andythenorth> having 'Canal speed xyz, sea speed zxy, deep sea speed yxz' in the buy menu seems like overkill 20:34:53 <andythenorth> could also prevent bridges over deep water :P 20:38:34 <Eddi|zuHause> there is nothing in the newgrf specs that says "canal and river" must be "canal and river tile" 20:39:21 <andythenorth> there isn't? o_O 20:39:26 <andythenorth> how handy 20:39:54 <andythenorth> Ocean speed fraction 20:39:59 <andythenorth> Canal speed fraction 20:40:08 <andythenorth> hmm 20:40:16 <andythenorth> so redefine Ocean as n tiles from shore 20:40:31 <andythenorth> and Canal speed happens to be same as some other water tile types 20:40:39 <MNIM> would make bridges over a certain length of sea impossible. 20:41:00 <andythenorth> orly? 20:41:05 <andythenorth> I hadn't thought of that :P 20:41:22 <andythenorth> I love those 64 tile long bridges :) 20:41:28 <andythenorth> they're also really efficient to signal 20:41:40 <andythenorth> can I terraform deep sea? 20:41:42 <V453000> ok can someone tell me who could be so retarded to make a RV set, and make ALL vehicles expire sooner or later? realism ftw 20:41:45 <V453000> fuck yes 20:41:48 <Eddi|zuHause> MNIM: there is nothing in there that affects bridges at all 20:42:06 <V453000> there, complaining completed 20:42:06 <frosch123> V453000: to simulate oil running out? 20:42:11 <V453000> ... 20:42:11 <andythenorth> bridges are a completely unrelated, 'andythenorth had an idea' issue 20:42:25 <andythenorth> V453000: that was not enough complaining 20:42:29 <frosch123> MNIM: does not sound realistic 20:42:33 <andythenorth> EMoreComplainingNeeded 20:42:47 <frosch123> long bridges over sea seem to become more realistically than tunnels under it 20:42:55 <V453000> ok uk busses work somewhat 20:43:00 <andythenorth> I build islands for signals :P 20:43:15 <MNIM> well, since under sea tunnels won't be happening for a long time... 20:43:24 <MNIM> (well, unless hacked together) 20:43:38 <Eddi|zuHause> you can easily limit bridge length 20:43:48 <Pikka> under-sea bridges! 20:43:50 <andythenorth> ship_cmd.cpp? GetEffectiveWaterClass ? 20:43:56 <andythenorth> Pikka: ftw 20:44:09 <MNIM> Pikka: aerial tunnels! 20:44:12 <Pikka> underwater trains 20:44:15 <Pikka> in vacuum tunnels 20:44:20 <MNIM> no! flying trains 20:44:24 <Supercheese> Unterseebahn 20:44:31 <Pikka> articulated aircraft! 20:44:44 <andythenorth> hmm some magic for bridges? 20:45:03 <Eddi|zuHause> Supercheesebahn? why is that not in NUTS yet? :p 20:45:05 <Supercheese> forget road trains or barge trains, airship trains 20:45:20 <andythenorth> is that for going under bridges, or is that handling aquaducts? 20:45:29 <andythenorth> l47 or so 20:46:20 <MNIM> amphibious trains. 20:46:41 <Supercheese> hovertrains 20:46:54 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 20:46:56 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has joined #openttd 20:47:01 <frosch123> ecranotrains 20:47:49 <MNIM> ecranotrains! sounds like an idea 20:48:12 <Supercheese> actually there are 9-direction isometric sprites for a hovertrain: http://forums.civfanatics.com/downloads.php?do=file&id=16335 20:48:43 <Supercheese> porting Civ3 -> TTD needs loads of palette wrangling though 20:49:06 <Alberth> convert to 32bpp; done! 20:49:23 <Supercheese> wish it was that simple 20:49:39 <Supercheese> Civ3 has weird transparency in the palette 20:50:05 <Supercheese> where the engine interprets certain indices as "10% transparent white, 10% transparent black, 20% transparent white..." etc 20:50:51 <Alberth> that sounds like a challenge :) 20:51:20 <Supercheese> it is indeed 20:53:53 <Supercheese> definitely the sort of job to write a script for... but I have not yet attempted 20:55:04 <Supercheese> there may be one out there, even; I haven't searched 20:59:21 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 20:59:21 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Read error: Connection reset by peer] 21:02:12 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has quit [Remote host closed the connection] 21:03:01 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 21:03:19 <LordAro> http://dilbert.com/strips/comic/2014-02-23/ 21:04:56 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 21:05:31 <andythenorth> let's see 21:05:49 <andythenorth> where can I crib a circular search from? 21:05:56 <andythenorth> maybe industry_cmd has one somewhere 21:06:53 <andythenorth> I have succeeded in making all times WATER_CLASS_CANAL :P 21:06:58 <andythenorth> elite skills :P 21:07:02 <andythenorth> tiles * 21:07:48 <Alberth> just define a map at level 0 :p 21:07:50 <andythenorth> what does CircularTileSearch() do? o_O 21:08:16 <Alberth> it circles around a tile looking for it? 21:08:40 <Alberth> but it sounds like that's the thing you want :) 21:08:57 <andythenorth> I'm not sure how its interface works 21:09:06 <andythenorth> but then nobody else go born knowing that either :( 21:14:51 <Alberth> andythenorth: http://paste.openttdcoop.org/show/3138/ 21:21:25 <andythenorth> o_O 21:22:10 <andythenorth> so there's search callback function 21:22:27 <andythenorth> so for this case, that needs to check for coast 21:22:36 <andythenorth> with some distance limit 21:22:47 <Alberth> 2 is the distance 21:23:34 <Alberth> of the search, that is, ie you want any coast in 2 tiles 21:24:18 <andythenorth> WATER_TILE_COAST is a thing? 21:24:19 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 21:25:20 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Read error: Connection reset by peer] 21:25:31 <Pikka> it's a thing 21:25:53 <Pikka> it's the slope, it's not the water tile 21:26:10 <Pikka> afaia 21:27:07 <Alberth> andythenorth: water_map.h IsTileType(t, MP_WATER) && IsCoast(t) 21:28:40 *** Pensacola [~quassel@h220216.upc-h.chello.nl] has quit [Remote host closed the connection] 21:31:13 <Pikka> also that 21:35:42 <andythenorth> let's see 21:35:46 <andythenorth> dunno if I have enough time 21:35:54 * andythenorth tries 21:40:14 <Alberth> gn and good luck 21:41:29 <andythenorth> :) 21:41:48 *** Alberth [~hat@2001:980:272e:1:be5f:f4ff:feac:e11] has left #openttd [] 21:45:10 *** KritiK [~Maxim@0001264a.user.oftc.net] has quit [Quit: Leaving] 21:45:36 *** gelignite [~gelignite@i528C3AC0.versanet.de] has quit [Quit: http://bit.ly/nkczDT] 21:47:04 <andythenorth> hmm 21:47:09 <andythenorth> achieved an assert :P 21:47:10 <andythenorth> well done me 21:47:38 *** exitnode [~quassel@floyd.exitnode.net] has left #openttd [] 21:52:51 <andythenorth> http://paste.openttdcoop.org/show/3139/ 21:53:06 <andythenorth> assertion error on if (IsCoast(tile)) 21:53:28 <andythenorth> http://paste.openttdcoop.org/show/3140/ 21:55:17 <andythenorth> also...bye 21:55:19 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 22:03:15 <DorpsGek> Commit by frosch :: r26371 /trunk/src (6 files in 2 dirs) (2014-02-23 22:03:08 UTC) 22:03:16 <DorpsGek> -Fix [FS#5831]: Calling DoCommandP during the gameloop cleared pending persistent storage changes. 22:06:05 *** chester_ [~chester@37-145-42-36.broadband.corbina.ru] has quit [Quit: Leaving.] 22:09:46 *** HerzogDeXtEr1 [~flex@i59F6D969.versanet.de] has joined #openttd 22:14:47 <Eddi|zuHause> someone should tell andy that it should be "if (!IsTileType(t, MP_WATER) || IsCoast(tile))" 22:15:19 *** HerzogDeXtEr [~flex@i59F6B51C.versanet.de] has quit [Read error: Operation timed out] 22:15:33 <Eddi|zuHause> err, "tile", not "t" 22:15:42 *** aproxy [bouncer@applecraftserver.com] has quit [Remote host closed the connection] 22:18:18 *** ChickeNES [~ChickeNES@dhcp148.swwn1.iit.edu] has quit [Quit: My MacBook Pro has gone to sleep. ZZZzzzâŠ] 22:18:22 *** aproxy [bouncer@applecraftserver.com] has joined #openttd 22:21:21 *** ChickeNES [~ChickeNES@dhcp148.swwn1.iit.edu] has joined #openttd 22:22:37 *** ChickeNES [~ChickeNES@dhcp148.swwn1.iit.edu] has quit [Read error: Connection reset by peer] 22:37:50 *** sla_ro|master [~sla.ro@95.76.164.39] has quit [] 22:40:55 *** Haube [~michi@77-21-133-191-dynip.superkabel.de] has quit [Read error: Connection reset by peer] 22:43:55 <frosch123> night 22:43:58 *** frosch123 [~frosch@frnk-4d00d1df.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:47:44 *** DabuYu [DabuYu@128.250.79.164] has joined #openttd 22:54:42 *** valhalla1w [~valhallas@s55978e11.adsl.online.nl] has joined #openttd 22:56:31 *** valhallasw [~valhallas@s55978e11.adsl.online.nl] has quit [Ping timeout: 480 seconds] 22:58:48 <Wolf01> 'night 22:58:51 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:18:26 *** Progman [~progman@p57A1A67C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:40:16 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has quit [Ping timeout: 480 seconds] 23:42:08 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has joined #openttd 23:45:16 *** Devroush [~dennis@dD5765BAC.access.telenet.be] has quit [] 23:49:56 *** valhalla1w [~valhallas@s55978e11.adsl.online.nl] has quit [Ping timeout: 480 seconds] 23:57:34 *** roadt_ [~roadt@60.168.92.92] has joined #openttd