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00:02:30 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 00:05:12 <Mazur> lo and bi. 00:12:45 *** drac_boy [~oftc-webi@72.1.195.4] has joined #openttd 00:12:46 <drac_boy> hi 00:14:05 <Mazur> Feeding time at this zoo. 00:14:27 <Mazur> As as I'm my own keeper, I have to make the fodder first. 00:14:31 <Mazur> :-) 00:14:40 <Mazur> <------afk. 00:27:39 *** Biolunar [Biolunar@x4d0241dc.dyn.telefonica.de] has quit [Ping timeout: 480 seconds] 00:29:11 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Remote host closed the connection] 00:31:01 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 00:35:48 * drac_boy wonders if everyone is eating at keyboard now 00:37:28 *** gelignite [~gelignite@x4db528ba.dyn.telefonica.de] has quit [Quit: http://bit.ly/1kso8Ta] 01:01:08 *** trendynick [~trendynic@188.25.73.88] has joined #openttd 01:08:54 *** drac_boy [~oftc-webi@72.1.195.4] has left #openttd [] 01:12:27 *** OsteHovel [~OsteHovel@c7815BF51.dhcp.as2116.net] has quit [Ping timeout: 480 seconds] 01:14:09 *** OsteHovel [~OsteHovel@46.66.172.159.tmi.telenormobil.no] has joined #openttd 01:19:56 <Wolf01> 'night 01:19:58 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 01:20:29 *** pugi [~pugi@dyndsl-037-138-080-212.ewe-ip-backbone.de] has quit [] 01:47:36 *** trendynick [~trendynic@188.25.73.88] has quit [Remote host closed the connection] 02:03:42 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Remote host closed the connection] 02:10:46 *** zeknurn` [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has joined #openttd 02:15:47 *** zeknurn [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 02:15:47 *** zeknurn` is now known as zeknurn 02:32:44 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 03:35:25 *** rahtgaz [~rahtgaz@00021442.user.oftc.net] has joined #openttd 03:38:55 *** DDR [~David@S0106602ad0773a2e.vc.shawcable.net] has quit [Remote host closed the connection] 03:54:57 *** kirtan [~kirtan@103.240.170.69] has joined #openttd 03:55:43 <kirtan> Hello 03:55:57 <kirtan> Anyone around? 04:10:07 *** theholyduck [sid10277@id-10277.ealing.irccloud.com] has quit [Read error: Connection reset by peer] 04:10:28 *** theholyduck [sid10277@id-10277.ealing.irccloud.com] has joined #openttd 04:10:45 <Sylf> 15 minutes later... maybe. 04:11:28 <kirtan> Why can't i post anything in dev channel :/ 04:11:55 <Sylf> which dev channel? 04:12:12 <kirtan> openttd.dev 04:13:15 <Sylf> It's probably a moderated channel 04:13:47 <Sylf> you should ask any questions about openttd here anyway 04:14:13 <kirtan> Okay. So was OpenTTD made in C earlier and then ported to C++ ? 04:14:44 <Sylf> dunno. my guess is no. 04:15:06 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 04:15:09 *** mode/#openttd [+v tokai] by ChanServ 04:15:22 <glx> kirtan: exactly 04:15:39 <glx> and I'm off now 04:15:57 <kirtan> off in what sense? 04:15:58 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 04:16:06 <Sylf> http://svn.openttd.org/tags/0.3.4/ 04:16:07 <kirtan> Oops okat 04:16:11 <Sylf> looks like c to me 04:16:23 <kirtan> Okay 04:17:22 <kirtan> I am learning C++11 and C++14 so if any devs reading this want to port any small part of code to it, ping me 04:17:57 <kirtan> I just wanted to get started contributing to OpenTTD so... 04:18:22 <kirtan> It would be greate if you could point me to any code that needs rework 04:20:47 <Sylf> https://wiki.openttd.org/Development would be one place to start 04:20:50 <Sylf> https://bugs.openttd.org/ would be another 04:21:33 <Sylf> http://www.tt-forums.net/viewforum.php?f=33 might be third 04:21:42 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 04:22:01 *** sim-al2 [~sim-al2@108-221-158-76.lightspeed.mmphtn.sbcglobal.net] has joined #openttd 04:22:21 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Remote host closed the connection] 04:41:47 *** liq3 is now known as Guest844 04:41:47 *** liq4 [~liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has joined #openttd 04:41:47 *** liq4 is now known as liq3 04:47:07 *** Guest844 [liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has quit [Ping timeout: 480 seconds] 05:03:49 *** liq4 [~liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has joined #openttd 05:03:49 *** liq3 is now known as Guest845 05:03:49 *** liq4 is now known as liq3 05:09:52 *** Guest845 [~liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has quit [Ping timeout: 480 seconds] 05:21:05 *** rahtgaz [~rahtgaz@00021442.user.oftc.net] has quit [Quit: I'll be Bach] 05:56:01 *** Eddi|zuHause [~johekr@p5DC67A80.dip0.t-ipconnect.de] has quit [] 05:56:16 *** Eddi|zuHause [~johekr@p57BD5775.dip0.t-ipconnect.de] has joined #openttd 06:57:03 *** sim-al2 [~sim-al2@108-221-158-76.lightspeed.mmphtn.sbcglobal.net] has quit [Ping timeout: 480 seconds] 07:05:54 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 07:05:57 *** mode/#openttd [+v tokai|noir] by ChanServ 07:12:27 *** tokai [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 07:20:29 <Eearslya> kirtan: As far as I'm aware, it's already been fully ported. Could do what I've done, bugs.openttd.org has a bunch of bugs to fix and little feature requests to do. 07:21:41 <kirtan> Okay, also i don't see any standard C++ library in most includes like <vector> and <algorithm>. Any idea why? 07:24:19 <peter1138> NIH 07:24:54 <kirtan> ? 07:40:16 *** sla_ro|tablet [slamaster@82.210.156.68] has joined #openttd 07:48:14 *** oooze81 [~3oooze81@118-93-97-180.dsl.dyn.ihug.co.nz] has joined #openttd 08:13:05 *** sla_ro|tablet [slamaster@82.210.156.68] has quit [] 08:26:07 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 08:42:55 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Remote host closed the connection] 08:44:16 *** Biolunar [Biolunar@x4d02589c.dyn.telefonica.de] has joined #openttd 09:13:27 <peter1138> often standard c++ libraries are not used 09:24:08 <planetmaker> kirtan, the code is indeed somewhat in a transition stage between C and C++ where some parts are C++ and some remain C. Considering speed issues, converting everything cleanly to C++ might even be a very hard challange 09:24:43 *** oooze81 [~3oooze81@118-93-97-180.dsl.dyn.ihug.co.nz] has quit [Quit: Leaving] 09:24:58 <kirtan> Alright, is there anything that i could help with? 09:25:24 <kirtan> Some code you want to rewrite... 09:25:34 <peter1138> not really transition 09:25:37 <peter1138> it's just... how it is 09:26:04 <peter1138> bugs.openttd.org might be helpful in finding something to do 09:28:42 <kirtan> I went there and wanted to avoid writing new code as i wan't yet fully familiar with code base, and that's why i was thinking of porting tasks as the code is already written so I thought it would be easier to do that 09:32:40 <V453000> what openttd version of trunk do humanz use for android phones? 09:33:01 <peter1138> none, they're too small 09:33:29 <V453000> oh :D 09:33:59 <V453000> really? 09:35:55 *** liq3 [~liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has quit [] 09:36:17 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 09:37:56 <peter1138> Yikes, £600 for a bike light 09:38:40 <V453000> soooo a guy who got openttd from the play store on android cant play trunk? 09:42:07 <peter1138> eh, anything on android is built with patches that aren't in trunk 09:42:20 <peter1138> unless that was all merged, but i doubt it. 09:43:47 <V453000> I see 09:44:06 <V453000> so the main openttd is not for phones and a dude called pylia is patching each stable release to release it on google play store 09:45:07 <kirtan> Is there any way to update OpenTTD from command line in linux :/ 09:45:31 <blathijs> kirtan: What distribution? 09:45:43 <kirtan> Ubuntu 09:45:55 <blathijs> kirtan: How did you install it? 09:46:29 <kirtan> Most probably downloaded from openttd.org 09:46:39 <blathijs> kirtan: You could copy the URL to the most recent .deb file, download it using "wget" or "curl", and install it using "dpkg -i" 09:47:13 <kirtan> Can i install openttd from ppa? 09:47:20 <kirtan> if there is one 09:47:45 <kirtan> So i could update it from apt-get upgrade 09:48:54 <blathijs> kirtan: Not sure, I don't think there is an apt source for the official openttd.org builds. You could install from Debian testing/unstable, perhaps, those are usually updated pretty quickly 09:49:02 <blathijs> (by yours truly) 10:02:17 <planetmaker> kirtan, if you want to develop anyway, the update command should be like svn update && make 10:03:05 <planetmaker> for automatic updates, there are several auto-updaters for openttd, which also can be used to get the version of your favourite multiplayer server 10:03:13 <peter1138> git pull :p 10:03:17 <planetmaker> https://wiki.openttd.org/OpenTTD_Updaters 10:03:23 <planetmaker> hg pull :P 10:03:40 <planetmaker> but you need svn, if you want to play multiplayer from it 10:03:50 <kirtan> Does svn has commit history like git? 10:03:56 <planetmaker> (imho something we should look into changing) 10:04:13 <planetmaker> kirtan, both a revision control systems. So yes, of course 10:04:47 <planetmaker> but for local playing around with source, use our mercurial or git mirrors. It's easier tinkering if you have the whole history locally 10:05:17 <kirtan> That's what i was thinking 10:05:58 <kirtan> So then i could just send a pull request and my change would be merged if approved right? 10:06:19 <kirtan> Or is it mandatory to submit patches? 10:07:24 <peter1138> patches, sadly 10:07:42 <peter1138> the canonical system is svn, which doesn't have pull requests 10:08:23 <kirtan> Oh 10:08:35 <kirtan> Who's the main contributor BTW 10:16:57 <planetmaker> the person with most commits ;) Officially it's rubi 10:17:07 <planetmaker> de-facto currently it's frosch 10:18:32 <planetmaker> But then, anyone listed in the 'developer' section in the readme has svn access 10:18:33 <V453000> frog for king \o/ 10:18:41 <kirtan> dafaq cloned from svn, found 1.5M files 10:19:07 <planetmaker> lol, did you clone our svn root with every frigging tag since time eternal? 10:19:24 <kirtan> looks like so 10:20:00 <planetmaker> :) You might even need to make a separate checkout for just trunk as our current svn version detection fails with the deep nesting trunk is found in 10:20:18 <planetmaker> for modern svn that is 10:21:57 <kirtan> ...and why isn't an auto-updater included in game itself? 10:23:34 <V453000> I was like "1.5MB source is nothing, what did you do wrong?" Then I realized that it is in millions of individual files XD 10:23:42 *** Wolf01 [~wolf01@host94-63-dynamic.181-80-r.retail.telecomitalia.it] has joined #openttd 10:23:53 <Wolf01> hi hi 10:23:57 <kirtan> lol 10:24:01 <V453000> yoyo 10:30:46 <planetmaker> kirtan, it usually is not needed to play with the newest version always. And people might not want it to phone home 10:31:10 <planetmaker> and it requires the game being installed in userspace instead of by a distro (or it would require admin priviliges) 10:31:29 <kirtan> Okay i've got 1.5.2 any majour changes in 1.5.3? 10:32:06 <planetmaker> no, the minor releases are bug-fix releases. The changelog will tell the exact ones. 10:32:55 <kirtan> Alright, and what happened to the pinapple guy? The one who wanted to work full time on OpenTTD graphics? 10:33:10 <V453000> busy with school and life stuff 10:33:22 <V453000> the Pikka guy :) 10:33:44 <kirtan> Yup him, it's sad he didn't made it through 10:34:03 <kirtan> His graphics are the best i've seen 10:35:12 <V453000> I only hate the way he handles vehicles in --- view 10:35:33 <V453000> even if it is "proper" in 3D terms, it is definitely wrong in game graphics term 10:35:57 <kirtan> Can you explain it? 10:36:45 <peter1138> planetmaker, quite often i get asked why it doesn't auto update 10:36:53 <peter1138> admittedly usually by the same person in #minecraft :p 10:40:53 <V453000> kirtan: yeah, vehicles in OpenTTD are 1,41x longer on diagonal tracks than on straight tracks visually. That means if you render from one 3D model which has size 1, there are 40% gaps between wagons - like in pineapple trains 10:41:14 <V453000> chinese trains somehow solve this issue but I do not yet know how, need more research 10:41:31 <V453000> I solved it by stretching the model by 40% which obviously is not very nice either 10:41:50 <kirtan> O.o that's interesting 10:42:15 <V453000> point is, when you are looking at a train move and it makes a turn, on straight tracks pikka has a nice consistent train, and on diagonals suddenly a train with huge gaps 10:42:32 <V453000> which makes a terrible impression graphically, in my opinion at least 10:43:59 <V453000> but in general, his graphics are very get-the-job-done-in-the-right-amount-of-effort-to-get-nice-results, which is great 10:44:28 <kirtan> Yup 10:44:37 <V453000> serious issues could appear with actual terrain though, that is a thing I would be very interested how is he doing that 10:44:47 <V453000> cause terrain in x4 is shit 10:45:07 <peter1138> even the original graphics look a bit weird in those turns 10:45:30 <V453000> look a bit weird != create huge gaps which make you think that those are not the same vehicles 10:45:32 <peter1138> i still prefer ukrs2 etc though, heh 10:45:40 <peter1138> V453000, er, some do! 10:46:00 <peter1138> original graphics often look very weird in north/south views too 10:46:02 <kirtan> And another thing I noticed was his vehicles individually looks cool but when you put them toget 10:46:16 <V453000> yeah, drawn graphics do not run into that issue because you are not going from one 3D file but drawing each individually 10:46:17 <kirtan> -her they were'nt that impressive 10:46:50 <peter1138> anyway, if it's all rendered it's shouldn't be too much work to do it either way 10:46:52 <V453000> yeah the || views in original are not great 10:47:05 <peter1138> once it's modelled everything else should be automatic ;) 10:47:21 <V453000> if it is all rendered, then I am thinking the best approach is to make 2 different models, one for each of the lengths 10:47:43 <V453000> anything else means stretching which is ugly and apparent, especially with round shapes 10:48:17 <V453000> large wheels/balls of cargo/similar non-rectangular things are super prone to stretching 10:48:30 <V453000> BUT if you do not focus on it too much, in general it looks a lot more connected and consistent 10:49:01 <V453000> and that is what I think pikka is basically trading 10:49:21 <V453000> first-sight looking good VS. making sense when inspecting things further 10:49:42 <peter1138> 4x zoom was a waste that i regret ;p 10:50:27 <V453000> that is a point that I would agree with but at the same time I think that screens are getting bigger and the adaptation kind of necessary 10:50:41 <peter1138> it started out as a replacement for the missing windows-only doubled up mode, but feature creep... 10:50:48 <V453000> it just brings a completely different approach to making graphics which just shows so many hacks in openttd 10:51:15 <peter1138> should've just done 2x mode with doubled pixels and no messing with high res. 10:51:17 <V453000> if people would continue to draw graphics by hand, there would be no issue at all 10:51:24 <V453000> hehe 10:51:25 <peter1138> but then, everyone wanted high res becuase high res! 10:51:36 <V453000> yeah moar pixulz 10:51:50 <Eddi|zuHause> OpenTTD HD 10:52:05 <V453000> Eddi|zuHause: for 0 on steam? 10:52:13 <V453000> HD AS FUCK for 0? 10:53:06 <peter1138> Pfft, we'll need a VR version for Vive/Rift... 10:53:54 <Eddi|zuHause> but we don't have any jumpscares 10:54:50 <Eddi|zuHause> well, pikka kinda got close to that, with the gravel pit sound effect :p 10:57:00 <V453000> regardless, 32bpp/EZ still needs a shitload of conventions how to do stuff PROPERLY. Which are not in zbase, they are not in pineapples, and they are not in my graphics either. Cutting ground tiles is a start in the right direction but I dont think the tile masks fit for my projects (mainly RAWR) 100%, although they are getting quite close. 10:57:15 <V453000> then there is the wtf like CC masks, vehicle length in diagonals, ... 10:57:33 <V453000> the fact that we can argue about camera angle one whole morning alone is showing something 10:58:40 <peter1138> nothing wrong with cc masks 10:59:34 <V453000> non antialiased edges? 11:00:06 <peter1138> well it's 8bpp, so no 11:00:44 <peter1138> you could always extend it... 11:00:53 <V453000> yes but you also want to use them for 32bpp 11:01:10 <peter1138> yes, 8bpp masks are suitable for 32bpp 11:01:20 <peter1138> just be careful with sharp edges 11:01:47 <V453000> yes, Leou with the chinese trains does seem to solve it nicely with 8bpp masks in the right spots 11:01:56 <V453000> but still it is kind of limited 11:02:17 <peter1138> so add an 8bpp alpha layer for cc masks 11:02:22 <V453000> making it a luma or alpha mask would be much more suitable 11:02:26 <V453000> yes something like that 11:02:35 <peter1138> 32bpp/4x is already massive so it won't make it much more massive 11:03:06 <V453000> well in the end it should reduce it because people would be motivated to use CC masks more, in any circumstance 11:03:41 <peter1138> don't get me to do it though 11:03:46 <peter1138> cos i'd be awkward 11:04:06 <V453000> add 32bpp company colour sliders while at it, thanks 11:04:09 <peter1138> and treat it as 2 pieces of 4-bit data :P 11:04:09 <V453000> :> 11:04:16 <peter1138> hah, that was done 11:04:20 <V453000> ikr 11:04:28 <peter1138> how many years ago now.. 11:04:45 <Eddi|zuHause> well, my suggestion was to have the mask be RGBA, with B mapping the 1st company colour, G mapping the 2nd company colour, and R an optional 3rd colour (for cargos, etc.). but this needs a new method of defining which colour to use 11:05:20 <V453000> yes, that is a suggestion which makes sense to my non-programmer BFU self :) 11:05:21 <peter1138> that completely changes how cc mapping works 11:05:39 <Eddi|zuHause> yes. 11:05:46 <Eddi|zuHause> but maybe it's a change for the better? 11:06:14 <peter1138> good luck making it worth with 8bpp graphics 11:06:26 <peter1138> and if you want to scrap that 11:06:36 <peter1138> then just scrap everything and go 3d rendering with models 11:08:14 <Eddi|zuHause> you can't do blinking stuff with this method anymore 11:08:37 <Eddi|zuHause> or at least not easily 11:09:21 <peter1138> everyone turns that off anyway 11:09:30 <V453000> what is blinking? 11:09:35 <peter1138> cubicles! 11:10:39 <peter1138> damn, i really want to see 3d done properly now :p 11:14:04 <Eddi|zuHause> V453000: lighthouses, runways, fire, ... 11:18:17 <V453000> ah that shit 11:18:31 <V453000> pfft, make everything able to use multiple sprites like industries do 11:18:46 <V453000> then people can easily create mini-sprite animations for that stuff 11:19:32 <Wolf01> but what about the original graphics? 11:19:38 <peter1138> pixel shaders! vertex shaders! particle effects! bloom! 11:19:48 <V453000> the stuff I sez would only work with 32bpp Wolf01 ? 11:19:49 <peter1138> yeah well 11:20:08 <Wolf01> ah ok 11:20:13 <V453000> peter1138 using multiple sprites is apparently not an issue with industries so it does not sound like that much of a terrible idea to me 11:20:43 <peter1138> i don't know what you are refering to 11:20:57 <peter1138> but most stuff uses multiple sprites 11:21:09 <peter1138> vehicle rotation... 11:21:11 <peter1138> vehicle loading 11:21:15 <peter1138> rail types :p 11:22:54 <V453000> yes but at the same time 11:23:03 <V453000> like industry has a base, then building sprites atop of it 11:23:34 <V453000> ie I have a base which is not animated, and then atop of it is animated overlay or however is it called 11:23:50 <V453000> which means the animation only takes the amount of pixels necessary, reducing total file size for same effect 11:23:55 <Eddi|zuHause> vehicles don't have an animation counter, only a motion counter, which you cannot use during loading at stations 11:24:18 <V453000> having an airport sprite, on top of which you could have the yellow dots animate, would make an animated airport without much mess 11:24:19 <Eddi|zuHause> V453000: what you mean is called "child sprites" 11:24:24 <V453000> right 11:24:58 <peter1138> i think everything with buildings already supports multiple sprites 11:25:07 <V453000> well then! :D 11:25:31 <V453000> that is the solution for missing blinking 11:25:46 <peter1138> no, cos that isn't anything related to animation 11:26:01 <peter1138> animation is custom, and different, per class 11:54:04 <peter1138> hmm, should i attempt to cycle 500km at the end of this month? 11:54:12 <peter1138> christmas eve to new years eve challenge 11:55:41 <__ln__> that's too much 11:56:59 <__ln__> @calc 500/7/1.609 11:57:00 <DorpsGek> __ln__: 44.3931456983 12:01:07 <peter1138> 8 days 12:01:22 <peter1138> christmas eve included 12:01:42 <peter1138> @calc 500/8/1.609 12:01:42 <DorpsGek> peter1138: 38.844002486 12:02:01 <peter1138> Easily doable for some. 12:02:40 <peter1138> But I'm working for 3.5 of those days :S 12:03:43 <peter1138> So I have to do evening rides, or 70 miles a day for the remaining 4 days. Hmm. 12:04:35 <peter1138> Yeah, I think I won't :p 12:14:43 <Eddi|zuHause> just do 125km on each of those 4 days :p 12:15:28 <Eddi|zuHause> that's only like 5 hours :p 12:24:22 <peter1138> Not sure I could keep that up for 4 days 12:30:31 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has joined #openttd 12:33:09 <Wolf01> does ottd work on the windows phone 10 (ex. the lumia 950xl)? 12:44:18 *** zefBB [~9f3f4256@188.cimarosa.openttdcoop.org] has joined #openttd 12:45:00 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 12:47:19 <planetmaker> peter1138, but as display sizes increase, the 4x zoom would have been required by some even now. And honestly, I don't see how it hurts 12:59:47 *** sim-al2 [~sim-al2@108-221-158-76.lightspeed.mmphtn.sbcglobal.net] has joined #openttd 13:17:09 *** zefBB [~9f3f4256@188.cimarosa.openttdcoop.org] has quit [Quit: Page closed] 13:47:52 <kirtan> If you guys like economy sim you might also enjoy Cities:Skyline 13:48:13 <kirtan> Well if you are willing to spend some cash 13:48:36 <kirtan> and have a low-end graphic card 13:48:46 <kirtan> It's really amazing 13:49:10 <peter1138> I think some people here have it. 13:50:16 <kirtan> Well it's worth it just for the graphics 13:50:52 <__ln__> umm, are you sure it runs on a low-end graphics card? 13:51:23 <kirtan> Mine is GT630 and ran fine on it 13:52:11 <kirtan> Actually some time ago I use to pirate a LOT, and so I did C:S 13:52:28 <kirtan> But then i stopped and turned to Open Source games 13:52:52 <__ln__> i haven't bothered to follow what those model numbers mean today, but they say the minimum requirement is GTX 260 with 512 MB RAM, and 512 MB RAM doesn't sound terribly low-end. 13:55:46 <kirtan> Well if you've built your system in recent years, and have dedicated graphics card, most likely it would be 1 GB or 512 MB atleast. I build mine ~3 years ago and got a 1G graphics. 13:56:36 <kirtan> ...and yes GT630 was considered low-end that time given its expensive price 13:57:49 <kirtan> The owner of shop who happened to be very good friend of my dad told us - "If you go below this than it is as good as no graphic card" 13:57:57 <kirtan> So, I sticked to that 13:59:07 <kirtan> And considering what people get in their computers(2GB,4GB) 512MB would be considered low-end 14:03:52 <peter1138> Yeah, mine has 4GB. 14:03:57 <peter1138> Crazy amount... 14:04:04 <peter1138> Probably can't even use it all, but it's there. 14:04:07 <kirtan> O.o 14:04:20 <kirtan> ...and you play openttd on it 14:08:21 *** slaca [~laci@94-21-140-186.pool.digikabel.hu] has joined #openttd 14:08:43 <slaca> hi guys, anyone use linux mint? 14:08:45 <slaca> hi guys, i updated mint to 17.3 cinnamon yesterday, and since that i cannot minimize the openttd 1.5.3. 14:09:00 <slaca> can hear the game sounds 14:09:16 <slaca> but cant see the icon after minimizing 14:12:13 <peter1138> you can't minimize, or you can but suffer problems restoring? 14:12:31 <slaca> cant restore 14:12:41 <slaca> because nothing to click on 14:13:36 <slaca> http://imgur.com/xGEVa0r 14:13:44 <slaca> no openttd icon on the panel 14:24:51 <Eddi|zuHause> i don't see how that would be openttd's fault 14:27:27 <slaca> me neither, i thought someone use this linux too here, and maybe he managed to solve this issue 14:27:55 <slaca> that's why i asked 14:35:31 *** slaca [~laci@94-21-140-186.pool.digikabel.hu] has quit [Quit: Leaving] 15:13:38 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 15:13:41 *** mode/#openttd [+o Alberth] by ChanServ 15:38:56 <Eddi|zuHause> what are the chances that a thread with russian letters and "Pharma" in it is not spam? 15:39:31 <Alberth> 0 15:41:31 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 15:52:54 <argoneus> that doesn't seem too probabl 15:52:54 <argoneus> e 16:14:38 *** zeknurn` [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has joined #openttd 16:16:42 *** TheMask96 [martijn@pride.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 16:17:07 *** LadyHawk- [~LadyHawk@5751e87a.skybroadband.com] has joined #openttd 16:20:57 *** zeknurn [~sup@hd9483bd7.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 16:20:57 *** zeknurn` is now known as zeknurn 16:21:16 *** LadyHawk [~LadyHawk@5751e87a.skybroadband.com] has quit [Ping timeout: 480 seconds] 16:21:16 *** LadyHawk- is now known as LadyHawk 16:22:10 *** TheMask96 [martijn@envy.vhost.ne2000.nl] has joined #openttd 16:30:59 *** sla_ro|master [slamaster@82.210.156.68] has joined #openttd 16:38:04 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 16:39:24 <argoneus> how are my train friends doing 16:39:42 <Wolf01> ran out of ideas 16:40:09 *** mykoserocin [~mykoseroc@000214a6.user.oftc.net] has joined #openttd 16:40:11 <argoneus> what are you ideaing 16:41:02 <Wolf01> upscaling a lego moc i've build 16:41:11 <argoneus> moc? 16:41:26 <Wolf01> my own/original creation 16:42:49 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has joined #openttd 16:44:38 <argoneus> wut 16:44:39 <argoneus> what lego 16:44:41 <argoneus> like irl? 16:44:47 <Wolf01> yes, irl 16:45:11 <__ln__> Wolf01: have you been to legoland? 16:45:17 <Wolf01> not yet 16:45:31 <__ln__> aww, pity 16:45:39 <__ln__> well i have 16:45:56 <peter1138> I have. 16:46:04 <Wolf01> i'm planning to go to the gunzburg one 16:46:38 <peter1138> There's only one. 16:46:41 <peter1138> The rest are fake. 16:48:06 <argoneus> l e g o 16:50:00 <V453000> omfg what has this channel turned into 16:50:16 <Eddi|zuHause> le(t it )go 16:52:31 <Wolf01> we should switch to #openttd.offtopic and leave this one for general talk about openttd only :P 16:52:49 <__ln__> would it be simpler to create #openttd.ontopic instead? 16:53:11 <Alberth> or talk about openttd in #openttd.offtopic? 16:53:31 <Eddi|zuHause> why? that would only leave an empty channel... 16:53:53 <Alberth> indeed, /me loves all the off-topics 16:54:07 <__ln__> you don't know it's empty unless you join it to witness that, and when you have joined, it's not empty. 16:54:30 <Eddi|zuHause> every channel i'm not in must be empty. 16:54:34 <Alberth> believe me, a channel with people not talking is also empty 16:54:51 <Wolf01> __ln__ is for sure Mr. Schrödinger 16:55:48 <Wolf01> oh, a russian suggestion in the forum, let see what it does mean 16:56:33 <Wolf01> it says to add pharmaceuticals and doctors to the game 17:02:04 <Eddi|zuHause> deducing "pharma" was as far as my russian got me... 17:02:23 <Wolf01> i just used google translate :P 17:02:43 <Wolf01> i don't even try to read an unknown alphabet 17:02:47 <Eddi|zuHause> that would be boring 17:03:10 <Wolf01> the only time i try to read russian is when geoguessr put me there 17:04:22 <Wolf01> about ottd instead, it would be possible to set a depot based refit or even better autoreplace? 17:04:31 <Eddi|zuHause> well, the alphabet is not that tricky. half the letters are the same, and half of the others are easy to remember... just the other half half i have problems with 17:04:40 <Eddi|zuHause> and then i still don't know any of the words 17:06:11 *** Progman [~progman@p57A195FB.dip0.t-ipconnect.de] has joined #openttd 17:08:31 <argoneus> google translate? 17:09:14 <__ln__> Eddi|zuHause: half of the words are loanwords from western languages. 17:09:31 <argoneus> what are you guys discussing gib link :<< 17:09:46 <Eddi|zuHause> __ln__: yes. 17:09:50 <argoneus> (please) 17:10:05 <Eddi|zuHause> argoneus: we are discussing the russian alphabet 17:10:12 <argoneus> oh 17:10:13 <Wolf01> http://www.tt-forums.net/viewtopic.php?f=32&t=74202 17:10:14 <argoneus> it's easy 17:10:26 <Eddi|zuHause> that's what i said 17:10:41 <argoneus> ah yeah that link Wolf01 17:10:42 <argoneus> hm 17:10:46 <argoneus> have fun with the russian spambots 17:11:02 <Wolf01> yes i know they are spambots 17:11:40 <Wolf01> i was just trying to be ehm.. funny 17:14:05 *** HerzogDeXtEr [~farci@i59F6CF64.versanet.de] has joined #openttd 17:24:45 *** Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has joined #openttd 17:28:18 *** kirtan [~kirtan@103.240.170.69] has quit [Ping timeout: 480 seconds] 17:28:36 <Alberth> o/ 17:29:39 <Zuu> Hello 17:39:46 <Wolf01> see, questions about ottd are ignored in this #, it's really spammy 17:46:40 <Zuu> I made a patch so that when clicking on online content from AI/GS window, it should again show both AIs and GSes. This uses the solution discussed yesterday with type1 and type2 parameters that both default to CONTENT_TYPE_END. https://devs.openttd.org/~zuu/online_content/fix-ai-gs-list.patch 17:50:08 <Zuu> Maybe it should have an assert for that type1 should be non CONTENT_TYPE_END if type2 is non CONTENT_TYPE_END. 17:52:14 <Zuu> (in ShowNetworkContentListWindow) 17:54:23 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 17:54:26 *** mode/#openttd [+v glx] by ChanServ 17:55:51 <Alberth> std::bitset<CONTENT_TYPE_END> types const reference? 17:56:19 <Alberth> handling them both types individually seems fine to me 17:56:38 <Zuu> Could use const. 17:56:47 *** sim-al2 [~sim-al2@108-221-158-76.lightspeed.mmphtn.sbcglobal.net] has quit [Ping timeout: 480 seconds] 17:56:50 <Alberth> at least it doesn't look like anything break if you use type2 only 17:56:59 <Alberth> *breaks 17:57:59 <Zuu> My first though was that nothing breaks. But it will request all content in that case. Due to: 17:58:00 <Zuu> _network_content_client.RequestContentList(type1) 17:58:22 <Alberth> hmm 17:58:58 <Alberth> add a line if (type1 == CONTENT_TYPE_END) { type1 = type2; type2 = CONTENT_TYPE_END; } ? 17:59:11 <Alberth> or an assert :) 18:00:12 <Zuu> I think an assert would be most clean. 18:03:20 <Zuu> I may be tired, but I get it to this not so short assert: assert(type2 == CONTENT_TYPE_END || type1 == CONTENT_TYPE_END || (type1 != CONTENT_TYPE_END && type2 != CONTENT_TYPE_END)) 18:07:16 *** Biolunar [Biolunar@x4d02589c.dyn.telefonica.de] has quit [Quit: yo] 18:08:36 <Alberth> type1 != CONTENT_TYPE_END || type2 == CONTENT_TYPE_END ? 18:09:12 <Zuu> That is it yep :-) 18:09:25 <Alberth> (type1 != CONTENT_TYPE_END /* && type2 doesn't matter */) || (/*type1 is END && */ type2 == CONTENT_TYPE_END) 18:11:28 <Zuu> Updated patch with const reference and assert. Also clarified in doxygen this requriement on type1 and type2. 18:13:52 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Quit: Nettalk6 - www.ntalk.de] 18:15:16 <Alberth> please add a #, like #CONTENT_TYPE_END doxygen makes a link to the enum then 18:16:12 <Alberth> and variable references are with \a if \a type2 .... then also ... \a type1 ... 18:16:22 <Zuu> sure 18:18:14 <Alberth> if (type2 != type1) _network_content_client.RequestContentList(type2); <-- you're doing a CONTENT_TYPE_END request if only type1 is given? 18:18:50 <Zuu> Both type1 and type2 have default value CONTENT_TYPE_END. 18:19:10 <Zuu> So if you want that, you pass cv=NULL and can even omitt both type1 and type2. 18:19:40 <Alberth> ok 18:21:14 <Alberth> no other comments 18:21:49 <Zuu> Thanks Alberth for having a look at it. 18:21:54 *** Progman [~progman@p57A195FB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:28:06 <DorpsGek> Commit by zuu :: r27468 /trunk/src (3 files in 2 dirs) (2015-12-10 19:28:01 +0100 ) 18:28:07 <DorpsGek> -Fix (r27444): Game Scripts were not displayed in the content download window when opened from the AI/GS settings window. 18:35:43 *** mykoserocin [~mykoseroc@000214a6.user.oftc.net] has quit [Quit: Leaving] 18:39:36 *** kirtan [~kirtan@103.240.170.69] has joined #openttd 18:42:08 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 18:42:10 <andythenorth> o/ 18:42:31 <Zuu> Hello andythenorth 19:06:00 *** frosch123 [~frosch@x4d011235.dyn.telefonica.de] has joined #openttd 19:14:30 <Alberth> o/ 19:29:16 <frosch123> hoin 19:30:30 <frosch123> Zuu: + if (type2 != type1) _network_content_client.RequestContentList(type2); <- that looks weird 19:30:47 <frosch123> if you only pass type1, and leave type2 as default, it request everythnig 19:31:05 <frosch123> i think it should be "if (type2 != CONTENT_TYPE_END)" 19:31:15 <Zuu> You are right 19:32:38 <frosch123> no idea what happens if "type1 == CONTENT_TYPE_END && type1 == type2" 19:33:03 <frosch123> does it request the same thing twice then? 19:33:20 <frosch123> maybe it could be put into the assertion 19:33:42 *** Progman [~progman@p57A195FB.dip0.t-ipconnect.de] has joined #openttd 19:33:44 <Zuu> type1 and type2 equal has to be allowed for the main content list. 19:33:57 <Zuu> But it shouldn't fetch the list twice. 19:34:06 <Zuu> type2 != CONTENT_TYPE_END solves that. 19:35:11 <frosch123> yeah, but in the theoretical case that type1=NEWGRF and type2=NEWGRF, it would fetch it twice 19:35:30 <frosch123> but it makes no sense to call the function that way anyway :) 19:35:45 <Zuu> Oh yes. That could have an assert and mention in the doxygen. 19:37:45 *** sim-al2 [~sim-al2@dns25-175.cbu.edu] has joined #openttd 19:42:35 <Zuu> https://devs.openttd.org/~zuu/online_content/fix-type2.patch 19:44:15 *** Sheogorath [~madgod@0001f8ef.user.oftc.net] has quit [Remote host closed the connection] 19:45:30 <frosch123> looks fine 19:45:41 <Eearslya> Oh, speaking of patches, I did submit a patch to fix FS#6386 a while back 19:46:42 *** Sheogorath [~madgod@0001f8ef.user.oftc.net] has joined #openttd 19:51:31 *** Jyggalag [~madgod@dominikbreu.de] has joined #openttd 19:52:02 <Zuu> Eearslya: Will that not make the buttons at the bottom of the window go out of the screen? 19:53:34 *** gelignite [~gelignite@x4db693d3.dyn.telefonica.de] has joined #openttd 19:54:14 <Eearslya> It will, but the player can move the window if they need to; this simply prevents the text overflowing onto the buttons and such 19:54:52 * andythenorth should learn how to patch the station building UI :P 19:54:59 <Zuu> How would you move the window if not with the title bar? 19:56:12 <Eearslya> Wait, which buttons are you talking about? 19:56:48 <Zuu> There is a button at the bottom that says 'Do it'. 19:56:59 <Zuu> And another to resize the window. 19:58:37 <DorpsGek> Commit by zuu :: r27469 trunk/src/network/network_content_gui.cpp (2015-12-10 20:58:33 +0100 ) 19:58:38 <DorpsGek> -Fix (r27468): Don't fetch all content info from content server when showing a online content window with exactly one type of content. 20:00:16 * andythenorth wonders what the optimum number of nodes is in a pax network with cdist 20:00:38 <Eearslya> Ah, right. Still, I don't understand the question..The patch wouldn't make the title bar inaccessible.. 20:00:43 <Zuu> andythenorth: Is there a table somewhere for what town effect the FIRS cargoes have? 20:00:58 <andythenorth> hmm 20:00:59 <andythenorth> probably not 20:01:02 * andythenorth looks 20:01:23 <Zuu> Eearslya: No, but how do you move the window top beyond the top of the screen? 20:01:29 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html#cargos 20:01:32 <andythenorth> not there 20:01:44 <andythenorth> do you want me to patch it? 20:01:56 <Zuu> I could make a GS. :-) 20:02:13 *** Chnkr [~chnkr@dev01.staging.dusdavidservers.nl] has joined #openttd 20:02:39 <Zuu> People keep asking questions regarding playing Neighbours are important with FIRS. :-) 20:02:53 <Eearslya> ..Ah. I see your point. I was working under the assumption the window top would be in the middle of the screen, I didn't think that people might have an even -lower- resolution than 800x600.. XD 20:04:12 <Alberth> suggesting to make a GS is dangerous with andy, you know, zuu? 20:04:48 *** sim-al2 [~sim-al2@dns25-175.cbu.edu] has quit [Ping timeout: 480 seconds] 20:04:52 <andythenorth> Zuu: Iâve pushed a docs change 20:04:53 <Alberth> Eearslya: mobile things and all that :) 20:05:11 <Eddi|zuHause> gui zoom? 20:05:23 <Alberth> that too 20:05:27 <Eearslya> So in that case, the only universal fix would be to add a srollbar. Fun. 20:05:54 <Zuu> Or reduce the maximum number of companies ;-) 20:06:23 <Zuu> But with a large enough font size, it will still not work even with one company. :-) 20:06:59 <Eddi|zuHause> still missing this x1.5 gui zoom... 20:07:04 <andythenorth> :P 20:07:08 <andythenorth> that would be optimal 20:07:26 <andythenorth> but 2x is better than 1x :P 20:08:06 <Eddi|zuHause> also, a font picker window 20:08:31 <andythenorth> Alberth: the monitoring of new possible goals is not foolproof :) 20:09:22 <Eddi|zuHause> andythenorth: whenever you make something foolproof, someone invents a bigger fool 20:10:50 <andythenorth> Zuu: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html#cargos 20:11:03 <andythenorth> mind that I donât pay any attention to town effect, so they might be nonsense 20:11:07 <andythenorth> someone should sort that out 20:11:15 <andythenorth> also the cargo graph colours are all nonsense :P 20:11:28 * andythenorth just noticed 20:11:55 <Zuu> People get confused about your Goods not having town effect goods. 20:12:05 <Zuu> Instead it is petrol that has this effect. 20:12:34 <andythenorth> for reasons I no longer recall :P 20:12:51 <andythenorth> ha ha 20:12:52 *** kirtan [~kirtan@103.240.170.69] has quit [Ping timeout: 480 seconds] 20:12:56 <andythenorth> town effect should be refactored 20:13:09 <andythenorth> $everyone thinks goods and town cargos should grow towns 20:13:18 <andythenorth> what does grow towns? I never understand 20:13:28 <Zuu> Depends on the GS ;-) 20:13:28 <Alberth> buses? :) 20:13:49 <andythenorth> I think buses do it 20:13:57 <andythenorth> maybe Busy Buses GS? 20:14:24 <Zuu> But GS can tell OpenTTD that min Y cargo units during a month should be delviered in total from cargoes having town effect Z in order for the town to grow. 20:14:38 <andythenorth> indeed 20:14:46 <andythenorth> but not unless the GS I am using supports that :) 20:15:24 <Zuu> :-) 20:18:08 <frosch123> the goods town effect is a myth 20:22:20 *** DDR [~David@S0106602ad0773a2e.vc.shawcable.net] has joined #openttd 20:23:28 <Eddi|zuHause> some urban myths never die 20:25:17 <Eddi|zuHause> <andythenorth> for reasons I no longer recall :P <-- iirc you needed something that has TE_WATER 20:25:38 <Eddi|zuHause> and then everything went crazy 20:26:08 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 20:28:23 *** pugi [~pugi@dyndsl-091-096-062-191.ewe-ip-backbone.de] has joined #openttd 20:29:17 <Zuu> andythenorth: I may come with bad news to you, but busy bee do use town effects in Cargo::GetWeight (in main.nut). 20:30:02 <frosch123> a ton of water is heavier than a ton of goods? 20:30:50 <Zuu> Weight here affects the likelihood for the cargo to get picked as a goal cargo. 20:31:51 <andythenorth> the weights are a mess :P 20:33:54 <Alberth> they are all 1 by default :) 20:34:21 <Alberth> also, blame houses not to have proper input and output cargoes :p 20:34:21 *** oooze81 [~3oooze81@203-173-156-184.dsl.dyn.ihug.co.nz] has joined #openttd 20:35:36 <andythenorth> we could fix that? o_O 20:36:12 <andythenorth> I have one town with only two pickup stations, which is growing insanely :P 20:36:24 * andythenorth still doesnât understand the growth mechanic :D 20:37:54 <Zuu> growth increase by number of (serviced) stations you have in the town up to 5. But IIRC having only one is worse than zero. 20:38:57 <Zuu> https://paste.openttdcoop.org/pfgaunv0v from FS#6378 20:40:31 <_dp_> hi, one is better than 0, with 0 it doesn't grow usually :P 20:41:10 <Zuu> You see the numbers on line 13-14. Those give the number of 70 tick intervals between town growth. 20:41:20 <Zuu> First value is 0 stations, second 1 etc. 20:41:34 <Zuu> Hi _dp_ you have a highlight on your FS#? :-) 20:42:28 <_dp_> and that is only growth rate part, there are also funding and required cargos(water, food) involved. 20:42:29 <Zuu> I still attempt to get it in, but haven't got around yet to find time to split it into parts. 20:42:46 <_dp_> what kind of highlight do you expect?) 20:43:01 <Zuu> I mean like this _dp_ 20:43:13 <Zuu> Eg. that the client flashes or so when your name is mentioned. 20:43:32 <Zuu> Most IRC clients can also have a list of words that it will highlight on. 20:44:01 <_dp_> ah, no, just happened to check chat at same time) 20:44:30 *** oooze81 [~3oooze81@203-173-156-184.dsl.dyn.ihug.co.nz] has quit [Quit: Leaving] 20:44:55 <frosch123> like earthquake 21:03:42 *** sla_ro|master [slamaster@82.210.156.68] has quit [] 21:10:32 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 21:17:39 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 21:22:12 *** sim-al2 [~sim-al2@dns25-175.cbu.edu] has joined #openttd 21:29:58 *** liq3 [liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has joined #openttd 21:48:51 *** rahtgaz [~rahtgaz@00021442.user.oftc.net] has joined #openttd 21:55:50 *** frosch123 [~frosch@x4d011235.dyn.telefonica.de] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:00:12 *** sim-al2 [~sim-al2@dns25-175.cbu.edu] has quit [Ping timeout: 480 seconds] 22:03:55 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 22:19:55 *** Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has quit [Quit: Leaving] 22:20:44 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has quit [Quit: Want to be different? Try HydraIRC -> http://www.hydrairc.com <-] 22:26:48 *** Progman [~progman@p57A195FB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:31:49 *** oooze81 [~3oooze81@118-93-104-119.dsl.dyn.ihug.co.nz] has joined #openttd 22:36:41 *** DDR [~David@S0106602ad0773a2e.vc.shawcable.net] has quit [Remote host closed the connection] 22:37:54 *** DDR [~David@S0106602ad0773a2e.vc.shawcable.net] has joined #openttd 22:44:38 *** gelignite [~gelignite@x4db693d3.dyn.telefonica.de] has quit [Quit: http://bit.ly/1kso8Ta] 23:10:51 *** liq3 [liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has quit [] 23:12:22 *** liq3 [~liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has joined #openttd 23:13:45 *** sim-al2 [~sim-al2@108-221-158-76.lightspeed.mmphtn.sbcglobal.net] has joined #openttd 23:17:51 *** HerzogDeXtEr [~farci@i59F6CF64.versanet.de] has quit [Read error: Connection reset by peer] 23:33:05 <Wolf01> 'night 23:33:09 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:34:18 *** pugi [~pugi@dyndsl-091-096-062-191.ewe-ip-backbone.de] has quit [] 23:42:01 *** drac_boy [~oftc-webi@72.1.195.4] has joined #openttd 23:42:03 <drac_boy> hi 23:44:02 *** Tirili [~chatzilla@2a02:8109:680:910:260:6eff:fe42:7728] has joined #openttd 23:46:03 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 23:56:38 *** sim-al2 [~sim-al2@108-221-158-76.lightspeed.mmphtn.sbcglobal.net] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Po-ta-to, boil em, mash em, stick em in a stew.]