Log for #openttd on 5th April 2020:
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07:38:45  <andythenorth> yo
07:56:07  <nielsm> hullo
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08:57:12  <andythenorth> rotterdxm :)
09:00:12  <SpComb> do crane tracks have corners like that
09:00:37  <andythenorth> dunno, looks nice though
09:31:17  <rotterdxm> andythenorth, hell yeah
09:31:32  <rotterdxm> i thought they made sense with these cranes
09:34:20  <rotterdxm> but rounder corners can be done too
09:36:13  <andythenorth> need more harbour stuff :)
09:36:15  <andythenorth> dunno what :)
09:36:33  <andythenorth> the ubiquitous FIRS/CHIPS crawler crane?
09:38:43  <rotterdxm> yes, in the works
09:39:02  <rotterdxm> and the one with the digger claw on it too
09:40:41  <rotterdxm> basically harbor and farms were last on my list for the set. going for some moored ships, maybe some water placeable dock tiles with misc. objects on them
09:41:24  <rotterdxm> what´s also planned is more HEQS/Road Hog vehicles on decorative tiles
09:41:49  <rotterdxm> because i´m seeing a lack of those industrial scenes to bring it to life
09:41:58  <rotterdxm> and it would be nice to tie it all together
09:42:33  <rotterdxm> been making some edits of those
09:42:58  <rotterdxm> and then transitional tiles for FIRS/CHIPS to NRT roads
09:43:52  <andythenorth> :)
09:44:08  <andythenorth> can objects have custom foundations?
09:47:16  <rotterdxm> not sure. what do you have in mind?
09:47:32  <rotterdxm> i know stations can
09:59:53  <andythenorth> the default baseset foundations could be replaced at ports
10:00:01  <andythenorth> with the FIRS dock pilings sprites
10:05:29  <andythenorth> hmm cdist needs a link breaker
10:05:36  <andythenorth> manual intervention
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10:08:45  <andythenorth> jgr has modified loading orders, 'load by cargo
10:09:00  <andythenorth> I wonder how that interacts with 'refit any available'
10:09:05  <rotterdxm> andythenorth, that is a great idea. perhaps it could be done with a switch to detect water tile presence. but I have not worked with slopes before at all.
10:10:16  <andythenorth> the code is probably similar to FIRS port code
10:11:35  <andythenorth> hmm
10:12:01  <andythenorth> 'refit any available' does not respect 'load by cargo'
10:12:13  <andythenorth> so vehicle just refits to a banned cargo, because cdist sees a link
10:14:52  <rotterdxm> ah so you´re overlaying the jetties onto the tile
10:15:40  <rotterdxm> i think that might work for objects
10:16:04  <rotterdxm> hoo boy this will be a lot of work if it turns out to be effective
10:20:26  <andythenorth> :)
10:20:31  <andythenorth> this is how it starts :P
10:21:10  <andythenorth> then you end up with 173k lines of FIRS code :P
10:21:27  <rotterdxm> i think i´m up to 70k for both projects combined by now
10:21:34  <rotterdxm> and that´s just NML
10:21:40  <rotterdxm> yours gets preprocessed
10:21:42  <rotterdxm> o_O
10:21:54  <andythenorth> writing it by hand, life is too short
10:22:12  <rotterdxm> hahaha true
10:22:34  <rotterdxm> i do make heavy use of find/replace but otherwise i am an utter code peasant atm
10:24:01  <rotterdxm> well, i can read your python code
10:24:50  <rotterdxm> it helps that i know what the output is supposed to look like
10:26:46  <rotterdxm> i feel intimidated by how there´s a million ways to do things.
10:27:04  <rotterdxm> once you get into that actual programming language aspect of it
10:27:39  <rotterdxm> i mean i probably will do it anyway, even just coding NML has done wonders for me when it comes to focus and structure
10:29:04  <andythenorth> it's probably worth templating objects
10:29:18  <andythenorth> the nml for them is probably near-identical for most of them
10:30:03  <andythenorth> I wrote a primer for python templating
10:30:10  <andythenorth> was that really 8 years ago? FML
10:30:39  <rotterdxm> depends, if i were to work backwards i would have problems since i use objects from different spritesheets together in one slot´s views/variants.
10:30:40  <andythenorth> it's not how I do it, but how I do it is a bit odd
10:30:49  <rotterdxm> what´s your twist on it?
10:31:19  <andythenorth> I mean the guide I wrote is a generic guide :)
10:31:34  <Wolf01> ha! OTTD lego trains, or lego OTTD trains?
10:31:53  <andythenorth> hmm, so you're using different spritesheet sources
10:31:55  <Wolf01> 96/8
10:32:07  <andythenorth> Wolf01 that's lolz
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10:33:46  <rotterdxm> well, I am now. it´s been a process of constant expansion and modification and shuffling stuff around
10:34:24  <rotterdxm> it´s been incidental, mostly
10:34:42  <rotterdxm> but enough to require extensive rewrites
10:34:57  <rotterdxm> mostly X/Y positioning and blue box resizing
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10:42:26  <rotterdxm> andythenorth,
10:42:31  <rotterdxm> don´t know if you saw it
10:42:37  <andythenorth> wow
10:42:42  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 opened issue #8060: OpenTTD 1.10 breaks compatibility of Admin port
10:42:44  <andythenorth> plaza
10:42:54  <andythenorth> nice
10:43:04  <rotterdxm> this is sort of where the mediterranean stuff is at
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10:43:14  <rotterdxm> when we combine the assets
10:43:52  <rotterdxm> with some more of your vehicles
10:43:58  <andythenorth> what climate suits it best?  Temperate or Tropic?
10:44:13  <rotterdxm> i saw it used with temperate by alexthedacian
10:44:19  <rotterdxm> and that looked good to me
10:44:24  <rotterdxm> but it should also work with tropical
10:45:22  <rotterdxm> I plan to add a small update to uRaTT with some more cobblestone roadtypes and gentler curves
10:46:04  <rotterdxm> basically at least a sprite replacement for the road corners
10:46:45  <andythenorth> mixed climate would be nice :P
10:46:47  <andythenorth> biomes
10:47:18  <andythenorth> eh, too much work :)
10:47:19  <rotterdxm> you mean in openTTD generally?
10:47:21  <andythenorth> yes
10:47:30  <andythenorth> too many new tiles needed
10:48:52  <rotterdxm> it is possible to modify the town buildings used on a per-climate basis, right?
10:49:10  <rotterdxm> i mean at least it would be easy enough to add tropical vs coniferous/olive trees
10:50:09  <rotterdxm> as different versions dependent on climate
10:51:00  <andythenorth> should be possible yes
10:51:06  <rotterdxm> (to mediterranean building set, to disambiguate)
10:51:10  <andythenorth> FIRS swaps trees per climate
10:52:08  <rotterdxm> btw is it intentional that the temperate basic economy doesn´t have farm fields in FIRS 3?
10:52:17  <rotterdxm> i only noticed after someone pointed it out to me
10:53:55  <andythenorth> oh :o
10:54:02  <andythenorth> its because they're dairy farms, oof :)
10:55:17  <rotterdxm> been working on a slightly less worn version of the cobblestone groundtiles
10:55:18  <rotterdxm>
10:55:26  <rotterdxm> because it would get visually pretty busy
10:55:36  <andythenorth> dairy farm now plants fields :)
10:55:37  <rotterdxm> the left tile is ´blank´ for use with buildings
10:55:44  <rotterdxm> yeeeeesh awesome
10:55:51  <andythenorth> yeah the cobbles are a bit noisy
10:55:57  <rotterdxm> the middle and top tiles are reduced noise
10:56:02  <rotterdxm> the bottom one is the regular one
10:56:42  <rotterdxm> i want to make them tile a bit better at the edges still, but otherwise it looks OK to me
10:59:20  <andythenorth> nice
11:00:10  <rotterdxm> btw arctic basic also does not have farm fields, not sure if intentional on that one (co-ops not that big i think?)
11:00:20  <rotterdxm> nice fix already! alex will be very happy
11:00:43  <rotterdxm> it´s his screenshots of farm fields w/ NRT country roads that got me to use JGR and uRatt
11:02:18  <rotterdxm> so if i were to upgrade to FIRS 4, i would have to compile it myself, right?
11:08:07  <peter1138>
11:08:11  <peter1138> Good job guys...
11:08:37  <rotterdxm> happened here too
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11:08:43  <rotterdxm> everyone going to the beach and nature parks
11:09:18  <peter1138> I just mowed the lawn.
11:09:35  <peter1138> The rest of the morning, I went out on a lovely flight from the local airfield to Heathrow.
11:10:04  <peter1138> Red marks all over my face when I took off the VR headset though!
11:11:13  <rotterdxm> hah nice one
11:20:31  <NGC3982> is there a config parameter to never let industries close?
11:21:22  <nielsm> no, but there are newgrfs that make industries not close
11:24:46  <NGC3982> allright, thanks
11:25:04  <NGC3982> i have this memory of something like industries_never_close but that might be fantasy then.
11:26:50  <andythenorth> yup no fields in Arctic Basic, it's just reindeer herding
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11:37:56  <andythenorth> peter1138 newgrf docks then? o_O
11:38:04  <andythenorth> rotterdxm is making all the sprites
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11:42:59  <rotterdxm> hehe
11:43:06  <rotterdxm> i feel like i´ve been volunteered
11:49:23  <planetmaker> :) sometimes one has to bring a sacrifice. So why not bring the person next door? ;)
11:56:36  <rotterdxm> i am absolutely in favor of a dock system that´s somewhat like train stations O:)
11:58:49  <rotterdxm> with multiple possible sprites :O
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12:15:45  <TrueBrain> its a frosch123 ! :D
12:16:08  <TrueBrain> I implemented Authentication in the API frosch123 .. mostly just did what you did for eints :P Please take a look if this is usable
12:16:17  <TrueBrain> main difference is that I uses a bearer token instead of a cookie :)
12:17:33  <frosch123> nice :)
12:17:53  <TrueBrain> it supports multiple authentication methods, so we can implement an OpenTTD one if we like
12:18:12  <TrueBrain> one possibly odd thing is that the GitHub callback is done to the API directly, and not via the frontend
12:18:29  <TrueBrain> but it returns a Redirect to a predefined URL, so that should be fine :)
12:18:51  <TrueBrain> well, predefined .. the one defined when you start the login :P
12:19:44  <frosch123> ah, you made it that way around. i thought the frontend would pass the auth code to the backend
12:20:03  <TrueBrain> turns out GitHub really wants a callback URL preconfigured
12:20:08  <TrueBrain> so I couldn't see a decent way to do that
12:20:19  <frosch123> yes, i would have entered the frontend url :p
12:20:27  <TrueBrain> that means we can only have 1, and only 1 :)
12:20:37  <TrueBrain> that was my internal debate, at leat :)
12:20:41  <TrueBrain> s/leat/least/
12:21:10  <frosch123> what is the url for the api? or something?
12:21:18  <TrueBrain> I think so
12:21:32  <TrueBrain> and users won't really see it, as it redirects you away when you land there
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12:28:40  <peter1138> andythenorth, too busy eating salad
12:29:02  <TrueBrain> peter1138: what do you play as VR for flightsim?
12:29:28  <peter1138> X-Plane 11
12:29:40  <TrueBrain> any good?
12:29:56  <peter1138> I like it. Performance isn't brilliant.
12:30:22  <TrueBrain> I wonder if MS FlightSim 2020 will have VR mode
12:30:28  <peter1138> Hopefully.
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12:50:04  <TrueBrain> .. I might have overdone the configuration part
12:53:30  <DorpsGek_III> [OpenTTD/content-server] TrueBrain updated pull request #1: Add: first version of the content_server rewritten in Python
12:53:56  <andythenorth> oof it was lunchtime
12:54:01  <andythenorth> mistakes were made :P
12:55:06  <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api
12:55:13  <TrueBrain> poor children
12:55:15  <TrueBrain> all hungry
12:59:48  <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api
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13:09:13  <glx> frosch123: about #8060, it has been noticed here 2 days ago
13:10:43  <frosch123> yes, that's where i got my info from :p
13:10:51  <glx> ha
13:11:01  <frosch123> well, and from reddit
13:11:22  <glx> but I agree, the value should move to the end
13:15:08  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8060: OpenTTD 1.10 breaks compatibility of Admin port
13:20:15  <TrueBrain> so 1.10.1 today?
13:22:05  <glx> would be nice to include #8058 in 1.10.1 too, but it's not ready
13:25:18  <Artea> hello
13:25:53  <Artea> just to say than I'm compiling OTTD 1.10.0 in CentOS 7 GCC 9.3.0 (somehow)
13:26:08  <glx> should compile fine
13:26:45  <Artea> yes
13:27:18  <Samu> I'm doing speed tests, binary heap vs fibonacci heap
13:27:38  <TrueBrain> glx: honestly, 8058 is a niche issue
13:27:50  <TrueBrain> how many people will be affected by that?
13:27:54  <TrueBrain> like 0.00001% of the userbase? :D
13:28:13  <TrueBrain> sure, it should be fixed. But it doesn't really have to be fixed soon, does it? :)
13:28:25  <TrueBrain> (or am I misreading the issue at hand)
13:28:30  <glx> indeed it's very rare, and only the server can crash clients :)
13:31:29  <andythenorth> hmm
13:31:40  * andythenorth uses groundhog day mode
13:32:15  <Artea> install: cannot change permissions of ‘///usr/local/share/pixmaps’: No such file or directory
13:32:48  <glx> do you really need to install ?
13:33:34  <Artea> oh
13:33:39  <Artea> still in bundle
13:34:02  <Artea> Im kinda clueless
13:34:09  <Artea> not many info about certain stuff
13:34:12  <glx> usually you can run it from bin
13:34:20  <glx> without installing
13:34:32  <Artea> yeah, I used to make that way
13:34:43  <Artea> but seems I have blank about that
13:35:16  <Artea> I feel like Im doing this for first time, but done many already (previous version)
13:35:30  <Artea> I dont wanna have to restore VPS ;)
13:35:38  <Artea> but all seems ok for now
13:35:47  <Artea> soon new update ?
13:36:41  <glx> probably, but as always no ETA :)
13:36:54  <Artea> btw
13:37:04  <Artea> intro sound sounds kinda slow
13:37:27  <Artea> not sure if is my fault
13:37:32  <Artea> need to check game...
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13:43:03  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 opened pull request #8061: Fix #8060, 5880f14: Restore admin network API compatibility.
13:45:01  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on issue #8060: OpenTTD 1.10 breaks compatibility of Admin port
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13:50:49  <DorpsGek_III> [OpenTTD/OpenTTD] duckfullstop commented on issue #8060: OpenTTD 1.10 breaks compatibility of Admin port
13:51:40  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #8061: Fix #8060, 5880f14: Restore admin network API compatibility.
13:52:48  <TrueBrain> frosch123: can I just reuse DorpsGek to commit to BaNaNaS, or should that be a different bot, in your opinion?
13:53:24  <Samu> the ultimate speed test! binary heap vs fibonacci heap on a 4096+4096 manhattan distance route
13:53:46  <frosch123> the critical part of dorpsgek is committing to ottd without pr
13:53:54  <Samu> I notice fibonacci eats more ram
13:54:07  <Samu> and more cpu
13:54:13  <frosch123> how do people commit or bananas? i guess also only via pr, so dorpsgek is again special
13:54:14  <TrueBrain> yeah, it needs to commit to BaNaNaS without PR too, so it follows the same logic
13:54:18  <Samu> but will it finish first?
13:54:22  <TrueBrain> so I will reuse it :)
13:54:25  <frosch123> yep
13:54:28  <TrueBrain> cheers
13:56:52  <TrueBrain> and we use SSH for that on eints .. I wonder if I can do the same .. hmm .. setting files on ECS on AWS is a bit annoying ..
13:59:56  <Samu> the real distance is 4071+4071 = 8142
14:02:46  <Samu>
14:12:28  <TrueBrain> LordAro: just (another) friendly reminder, given the access you have: please please consider enabling 2FA on GitHub. Takes you 10 minutes to setup, and improves the security of your account drasticly.
14:22:22  <andythenorth> 4444 horse commits
14:22:24  <andythenorth> satisfying
14:24:10  <TrueBrain> lol
14:28:47  <TrueBrain>
14:28:51  <TrueBrain> comments on commit-style etc? :D
14:28:54  <TrueBrain> frosch123? :D
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14:37:12  <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api
14:39:00  <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api
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15:19:17  <frosch123> TrueBrain: i hate lowercase after colon (just to comment something)
15:19:44  <frosch123> except on irc :p
15:21:01  <frosch123> do your tests include modifications by two users within the commit period?
15:23:56  <TrueBrain> Ironically, I is always with an uppercase :p
15:25:40  <Samu> it's still pathfinding, this is slow :(
15:26:30  <TrueBrain>
15:26:30  <peter1138> Now do it on a Z80 or 6502.
15:26:40  <TrueBrain> Seems you prefer American style frosch123
15:27:22  <TrueBrain> So sorry, lowercase it is :)
15:38:48  <DorpsGek_III> [OpenTTD/OpenTTD] stormcone updated pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil…
15:41:51  <DorpsGek_III> [OpenTTD/OpenTTD] stormcone commented on pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil…
15:50:05  <Samu> wow, a crash
15:50:09  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil…
15:50:11  <Samu> that was unexpected
15:54:32  <LordAro> TrueBrain: 2FA now set up
15:54:59  <LordAro> i have to have it for work now, so that made things easier :p
15:55:15  <glx> hehe
15:55:29  <Samu> either fibonacci or binary crashed openttd
15:55:52  <Samu> no crash log generated :(
15:56:06  <glx> too much memory used by AI ?
15:56:16  <Samu> nop
15:56:30  <Samu> i noticed something strange though
15:56:40  <Samu> fibonacci memory usage started to decrease
15:57:09  <Samu> how do i get the openttd.pdb files thingy?
15:57:32  <Samu> for 1.10
15:57:47  <glx> downloaded 1.10 or built by yourself ?
15:58:18  <Samu> downloaded
15:58:58  <glx> on download page, developer files
15:59:38  <glx> you extract it where openttd.exe is, and rename the extracted file to openttd.pdb
16:00:31  <frosch123> TrueBrain: glx: LordAro: my finger slipped, and i made LordAro owner
16:00:39  <DorpsGek_III> [OpenTTD/OpenTTD] stormcone dismissed a review for pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil…
16:00:39  <DorpsGek_III> [OpenTTD/OpenTTD] stormcone updated pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil…
16:01:18  <DorpsGek_III> [OpenTTD/OpenTTD] stormcone commented on pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil…
16:01:44  <Samu> ah rats, have to redo
16:01:48  <Samu> hope it crashes
16:02:46  <frosch123> he, 8058 is only removing code :p
16:03:12  <glx> yeah it's the simpler fix after reading how this stuff works
16:03:16  <Samu> pathfinding again
16:03:24  <Samu> will have to wait about 1 hour to get it to crash
16:03:44  <glx> basically widgets wer disabled only for editor, and editor doesn't have them
16:04:18  <glx> of course it was different before NRT
16:09:16  <LordAro> 1.10.1 today with #8058 & #8061 seems reasonable
16:11:15  <TrueBrain> Tnx LordAro ; long overdue, but honestly happy you enabled it :)
16:11:49  <TrueBrain> frosch123 : what is a good author name for these commits in BaNaNaS?
16:12:03  <glx> banana master ?
16:13:54  <debdog> banana joe
16:14:08  <TrueBrain> Ape :D
16:14:24  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil…
16:15:28  <frosch123> "musa" was already quite complicated
16:15:57  <frosch123> but "joe" is not too bad
16:16:59  <frosch123> "librarian" would also work, for pratchett fans
16:18:07  <TrueBrain> I like Librarian
16:19:18  <frosch123> go for it :)
16:20:05  <debdog> fyi:
16:20:29  <frosch123> we are not that young :)
16:23:48  <debdog> hehe, sorry
16:24:52  <frosch123> though that movie is exactly my age
16:31:42  <FLHerne> You could call it eric
16:32:39  <debdog> because he sailed the seas in a banan shaped boat?
16:32:46  <FLHerne> No,
16:33:13  <TrueBrain> If we go that route, it should be called Minion
16:33:18  <TrueBrain> Banana?
16:33:41  <frosch123> librarian fits well for something that manages a banana catalog
16:34:09  <FLHerne> Eric Wimp is, for some reason, a banana-powered superhero
16:34:14  <FLHerne> But yes, that might be better
16:34:36  <FLHerne> Discworld is a far greater work of literature :P
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16:55:01  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened issue #8062: Overlapping text in vehicle group window
17:08:18  <LordAro> glx: what were you planning to rewrite the commit message of #8058 to?
17:08:43  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8061: Fix #8060, 5880f14: Restore admin network API compatibility.
17:09:33  <glx> don't know exactly yet, but the current one is really too long for me
17:10:25  <LordAro> "Fix ...: Crash when roadtype availablity changed with the road toolbar open" ?
17:11:24  <glx> yeah something like that seems better
17:11:43  <LordAro> "As an administrator, you may still merge this pull request."
17:11:44  <LordAro> oho.
17:12:00  <glx> wasn't that disabled ?
17:12:06  <frosch123> not for main ottd
17:12:09  <glx> or maybe not for all repos
17:12:11  <frosch123> because of dorpsgek commits
17:12:15  <glx> ah yes
17:13:04  <TrueBrain> and LordAro now found out the benefits of having 2FA enabled :P
17:13:42  <frosch123> lots of red buttons to not press
17:13:51  <TrueBrain> yes ... very annoying to not press them :D
17:14:03  <glx> yeah red buttons everywhere in the config panel
17:17:34  <TrueBrain> so .. what is left ... S3 support .. hmm, yes
17:19:42  <frosch123> LordAro: right, please make sure that you configure your git client so you cannot push to openttd directly
17:19:48  <frosch123> there is nothing to block you now
17:20:05  <frosch123> i configured an invalid push url
17:20:22  <frosch123> pushurl = foobar
17:20:27  <LordAro> frosch123: i've done that a couple of times anyway :p
17:20:35  <LordAro> (to different branches)
17:20:54  <frosch123> yes, but now you could for protected branches
17:21:03  <LordAro> aye
17:25:22  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8053: Hotkey for Land Info in normal mode
17:27:20  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8047: Add: Buttons to select script profile in the AI/GS configuration window
17:30:29  <Samu> okay, the crash I got is
17:30:53  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8041: Feature: Ornament on borders of windows and dialogs
17:30:53  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed pull request #8041: Feature: Ornament on borders of windows and dialogs
17:30:54  <Samu> line 145 sqclass.h
17:31:35  <LordAro> almost certainly a memory related issue
17:31:35  <Samu> this->~SQInstance();
17:32:13  <glx> yeah it's in memory handling
17:32:59  <LordAro> that said, the only reason that particular line would cause a crash would be if "this" is null/undefined
17:33:06  <LordAro> which i wouldn't expet SQInstance to be...
17:33:34  <Samu> Unhandled exception at 0x00007FF6C5384238 in openttd.exe: 0xC0000005: Access violation writing location 0x0000006E2204FFD8.
17:33:34  <glx> the trace should show weird thngs
17:34:39  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil…
17:34:40  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8055: Road Construction UI unavailable, also potential OpenTTD crash
17:34:50  <glx> but it's a release build so debugger is less effective
17:35:20  <LordAro> true
17:35:49  <Samu> I can try with debug build, latest master version, but it's probably gonna take a long time
17:35:52  <LordAro> Samu: there's no particular reason why you wouldn't be able to reproduce the crash with your own debug build (of master)
17:36:15  <Samu> ok, then gonna try it
17:36:24  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8061: Fix #8060, 5880f14: Restore admin network API compatibility.
17:36:25  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8060: OpenTTD 1.10 breaks compatibility of Admin port
17:36:49  <glx> at least it happened twice with the release build, so it should be reproducable in master debug
17:37:03  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro reopened issue #8055: Road Construction UI unavailable, also potential OpenTTD crash
17:37:03  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8055: Road Construction UI unavailable, also potential OpenTTD crash
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17:41:05  <Samu> by my calculations, i need 6 hours to get it to crash
17:41:13  <Samu> cus debug is slow
17:42:03  <Samu> and it started!
17:42:18  <Samu> will probably hibernate overnight
17:42:24  <Samu> and tomorrow i should get the crash
17:45:04  <andythenorth> station refit: 'refit to fixed cargo', could it take a list?  So it behaves like 'refit any available', but only selecting from a specific set of cargos.
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17:52:19  <TrueBrain> okay .. OpenTTD-content-api now has S3 storage, and is only missing OpenTTD authentication
17:52:28  <TrueBrain> now .. lets fix OpenTTD content-server to work with S3 and GitHub :)
17:54:40  <frosch123> TrueBrain: current eints has openttd ldap queries
17:54:47  <frosch123> so, if you really want to add it, you can copy from there
17:54:58  <TrueBrain> not sure I want to add it :D
17:55:18  <TrueBrain> but the infra on AWS cannot reach the LDAP, so it needs a more complicated solution :(
17:55:26  <frosch123> yep, especially since it would raise follow up issues like merging accounts
17:56:43  <TrueBrain> for now, I am going to finish all the bits and pieces .. after that we can have a chat how we are going to link OpenTTD usernames to GitHub :D
17:57:00  <TrueBrain> as that sounds like something we need to think about .. and I am not in a thinking mood today :D
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18:07:55  <LordAro> TrueBrain: of course, setting up 2FA forces me to actually set up ssh keys for my msys git install
18:07:57  *** snail_UES_ has joined #openttd
18:08:07  <LordAro> can't login to github with username & password anymore :(
18:08:08  <TrueBrain> sounds like a good plan :D
18:08:12  *** Aileen[m] has joined #openttd
18:08:14  <TrueBrain> I cheated, and use a PAT for those things
18:08:23  <TrueBrain> (with limited scope)
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18:20:35  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available
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18:23:54  <Eddi|zuHause> i'm trying this again, probably modded it to death
18:24:22  <TrueBrain> not even a webcam?
18:24:29  <Eddi|zuHause> no
18:24:44  <Eddi|zuHause> i tried with microphone, but i can't really talk either :)
18:25:20  <TrueBrain> too bad :D
18:27:27  <frosch123> LordAro: did you consider just deleting "_settings_client.gui.disable_unsuitable_building", and always set it to false
18:27:52  <frosch123> that setting appeared ever more pointless to me over the years
18:28:01  <LordAro> you're probably right
18:33:09  <LordAro> frosch123: would you say it's still reasonable to backport the commit in that case, though?
18:33:26  <frosch123> no
18:33:46  <frosch123> maybe?
18:33:56  <frosch123> someone will cry anyway
18:34:03  <frosch123> probably sirkoz
18:34:08  <LordAro>
18:34:21  <frosch123> i know what that is without clicking :)
18:34:26  <LordAro> ;)
18:34:37  <Eddi|zuHause> spacebar overheating?
18:34:38  <frosch123> but you were still fast with linking
18:35:13  <LordAro> googling "xkcd workflow" only takes so long :p
18:37:09  <andythenorth> can we have a brief requiem for FIRS Extreme?
18:37:12  <andythenorth> it is gone
18:37:26  <andythenorth> that cargoflow chart though :)
18:38:07  <frosch123> didn't you delete it a month ago?
18:38:11  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available
18:38:15  <LordAro> frosch123: ^ like that?
18:38:35  <rotterdxm> andythenorth, what´s happening to firs extreme?
18:38:39  <rotterdxm> RIP
18:38:54  <LordAro> wait, that won't even compile
18:39:05  <LordAro> silly LordAro
18:39:38  <andythenorth> Extreme is gone in v4 :)
18:39:56  <frosch123> github is still broken wrt sorting commits
18:40:17  <frosch123> anyway, if that setting is false, that "if" always triggers
18:40:21  <andythenorth> on the other hand, v4 Steeltown :P
18:40:23  <LordAro> frosch123: order looks correct to me
18:40:27  <frosch123> so you would remove everything after it, instead of the "if"
18:40:37  <andythenorth> I added a bunch of complexity to Steeltown this last week
18:40:52  <LordAro> frosch123: oh, lol
18:41:02  <LordAro> that's the complete opposite of what i just did :p
18:41:36  <andythenorth> frosch123 I need to teach graphviz to draw a box around the town industries :P like
18:41:46  <andythenorth> and place them on highest rank right hand side :P
18:42:29  <frosch123> LordAro: ah, you actually removed another function. i expected you to remove the function completelely, since it only checks for valid company, so i did not notice you removed another function as well :)
18:42:59  <LordAro> ah, yes :)
18:43:06  <LordAro> found it while searching for usages of the setting
18:43:16  <LordAro> a quick grep confirmed it was completely unused
18:44:56  <frosch123> so, do you actually still agree with me on removing the setting?
18:45:06  <frosch123> because i meant to remove all those "is vehicle limit == 0" checks
18:46:00  <frosch123> in ottd 0.3 that setting made sense. with canals it stopped making sense for ships, with railtypes it stopped making sense for trains, now it no longer makes sense for roadtypes
18:46:10  <frosch123> so only airports left, which is silly
18:46:55  <LordAro> mm
18:47:47  <frosch123> andythenorth: steeltown has more cargos, but only half the industries
18:48:30  <frosch123> actually, steeltown has a lot more cargos than industries :)
18:48:32  <Eddi|zuHause> frosch123: that sounds like the natural outcome of a "more cargos per industry" patch
18:49:12  <andythenorth> the flow is also much better
18:49:29  <andythenorth> it's quite careful about where the splits and divides are
18:49:49  <andythenorth> the graphviz view is surprisingly essential
18:50:08  <andythenorth> it's amusing that if the dot algorithm was slightly different, the economy design would change :P
18:50:25  <andythenorth> in fact I think the rendered graphviz result varies by platform :P
18:50:49  <frosch123> people who do not know you, would probably not believe that someone would design a industry grf depending on how the cargoflow looks graphically
18:51:22  <andythenorth> I think V did something the same, only with more rainbows
18:51:40  <frosch123> no, V made a completely symmetric economy
18:52:00  <frosch123> he drew the graph, then assigned industries/cargos that somewhat made sense
18:52:23  <andythenorth> ah
18:52:33  <frosch123>
18:52:40  <Eddi|zuHause> the difference is that V's approach is valid game design :)
18:52:48  <andythenorth> he did explain that I should have a schema and the schema would rule all
18:52:57  <frosch123> that's also why the industries in yeti are numbered
18:53:01  <TrueBrain> why .... do my meta-files list files as 1 byte more than they are on the S3 ... oh-oh ....
18:53:26  <TrueBrain> worse: S3 are 1 byte longer
18:53:27  <TrueBrain> lol
18:53:37  <andythenorth> oof Eddi|zuHause is zingy today :(
18:53:40  <frosch123> nul-terminator?
18:53:42  <LordAro> frosch123: i don't understand when the "We should be able to build infrastructure when we have the actual vehicle type" block would actually be relevant
18:53:51  <LordAro> something to do with buying companies, perhaps?
18:53:56  <frosch123> LordAro: if you change the settings in-game
18:54:41  <LordAro> ah right
18:54:48  <frosch123> maybe in the past it also took effect when all vehicles expired
18:54:54  <frosch123> and you still run dinosaurs
18:55:21  <Eddi|zuHause> LordAro: iirc it was mostly to prevent people building expensive airports when airplanes hadn't been invented yet
18:55:40  <Eddi|zuHause> or, monorails, or...
18:56:53  <LordAro> hmm
18:57:02  <LordAro> the more i think about it, the more i want to leave the existing function in place
18:57:15  <frosch123> i think it only works for airports
18:57:20  <LordAro> possibly invert the trains availability check
18:57:42  <LordAro> s/trains/railtype/
18:58:27  <frosch123> LordAro: inverting the check makes the rest of the function pointless
18:59:00  <TrueBrain> frosch123: ah, no, it is a bit worse ... filesize is of one run, files themself of another .. I expected, for some odd reason, that the files would be the same :D oopsssss
18:59:06  <frosch123> you have very likely always some railtype available, so the check for max-vehicles is pointless
18:59:33  <andythenorth> meh, I need one 'free' cargo to increase production at a port, food is already used at the other port
19:00:21  <frosch123> LordAro: so you can as well add a generic if (VEH_TRAIN || VEH_ROAD) return true
19:00:29  <frosch123> and only keep the rest for ships and airports
19:00:34  <frosch123> or possibly only for airprots
19:01:46  <frosch123> LordAro: also, if road/railtypes are not available, their entries are disabled in the dropdown. so i am pretty sure inverting the check is the same as replacing it with "true"
19:02:38  <andythenorth> hmm, could do logs, doesn't seem very steel-town ish
19:06:42  <TrueBrain> IT WORKS :D :D :D I can upload things on the API side, and I can download them ingame :D :D :D :D :D
19:11:55  <frosch123> that sounds illegal
19:13:29  <DorpsGek_III> [OpenTTD/content-server] TrueBrain updated pull request #1: Add: first version of the content_server rewritten in Python
19:13:33  <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api
19:13:55  <TrueBrain> so, the TODO list: figure out OpenTTD accounts, run this on AWS, poke frosch123 how the frontend is going :D
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19:16:32  <TrueBrain> AWS is for next weekend
19:16:37  <TrueBrain> OpenTTD accounts .. ugh ...
19:16:48  <TrueBrain> but yeah, this works :D GitHub, S3 ... it just works :D
19:16:50  <TrueBrain> w00p :)
19:16:59  <frosch123> next weekend is a long weekend
19:17:09  <TrueBrain> good point
19:17:14  <TrueBrain> would be a good moment to test-run this all
19:17:19  <TrueBrain> see if people can break it
19:17:49  <TrueBrain> that leaves a week for fixing stuff .. and a week going live before I have to shut down the old system :P
19:18:07  <TrueBrain> you think you can have a version that works by the end of next weekend frosch123 ? :D
19:19:31  <frosch123> when is that?
19:19:55  <frosch123> 4 days? 5 days? 8 days? 10 days?
19:20:05  <TrueBrain> how long are your weekends?!
19:20:22  <TrueBrain> I know corona is making days blur, but this is a bit much :P
19:20:51  <frosch123> i do not know what you mean with "next week"
19:20:57  <TrueBrain> "next weekend"
19:20:57  <frosch123> is that before easter or after easter?
19:21:14  <frosch123> anyway, i can probably get it done during easter
19:21:34  <TrueBrain> cool :)
19:21:43  <TrueBrain> guess you misread "week" over "weekend" there :P
19:22:18  <frosch123> oh, indeed, i skipped 3 letters
19:22:21  <TrueBrain> :D
19:23:01  <TrueBrain> okay .. so lets try to aim to have a first version running somewhere monday .. not this monday, but the one during easter :D
19:23:22  <TrueBrain> can't believe how much more complicated the API was ...
19:23:29  <TrueBrain> the content-server is small and doable
19:23:32  <TrueBrain> the content-api .. holy crap
19:24:02  <TrueBrain> 2800 lines of Python code
19:24:16  <TrueBrain> content-server is 1000 lines .. lol
19:24:55  <TrueBrain> LordAro: if you happen to have some time this week, I could use a "review" of those two PRs. I am not expecting a real review, but looking it over if you see odd things, that would be nice :D
19:25:41  <TrueBrain> I do have to cleanup the README and test the Dockerfiles; sets reminder
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19:30:57  <glx> LordAro: so with #8063 you allow the toolbar when the roadtype is available, but I think building station and depots should not be allowed (as it was before NRT merge)
19:31:39  <LordAro> mm
19:31:54  <glx> ie partial revert of #8058 is probably needed
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19:36:00  <glx> some kind of if (_game_mode != GM_NORMAL) return; if (!CanBuild...) { delete this; return;); then disable widgets if not allowed
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19:37:15  <glx> disabling only depending on max allowed and already existing vehicles
19:38:38  <glx> and of course depot/station build window should be closed if no longer allowed
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20:24:22  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available
20:36:15  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available
21:09:51  <Samu> got the crash already, a bit too early than expected, a different crash though
21:10:26  <Samu> >	openttd.exe!SQInstance::Mark(SQCollectable * * chain) Line 549	C++
21:11:34  <Samu> Exception thrown at 0x00007FF7DFE6B52C in openttd.exe: 0xC0000005: Access violation writing location 0x0000000B8AA4FFF0.
21:12:22  <Samu> sqobject.cpp, line 549
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21:17:48  <glx> yes it's the garbage collector, because too much memory is used
21:18:38  <Samu> strange, the memory column says 419 MiB for AI 2 and 542 MiB for AI 3
21:18:48  <Samu> at the moment of the crash
21:19:24  <Samu> crashed earlier in debug mode
21:19:34  <Samu> it used to crash at 905 MiB
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21:22:09  <Samu> could it be about the number of open nodes?
21:22:48  <Samu> is there perhaps a limit that can't be reached
21:24:16  <glx> its #7513 again I think
21:27:09  <peter1138> Eddi|zuHause is streaming Cities: Skylines at about 2 fps...
21:27:12  <peter1138> Kinda painful ;(
21:27:16  <Eddi|zuHause> yeah
21:27:30  <Eddi|zuHause> it's kinda getting worse i think
21:27:45  <glx> was the same with transport fever
21:27:47  <planetmaker> does one still call that 'streaming'? Or is it rather 'drippling'?
21:28:10  <Eddi|zuHause> glx: yeah, but i got a new graphics card, which temporarily made it better
21:28:31  <Eddi|zuHause> glx: but C:S is more CPU limited if you're using mods
21:29:04  <glx> yeah last time I launched it it was unplayable for me
21:29:10  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available
21:29:11  <glx> while it was OK before
21:29:25  <Eddi|zuHause> glx: i tried vanilla a few days before, was actually fine
21:30:05  <Eddi|zuHause> well, relatively ok
21:30:10  <Eddi|zuHause> not as bad as this :p
21:30:24  <Eddi|zuHause> streaming also doesn't help
21:30:30  <glx> I think my main issue is the lack of ram
21:30:49  <Eddi|zuHause> yeah, RAM is pretty bad
21:30:53  <glx> only 8GB is not enough
21:31:05  <Eddi|zuHause> 3 of 12GB free, 0 of 16GB swap free
21:31:45  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available
21:33:22  <Eddi|zuHause> i should have gone for a new PC a few months ago... kinda tricky right now
21:33:39  <planetmaker> Nah, online shopping still works
21:34:01  <Eddi|zuHause> but "everyone" gets PCs for their home-office now
21:34:14  <planetmaker> hm, you might have a point there, yes
21:34:23  <nielsm> yeah and they tend to be produced in places under various levels of lockdown
21:34:49  <Eddi|zuHause> probably worse for laptops
21:34:58  <planetmaker> it actually made me try to test how sending stuff via the "Packstation" works. Surprisingly well
21:35:27  <planetmaker> So also in the future less reason to go to a post office... bad for the work places there, though
21:37:06  <Eddi|zuHause> i'll stop now, try with a few less mods next time :)
21:38:09  <Samu> testing a single AI instance, the binary heap one
21:38:33  <Samu> if it doesn't crash at 905 MiB, then it was Fibonacci Heap that triggered the crash
21:39:05  <Samu> priority queue
21:39:16  <nielsm> it's probably nothing with the actual memory usage
21:39:22  <nielsm> if it crashes because of a stack overflow
21:39:38  <glx> I'm quite sure it's the stack overflow
21:39:45  <nielsm> and you could probably make it crash in the GC with a much simpler (smaller memory usage) script
21:40:18  <glx> really looks like #7513 to me
21:41:07  <Samu> it's roadpathfinding from the left corner of the map to the right corner of the map, a 4096x4096 map, it's probably opening too many nodes
21:41:36  <nielsm> I wonder how much work it'd be to rework the GC to not use call stack recursion
21:41:38  <Samu> i wish i could know the actual limit
21:41:40  <glx> I think you can remove "probably"
21:42:41  <LordAro> nielsm: does squirrel 3 still use call stack recursion? if not, could possibly steal from that
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21:42:57  <nielsm> no idea... I haven't looked at it
21:43:52  <nielsm> also the fact that it even uses recursion probably means it can't handle circular references and easily allows detached object graphs to leak
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21:49:28  <Samu> already over 905 MiB
21:49:32  <Samu> no crash so far
21:50:07  <glx> yes it's not really the memory, but the number of objects
21:50:30  <nielsm> the number of objects and how they are holding references to each other
21:50:33  <LordAro> glx: Samu never lets an explanation get in the way of more needless testing
21:50:46  <glx> I know :)
21:51:15  <Samu> I'm actually interested in whether it actually finishes pathfinding, or if it also crashes
21:51:53  <Samu> interesting again, it's starting to decrease memory usage now
21:52:20  <glx> memory deacrease because GC is running
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21:53:28  <Eddi|zuHause> i might have got encoding via GPU running now, maybe that helps? :)
21:54:28  <Samu> on the task manager, however, memory usage keeps going up
21:54:44  <Samu> there's a contradiction
21:55:23  <Eddi|zuHause> i'll do some testing of that, before i try streaming again :)
21:55:30  <nielsm> that's because the C runtime does not release memory back to the OS
21:55:33  <Eddi|zuHause> probably not tonight :)
21:55:47  <nielsm> at least not as fast as the program releases memory to the runtime memory manager
21:58:40  <Samu> crashed
21:58:52  <Samu> at 498 MiB
21:59:26  <Samu> this->~SQInstance(); again
21:59:27  <Eddi|zuHause> at least it feels less sluggish now, but i dunno if that is just due to restarting the game
22:00:08  <nielsm> Samu how does the rest of the stack look when it crashes
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22:00:57  <Samu> it just looks like this
22:01:06  <Samu> no stack
22:02:07  <glx> empty call stack is never a good sign :)
22:02:21  <nielsm> yeah that's a good indication that the stack is dead
22:02:25  <nielsm> program in a terrible state
22:02:39  <nielsm> and it's most likely a stack overflow here
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22:07:18  <nielsm> if it wasn't past midnight and workday tomorrow I'd have written a proof of concept script that just forces a GC stack overflow
22:07:54  <Samu> just pathfind from a corner to another
22:07:57  <Samu> then wait
22:07:58  <Samu> :p
22:08:05  <nielsm> that's not a good poc
22:08:11  <nielsm> it doesn't isolate the issue
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22:09:41  <peter1138> Pretty standard.
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22:10:35  <Samu> gotta go, take care
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