Log for #openttdcoop.devzone on 4th July 2009:
Times are UTC Toggle Colours
01:33:37  <Brot6> Backup done! (Usage: 66M)
01:33:38  <Brot6> Why are these athletic shoe salesmen following me??
02:04:04  <Brot6> firs: Backup push to ssh:// initiated.
04:22:14  <Brot6> ::DevZone:: 2cc train set - Revision 218: Feature: add revision, grf_ID and md5sum to readme.txt (Implementin... @ (by planetmaker)
04:22:14  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 134: Change: Be a bit more verbose in the 'This NewGRF' ... @ (by planetmaker)
05:07:22  <Brot6> ::DevZone:: OpenGFX - Revision 92: Fix: readme.txt is not a binary file. Removing it @ (by planetmaker)
05:07:22  <Brot6> ::DevZone:: OpenGFX - Revision 93: Fix: Re-adding readme.txt as plain text type @ (by planetmaker)
05:07:22  <Brot6> ::DevZone:: OpenGFX - Revision 94: Fix: Replacement of place holders in the readme didn't work properly @ (by planetmaker)
06:04:02  <Brot6> 2cctrainset: Backup push to ssh:// initiated.
06:04:11  <Brot6> firs: Backup push to ssh:// initiated.
06:04:18  <Brot6> opengfx: Backup push to ssh:// initiated.
06:57:39  <Brot6> ::DevZone:: Generic NewGRF Makefile - Revision 0: Feature: Initial import corresponding to r134 from firs @ (by planetmaker)
07:12:28  <Brot6> ::DevZone:: #openttdcoop - Bug #215 (Closed): Makefile shouldn't include release info to the file path (per d... @ (by planetmaker)
07:15:49  <Brot6> ::DevZone:: #openttdcoop - Feature #299 (Closed): md5sum of the newgrf in the readme @ (by planetmaker)
07:28:26  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Feature #298: parameters @ (by planetmaker)
07:28:32  *** andythenorth_ has joined #openttdcoop.devzone
07:30:39  <andythenorth_> morning
07:37:39  <planetmaker> moin
07:41:10  <planetmaker> your heqs makefile has been updated :)
07:52:36  *** yorick has joined #openttdcoop.devzone
07:55:29  *** andythenorth_ has quit IRC
08:05:53  *** andythenorth_ has joined #openttdcoop.devzone
08:13:35  <yorick> planetmaker: could you try to compile with boost on a mac?
08:13:44  <yorick> with gcc -E -P -C -I. pptest.h
08:17:37  <planetmaker> and what file is pptest.h?
08:19:16  <planetmaker> aeolusreloaded:~/ottd/grfdev ingo$ gcc -E -P -C -I/usr/local/include/boost_1_39_0 -I. pptest.h
08:19:18  <planetmaker> current iteration value is 0
08:19:19  <yorick> that's the pasted file
08:19:19  <planetmaker> current iteration value is 1
08:19:26  <yorick> planetmaker: that's on mac?
08:19:33  <planetmaker> yes
08:19:43  <yorick> well then boost.preprocessor works :)
08:21:02  <planetmaker> You want people to install 250MB for the sake of a pre-processor?
08:21:14  <yorick> planetmaker: the pre-processor is only 2,45 MB
08:34:26  <Brot6> ::DevZone:: Generic NewGRF Makefile - Revision 1: Feature: make the verbosity a configurable thing @ (by planetmaker)
08:34:26  <Brot6> ::DevZone:: Generic NewGRF Makefile - Revision 2: Change: Extend the installation instructions by the pre-req... @ (by planetmaker)
08:54:12  <Brot6> ::DevZone:: World Airliners Set - Revision 268: more preprocessor stuff @ (by yorick)
08:56:10  <yorick> Ammler: the rss2png thing needs some ajustment to the top..the p is cut off ;)
09:07:42  <Brot6> ::DevZone:: Generic NewGRF Makefile - Revision 3: Fix (r1): Don't replace all '@' by S(V)... @ (by planetmaker)
09:07:42  <Brot6> ::DevZone:: Generic NewGRF Makefile - Revision 4: Change: add ids.pnfo as an example file to hold #defines fo... @ (by planetmaker)
09:11:21  *** andythenorth__ has joined #openttdcoop.devzone
09:12:39  *** andythenorth_ has quit IRC
09:33:14  *** yorick has quit IRC
09:35:17  <Ammler> [10:56] <yorick> Ammler: the rss2png thing needs some ajustment to the top..the p is cut off  <-- hmm, you found it already :P
10:44:09  *** andythenorth__ has quit IRC
10:45:31  *** yorick has joined #openttdcoop.devzone
10:49:27  *** andythenorth_ has joined #openttdcoop.devzone
11:00:12  *** FooBar_ has joined #openttdcoop.devzone
11:02:24  <FooBar_> FIRS grfid:
11:02:57  <FooBar_> 0xF125 + "I" + 0x11
11:03:19  <FooBar_> 1337 told me that I could use a 2 as replacement for a letter R
11:04:23  <FooBar_> so then we have FIRS at the beginning, the 0x11 at the end (which makes sense to me)
11:05:29  *** andythenorth_ has quit IRC
11:05:56  <FooBar_> Then we still need "I"... Maybe just a 0x00 would do, indicating the main FIRS set. Addons manufactured by ourselves can then have some other number in that position...
11:08:34  <Ammler> well, as you alreaedy said, it isn't that important, it just needs to be unique and constant
11:08:47  *** andythenorth_ has joined #openttdcoop.devzone
11:09:03  <Ammler> if you don't like FIRS, you should use FBFB "I" 01 maybe
11:09:31  <Ammler> I see no problems to incrase FIRS somewhen, if needed.
11:11:05  <Ammler> and using "FIRS" makes only sense if you use it as "FIRS" and not the hex code, imho.
11:12:33  <Ammler> FooBar_: maybe another idea is to use your 0xF125 + cargotable version + compatible version
11:13:38  <Ammler> so the first 2 bytes will always tell it is FIRS, the 3rd byte tells, if a vehicle set needs attention
11:13:50  <Ammler> the last byte tells the user, he needs to care.
11:14:42  <Ammler> os doesn't make cargo changes make the set incomptible?
11:14:48  <Ammler> (or)
11:15:24  <Ammler>  /monolog
11:15:32  <FooBar_> :)
11:15:56  <FooBar_> was having a nosebleed so couldn't respond...
11:16:02  <FooBar_> lets see...
11:17:06  <FooBar_> vehicle sets should have their own cargo table and never rely on FIRS' cargo table
11:17:30  <FooBar_> so adding cargo table version info isn't very useful imo
11:18:29  <Ammler> well, it could be useful, if you add or change a cargo
11:18:58  <yorick> hmm, would callback 19 allow for different sub-types based on cargo-type?
11:19:16  <FooBar_> In case of changing a cargo we need to change the 0x11 into a 0x21 anyways
11:19:40  <FooBar_> yorick: dunno, haven't got there yet, but including subcargos is in the pipeline
11:20:36  <yorick> no, I mean for livery refit tricks
11:21:15  <FooBar_> then I know even less... Might be a nice question for DJ Nekkid me thinks
11:21:52  <FooBar_> Ammler: Adding cargos will only happen through addons anyways, as we want to keep them spare slots spare ;)
11:23:33  <FooBar_> So I think the first two bytes as the team ID, the third as the set ID and the last as dual-purpose version ID is still the best way to go
11:24:15  <FooBar_> "FIRS" as ID is nice, but impractical in the long run, as I would be surprised if the grfID doesn't change at some point in time...
11:24:51  <FooBar_> and then you end up with "FIRT"... :P
11:25:18  * yorick checks openttd code
11:27:23  <yorick> ok, variable B9 :)
11:29:13  <Brot6> ::DevZone:: OpenGFX - Feature #294: Sprite 4629 - Toyland Church (32bpp, 8bpp) @ (by foobar)
11:40:37  <Brot6> ::DevZone:: OpenGFX - Feature #98: Sprites 4480:4492 (13) - Office blocks @ (by foobar)
11:45:45  <Brot6> ::DevZone:: OpenGFX - Feature #104: Sprites 4614:4619 (6) - Modern office block @ (by foobar)
11:46:51  <andythenorth_> grr, which way does the light come from in TTD?
11:49:19  <Ammler> sorry, my Wifi doesn't like the balcony
11:49:25  <Ammler> sometimes I lose connection
11:49:26  <FooBar_> from the right
11:49:47  <Ammler> FooBar_: or just FIR2
11:50:26  <FooBar_> Ammler: Is 0x11 equal to "2" by any chance then?
11:50:45  <Ammler> well, if you plan to make addons (or someone else)
11:51:05  <Ammler> then it might make sense to use the 3rd byte for those
11:52:07  <FooBar_> There are plans for addons already. I don't recall the exact details from the top of my head, but I recall addons being planned...
11:52:14  <FooBar_> I think andy knows.
11:54:09  <Ammler> maybe "FI" 0x00 for this (main) set
11:54:31  <andythenorth_> re: addons, it's just a spec that will support them.  None planned yet
11:54:50  <andythenorth_> But I guess having a suggested ID schema for them would help tie everything together well
11:57:34  <Ammler> everthing what OzTransLtd suggested makes sense.
12:01:48  <FooBar_> oh, I thought there were plans for addons :$. Maybe it were just ideas then :P
12:08:43  <FooBar_> Ammler: I don't really see the point in using "FI", as thats nowhere shown. 0x4649 makes just as much sense as 0xF125 if one doesn't know what's behind it. ;)
12:09:13  <FooBar_> Personally I still prefer 0xF125 as it's basically just a small joke in the grfid... :)
12:10:19  <Ammler> oh, which bytes you finally use, doesn't matter for me really. :-)
12:10:26  <FooBar_> I like hidden jokes :P
12:11:02  <Ammler> I liked FIRS, if that doesn't work, it should be something useable.
12:11:23  <Ammler> I tried to find a use for the 3rd byte
12:12:29  <FooBar_> well, all thoughts are appreciated, that's why I asked before making the call...
12:16:39  <FooBar_> Let me make the call then: F1250011. F125 indicating FIRS, 00 indicating the main FIRS 'executable', 11 indicating supported sets version 1 and main version 1.
12:19:03  <Brot6> ::DevZone:: World Airliners Set - Feature #302: Merge freight planes with the normal ones? @ (by yorick)
12:22:16  <Ammler> does this supported sets version make sense?
12:25:10  <Brot6> ::DevZone:: World Airliners Set - Revision 269: Fix: ATR 72-200 should have id 3, not 4 @ (by yorick)
12:26:22  <Ammler> planetmaker: wouldn't it make more sense to fix nforenum, instead of trying to compile acient version?
12:26:33  <FooBar_> Somewhat... It allows us to break compatibility with vehicle sets from our side if that's needed for some reason. I can't think of a reason, but there might be one...
12:27:40  <Ammler> ah, that was what I had in mind with the 3rd byte at beginning
12:28:18  <yorick> "WITH!!!" <-- OMG
12:29:10  <yorick> <-- it still happens :(
12:29:11  <Webster> Title: Transport Tycoon Forums View topic - [WIP] The World Airliners Set - Alpha (Predicted 26-08-09) (at
12:29:41  <FooBar_> well, that's what the seventh nibble is for now, leaving the third byte for addons to be created under the F125 main grfid
12:30:18  <planetmaker> Ammler: of course. I'm not trying to compile ancient versions right now. I just tried to build OpenTTD trunk :)
12:31:09  <yorick> Ammler: <-- the "p" is cut off ;)
12:33:52  <Ammler> yorick: I don't like ps
12:34:02  <yorick> :D
12:34:25  <Ammler> you can fix it it quite esay, don't use p in your commit messages.
12:35:50  <yorick> ...
12:36:02  <yorick> preprocessor contains p
12:36:30  <planetmaker> No p,q,y and g  :)
12:36:45  <planetmaker> oh. no j either
12:36:55  <yorick> y :(
12:37:07  <planetmaker> doesn't matter though, IMO. Still readable and looks way better this way
12:37:49  <Ammler> yes, specially no ugly "y"
12:37:58  <Ammler> and no "ugly" :P
12:38:21  <yorick> that's in my name!
12:39:57  <planetmaker> and p in my name. So what?
12:42:41  <FooBar_> start writinG it with a caPital P. Solves everything ;)
12:42:52  <FooBar_> oh, I mean everYthiG...
12:43:12  <FooBar_> what? a typo in fixing a typo? I give up...
12:44:22  <Ammler> :-)
12:47:24  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 135: Change: YAGID (Yet Another Grf ID) according to OzT... @ (by foobar)
12:56:40  <andythenorth_> FooBar_: Now that I can see industries in game, there's lots of shading tweaks I want to make.
12:56:58  <andythenorth_> How are you dealing with processing source files for layouts?
12:58:13  <FooBar_> I create sprites tile by tile and put them in a new file, then remove all overlapping pixels from those sprites.
12:58:48  <FooBar_> The bottom of a tile is always the bottom of the sprite, even though the ground tile is not shown.
12:59:09  <FooBar_> Look at some pcxes and you'll probably see what I mean to tell...
12:59:57  <FooBar_> If the bottom of the sprite matches the location of the bottom of the tile, I then can easily align the sprites using yrel = -ysize + 31
13:00:32  <FooBar_> I also try to keep each sprite just as wide as the tile (i.e. 64 px) so that xrel can always be -31.
13:01:12  <FooBar_> Only one tile so far for which that didn't work out so I had to align that manually.
13:01:40  <FooBar_> A proper grfcodec should then be able to -c all that excess blue.
13:02:54  <FooBar_> andythenorth_: If you make changes to industries already coded either apply the changes to the pcx files yourself or create an issue for it ;)
13:03:50  <andythenorth_> I want to make all changes in the source psds.  If I start modifying pcx, the value of the source degrades really quickly.  I had to fix that problem with HEQS already :D
13:04:06  <andythenorth_> However it does mean reslicing for pcx output
13:04:22  <andythenorth_> So I guess we want to minimise the number of changes
13:04:24  <Brot6> ::DevZone:: 2cc train set - Revision 219: Fix (r216) it's GRF not GRD @ (by planetmaker)
13:04:24  <Brot6> ::DevZone:: 2cc train set - Revision 220: Change: Some code readability enhancements in the makefile @ (by planetmaker)
13:04:39  <andythenorth_> Or rather the number of *times we make changes*
13:05:29  <planetmaker> can that process be automated by means of a script? E.g. from psg source to pcx?
13:07:37  <andythenorth_> planetmaker: not easily.
13:07:47  <andythenorth_> I automate it for HEQS, but vehicles don't get sliced the same.
13:08:04  <andythenorth_> Possibly the save-to-web slices can do it
13:08:40  <andythenorth_> But that will just produce the individual tiles.  They'd still need comping back into one sprite sheet
13:21:28  <FooBar_> oh by all means make the changes to the psd files. All I was saying that you either have to apply them yourself to the pcx files afterwards or create an issue so that I know something needs to be done ;)
13:24:25  <andythenorth_> I think I'll try and do completely finished industries, so that the pcx files can be made in one pass.
13:24:39  <andythenorth_> Rather than lots of little tweaks, which is how I do HEQS
13:24:53  <andythenorth_> Of course that still leaves construction and snow sprites to consider...
13:24:56  <andythenorth_> ...later
13:25:23  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Feature #298: parameters @ (by andythenorth)
13:27:13  <FooBar_> Snow awareness needs to be added codewise anyways, so adding that later on is no problem at all
13:28:00  <FooBar_> Parameters: so you're suggesting parameter 0x00: Dynamic Industries, values 0..1 if I'm correct?
13:28:33  <andythenorth_> I haven't coded anything with parameters, so no experience, I guess I'm suggesting outcome not implementation
13:28:44  <andythenorth_> i.e. minimal number of parameters
13:28:52  <andythenorth_> only those really really necessary
13:29:22  <andythenorth_> back in a few mins
13:35:19  <andythenorth_> One parameter suggestion: very large industry layouts on / off
13:37:34  <FooBar_> I think I can decide this better when I actually have coded one of these action 2 chains an know what they do. Just one single on/off parameter is always the easiest way to go (apart from no parameter at all ;)). Depending on the (var)action 2 chain it might or might not be easy to split it into seperate options. I'm not interested in doing n! varaction 2 chains for each possible combination...
13:38:11  <FooBar_> what's your definition of 'very large'. Like the cement plant and recycling plant for instance?
13:39:10  <andythenorth_> Those n varaction 2 chains would mash your brain.  And it would *probably* never get done...
13:40:18  <andythenorth_> re: 'very large' ...most of the industries have a 'minimum' number of tiles, and then could be increasingly larger which some players want.  The aluminium mill and cement plants are the best examples.
13:40:22  <FooBar_> Not by me anyways. I'm fine with enabling or disabling parts of such a chain on a conditional basis, but I don't know how feasible that is...
13:42:10  <andythenorth_>
13:42:11  <Webster> Title: Transport Tycoon Forums View topic - FIRS Industry Replacement Set - Development (at
13:42:25  <andythenorth_> large cement plants :)  also potentially annoying for people on small maps
13:42:42  <FooBar_> The cement plant is damn sexy. Different layouts are not possible at the moment, as hidden parts are not shaded in the pcx file...
13:42:48  <andythenorth_> hard to route around...might tie up the game when trying to find a place to site an industry
13:42:51  <FooBar_> FIRS doesn't work on small maps anyways I think...
13:43:11  <planetmaker> I added a reply...
13:43:30  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Feature #298: parameters @ (by planetmaker)
13:45:07  <planetmaker> in short words: adding new things to the map doesn't need a parameter
13:45:50  <planetmaker> changing existing things IMO needs one in order to have the possibility to play with unchanged existing industries
13:47:18  *** andythenorth_ has quit IRC
13:47:25  <planetmaker> :O
13:58:31  *** seandasheep has joined #openttdcoop.devzone
14:03:56  <Ammler> born acorn makes very nice sprties
14:04:03  <Brot6> 2cctrainset: Backup push to ssh:// initiated.
14:04:07  <Ammler> but he has some troubles of keeping same saize :-)
14:04:11  <Brot6> firs: Backup push to ssh:// initiated.
14:04:15  <Ammler> size*
14:05:23  <Ammler> FooBar_: is it possible to code without a graphics tool?
14:07:07  <FooBar_> Ammler: depends on what you code. If you code sprites it sure is handy to take measurements and such ;)
14:08:36  <Ammler> [15:02] <FooBar_> A proper grfcodec should then be able to -c all that excess blue. <-- that is just to make the final grf smaller, not really noticeable, is it?
14:08:57  <FooBar_> exactly
14:09:24  <FooBar_> that -c has absolutely no priority at the moment
14:11:12  <Ammler> well, e.g for Born Acorns drawings, I need to move the sprites around to make them easy codeable
14:11:29  <Ammler> so I don't need to check every sprite again.
14:12:08  <Ammler> now, lev1 is 1 pixel longer on the - view then every other vehicle on his set.
14:12:48  <Ammler> would you now cut the sprite (make it one pixel shorter), or alter the code?
14:21:13  <FooBar_> In this case I think I'd shorten the vehicle...
14:21:38  <FooBar_> As the normal sprites are already at their max, I think this one is over the max.
14:21:50  <FooBar_> In every other case I'd change the offsets.
14:23:15  *** seandasheep has quit IRC
14:52:48  *** yorick_ has joined #openttdcoop.devzone
14:53:46  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Feature #298: parameters @ (by foobar)
14:59:14  *** yorick has quit IRC
15:02:39  *** yorick_ has quit IRC
15:33:09  <Brot6> ::DevZone:: World Airliners Set - Revision 270: Use the id constants at the vehicle names @ (by yorick)
15:52:39  *** andythenorth_ has joined #openttdcoop.devzone
16:03:27  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12553: (svn r16737) -Fix (r15645): When loading a savegame Engi... @ (by frosch)
16:03:27  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12554: (svn r16738) -Codechange: Remove casting away constness ... @ (by alberth)
16:03:27  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12555: (svn r16739) -Codechange: Initialize internal data befor... @ (by alberth)
16:03:29  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12556: (svn r16740) -Codechange: Self-sizing widgets in intro s... @ (by alberth)
16:03:35  <Brot6> ::DevZone:: Infrastructure Sharing - Revision 12557: Merge: trunk up to r16740 @ (by Hirundo)
16:11:35  *** andythenorth_ has quit IRC
16:18:03  <Brot6> OpenGFX: update from r89 to r94, starting nightly compile
16:18:35  <Brot6> OpenGFX: nightlies compile finished with 2 errors:
16:23:24  *** andythenorth_ has joined #openttdcoop.devzone
16:27:54  *** Mark has quit IRC
16:35:48  <andythenorth_> What shall I draw next...
16:37:17  <andythenorth_> I should probably start on the quarries, but I'm ducking those  :P
16:48:36  *** seandasheep has joined #openttdcoop.devzone
16:50:49  <andythenorth_> FooBar_: any plans for what you'll code next?
17:06:27  <FooBar_> andythenorth_: I'm doing the fertiliser plant at the moment...
17:09:46  <FooBar_> I think the Machine Shop , Engineering Materials Yard , Plastics Plant , Sand Pit, Farm Supply Depot , Textile Mill are also finished enough to be coded...
17:10:40  <FooBar_> For the junk yard I think the piles of junk need to be bigger. Adding at least one 4-tile pile would make a huge difference I guess...
17:44:51  *** seandasheep has left #openttdcoop.devzone
18:04:05  <Brot6> is2: Backup push to ssh:// initiated.
18:18:42  <FooBar_> I think we might run out of industry tiles prematurely...
18:22:45  <FooBar_> Did a quick calculation. A maximum of 0xFF tiles and 57 industries per climate average at about 4.5 tiles per industry...
18:24:31  <andythenorth_> hmm.  never thought of that :(
18:25:04  <FooBar_> I'm already trying to reuse as much tiles as possible, as there are a few things the same in multiple industries...
18:25:19  <FooBar_> If needed, I have a trick up my sleeve though
18:25:45  <andythenorth_> What about oversized graphics, covering empty ground tiles?
18:25:56  <FooBar_> that's the trick up my sleeve :P
18:26:35  <andythenorth_> ;)
18:27:36  <FooBar_> Only works for 2x2 or larger buildings though, but we should be able to put everything in using that method
18:30:10  <FooBar_> I'll start using that method from now on; no need to change industries that are already coded, as that method isn't usable for those anyhow...
18:31:50  <FooBar_> Well, I could save one tile on the cement plant, but I'm not changing that until I'm sure I need that one tile elsewhere :)
18:33:55  <FooBar_> So just carry on drawing what you think looks cool. We'll see where it ends. If it ends that is.
18:36:47  <Ammler> it might need a second grf?
18:39:33  <FooBar_> Don't think that works, as the industry tiles are global. Unless they're included in the 'engine' pool...
18:40:28  <FooBar_> If we were to use all industry tiles, that would mean that addons are impossible as well...
18:43:07  <FooBar_> I'm going to ask a question about this at tt-forums...
18:50:04  <Ammler> he, the opengfx waggons are longer
18:50:08  <Ammler> :-)
18:54:54  <FooBar_> yes they are. That way they can hold more cargo, only the game doesn't know that :P
19:00:01  <Ammler> I meant longer then those of Born Acorn
19:00:32  <FooBar_> Oh they are.
19:00:36  <FooBar_> well, so be it then :P
19:15:40  <andythenorth_> FooBar_: I'd recommend doing the Plastics Plant, that will provide parts, filling out more of a chain.  And also the Sand Pit and Glass Works.
19:15:46  <andythenorth_>   I'm keen to play test a game now just to sense check, but too many chains remain unconnected :)
19:17:21  <FooBar_> Ah ok. Personally I don't care about chains being completed or not, I just pick one I think I like doing. But I'll do those two next then so that you can go ahead and play ;)
19:22:13  *** yorick has joined #openttdcoop.devzone
19:36:37  *** andythenorth_ has quit IRC
19:37:32  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Revision 136: Feature: Fertiliser Plant @ (by foobar)
19:44:26  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Bug #303: no animation in original industries @ (by foobar)
19:44:26  <Brot6> ::DevZone:: FIRS Industry Replacement Set - Bug #304: balance production @ (by foobar)
19:54:28  *** andythenorth_ has joined #openttdcoop.devzone
22:05:19  *** Webster has joined #openttdcoop.devzone
22:15:32  <planetmaker> umode +O planetmaker
22:20:23  *** ChanServ sets mode: +o planetmaker
22:20:31  *** planetmaker sets mode: +o Webster
22:20:40  <planetmaker> @deop
22:20:40  *** Webster sets mode: -o planetmaker
22:22:38  *** seandasheep has joined #openttdcoop.devzone
22:32:34  *** Mark has joined #openttdcoop.devzone
22:33:48  *** seandasheep has quit IRC
22:49:43  *** Chris_Booth has quit IRC
22:50:55  <FooBar_> 'night!
22:50:58  *** FooBar_ has quit IRC

Powered by YARRSTE version: svn-trunk