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Log for #openttd on 2nd October 2021:
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07:44:47  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9589: Fix #9588, 140a96b: [Squirrel] Reaching memory limit during script registration could prevent further script detections https://git.io/J2Yzx
08:55:20  <DorpsGek> [OpenTTD/py-protocol] TrueBrain opened pull request #19: Fix: better guard the process_queue() coroutine for exceptions https://git.io/J2Oov
08:56:33  <DorpsGek> [OpenTTD/py-protocol] TrueBrain merged pull request #19: Fix: better guard the process_queue() coroutine for exceptions https://git.io/J2Oov
08:56:54  <DorpsGek> [OpenTTD/py-protocol] TrueBrain created new tag: 1.3.1 https://git.io/J2OKU
09:02:28  <TrueBrain> ah, I finally have an idea why we see so many aborts
09:02:40  <TrueBrain> it is just the OpenTTD client being a bit slow in sending the GC packets, I think
09:37:37  <nielsm> https://youtu.be/QidZnJLdqjk  planning to start making title screen here in a about 50 minutes
09:45:29  <Heiki> STR_NETWORK_SERVER_LIST_INFO_ICONS_TOOLTIP says “Language, server version, etc.”, but there is no language information any more
09:46:18  <TrueBrain> nielsm: cool :D Did you read what I wrote yesterday by any chance btw?
09:56:32  <LordAro> Heiki: PR pls
10:06:50  <nielsm> I don't think I did no
10:06:55  <nielsm> was away all day
10:07:08  <TrueBrain> nielsm: would it be an idea to create a dev-build (read: by you) title game for 12.0, and extend the competition a bit and add that to 12.1?
10:07:11  <TrueBrain> as it seems people are either short on time or it is massive more work for them to make title games :)
10:08:11  <michi_cc> Multi-stream to OTTD Twitch, too? :)
10:08:55  <nielsm> sure, if you give me a stream key
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10:11:25  <TrueBrain> on Discord
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11:08:42  <andythenorth> yo
11:14:25  <Wolf01> o/
11:39:26  <peter1138> Who even streams on Youtube... :p
11:39:39  <TrueBrain> gatekeeping where people stream? :o
11:40:04  <peter1138> No just asking who!
11:40:19  <TrueBrain> :D
11:40:45  <nielsm> all the vtubers I watch do
11:41:15  <nielsm> (who tend to get thousands of concurrent viewers and way too much money thrown at them)
11:41:53  <nielsm> but yeah not a great success tbh https://0x0.st/-ga0.png
11:42:00  <nielsm> but I did get something made
11:42:19  <peter1138> They would do if they are "vtubers" I guess.
11:42:56  <peter1138> It's kinda in the name.
11:43:26  <nielsm> nah you can call yourself that even if your presence is entirely on twitch
11:43:40  <nielsm> (or billibilli  for the chinese ones)
11:58:12  <TrueBrain> I am trying to figure out why a CancelledError isn't propagating correctly in asyncio ... this is annoying :P
11:58:45  <TrueBrain> print-debugging only brings you so far
11:58:53  <TrueBrain> I rarely have that with prints alone I can't figure out what is going on :)
12:02:00  <TrueBrain> on shutdown one of the tasks isn't stopping, and something is preventing that .... :D
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12:07:19  <owo> wow
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12:07:35  <owo> this is the first IRC I have seen in my life
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12:08:10  <nielsm> well then, welcome?
12:08:11  <nielsm> bye?
12:08:15  <TrueBrain> :D
12:08:51  <nielsm> (it's difficult to respond to that when IRC as a technology/protocol is over 30 years old in practice by now)
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12:24:37  <Rubidium> imagine someone seeing toilets for the first time ;)
12:24:57  <nielsm> https://youtu.be/LTbP61n6OIk  there's my title screen submission demo
12:26:10  <TrueBrain> nice :D
12:32:59  <Timberwolf> Someone produces an actual machinima in the title screen when? :)
12:35:53  <nielsm> emperorjake asked about a mode to use the same system for regular savegames too, actually
12:36:18  <nielsm> and I suppose it'd be nice just for testing the title screen, if there was an easy way to switch that
12:36:24  <nielsm> like a console command
12:36:26  <TrueBrain> make a console command :P
12:36:39  <TrueBrain> make your gamescript do it!
12:36:59  <nielsm> not quite possible no
12:37:12  <TrueBrain> make it possible! Good for tutorials too :D
12:37:46  <nielsm> the GS can center the screen on a tile, but it can't know what screen size you have so it can't do the edge or corner alignments
12:38:12  <nielsm> and centering like that causes the game to pan to the site quickly instead of an instant cut, I think
12:38:55  <nielsm> and I don't think it'd be realistic to have it actually perform a pan, I think that would cross some threshold or something
12:40:38  <nielsm> I think what would be better would be a simulated title screen, where it hides the menu and statusbars and puts up a main menu sized window that instead has just a button to go back to normal
12:41:01  <TrueBrain> all I can say, I can see that a tutorial GS would like similar functionality :)
12:47:00  <nielsm> a tutorial GS would benefit from a way to highlight a group of tiles
12:47:35  <nielsm> and maybe put bigger blobs of text on the landscape than regular signs are
13:00:11  <TrueBrain> hmm, the TURN statistics are a bit optimistic
13:00:17  <TrueBrain> usage-time is counted for both sides
13:00:23  <TrueBrain> so basically: it is twice the correct value :P
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13:06:17  <TrueBrain> right, I can fix that in the graphs
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13:08:53  <Samu> hi
13:09:19  <Samu> im unable to use hexchat to connect to oftc irc
13:09:35  <Samu> Connection failed (certificate has expired.? (10))
13:09:43  <Samu> anyone knows what this is?
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13:09:56  <nielsm> an error on their end
13:10:21  <nielsm> or maybe if they use a Let's Encrypt cert you need to update your own root certificate store
13:11:18  <nielsm> I think hexchat might be shipping its own root cert store instead of using windows' built-in
13:11:25  <nielsm> so you may need to update the client
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13:13:40  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #64: Fix: race condition when a client aborts just at the wrong moment https://git.io/J23Ay
13:13:52  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #65: Fix: don't give up on the same connection more than once https://git.io/J23AQ
13:14:02  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #9589: Fix #9588, 140a96b: [Squirrel] Reaching memory limit during script registration could prevent further script detections https://git.io/Jgb7k
13:14:05  <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #9588: [Bug]: OpenTTD can think that no AI or GS are available if `Maximum memory allocation exceeded` https://git.io/Jgfn9
13:15:16  <DorpsGek> [OpenTTD/game-coordinator] glx22 commented on pull request #64: Fix: race condition when a client aborts just at the wrong moment https://git.io/J23xt
13:15:19  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #66: Fix: ensure that if a coroutine is cancelled, it always stops https://git.io/J23xq
13:15:26  <FLHerne> glx: I'm surprised and impressed that someone cared to fix that :D
13:15:34  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain updated pull request #64: Fix: race condition when a client aborts just at the wrong moment https://git.io/J23Ay
13:15:39  <Samu> ok, i got 2.14.3 installed, but I see there's a 2.16.0, gonna see if that solves
13:15:57  <TrueBrain> meh, the moment that "commit suggestion" isn't enough
13:15:58  <FLHerne> Usually everyone sees OOM as "well get more RAM, or don't do that"
13:16:07  <glx> FLHerne: the major issue was it could crash openttd at start
13:16:34  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain updated pull request #64: Fix: race condition when a client aborts just at the wrong moment https://git.io/J23Ay
13:16:46  <glx> the leaks fix is a bonus
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13:17:11  <Samu_> aha, it worked!
13:17:35  <Samu_> check for updates was always telling me i was running the latest version, 2.14.3
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13:18:30  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain updated pull request #66: Fix: ensure that if a coroutine is cancelled, it always stops https://git.io/J23xq
13:18:40  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #64: Fix: race condition when a client aborts just at the wrong moment https://git.io/J23Ay
13:18:59  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #65: Fix: don't give up on the same connection more than once https://git.io/J23AQ
13:20:04  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain updated pull request #66: Fix: ensure that if a coroutine is cancelled, it always stops https://git.io/J23xq
13:20:14  <TrueBrain> grrr, sometimes splitting up your branch into several PRs is annoying :P
13:21:15  <glx> you can also use a multi commit PR
13:22:10  <TrueBrain> bad for the changelog :)
13:22:31  <TrueBrain> and this way I found several typos and weird things, so it is for the better :)
13:22:49  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #66: Fix: ensure that if a coroutine is cancelled, it always stops https://git.io/J23xq
13:23:19  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #67: Add: implement graceful shutdown to clean up open sockets https://git.io/J23h8
13:24:47  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain updated pull request #67: Add: implement graceful shutdown to clean up open sockets https://git.io/J23h8
13:25:39  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #67: Add: implement graceful shutdown to clean up open sockets https://git.io/J23h8
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13:26:39  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #68: Add: updates TURN usage stats as we go, instead of on-connection-close https://git.io/J23jq
13:27:16  <TrueBrain> right, hopefully this fixes a bunch of issues sentry found; nothing was a real issue, this is just nicer :D
13:27:38  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #68: Add: updates TURN usage stats as we go, instead of on-connection-close https://git.io/J23jq
13:34:24  <LordAro> :)
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13:51:34  <DorpsGek> [OpenTTD/OpenTTD] arikover commented on pull request #8480: Feature: Extended depots https://git.io/J2sTM
14:00:20  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #8480: Feature: Extended depots https://git.io/J2sLw
14:07:50  <andythenorth> well
14:07:56  <andythenorth> flat docks then?
14:14:56  <peter1138> I updated my PR the other day. I will test if it still runs...
14:17:17  <andythenorth> :o
14:17:43  <andythenorth> I need a new reason to not work on unfinished grfs
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14:33:32  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #9587: Cleanup: Swap comments for IConsoleModes https://git.io/JzjAC
14:44:06  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep commented on pull request #8480: Feature: Extended depots https://git.io/J2sFC
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15:34:12  <DorpsGek> [OpenTTD/OpenTTD] kneekoo opened issue #9590: [Bug]: strgen should be integrated with the translation system https://git.io/J2ZMG
15:34:52  <glx> I think I know what happens in #9548, I just need to confirm it with a test ai
15:35:19  <nielsm> hmm... would it be realistic to let openttd itself load text format translations? instead of compiled
15:36:04  <nielsm> (translations for AI/GS are already loaded from text format)
15:41:49  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9590: [Bug]: strgen should be integrated with the translation system https://git.io/J2ZMG
15:45:09  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9590: [Bug]: strgen should be integrated with the translation system https://git.io/J2ZMG
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15:53:56  <glx> oh I found another bug with my test AI
15:54:40  <glx> recent changes made it possible, and visible
15:56:13  <glx> easy to fix, let's retry to reproduce #9548
15:59:49  <glx> hmm ok still not reproduced, but possibly found another leak
16:01:07  <nielsm> glx: how about (somehow) extending eints to support translating both the main branch and a release branch at the same time?
16:01:19  <nielsm> every string is marked with which branches it's valid for when you are on it
16:01:23  <nielsm> in the UI
16:01:37  <glx> I don't really know eints internal
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16:11:22  <glx> ok my test seems to confirm what happens in #9548, it's a realloc reaching the memory limit, with old pointer freed and new pointer discarded, and on cleaning an access to old pointer is made
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16:21:34  <glx> won't be easy to handle
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16:23:13  <Rubidium> maybe replace realloc with malloc, memcpy, free instead? Though then things might hit memory limits faster
16:23:52  <DorpsGek> [OpenTTD/OpenTTD] kneekoo commented on issue #9590: [Bug]: strgen should be integrated with the translation system https://git.io/J2ZMG
16:24:42  <glx> should not affect memory limit detection
16:28:57  <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened issue #9591: [Bug]: Building a water object on a plain water docking tile does not correctly remove the docking tile https://git.io/J2cXx
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16:46:50  <LordAro> glx: clearly should use new/delete/automatic allocation instead ;)
16:48:34  <glx> and of course accounting is broken
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17:12:35  <Samu_> damn newgrfs
17:12:40  <Samu_> ruining docking tiles
17:12:48  <Samu_> whoever things of them
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17:55:44  <Samu_> if (IsPossibleDockingTile(t)) CheckForDockingTile(t);
17:55:53  <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #9592: Fix #9548, e5fedcd: [Squirrel] Crash during engine cleanup after reaching memory limit on realloc https://git.io/J2lzC
17:55:59  <Samu_> missing at line 125 object_cmd.cpp
17:56:44  <glx> oh no another bump needed for docking tiles :)
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17:57:36  <dP> hm... is it a regression if missing newgrf crashes 12.0 but not 1.11.2?
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18:00:11  <dP> also it's kinda weird in general that missing newgrf can crash the game on load
18:04:27  <LordAro> dP: that's a regression, yes
18:05:21  <LordAro> also, probably #9562 ?
18:06:28  <dP> Error: Assertion failed at line 227 of /home/pavels/Projects/cmclient/src/road.h: roadtype < ROADTYPE_END
18:06:32  <dP> doesn't look like 9562
18:07:14  <LordAro> doesn't look like it, no
18:07:18  <LordAro> which GRF?
18:07:35  <dP> I'll make an issue
18:13:08  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9592: Fix #9548, e5fedcd: [Squirrel] Crash during engine cleanup after reaching memory limit on realloc https://git.io/J2ljp
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18:18:10  <DorpsGek> [OpenTTD/OpenTTD] ldpl opened issue #9593: [Bug]: Assertion fails when loading the save while missing a newgrf https://git.io/J28qA
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18:34:30  <Samu_> actually, no
18:35:52  <TrueBrain> really? no? Hmm
18:38:07  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain created new tag: 1.4.0 https://git.io/J28dm
18:38:12  <TrueBrain> right, lets see if that results in less sentry errors :D
18:46:37  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/J24tL
18:46:38  <DorpsGek>   - Update: Translations from eints (by translators)
18:46:57  <TrueBrain> I love how it produced a sentry report minutes after deployment :P
18:47:53  <LordAro> lol
18:48:42  <Samu_> i can't reproduce 9591
18:48:47  <Samu_> what am i doing wrong
18:53:41  <TrueBrain> I think the report is just a side-effect of the redeployment .. which should be solved from 1.4.0 onwards .. lets see if that is actually the case, and wait to see if it happens again :)
18:53:51  <TrueBrain> I love Sentry for that .. you just mark it as "let me know when it happens again"
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18:58:14  <Samu_> ah, i see the desync outputs to a fil
18:58:16  <Samu_> file
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19:08:46  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #9592: Fix #9548, e5fedcd: [Squirrel] Crash during engine cleanup after reaching memory limit on realloc https://git.io/J2lzC
19:08:49  <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #9548: [Crash]: In Squirrel destructor https://git.io/Jur8O
19:13:56  <glx> dP: asserts are disabled in 1.11.2
19:14:30  <dP> I didn't use official build
19:15:32  <dP> though I've long forgot how I compiled mine
19:18:16  <dP> guess they would still be disabled since I used source package
19:18:24  <dP> so, yeah, may be the case too
19:19:02  <dP> anyway, it feels like a bug that game asserts just on game load
19:19:24  <dP> but dunno if that's considered normal since it gives a custom message
19:25:07  <glx> https://github.com/OpenTTD/OpenTTD/commit/150341ba2923137f8ead643be87193e4a5139776 <-- indeed asserts are disabled for all 1.11+ releases :)
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19:25:44  <TrueBrain> lets see if we can not forget that for 12.0 :P
19:31:24  <Samu_> I still don't understand why the desync detector catches station docking mismatch only when placing objects and not when doing something similar such as bombing or leveling terrain
19:50:14  <Samu_> alright, got it, no more desync warning
19:51:11  <dP> placing objects consumes random, terraforming doesn't
19:54:04  <Samu_> it's because placing objects on water don't really run CMD_LANDSCAPE_CLEAR at all
20:04:21  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #9594: Fix #9591: Update station docking tiles upon placing a water object on a docking tile https://git.io/J2RyN
20:07:07  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep commented on pull request #8480: Feature: Extended depots https://git.io/J2R5X
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20:08:33  <glx> oh removing object doesn't clear water either
20:09:16  <Samu_> I wasn't even sure I could use IsDockingTile(t) that late into
20:10:27  <Samu_> does that mean more desyncs?
20:13:02  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep updated pull request #9577: Feature: Multi-tile depots https://git.io/JzSuK
20:15:47  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep updated pull request #8480: Feature: Extended depots https://git.io/JL5Hh
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20:46:02  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9594: Fix #9591: Update station docking tiles upon placing a water object on a docking tile https://git.io/J2EID
20:47:58  <Samu_> wow, a savegame bump? wow
20:48:59  <Samu_> didn't even think of it
20:51:41  <Samu_> how should I name this SLV_
20:52:21  <nielsm> it's about repairing docking tiles, so maybe SLV_REPAIR_OBJECT_DOCKINGTILES
20:53:14  <glx> btw clear water objects are a nasty feature
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20:56:29  <Samu_> how do i comment this SLV_
20:56:40  <Samu_> got the name nielsm suggested
20:57:50  <nielsm> "Fixing issue with docking tiles overlapping objects, see issue #xxxx"
20:57:59  <glx> you can remove v12 from 298 and readd it in yours
21:02:24  <Samu_> if (st->ship_station.tile != INVALID_TILE)
21:02:38  <Samu_> why do this check?
21:02:52  <Samu_> and not update it unconditionaly
21:02:57  <glx> only ship stations have docking tiles
21:03:21  <Samu_> oh, that's what that is, i see
21:03:52  <Samu_> wouldn't it be better to check for facility?
21:04:39  <Samu_> got me confused
21:06:48  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9594: Fix #9591: Update station docking tiles upon placing a water object on a docking tile https://git.io/J2RyN
21:08:37  <Samu_> comment seems misplaced now :o damn
21:09:31  <glx> https://github.com/OpenTTD/OpenTTD/pull/9578/files <-- I updated it, now it's your turn ;)
21:10:55  <Samu_> All tiles around docks may be docking tiles.
21:11:05  <Samu_> but that was for the other save
21:11:34  <glx> yes and before that the comment was for something else
21:13:03  <Samu_> what comment should I place there, I'm a little lost
21:23:03  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9594: Fix #9591: Update station docking tiles upon placing a water object on a docking tile https://git.io/J2RyN
21:23:12  <Samu_> i gotta go sleep
21:23:35  <Samu_> if there's still an issue, i'll look at it tomorrow
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21:40:00  <DorpsGek> [OpenTTD/OpenTTD] kneekoo opened issue #9595: [Bug]: Localized plural strings required in certain instances https://git.io/J2uxb
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22:05:58  <DorpsGek> [OpenTTD/OpenTTD] kneekoo opened issue #9596: [Bug]: Buggy locale in a Romanian string involving bags https://git.io/J2zHv
22:18:10  <DorpsGek> [OpenTTD/OpenTTD] kneekoo opened issue #9597: [Bug]: Badly localized string for the language name "Română" https://git.io/J2gmu
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22:36:17  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9596: [Bug]: Buggy locale in a Romanian string involving bags https://git.io/J2zHv
22:40:16  <DorpsGek> [OpenTTD/OpenTTD] kneekoo commented on issue #9596: [Bug]: Buggy locale in a Romanian string involving bags https://git.io/J2zHv
22:40:19  <DorpsGek> [OpenTTD/OpenTTD] kneekoo closed issue #9596: [Bug]: Buggy locale in a Romanian string involving bags https://git.io/J2zHv
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23:09:28  <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #9598: Fix: Incorrect Romanian own name https://git.io/J227m
23:10:03  <DorpsGek> [OpenTTD/eints] glx22 opened pull request #61: Fix: Incorrect Romanian own name https://git.io/J2253
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