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00:06:43 *** iSoSyS has quit IRC 00:17:42 *** chomwitt has quit IRC 01:23:43 *** snail_UES_ has joined #openttd 01:38:36 *** Flygon has joined #openttd 02:02:53 *** HerzogDeXtEr has quit IRC 02:19:01 *** glx has quit IRC 02:44:48 *** muffindrake1 has joined #openttd 02:46:41 *** muffindrake has quit IRC 04:29:51 *** sim-al2 is now known as Guest1756 04:29:52 *** sim-al2 has joined #openttd 04:34:01 *** Guest1756 has quit IRC 04:37:56 *** sim-al2 has quit IRC 04:56:32 *** sla_ro|master has joined #openttd 04:56:52 *** snail_UES_ has quit IRC 05:33:20 *** nielsm has joined #openttd 05:33:41 *** Cubey has quit IRC 06:27:03 <peter1138> Hmm, I think it's not even needed. 06:27:36 *** roidal has joined #openttd 06:31:41 *** andythenorth has joined #openttd 06:36:52 <andythenorth> o/ 06:37:04 <V453000> oy 06:47:08 <V453000> I think I can do a weird mix of stuff to get my thing through 06:47:38 <V453000> possibly even without engine-wagon bulltrash 06:47:56 <V453000> oh actually nvm 06:48:02 <V453000> engine-wagon thing still :) 06:50:33 <V453000> andythenorth: how could I make something like a train depot replica in a website? :D Could python do that? 06:50:55 <V453000> you would drag&drop images behind each other with snapping to get a train and see it's numbers 06:51:00 <V453000> like a train configurator 07:02:15 <andythenorth> V453000: javascript 07:02:33 <V453000> I've used that in Ae 07:02:42 <V453000> can't say I'm too enthusiastic to try that again :D 07:02:49 <andythenorth> me neither 07:02:51 <V453000> but eh what could possibly go wrong 07:03:09 <V453000> was kind of naively hoping the almighty snake could do it 07:05:18 <andythenorth> is it docs, or a configurator that generates a grf? 07:06:40 <V453000> docs 07:07:07 <andythenorth> web browsers don't run snake 07:07:09 <andythenorth> and Flash is dead 07:07:21 <andythenorth> so your choices are JS, or Unity 07:07:28 <andythenorth> and Unity is evil and full of evil 07:07:40 <V453000> :D ok 07:07:50 <V453000> I'll probably try JS then at some point 07:07:58 <V453000> would be a great doc 07:08:05 <andythenorth> https://jqueryui.com/draggable/ 07:08:21 <andythenorth> combine with https://jqueryui.com/droppable/ 07:08:36 <andythenorth> it's a total PITA to write JS though 07:08:38 <andythenorth> I hate it 07:09:10 <V453000> that's the general consesus that I got so far and from writing basic Ae expressions I agree from the basic syntax thing 07:09:31 <peter1138> JS is fine. 07:10:11 <andythenorth> 'fine' 07:27:09 *** andythenorth has quit IRC 07:27:49 *** andythenorth has joined #openttd 07:31:02 <andythenorth> V453000: I'm bored 07:33:04 <V453000> ? :D 07:33:05 <V453000> how 07:34:08 <andythenorth> I wrecked Horse 07:34:15 <andythenorth> and I wrecked a ship grf 07:34:26 <andythenorth> bored of drawing trains and ships 07:34:29 <andythenorth> wreck something else? 07:35:14 <V453000> xd 07:41:44 * andythenorth eats greens 07:41:49 <andythenorth> draw tank car \ / views 07:41:56 <andythenorth> worst job ever 07:46:02 *** Thedarkb1-X40 has quit IRC 07:49:59 *** Thedarkb-X40 has joined #openttd 08:04:46 *** Wolf01 has joined #openttd 08:05:22 <Wolf01> o/ 08:09:46 <Wolf01> While having your trains station automatically named "Satan's Anal Railways" is mildly funny, it's a bit confusing and not very family friendly. <- fine, we managed to autogenerate city names like this too :D 08:15:18 *** KouDy has quit IRC 08:15:48 *** Pikka has quit IRC 08:40:20 <Wolf01> https://www.tt-forums.net/viewtopic.php?p=1206529#p1206529 andythenorth? 08:41:53 *** chomwitt has joined #openttd 08:41:59 <V453000> anus 08:49:30 *** KouDy has joined #openttd 09:09:26 <TrueBrain> didn't know we were on a first-name-basis V453000 09:14:12 <V453000> first name basis? :D 09:14:40 *** Progman has joined #openttd 09:19:37 <TrueBrain> you said anus .. not me :P 09:21:46 <V453000> I was just quoting Wolf :P 09:22:07 <V453000> ish 09:23:46 *** andythenorth has quit IRC 09:52:16 *** Wormnest has joined #openttd 10:04:28 *** colde_ has joined #openttd 10:04:37 *** HerzogDeXtEr has joined #openttd 10:05:14 *** dustinm`_ has joined #openttd 10:07:27 *** muffindrake2 has joined #openttd 10:07:45 *** muffindrake1 has quit IRC 10:07:45 *** cHawk has quit IRC 10:07:45 *** jinks has quit IRC 10:07:45 *** TinoDidriksen has quit IRC 10:07:45 *** HeyCitizen has quit IRC 10:07:45 *** dustinm` has quit IRC 10:07:45 *** arahael has quit IRC 10:07:45 *** colde has quit IRC 10:07:45 *** nauticalnexus has quit IRC 10:07:45 *** greeter has quit IRC 10:07:45 *** dustinm`_ is now known as dustinm` 10:07:45 *** colde_ is now known as colde 10:07:51 *** greeter_ has joined #openttd 10:10:32 *** TinoDidriksen has joined #openttd 10:10:33 *** jinks has joined #openttd 10:10:35 *** nauticalnexus has joined #openttd 10:11:37 *** HeyCitizen has joined #openttd 10:15:05 *** andythenorth has joined #openttd 10:19:12 *** arahael has joined #openttd 10:19:12 *** cHawk has joined #openttd 10:19:32 <andythenorth> this is interesting https://www.tt-forums.net/viewtopic.php?p=1206524#p1206524 10:21:45 <Wolf01> Yes 10:23:40 *** Gja has joined #openttd 10:24:04 <V453000> ._. 10:25:51 <andythenorth> quite like that behaviour 10:39:56 <V453000> holy shit I completely forgot how recolour sprites work :D 10:40:06 <V453000> staring at rainbow slug code for last 20 mins 10:44:02 <andythenorth> how do they work? 10:44:14 * andythenorth just uses code from frosch 10:44:17 <andythenorth> probably just a remap? 10:44:30 <V453000> well 10:44:34 <V453000> I also have code from frosch :D 10:46:15 <V453000> just wow 10:46:18 <V453000> it worked on first try :D 10:46:28 <V453000> colour_mapping: palette_2cc(COLOUR_RED,COLOUR_RED); 10:46:44 <V453000> not a custom one but I don't need that yet 10:47:58 <V453000> aha 10:48:05 <V453000> this weird shit actually moves in the parameter things :D param[01]+16 10:50:59 *** sla_ro|master has quit IRC 10:53:04 *** iSoSyS has joined #openttd 10:53:15 *** frosch123 has joined #openttd 11:07:23 <V453000> frosch123: do you have a minute? :) I've finally written down 2 engines as the booster parts, and I want to try to do maximum speed = some_speed * count_veh_id / num_vehs_in_consist ... how would I write a switch like this? 11:07:37 <V453000> do I need to go through every single case of count_veh_id? 11:08:48 <V453000> or is there some of the store_temp magic to do it more elegantly? 11:09:01 <Eddi|zuHause> no, you just can write the formula down, where you usually would put your variable, and one single empty "return;" statement 11:09:21 <Eddi|zuHause> that will be interpreted as "return the value of this formula" 11:09:52 <V453000> so literally speed: return 100 * count_veh_id / num_vehs_in_consist; in the graphics block? 11:10:10 <Eddi|zuHause> like in the very first switch in this https://paste.openttdcoop.org/pqkw4ev0p#line-15 11:10:22 <Eddi|zuHause> it might also work in the graphics block 11:11:33 *** iSoSyS has quit IRC 11:11:34 <V453000> I guess in the graphics block it doesn't know what to look for 11:11:42 <V453000> like the FEAT_TRAINS and SELF 11:11:47 <V453000> I did speed: return 100 * count_veh_id / num_vehs_in_consist; 11:11:47 <V453000> :D 11:12:16 <Eddi|zuHause> it probably assumes "SELF" at that point 11:12:41 <Eddi|zuHause> and FEAT_TRAINS is implied because you're in a graphics block 11:13:00 <V453000> nmlc ERROR: "PART.nml", line 485: 'count_veh_id' is a function and should be called using the function call syntax. 11:13:04 <V453000> it doesn't enjoy that 11:13:13 <Eddi|zuHause> count_veh_id(number) 11:13:25 <V453000> number? 11:13:38 <Eddi|zuHause> number is the ID that you want to count 11:13:43 <V453000> OH 11:13:44 <V453000> :D 11:13:48 <Eddi|zuHause> like count_veh_id(vehicle_blah) 11:14:04 <Eddi|zuHause> the vehicle name should work 11:14:19 <V453000> used number ID, seems to have compiled 11:15:05 <V453000> it's doing something! 11:16:15 <Eddi|zuHause> well, if you have "item(vehicle_blah)", then using "vehicle_blah" should work in the context where a vehicle ID is asked for 11:16:54 <V453000> :DDD I didn't realize that If I divide by number of wagons then the speed never increases if I only use speed parts :D 11:16:55 <V453000> well 11:17:01 <Eddi|zuHause> so you don't have to do "item(vehicle_blah, 25)" to know you have to put "25" in there 11:17:15 <V453000> yez 11:17:48 <Eddi|zuHause> well, if you divide by an integer number, you actually can only decrease :p 11:18:09 <V453000> well yeah but speed is added per each unit added 11:18:19 <V453000> but the efficiency of units is divided by their count, so obviously... : 11:18:21 <V453000> :D 11:18:41 <V453000> well I already divided their count by another number :) 11:18:51 <Eddi|zuHause> you probably meant something like "the first wagon adds 1, the second 1/2, the third 1/3, ..." 11:19:20 <V453000> yeah I guess 11:19:23 <Eddi|zuHause> that adds up to aroud log(n) 11:19:30 <Eddi|zuHause> *around 11:19:37 <V453000> can I use such function in nml? 11:19:39 <Eddi|zuHause> look up "harmonic numbers" 11:20:33 <Eddi|zuHause> i'm not sure NFO covers log :ü 11:20:35 <Eddi|zuHause> :p 11:20:48 <Eddi|zuHause> i'd find it surprising if it did :p 11:20:58 <V453000> iz what I thought 11:21:09 <V453000> well ok then I just need find some other way how to write that 11:21:39 <Eddi|zuHause> anyone think i should finally switch my clock forward 1h? 11:21:42 <V453000> maybe I don't even need it though 11:21:44 <V453000> :d 11:22:33 <Eddi|zuHause> well, you could also do "the first wagon adds 1, the second 1/2, the third 1/4, ..." 11:22:53 <Eddi|zuHause> that way you have a cap on 2 units for an infinitely long train 11:23:20 <Eddi|zuHause> but you don't need any fancy log functions 11:23:39 <V453000> but how would you calculate the thing you just said or 1, 1/2, 1/3 11:24:07 <V453000> I need the total value but I can't iterate through the result of the count_vehid? 11:25:24 <Eddi|zuHause> http://www.wolframalpha.com/input/?i=sum(1%2Fk,+k%3D1..n) <-- that is not very helpful :p 11:25:51 <V453000> :D that part I kind of understand 11:26:00 <Eddi|zuHause> http://www.wolframalpha.com/input/?i=sum(1%2F2%5Ek,+k%3D1..n) <-- that is easy 11:30:37 *** ZehMatt has quit IRC 11:32:51 <V453000> is it? :d 11:33:31 <Eddi|zuHause> well, you'd have to bring 1-2^(-n) into a form which is suitible for integer division 11:33:46 <Eddi|zuHause> so 1-1/2^n -> (2^n-1)/2^n 11:33:53 <Eddi|zuHause> and 2^n is just 1<<n 11:35:12 <__ln__> V453000: yes, it's basic rocket science 11:35:30 <Eddi|zuHause> it's basic advanced maths :p 11:36:22 <V453000> wait I can put ^n into NML syntax? :d 11:38:57 <V453000> I did speed: return (100*(2^count_veh_id(150)-1))/2^(num_vehs_in_consist-2); 11:38:57 <Eddi|zuHause> no, only 2^n 11:39:09 <Eddi|zuHause> or does it have real ^? 11:39:12 <V453000> it compiled but it does weird shit 11:39:23 <Eddi|zuHause> that is probably bitwise xor 11:39:26 <Eddi|zuHause> not power 11:39:49 <V453000> well the result for count_veh_id worked for 1 and 2 :D then it went mad 11:40:20 <Eddi|zuHause> yeah, that's not ging to be helfpful :p 11:40:31 <Eddi|zuHause> just use 1<< 11:41:16 <V453000> what does that mean? 11:41:25 <Eddi|zuHause> that is a bitshift 11:41:44 <V453000> that's something I heard in factorio combinators :D doesn't mean I have idea what it does 11:41:45 <Eddi|zuHause> 1<<0 is 1, 1<<1 is binary "10", so 2 11:41:50 <V453000> oh is it like a /2 /4 /8 thing? 11:41:55 <Eddi|zuHause> yes 11:42:04 <V453000> :00000 11:43:35 <Eddi|zuHause> mind you that formula will break for very long trains 11:43:46 <V453000> define very long :D 11:43:58 <Eddi|zuHause> depends on your "100*" 11:44:31 <V453000> :0 11:45:36 <Eddi|zuHause> but basically: 2^n uses n bits, in a 32-bit calculation you can thus have a maximum of 32 wagons before it breaks. minus 1 for every bit that your "100" uses 11:45:55 <V453000> :D 11:45:57 <V453000> oh. 11:46:14 <Eddi|zuHause> means this formula works for your proof of concept, but you should probably get a formula that is a bit less demanding 11:46:31 <Eddi|zuHause> or go through floating point maths 11:46:45 <V453000> well the concept already seems to work so I guess I should focus on getting something that counts properly now 11:47:25 <Eddi|zuHause> i don't remember if NML can convert float/integer 11:48:20 <V453000> I'll try first if the simple formula that I already have works fine 11:48:23 <V453000> because it might 11:49:20 <Eddi|zuHause> https://newgrf-specs.tt-wiki.net/wiki/VarAction2Advanced <-- doesn't look like float is available here 11:49:52 <Eddi|zuHause> it would probably be a desync hazard if allowed 11:50:49 <Eddi|zuHause> the other option would be if you made a "lookup table", i.e. a switch with every possible n->f(n) mapping 11:52:00 <Eddi|zuHause> at that point it would be useful again if NML implemented "procedure calls" 11:56:11 <frosch123> just go for an easier formula 11:56:24 <frosch123> exponential stuff is too extreme 11:56:35 <andythenorth> eh what? 11:56:41 <andythenorth> so what's left on NRT? 11:56:43 <andythenorth> or is it dead? 11:56:54 <andythenorth> I'm confused 11:57:42 <Wolf01> Rebase, merge the town roads branch (and change the roadtype algorythm), ship it 11:57:59 <frosch123> V453000: try something like (10+count_veh_id(veh_booster)) / (3+count_veh_id(veh_booster) 11:58:22 <frosch123> that gives a big effect to few booster vehicles, and little effect to many 11:59:42 <Eddi|zuHause> frosch123: the problem is to calculate sum(...) without iterating 12:00:16 <Wolf01> andythenorth: also remove the check for electrification in converting town roads, so one could convert them back to normal road, they said there is no such thing as griefing inf OTTD, so let them do it 12:01:13 <andythenorth> ok 12:03:17 <V453000> the current thing might actually work well enough once I start adding other parts 12:03:18 <V453000> :) return 100 * count_veh_id(150) / ((num_vehs_in_consist-2) /2); 12:03:21 <V453000> thanks frosch123 ,I'll save it 12:04:11 <V453000> ok, onwards to other parts, those should be easy now :) 12:08:27 *** Wacko1976 has quit IRC 12:09:06 *** Progman has quit IRC 12:09:26 <frosch123> V453000: http://devs.openttd.org/~frosch/boost_curve.png 12:10:14 <frosch123> by changing the "/2" you control the effect when adding very many vehicles, by adjusting the 10 and 3 you change the curve for few vehicles 12:11:34 <V453000> I understand, thank you :) 12:15:22 *** Wacko1976 has joined #openttd 12:16:05 *** Wacko1976 has quit IRC 12:16:12 <frosch123> V453000: also for your web-configurator for trains, i would suggest to use a spreadsheed application 12:16:34 <frosch123> allow people ending A/B/C/D into the cells of a row to define the wagons 12:16:41 <frosch123> then make the spreadsheet count the letters 12:16:58 <frosch123> s/ending/entering/ 12:18:55 *** roidal_ has joined #openttd 12:20:54 <andythenorth> hmm 12:21:08 <andythenorth> so Iron Horse and Sam can't be shipped, too wrecked 12:21:14 <andythenorth> maybe I should wreck FIRS now 12:22:43 *** Gja has quit IRC 12:25:47 *** roidal has quit IRC 12:28:18 <V453000> frosch123: already have a google spreadsheet for that :P 12:30:12 <peter1138> hi 12:32:08 <V453000> hihi 13:09:29 * Mazur plays factorio as well, now. 13:18:10 * peter1138 plays C++ 13:18:41 <V453000> that's not too different :P 13:19:12 * andythenorth plays pixels 13:19:29 * V453000 plays NML 13:19:50 <peter1138> Oh, Transport Fever is on sale. 13:20:02 <V453000> XD 13:20:07 <peter1138> Is that any good? 13:20:47 <V453000> for train sim people I guess it's nice 13:20:53 <V453000> didn't try 13:29:44 <nielsm> the main attraction of train fever, to me, is the ability to build realistic track layouts 13:29:57 <nielsm> and being constrained into it 13:30:02 <nielsm> transport fever too 13:30:03 <Wolf01> "realistic" 13:30:11 <V453000> XD 13:30:27 <nielsm> relatively, compared to transport tycoon 13:30:43 <Wolf01> You build like TT without sharp angles 13:31:29 <V453000> factorio has realistic trains in that case :P 13:31:38 <nielsm> and layouts that can actually support high speeds take up significantly more space 13:31:41 <Wolf01> Lacks bridges and tunnels 13:31:42 <nielsm> requires more planning imo 13:31:46 <V453000> gg 13:32:13 <Wolf01> Now you have cliffs and you can add bridges and tunnels 13:32:37 <V453000> maybe one day 13:34:49 <V453000> WHAT WAS IT :D that defines wagons vs. engines? 13:34:58 <V453000> I thought it would be TE coefficient 13:35:29 <V453000> nvm I can't read 13:35:57 <peter1138> no, it's power. 13:36:09 <V453000> disabled both. :> 13:37:23 <andythenorth> V453000: do \ / views matter at all? :P 13:37:43 <V453000> I'd say those are more important than | - 13:37:56 <V453000> I think generall you build diagonals less, and stations etc 13:38:05 <V453000> but side views are for depots so they catch up there 13:38:50 <peter1138> Yea 13:41:20 <andythenorth> basically a \ / view is just blobs 13:41:34 <peter1138> That's why 2x. 13:44:21 <andythenorth> I should have drawn the \ / views first, not – :P 13:44:32 <andythenorth> nothing from the – view fits or makes sense in \ / 13:44:56 <V453000> :D 13:45:03 <V453000> well I must admit I always started with / 13:45:12 <andythenorth> wise 13:45:20 <andythenorth> these Horse sprites are all bollocks now 13:45:33 <andythenorth> I used to do \ / views first 13:46:24 <peter1138> Now you know why. 13:46:39 <andythenorth> it's kind of a challenge :P 13:46:57 <andythenorth> not sure I can make 6 different mail cars 13:47:03 <andythenorth> there aren't enough pixels in \ / view 13:47:18 <peter1138> Antialiasing. 13:47:22 <V453000> :D 13:47:29 <andythenorth> sub-pixel :P 13:47:36 <peter1138> 2x ;) 13:48:08 <andythenorth> or call the whole thing off :P 13:48:24 <peter1138> :( 13:48:53 <andythenorth> pikka is doing new Horse anyway 13:48:56 <andythenorth> in 8x 13:49:42 <peter1138> Cubicles. 13:54:01 <V453000> :D 13:56:14 <V453000> it hates something :( https://paste.openttdcoop.org/poiplcalx https://dev.openttdcoop.org/attachments/download/9033/wotwot.png 13:56:42 <V453000> but I can attach the vehicle to the train no problem 13:56:51 <V453000> and when I build the next ones, they work fine 13:57:56 <V453000> OH 13:58:07 <V453000> because without the leading engine the consist is -1 13:58:08 <V453000> :D 13:58:08 <V453000> XD 13:58:10 <V453000> FUCK 14:00:25 <V453000> still weird though why it fails only on the first attempt 14:00:47 <V453000> ayy fixed 14:00:50 <V453000> :> chat spam 14:04:37 *** Maraxus has joined #openttd 14:07:37 *** snail_UES_ has joined #openttd 14:27:56 *** roidal_ has quit IRC 15:20:24 <andythenorth> delete all trains 15:33:53 <nielsm> http://0x0.st/s1lI.png eh well that's a quick game too 15:34:03 <nielsm> 1960-2006, map (mostly) filled 15:34:40 <nielsm> ffwd almost all the time 15:36:20 *** KouDy has quit IRC 15:36:36 <V453000> frosch123: if you have a minute, this doesn't seem to work properly I think :/ but I don't really understand why. I understand the switch_2, I guess it just checks for current speed? but the other one is mysterious to me https://dev.openttdcoop.org/projects/part/repository/entry/NML/PART.nml#L430 15:40:00 *** Cubey has joined #openttd 15:41:31 <frosch123> V453000: yes, B4 is speed 15:41:54 <frosch123> the 8A part is the current order, and the B2 part is the vehicle-stopped-manually state 15:42:12 <frosch123> "loading/unloading" is a type of current order 15:44:00 *** Thedarkb has joined #openttd 15:45:49 <frosch123> V453000: i guess the switches only work for the front engine, so possibly using PARENT instead of SELF is better 15:50:03 *** Gja has joined #openttd 15:53:03 <V453000> that's weird, it's already used on the front engine so SELF should not matter ... tested with PARENT and it seems to do the same thing 15:53:25 <V453000> when the train stops at a signal, something is happening, but the running cost is weirdly blinking between smoe two values 15:53:30 <V453000> some* 15:54:54 <V453000> oh yea 15:55:19 <V453000> it kind of works, but the train alternates between the 500 and 250 in those switches in the link when stopped at a signal, most of the time it's at the 250 which is strange 15:56:42 <V453000> haha 15:56:50 <V453000> using 0..1 in the most expensive mode helps 15:56:51 <V453000> weird 15:57:30 <frosch123> hmm, i thought we fixed that :p 15:58:17 <frosch123> it used to be the case that waiting vehicles would accelerate and only when they progresses far enough to move a step, they would notice the red signal and stop, and restart accelerating again 15:58:25 <frosch123> maybe it's still like that :p 16:00:16 <V453000> I need to do 0..7, seems to work now 16:00:49 <V453000> hmm still not perfect 16:01:19 <andythenorth> Horse 32% done 16:02:26 <V453000> ok 0..15 :D 16:02:27 <V453000> holy shit 16:03:46 <V453000> I'll say that to the police next time I see them that 16kmh means stopped :P 16:09:51 <andythenorth> has anyone ever tried rendering sprites? o_O 16:10:42 *** KouDy has joined #openttd 16:11:03 <frosch123> what does that mean? 16:12:59 <andythenorth> means I'm bored of trying to draw tube shapes :P 16:13:32 <frosch123> did you try duping your front views into zephyris' tool? 16:13:33 <andythenorth> FISH was based on rendered ships, but the forced scale was all wrong :) 16:13:40 <andythenorth> hmm that's an idea 16:13:54 <andythenorth> presumably it just does a transform on them :P 16:14:05 *** iSoSyS has joined #openttd 16:16:10 *** Flygon has quit IRC 16:16:55 *** iSoSyS has quit IRC 16:19:00 <andythenorth> it's a nice tool, doesn't get me good results though :) 16:21:59 <nielsm> for rendering sprites in TT scale from 3D/vector art, and having it look reasonable, I think you'd need a kind of hinting similar to what truetype fonts do 16:22:40 <nielsm> to basically prioritize features 16:24:39 <peter1138> render for 2x or 4x :p 16:25:10 <V453000> for the player, is there any visible difference between increasing engine running cost or wagon running cost? 16:27:54 <nielsm> afaik all the financials for the train are accounted on the front engine, so there wouldn't be 16:29:17 <V453000> right 16:34:57 *** Wacko1976 has joined #openttd 16:49:47 *** chomwitt has quit IRC 16:53:03 *** glx has joined #openttd 16:53:03 *** ChanServ sets mode: +v glx 16:57:21 *** Maraxus has quit IRC 17:10:07 *** sla_ro|master has joined #openttd 17:15:37 <Wolf01> Bye 17:15:40 *** Wolf01 has quit IRC 17:20:12 *** andythenorth has quit IRC 17:27:17 *** Thedarkb has quit IRC 17:30:23 *** Thedarkb1-X40 has joined #openttd 17:30:23 *** Thedarkb-X40 has quit IRC 17:47:41 *** andythenorth has joined #openttd 17:52:06 *** snail_UES_ has quit IRC 17:58:22 *** snail_UES_ has joined #openttd 18:08:22 *** OsteHovel has quit IRC 18:10:01 *** OsteHovel has joined #openttd 18:10:17 * andythenorth wonders 18:10:26 <andythenorth> peter1138: such livery UI? o_O 18:10:32 <andythenorth> or is it all sunshine today? 18:11:33 <peter1138> Doing a BBQ. 18:11:40 <peter1138> But yeah, guess I'd forgotten that :p 18:11:51 <peter1138> But that resize issue 18:18:35 <andythenorth> oh dear :) 18:18:54 <andythenorth> 45 million Brits probably having a BBQ today 18:19:14 <peter1138> Contributing to global warming. 19:02:25 <peter1138> Well. 19:17:27 <peter1138> Widgets, eh. Are they magic? 19:20:26 *** gelignite has joined #openttd 19:33:53 *** Maraxus has joined #openttd 19:40:29 *** andythenorth is now known as Guest1865 19:40:34 *** andythenorth has joined #openttd 19:44:17 *** Guest1865 has quit IRC 19:48:49 <frosch123> any opinions on allowing non-english project descriptions and/or reviews on bananas2? 19:49:24 <andythenorth> what does Steam do? o_O` 19:49:45 <frosch123> would korean/russian grf authors want to post korean/russian descriptions and read reviews? 19:50:07 <frosch123> sometimes you read chinese stuff on steam, when there is no english 19:51:52 <frosch123> reviews seem to have a language 19:52:12 *** Pikka has joined #openttd 19:52:34 <Pikka> ding dong 19:52:35 <frosch123> but my system is configured to english 19:52:40 <andythenorth> si pikka bob 19:52:44 <glx> reviews can be in any language 19:52:44 <frosch123> so, not sure whether it would show me other languages 19:53:05 <glx> descriptions also can be translated 19:53:51 <frosch123> ok, let's allow reviews with languages 19:54:00 <frosch123> but i think translated descriptions would be a mess :p 20:03:57 *** Maraxus has quit IRC 20:14:21 *** sla_ro|master has quit IRC 20:51:50 *** andythenorth has left #openttd 20:54:57 *** Fuco has joined #openttd 21:27:34 *** Progman has joined #openttd 21:28:46 *** Gja has quit IRC 21:42:38 *** frosch123 has quit IRC 21:49:14 *** ahles has joined #openttd 21:51:12 <ahles> He guys, I recently found back my old hobby again. And i was looking at the multiplayer function, can anybody help me with it as i'm not seeing any connectinos 21:56:54 *** ahles has quit IRC 21:58:09 *** KouDy has quit IRC 21:59:37 *** gelignite has quit IRC 22:02:39 *** qwebirc95544 has quit IRC 22:28:42 *** nielsm has quit IRC 22:41:09 *** Progman has quit IRC 22:58:42 *** Wacko1976 has quit IRC 23:04:47 *** Laedek has joined #openttd 23:15:28 *** Fuco has quit IRC 23:16:14 *** Wormnest has quit IRC 23:28:45 *** chomwitt has joined #openttd 23:33:00 *** HerzogDeXtEr has quit IRC 23:55:24 *** Pikka has quit IRC