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00:03:35 *** Smedles has joined #openttd 00:22:28 *** WormnestAndroid has quit IRC 00:22:35 *** WormnestAndroid has joined #openttd 00:29:35 *** Smedles has quit IRC 00:30:04 *** Smedles has joined #openttd 01:48:16 *** keoz has quit IRC 02:22:26 *** D-HUND has joined #openttd 02:25:47 *** debdog has quit IRC 03:06:42 *** Flygon has joined #openttd 03:16:16 *** glx has quit IRC 05:47:27 *** keoz has joined #openttd 06:05:49 *** sla_ro|master has joined #openttd 06:37:07 *** andythenorth has joined #openttd 06:46:34 *** WormnestAndroid has quit IRC 06:46:47 *** WormnestAndroid has joined #openttd 06:59:34 *** arikover has joined #openttd 07:05:05 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl opened pull request #8291: Change: Use key names instead of characters in hotkey.cfg https://git.io/JJMXO 07:18:49 <andythenorth> hmm 07:19:02 <andythenorth> hi 07:23:16 *** gelignite has joined #openttd 07:29:53 *** iSoSyS has joined #openttd 07:34:01 <_dp_> o/ 07:48:26 <TrueBrain> funny patch _dp_ :) 07:52:12 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #8291: Change: Use key names instead of characters in hotkey.cfg https://git.io/JJMXO 07:53:29 <_dp_> it's a shit show 08:15:16 <andythenorth> https://www.youtube.com/watch?v=hm_Mlid2tvM o_O 08:16:12 <andythenorth> newgrf...replace ottd black background with tiles of a room? :P 08:16:52 <_dp_> I was thinking of replacing my room background with tiles of openttd xD 08:17:24 <TrueBrain> I was thinking about replacing the warmth in my house with coolness .. 08:23:12 *** Wolf01 has joined #openttd 08:26:13 *** b_jonas has quit IRC 08:32:03 <DorpsGek_III> [OpenTTD/website] LordAro opened pull request #162: Create 2020-08-09-openttd-1-10-3.md https://git.io/JJMSc 08:32:25 <LordAro> ...damn 08:32:28 <LordAro> commit message 08:32:34 <LordAro> do we care about those on the website? 08:32:46 <TrueBrain> change it during squashing? 08:32:54 <LordAro> ah yes 08:33:01 <TrueBrain> and yes, ofc we care :) 08:33:02 <LordAro> saves me having to check the repo out on this computer :p 08:33:11 <TrueBrain> I can understand :) 08:33:14 <LordAro> also, the CI appears to be sad 08:33:23 <TrueBrain> which CI? 08:33:29 <TrueBrain> bit of a broad definition: CI :D 08:33:32 <LordAro> https://github.com/OpenTTD/website/runs/946173768 08:33:41 <LordAro> last master CI build 08:33:53 <TrueBrain> hm, why did it not email me about this 08:34:07 *** andythenorth has quit IRC 08:35:35 <TrueBrain> seems AWS changed some permissions :) 08:35:46 <TrueBrain> "is not authorized to perform: ecs:ListTagsForResource on resource" 08:36:53 *** andythenorth has joined #openttd 08:37:00 <LordAro> yay 08:39:10 <Wolf01> o/ 08:41:44 <TrueBrain> weird, cannot really find why it would need that now 08:42:16 <LordAro> bleh, and the PR CI has failed due to a change in flake8 08:42:18 <LordAro> grumble. 08:45:13 <TrueBrain> I have that too from time to time .. annoying if you are the one having to fix it .. but then again, most of the time it is a valid complaint .. 08:46:14 <TrueBrain> why oh why does it need to be able to list tags ... hmmmm 08:46:25 <TrueBrain> it is not that I mind 08:46:36 <TrueBrain> but I don't like that I cannot find WHY 08:46:41 <LordAro> :) 08:47:48 <TrueBrain> also funny, I cannot bind that permission to a Service, yet the error tells me it is because it couldn't list the tags of a service .. 08:47:49 <TrueBrain> ffs :P 08:57:20 <andythenorth> OpenTTD 'needs' a complex market for buying vehicles 08:57:29 <andythenorth> with options to buy used, refurbished, on lease etc 08:57:31 <andythenorth> not just new 08:58:13 <andythenorth> in fact we should let player design the vehicles 08:58:37 <andythenorth> offering body, traction package (engine/motors and crap) and paint scheme as variables 09:07:57 <TrueBrain> Fixed the issue for now LordAro 09:08:05 <TrueBrain> One can deploy again :) 09:08:58 <LordAro> :) 09:09:18 <LordAro> i'm going to have to checkout the repo to properly fix the flake8 issue though 09:09:25 <LordAro> grumble noises 09:09:37 <Eddi|zuHause> andythenorth: sure, and you make the sprites with 2 pixels of variation for each combination 09:11:16 <TrueBrain> LordAro: it is an easy fix you can do via web too 09:11:23 <DorpsGek_III> [OpenTTD/website] LordAro updated pull request #162: Create 2020-08-09-openttd-1-10-3.md https://git.io/JJMSc 09:11:43 <LordAro> TrueBrain: not in the same PR though 09:11:47 <LordAro> ¯\_(ツ)_/¯ 09:12:05 <LordAro> remote: GitHub found 1 vulnerability on OpenTTD/website's default branch (1 high). To find out more, visit: 09:12:08 <LordAro> remote: https://github.com/OpenTTD/website/network/alert/Gemfile.lock/kramdown/open 09:12:11 <LordAro> scary. 09:12:28 <LordAro> could try updating jekyll, i guess 09:12:34 <DorpsGek_III> [OpenTTD/website] auge8472 commented on pull request #162: Create 2020-08-09-openttd-1-10-3.md https://git.io/JJMQk 09:13:16 <DorpsGek_III> [OpenTTD/website] LordAro commented on pull request #162: Create 2020-08-09-openttd-1-10-3.md https://git.io/JJMQm 09:13:25 <TrueBrain> Impact for us is low, but yeah, and update would he appreciated 09:13:56 <TrueBrain> And that flake commit could just have been a new PR ofc ;) 09:14:13 <LordAro> well there's no chance i'm going to get a ruby/gem/godknowswhat set up working on MinGW, so i'll leave that for later 09:14:24 <LordAro> it could have, but then i'd have had to do rebasing and stuff 09:14:58 <DorpsGek_III> [OpenTTD/website] auge8472 approved pull request #162: Create 2020-08-09-openttd-1-10-3.md https://git.io/JJMQs 09:15:26 <DorpsGek_III> [OpenTTD/website] LordAro merged pull request #162: Create 2020-08-09-openttd-1-10-3.md https://git.io/JJMSc 09:16:02 <DorpsGek_III> [OpenTTD/website] LordAro created new tag: 1.3.10 https://git.io/JJMQl 09:19:32 <TrueBrain> LordAro: you can rebase via web ;) 09:20:04 <andythenorth> hmm 09:20:21 <andythenorth> game progression is the enemy of minimalism in the tech tree :P 09:20:23 <andythenorth> oof 09:21:59 <LordAro> TrueBrain: you can? since when? 09:22:10 <LordAro> https://github.com/jekyll/jekyll/blob/3.8-stable/Gemfile#L78 would need to fully upgrade jekyll anyway 09:23:27 <LordAro> 3.9 apparently uses 2.x 09:29:48 *** tokai|noir has joined #openttd 09:29:48 *** ChanServ sets mode: +v tokai|noir 09:31:34 <TrueBrain> LordAro: rebasing works for a long time via the web already. Gives a merge commit sometimes, not always. But you can squash that again. GitHub is pretty awesome :) 09:36:43 *** tokai has quit IRC 10:05:22 <Wolf01> andythenorth: https://news.slashdot.org/story/20/08/09/1936251/researcher-breakthrough-turns-carbon-dioxide-into-ethanol <- new recipe for chemtown 10:05:44 <andythenorth> rad 10:06:14 <andythenorth> the more I learn about industrial chemistry, the more it's insane that we don't make it circular, using solar or wind for the energy loss 10:07:56 <Wolf01> Then let's start teach this to kids with OTTD 10:24:05 <CornsMcGowan[m]> reminds me of bob 10:24:08 <CornsMcGowan[m]> bob's mods in factorio 10:24:17 <CornsMcGowan[m]> or angel's petrochem is probably what i'm thinking of 10:24:24 <CornsMcGowan[m]> or nuclearcraft in minecraft 10:32:01 *** duckfullstop is now known as luaduck 10:32:02 *** luaduck is now known as luaduck_ 10:32:29 *** luaduck_ is now known as luaduck 10:33:15 <CornsMcGowan[m]> b_jonas: is there a newgrf that modifies the opengrf graphics of parks and construction sites in town so that no square that's owned by the town can look as just an ordinary grass tile if I turn buildings transparent and turn off full detail? 10:33:36 <CornsMcGowan[m]> re this question: no there isn't, but citymania client and jgrpp client both have a zoning overlay that tells u where u can't build 10:33:46 <CornsMcGowan[m]> and by extension will highlight town buildings 10:35:55 <_dp_> it's a silly overlay though I find it much easier to just use land info 10:36:19 <_dp_> but parks really shouldn't disappear completely in transparent 10:36:33 <_dp_> as well as some indusries if that's still not fixed 11:04:50 *** frosch123 has joined #openttd 11:16:02 <DorpsGek_III> [OpenTTD/OpenTTD] Bertik23 opened issue #8292: Game cutting of savefile name after charecters with diacritics. https://git.io/JJMxx 11:17:14 <LordAro> that's exciting 11:19:20 <TrueBrain> sounds like a feature :) 12:13:17 *** gelignite has quit IRC 12:16:24 *** Samu has joined #openttd 12:25:18 *** glx has joined #openttd 12:25:19 *** ChanServ sets mode: +v glx 13:40:53 *** nielsm has joined #openttd 14:57:48 <andythenorth> urgh tech tree power creep 14:58:01 *** qwebirc42100 has joined #openttd 14:58:02 <andythenorth> the need for 'big progression' just leaves gaps 14:58:12 * andythenorth endless yak-shaving 14:58:16 *** qwebirc42100 has quit IRC 15:01:16 <frosch123> andythenorth: i am disappoined. no engine is named "yak" 15:01:26 <andythenorth> oo 15:01:30 <andythenorth> missed opportunity 15:01:44 <andythenorth> good name 15:01:56 <andythenorth> most of them are called V style names like 'Rage' and 'Fury' 15:01:59 <andythenorth> no Hoomins 15:03:17 <andythenorth> eh, I do think the game misses a 'drive the train' mode though 15:03:23 <andythenorth> it has 'crash the train' mode 15:03:31 <andythenorth> but not "don't crash the train" 15:05:38 *** arikover has quit IRC 15:05:54 *** arikover has joined #openttd 15:21:52 <andythenorth> meh duplicate engines just because I want different paint schemes :D 15:22:07 <andythenorth> "but what is the gameplay rationale andythenorth" 15:22:16 <andythenorth> oh that ship sailed I guess 15:33:16 *** Wormnest has joined #openttd 15:59:04 *** blathijs has quit IRC 16:03:19 *** blathijs has joined #openttd 16:12:59 *** Progman has joined #openttd 16:21:25 <Gustavo6046> I made a train track with a buffer loop trains can get in to remain safe. They do not want to use it, though, and rather just lock each other. I probably did the path signaling wrong, but I don't know what! https://i.imgur.com/wPBtGPf.png 16:22:43 <supermop_Home_> this is a single track line? 16:22:51 <andythenorth> there's nothing that would cause them to go in there 16:22:56 <Gustavo6046> Yeah, although there are some parts it diverts into two. 16:22:57 <andythenorth> give them orders to go round a waypoint 16:22:58 <Gustavo6046> Oh 16:23:00 <Gustavo6046> Alright 16:23:04 <andythenorth> or....just use an escape depot :) 16:23:15 <andythenorth> the balloon track is realistic, but space inefficient 16:23:17 <Gustavo6046> I thought the path signal would help. 16:23:19 <Gustavo6046> But alright, thanks 16:23:35 <supermop_Home_> when the train gets to that signal, the pathfinder will see that loop as heading away from its destination 16:23:37 <andythenorth> escape depots are the most gameplay efficient way to handle station blocks 16:23:51 <andythenorth> supermop_Home_ yo also 16:24:19 *** iSoSyS has joined #openttd 16:25:45 <supermop_Home_> basically almost never put signals on single track 16:26:04 <supermop_Home_> only put them where you want a train to stop 16:26:27 <supermop_Home_> such as before the entry to a single track segment 16:26:34 <andythenorth> supermop_Home_ I played a game with the railfreight and sector liveries 16:26:58 <andythenorth> TL;DR Railfreight red works great; Sector liveries the vinyl sector logo is just not working in pixels 16:29:49 <Gustavo6046> Ah, thanks 16:30:45 <Gustavo6046> This is really cool 16:30:58 <Gustavo6046> I am basically pouring three towns worth of passengers and mail into a station. https://i.imgur.com/7B86Wam.jpg 16:31:11 <Gustavo6046> I made two trains as "valves" to try and alleviate this situation, but to little avail. 16:31:14 *** b_jonas has joined #openttd 16:31:18 <Gustavo6046> Valves, drains, whichever is more accu 16:31:20 <Gustavo6046> I guess both 16:31:26 <Gustavo6046> not accurate... you get the point 16:31:56 <Gustavo6046> Anyway, what is better, a far but slowish delivery, or a near but fast delivery? 16:33:33 <Gustavo6046> They were stuck here. This thing is like three junctions! Surely adding a third path signal will help, no? https://i.imgur.com/1pQeyoE.png 16:34:10 <b_jonas> Gustavo6046: some types of cargo are more perishable than others, eg. for passengers you get much less value if the journey takes too long time, for oil it matters much less. look at the in-game cargo income chart and the rules at https://wiki.openttd.org/Cargo_income 16:34:31 <Gustavo6046> Ah 16:34:34 <Gustavo6046> Thanks 16:34:38 <Gustavo6046> Yeah 16:34:50 <_dp_> Gustavo6046, read/watch how signals work, your signaling makes no sense whatsoever 16:35:27 <Gustavo6046> Ah 16:35:34 <b_jonas> but you also have to take into account how much you pay for vehicle maintenance and amortization 16:35:45 <Gustavo6046> _dp_: signals tend to work on Y junctions. This is not an Y junction. It's a tirangle junction of sorts. 16:35:47 <Gustavo6046> triangle* 16:36:28 <_dp_> signals work everywhere when you use them correctly :p 16:37:43 <supermop_Home_> Gustavo6046 https://imgur.com/a/ukLWCsa this works 16:47:04 <b_jonas> yes, that signaling can definitely deadlock of two trains come in from opposite ends. this only works if you have only one train on the network, in which case you don't need any signals. 16:48:09 <b_jonas> and note that depots have a built-in signal for trains that want to leave 16:48:53 <andythenorth> hmm 16:48:56 <b_jonas> look at https://wiki.openttd.org/Signals 16:49:01 <andythenorth> how many trains should I include? 16:50:22 <supermop_Home_> b_jonas there is no built in signal 16:50:52 <supermop_Home_> trains reversing will just not reverse until they can reserve a path, 16:51:13 <supermop_Home_> so if a station is at the end of a line, you can do without the signal 16:52:22 <supermop_Home_> but if the line continues and there is no signal, the train will reserve the track beyond the station and block other trains from using it 16:54:12 <Gustavo6046> ah 16:54:14 <Gustavo6046> thanks 16:54:45 <supermop_Home_> basically never put a signal on a single line, except where it is like a branch or siding rejoining a mainline 16:54:54 <b_jonas> supermop_Home_: I said leaving a depot 16:55:47 <supermop_Home_> where only one train will operate at a time 16:56:31 <b_jonas> yes, but a train will leave the depot only if it can reserve the block right outside the depot or a path to the next path signal 16:56:53 <b_jonas> so another train is allowed to pass in front of a depot 16:57:17 <supermop_Home_> Gustavo6046 instead of a loop at your station, two platforms might work better 16:57:55 <supermop_Home_> that way the oncoming train waits at the station loading, and out of the way for the first train to leave 16:58:50 <TrueBrain> Wait, this channel can give support to players? This is not good .. what happened?! 16:59:26 <TrueBrain> (Emphasis on 'can' btw) 17:00:32 <andythenorth> isn't reddit for that? 17:00:41 <nielsm> yeah the main thing to ask yourself when learning how to make signals is asking the question, "what happens if a train needs to stop at this signal, and then another train approaches" 17:00:44 * andythenorth needs support, pls send 17:02:05 *** Flygon has quit IRC 17:02:24 <supermop_Home_> andythenorth you need design strategy consultancy 17:02:36 <andythenorth> you are correct 17:02:40 <Gustavo6046> alright 17:02:44 <andythenorth> I am having client restraint issues 17:02:45 <Gustavo6046> good idea 17:02:46 <andythenorth> where I am the client 17:02:52 <supermop_Home_> i think you will find my fee very reasonable at 250 EUR/hr 17:03:27 <andythenorth> could we barter? 17:04:32 <supermop_Home_> i'll probably need some kind of penalty clause in there for every bad feature you insist on adding? 17:04:49 <supermop_Home_> speaking of barter i need to get some lunch 17:05:01 <andythenorth> I need supper 17:05:04 <andythenorth> soooo hungry 17:05:11 <andythenorth> where is peter when we need him? 17:06:20 <Gustavo6046> Is there an option to have a vehicle maintain at the nearest depot rather than a set one? 17:06:48 <Gustavo6046> You could use Voronoi to cache the "nearest depot" at a tile. 17:06:56 <Gustavo6046> Tile as in road/track/etc, not all tiles. 17:07:44 * andythenorth browsed forums briefly 17:07:51 <andythenorth> I think choosing to quit was a good choice 17:08:45 <Gustavo6046> Ah 17:08:48 <Gustavo6046> I'm having lunch now 17:08:51 <Gustavo6046> I mean I just got 17:09:01 <Gustavo6046> I am also wretching in hunger lol 17:09:28 <TrueBrain> andythenorth: that bad? 17:10:28 <b_jonas> Gustavo6046: vehicles usually choose a nearby depot automatically, you rarely need to override that 17:10:56 <b_jonas> I don't think I ever put depots in the orders of vehicles, I just build enough depots, and tracks to them for trains 17:11:05 <Gustavo6046> Ah 17:11:07 <Gustavo6046> Thanks 17:11:09 <Gustavo6046> b_jonas: I usually put them in orders 17:11:16 <Gustavo6046> "maintain at X depot" 17:11:19 <andythenorth> TrueBrain just very uninspiring 17:11:30 <TrueBrain> andythenorth: so nothing new ;) 17:11:33 <Gustavo6046> I don't think they can seek maintenance on their own 17:11:38 <andythenorth> I guess I find it sad because forums were really what got me into modding ottd :) 17:12:02 <b_jonas> you could put them into orders, it might sometimes work better, but you have to pay attention then 17:12:03 <andythenorth> but I think forums are ultimately unhealthy mode of interaction 17:12:12 <b_jonas> I usually don't take the time so far, but I should probably start 17:12:28 <b_jonas> not the specific depot orders, but the generic service orders maybe 17:13:03 <Gustavo6046> Ah 17:13:09 <Gustavo6046> Thanks 17:13:11 <Gustavo6046> Service orders? 17:14:16 <TrueBrain> andythenorth: most of the Internet sadly enough is :( 17:14:31 <Gustavo6046> I mean general ones 17:14:33 <b_jonas> Gustavo6046: https://wiki.openttd.org/Orders#Go_To 17:14:39 <Gustavo6046> I don't think there are service orders that don't take a specific depot. 17:14:48 <Gustavo6046> Oh. 17:14:51 <Gustavo6046> I'm stupid. 17:14:52 <b_jonas> it's called "Go to nearest depot". I never used it yet 17:14:53 <Gustavo6046> Thank you. 17:15:03 <b_jonas> I just let trains go to depots whenever they feel like 17:15:05 <Gustavo6046> "Nearest depot", yeah, saw on that image. 17:15:12 <TrueBrain> Gustavo6046: you are not stupid; OpenTTD is rather complex, with many possible options :) 17:15:12 <Gustavo6046> You never used it? Rookie. I never *saw* it! 17:15:15 <Gustavo6046> Ah, thanks! 17:15:18 <Gustavo6046> I guess so 17:15:36 <Gustavo6046> b_jonas: never noticed that they tend to feel like breaking and hiccuping fume more than servicing? 17:15:52 <Gustavo6046> I guess it's like homework. Everyone would be better with it, but nobody wants to do it. 17:16:23 <b_jonas> I do know that trains are often stupid and pick the wrong depot, but I don't think I can improve on that by orders, only by placing the depots and tracks and signals well 17:17:32 <b_jonas> many people also play with the option for trains never breaking, in which case they only need to go to the depots when you modify something about them 17:17:44 <Gustavo6046> Ah 17:34:21 <Gustavo6046> Should I also add signals near stations? 17:34:25 *** glx is now known as Guest5503 17:34:25 *** glx_ has joined #openttd 17:34:25 *** ChanServ sets mode: +v glx_ 17:34:25 *** glx_ is now known as glx 17:37:26 *** keoz has quit IRC 17:40:21 *** Guest5503 has quit IRC 17:45:02 <b_jonas> Gustavo6046: yes, unless the station has only one track inside and one track to exit, in which case add the signal to the junction where that track merges to the mainline 17:45:33 <b_jonas> but the latter works only for stations with very small traffic 17:45:39 *** HerzogDeXtEr has joined #openttd 17:49:33 <Gustavo6046> Ah 17:49:35 <Gustavo6046> thanks 17:51:19 <b_jonas> Gustavo6046: look at https://wiki.openttd.org/Signals and https://wiki.openttd.org/Junction and https://wiki.openttd.org/Railway_station for hints 17:51:46 <b_jonas> although some of the designs shown there are old and no longer really needed with path signals 17:52:27 *** Samu has quit IRC 18:00:03 <Gustavo6046> Alright 18:00:05 <Gustavo6046> I'll check 18:00:35 <Gustavo6046> Oh, also, I cannot autoreplace my buses because they are of obsoleted models. I want to autoupgrade them. 18:05:23 <nielsm> you can do that 18:05:36 <nielsm> open the vehicle list, then use the Manage button in the lower right 18:06:36 <andythenorth> hmm 18:06:51 <andythenorth> I 'need' 2 almost identical-looking engines for Horse 18:06:54 <andythenorth> that will be confusing 18:07:20 <frosch123> you already have tons of identical looking wagons, what's the problem? 18:07:43 <frosch123> also, consider the original sh 30/40 :) 18:07:47 <andythenorth> exactly 18:07:55 <andythenorth> let's keep going on this rationale :D 18:08:05 <andythenorth> also there's "simplified mode" available 18:08:20 <andythenorth> which nobody will use, but doubles my checking when I change the tech tree :D 18:09:59 <frosch123> looks like the trick of the original engines is to use the same sprites every second generation 18:10:15 <frosch123> assuming you already forgot what the old vehicles looked like 18:10:50 <nielsm> https://www.jernbanen.dk/motor_solo.php?s=8&lokid=12 vs https://www.jernbanen.dk/motor_solo.php?s=8&lokid=142 18:12:01 <frosch123> in original temperate there are 20 engines. 3 have identical sprites, and 1 has a trivial recoloring (today you would say 1cc/2cc swapped) 18:12:55 <andythenorth> precedent! 18:55:46 *** fjb has joined #openttd 18:57:11 *** fjb has joined #openttd 19:00:49 *** gelignite has joined #openttd 19:05:41 *** fjb has quit IRC 19:06:09 *** fjb has joined #openttd 19:07:06 *** fjb has quit IRC 19:08:28 *** arikover has quit IRC 19:08:40 *** arikover has joined #openttd 19:29:49 *** frosch123 has quit IRC 19:36:47 *** jhq has quit IRC 19:37:02 *** jback has joined #openttd 19:39:34 <_dp_> hmm, well, it didn't take long for first desyncs to happen... 19:40:09 <Eddi|zuHause> that's good, because they will be easier to reproduce? :p 19:40:57 <_dp_> doesn't seem so unfortunately :( 19:41:17 <_dp_> I kinda hunted down all the easier ones already 19:45:03 <TrueBrain> So this should be more enjoyable not? 19:53:15 <_dp_> it aint that fun when you have no leads :( 19:54:52 <_dp_> but at least I can write off known desyncs now 19:55:29 <_dp_> also (wrong company in DoCommand) is still a thing apparently 19:55:44 *** arikover has quit IRC 19:58:27 *** arikover has joined #openttd 20:06:31 *** arikover has quit IRC 20:07:01 <_dp_> oh, I think I know what that may be 20:07:22 <_dp_> if client spectates immediately after sending the command 20:08:01 <_dp_> command gets queued by spectate is processed instantly so it gets ahead 20:08:05 <_dp_> *but 20:08:15 *** arikover has joined #openttd 20:10:32 *** nielsm has quit IRC 20:14:12 <_dp_> doesn't explain wrong company on join though 20:18:29 *** gelignite has quit IRC 20:21:35 *** arikover has quit IRC 20:30:54 <_dp_> hm, it looks like some joins are happening when client actually leaves the game 20:44:05 <b_jonas> ah, the other types of join, not train line joins 20:44:49 <_dp_> I can repro it on citymania but that's more like my bug so no idea why is it happening on reddit as well 21:07:09 *** HerzogDeXtEr has quit IRC 21:18:59 <b_jonas> I downloaded some "recent" openttdcoop public server games and looking at one right now. these can probably give me some ideas for my own future games. 21:37:00 *** andythenorth has quit IRC 22:04:06 *** sla_ro|master has quit IRC 22:05:31 *** Wolf01 has quit IRC 22:29:38 *** Progman has quit IRC 23:27:59 *** iSoSyS has quit IRC