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#openttd IRC Logs for 2019-02-02

---Logopened Sat Feb 02 00:00:47 2019
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02:30<@peter1138>Egg on toast.
02:31<@peter1138>I'm outta duck eggs now.
02:34<andythenorth>love a duck
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02:57<Eddi|zuHause><andythenorth> love a duck <- that sounds illegal
02:58<andythenorth>eh no PR_RUNNING_WAGON
02:58<@peter1138>No what?
02:58<andythenorth>wagon running cost base factor
02:58<@peter1138>Oh, wagon running costs.
02:58<andythenorth>there is PR_BUILD_VEHICLE_WAGON
02:59<@peter1138>Are there even wagon running costs?
02:59<Eddi|zuHause>i'm pretty sure that exists
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03:00<Eddi|zuHause>after playing TF for a bit, they have a weird balancing where wagons are insanely expensive
03:01<Wolf01>A wagon could cost a lot more than an engine
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03:02<andythenorth>hello bob
03:02<nielsm>I think TF pricing is based on something like power*max_speed + capacity*max_speed
03:03<Wolf01>Another thing which baffles me is a 4 seat "bus" which can carry 16 passengers
03:03<andythenorth>that sounds like all of my yesterday :P
03:03<nielsm>and it's all algorithmmic, if you check its data files every cost is specified as -1
03:03<andythenorth>horse is now algorithmic
03:04<andythenorth>the algorithm is pure evil and will explode every time I add a new vehicle type
03:04<Wolf01>You should use colours in the algorithm too :P
03:04<andythenorth>I've tuned it to give the results I want for this specific set of vehicles :P
03:05<Wolf01>Multiply each spec by the colour component, speed*red, running cost*(1/green)
03:05<@peter1138>Squashing rgb makes it easier to rebase, but then it's squashed.
03:07<@peter1138>Also the way I pass colour index + rgb around is annoying :/
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03:13<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #5006: Railtypes: 'hide railtype' flag
03:14<@planetmaker>,pom ,pom
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03:15<@peter1138>Hmm, maybe I should prepare for MTB riding.
03:21<andythenorth>I should delete all this faffy cost code
03:25<Pikka>so faff
03:26<Pikka>maybe I should go prepare dindins
03:31*andythenorth eats brekkies
03:37<andythenorth>so this mouse stuff
03:39<@peter1138>I'm going out.
03:41<@peter1138>MTB FTW
03:42<andythenorth>so I need to enable scroll eh
03:42<andythenorth>I never use that because it's weird and broken
03:45<andythenorth>found a mouse
03:46<andythenorth>now I need USB-A->USB-C adapter
03:47<andythenorth>what's the expected behaviour of a mouse scroll wheel?
03:48<andythenorth>specific to map scroll
03:50<LordAro>lol who knows
03:50<andythenorth>well the setting says 'Function of scrollwheel: Scroll map'
03:50<andythenorth>but it zooms
03:51<andythenorth>this is consistent with Apple maps apparently (I checked)
03:51<andythenorth>but it makes no sense as a user
03:51<Eddi|zuHause>quite possibly the whole feature is broken
03:51<andythenorth>every time I test it I think that :P
03:52<andythenorth>oof moving onn
03:53<andythenorth>well github have hidden the 'add your review' link
03:53<andythenorth>so I can't review it
03:54<Eddi|zuHause>i found one at the top of the page when i didn't look for it and just went "so what does this button do?"
03:54<andythenorth>it's usually near 'Review Required'
03:55<andythenorth>can someone find it and give me the url?
03:55<andythenorth>I reverse engineered it from another ticket :P
03:57<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth requested changes for pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
04:00<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7148: Switch saveload versions from literal numbers to enum values.
04:01<andythenorth>I rewrote my comment on 7109 a bit
04:09<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
04:10<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
04:29<andythenorth>could we add RUNNING_COST_WAGON?
04:29<andythenorth>it's not necessary, but it's simpler
04:29<andythenorth>currently I am abusing RUNNING_COST_ROADVEH for wagons
04:29<andythenorth>this will confuse base cost mod newgrfs
04:30<andythenorth>alternatively I nerf down RUNNING_COST_STEAM, so it can be used for wagons, but that is also confusing
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04:34<DorpsGek_II>[OpenTTD/OpenTTD] flitzpiepe closed pull request #7145: TBTR 2.0 (Template-based Train replacement)
04:34<DorpsGek_II>[OpenTTD/OpenTTD] flitzpiepe updated pull request #7145: TBTR 2.0 (Template-based Train replacement)
04:40<DorpsGek_II>[OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
04:46<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
05:08<DorpsGek_II>[OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
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05:19<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
05:21<nielsm>y'know what I want? an "intro" loading/splash screen before the main menu, with a nice big logo
05:22<andythenorth>could we also have a title game that doesn't muller my CPU and battery? o_O
05:25<@planetmaker>hm... splash ... wasn't there once one?
05:26<@planetmaker>or was it an osx-only thing?
05:26<andythenorth>I do get a nice big logo :D
05:26*andythenorth wonders if nielsm is sarcasm :)
05:30<Pikka> or even three big logos
05:31<andythenorth>meh, if I nerf down steam run cost to suit wagons, it's too low for engines
05:31<andythenorth>even using CB
05:32<andythenorth>so either I use RV run cost and break base cost mod grfs
05:32<andythenorth>or small wagons have wrong costs
05:32<TrueBrain>meh; you remove 1 mirror from rotation, and the load on the others double :P
05:33<Pikka>andy: why would you use the different cost bases for different traction types?
05:34<Pikka>just use one for locos and one for wagons. using different, almost identical bases for steam, diesel and electric like the original is pointless
05:34<andythenorth>because base cost mod grfs
05:34<andythenorth>that is literally the only reason
05:35<andythenorth>sometimes newgrf is impossible to make nice things :P
05:35<Pikka>why would anyone want different traction types to have orders of magnitude different costs though?
05:35<andythenorth>shrug emoji
05:35<andythenorth>file under "don't care"?
05:35<andythenorth>I'm already adjusting costs myself anyway
05:36<andythenorth>for electric etc
05:37<Pikka>it makes more sense imo to use, eg, "steam running cost" for all locos, and "diesel running cost" for all wagons. I think that's what I do. Then at least they're all in the train costs. and you can set the base multipliers different to give yourself more granularity for the wagons
05:37<andythenorth>I just copy-paste that :)
05:37<andythenorth>obviously I am never going to use a base cost mod grf with Horse :P
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05:38<Pikka>tru tru
05:38<andythenorth>ever had a bug report about it? o_O
05:39<Pikka>but it feels less likely to give grf-mashers unexpexted results than using the road vehicle cost
05:39<andythenorth>isn't it
05:39<andythenorth>and I have wagons that cost £300 and engines that cost £100000 to run
05:39<andythenorth>so the range :P
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05:43<Pikka>I have my base multiplier at 11 for loco running costs, and 5 for wagon running costs.
05:45<nielsm>bah, VS profiler is dumb, for some reason it can't seem to find the PDB file so I don't get any browse information in the profiling output? just raw addresses
05:53<andythenorth>Pikka: yeah those number sound similar to mine
05:53<andythenorth>different calculation, same result
05:54<andythenorth>yeah Horse run costs very similar to NARS 2
06:04<nielsm>okay well, I did get confirmed that when ottd is taking 10+ seconds before drawing anything at all, when running a debug build, most of that time is spent md5summing music files
06:17<andythenorth>read the colour of the lead engine, and remap CC for coaches accordingly
06:17<andythenorth>or rely on player setting coach colour to match? :P
06:22<Pikka>if you livery override the coaches, doesn't it autoset the colour too?
06:23<andythenorth>no idea :)
06:23<andythenorth>livery override eh?
06:24<andythenorth>never tried it :)
06:24<TrueBrain>so ... who pissed off SilverSurfer? :P
06:24<andythenorth>TrueBrain: you gravedigging old forums?
06:26<Pikka>andy: it does
06:26<andythenorth>oh dear :)
06:26<andythenorth>how do I livery override?
06:26<andythenorth>I was kind of advised not to :P
06:27<Pikka>I don't know how in nml
06:27<andythenorth>it's an action 0 prop? Or action 3 result?
06:27<andythenorth>or cb?
06:27<Pikka>it's a special type of action 3
06:28<andythenorth>I don't know anything about nml either, I just think in actions
06:32<Pikka> apparently
06:34<andythenorth>maybe I can just return same graphics, but it will pick up the cc
06:35<Pikka>yep... the simplest way to use it is to put the MU after the passenger cars, then just hook back into the normal action 2 chain with the override. then the only effect is that it will match colours
06:38*andythenorth will try it after cost nonsense :)
06:38<andythenorth>maybe I should use "wagons add power" instead of CB 36 :P
06:38<andythenorth>but eh
06:38<Pikka>you definitely should not do that
06:43<andythenorth>oh wait
06:43<andythenorth>livery override is on the engine? :o
06:44<andythenorth>but I have to chain to the wagon action 3?
06:44<andythenorth>action 2 /s
06:44<Pikka>you don't have to, you could have a completely separate action 2 chain
06:44<Pikka>but yes, that's the easiest way
06:45<Pikka>the override is effectively an alternative action 3 for the wagon, only when it's behind that loco
06:45<andythenorth>fantastically odd :)
06:45<andythenorth>pointers :P
06:46<andythenorth>ouch, it requires a different order for the vehicle declarations
06:47<andythenorth>the coach has to come before the engine in the nml file
06:47<Pikka>wot larks huh
06:48<andythenorth>such and very
06:48<andythenorth>I love these type specific livery settings
06:48<andythenorth>I could just declare these to be EMUs :P
06:56<andythenorth>train_flag_mu doesn't work here, nvm
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08:15<@peter1138>I am back.
08:15<@peter1138>Aww, nobody merged anything.
08:16<@peter1138>Oh, that TBTR guy was using master to develop in o_O
08:18<@peter1138>andythenorth, don't override colours based on the head.
08:18<@peter1138>andythenorth, either set the MU flag and it should work, or just tell the player to put it in a group livery :p
08:18<@peter1138>setting colour remap yourself is a bad feature :/
08:19<@peter1138>(and will upset my rgb colours patch)
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08:26<andythenorth>MU flag doesn't work
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08:26<andythenorth>for $reasons
08:28<andythenorth>I am going to add livery_override crap for this case
08:30<Pikka>is it a bug that the MU flag doesn't give wagons the same livery colour? Is that what it's supposed to do?
08:31<Pikka>I know that it was originally added for TTDP, which had MUs as a type you could livery seperately from non-MU locos
08:32<andythenorth>I am doing evil with these wagons, so it might be me
08:32<Pikka>eh, my impression has always been that that flag did nothing in OpenTTD
08:32<andythenorth>peter fixed it
08:33<@peter1138>It worked for NewGRF engines.
08:34<andythenorth>dunno what the game thinks these vehicles are
08:34<@peter1138>let me see.
08:34<andythenorth>ENGINE_CLASS_ELECTRIC, power 0 in buy menu, changes power if attached to right engine
08:35<@peter1138>The fact it shows as electric in your screenshot means the MU flag isn't set
08:36<andythenorth>nah that's prior to applying flag
08:36<andythenorth>2 mins :P
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08:36<Pikka>I missed that peter had added MUs to the livery scheme :)
08:36<@peter1138>I hadn't. They were always there.
08:37<@peter1138>However, you are right, it doesn't work properly.
08:37<Pikka>do they only show up if there's a vehicle with the flag set?
08:37<LordAro>peter1138: how was cycling?
08:38<@peter1138>Pikka, that was the plan, it was kinda broken though.
08:38<Pikka> is what I see, in recent trunk
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08:39<@peter1138>What's trunk? :p
08:39<Pikka>recent nightly :)
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08:40<@peter1138>If you haven't set the MU flag, then it won't show up.
08:40<Samu>oh you talking about wagon running costs?
08:40<@peter1138>It's separate from the multi-head flag, btw
08:40<Samu>well, "I had a patch that..."
08:40<Samu>let me find it
08:41<Pikka>guess I'll set some MU flags then!
08:49<@peter1138>andythenorth, hm, so has it never worked? o_O
08:50<@peter1138>Yeah, no.
08:51<@peter1138>Shall I find an old ttdpatch to see what that does? :p
08:52<Pikka>MU flag for livery selection, and livery override for matching cars, sounds like how it should be
08:53<Pikka>it is *possible* that someone might want a loco that's recoloured with the MUs, but doesn't get matching coaches, and the current spec gives that flexibility
08:56<@peter1138>Maybe we should just drop them and let everyone use group liveries.
08:56<andythenorth>I am +0.5 to that
08:56<andythenorth>I like being able to colour engines + wagons differently
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08:56<@peter1138>I did consider having the original set of livery schemes... per group :p
08:57<andythenorth>engine / wagon would be enough :P
08:57<andythenorth>even 4 options is...a lot to look at
08:57<andythenorth>be quite cool though
08:57<andythenorth>also yeah, mu flag definitely works for engines, but not for wagons
08:58<Pikka>do you get an "SMU" option if you set the MU flag on a steam engine?
08:58<@peter1138>No :(
08:58<@peter1138>Maybe you should.
08:58<@peter1138>Also monorail/maglev
08:58<andythenorth>engines and wagons then? :P
08:59<andythenorth>I dunno, it's nice to have colours in buy menu for electric vs diesel etc
08:59*andythenorth invents a CC offset property for vehicles
08:59<andythenorth>it shifts by n from CC
08:59<@peter1138>Ballsacks, found a bug :/
09:02*andythenorth watches long ad
09:04<@peter1138>Yeah, twitch is shit :(
09:04<@peter1138>So yeah that's with the MU flag applying to wagons
09:05<@peter1138>blue dmu and yellow emu is how it is mean to be, I'm sure.
09:05<@peter1138>I'm just wonder if there is a reason we shouldn't just add SMU. Maybe the others.
09:05<@peter1138>What was the other issue?
09:06<@peter1138>Oh, cabeese.
09:06<@peter1138>Cabeese should be freight, right?
09:06<@peter1138>What about brake vans on a passenger train?
09:08<@peter1138>Ah, it's only messed up if you change the gui size while it's open. How... urgh.
09:09<@peter1138>Hmm, you used to be able to place wagons after the last multihead part, heh.
09:09<Pikka>three options for cabeese currently in the hands of set coders: they can have 0 pax cargo and get coach livery, they can have 0 freight cargo and get wagon livery, or they can have an override and get the same livery as the loco
09:10<Pikka>not sure they need any consideration in the spec, especially since they serve no gameplay purpose outside whatever BF newgrf authors dream up
09:10<@peter1138>0 freight cargo gives them wagon? I heard that didn't work.
09:12<Pikka>give me a sec and I'll check
09:12<@peter1138>If it does, then yeah that's fine.
09:13<Pikka>you're right, it doesn't seem to work
09:13<Pikka>but if it did, I think that's all they need
09:15<@peter1138>Hmm, I wonder why.
09:21<andythenorth>Pikka: you tested with nfo?
09:21<@peter1138>WHAT'S IT CALLED
09:21<andythenorth>I assumed it was because nml is using cb, not prop, but I didn't investigate further
09:24<Pikka>for the brakevan colour, andy? I just changed the cargo from pax to coal in the nfo props, yes
09:25<andythenorth>didn't work?
09:25<Pikka>did not
09:25<andythenorth>not just me then
09:27<Pikka>do we need a test grf?
09:27<Pikka>1 sec
09:28<andythenorth>we need reference.grf :P
09:28<andythenorth>with all the test cases for all the things
09:29<@peter1138>Too many test cases.
09:29<andythenorth>where are all those nml coders when we need them? :P
09:33<Pikka>oh ffs
09:33<Pikka>I made a test grf
09:33<Pikka>and it works!
09:34<Pikka>it's the refittability... I added goods to the "always refit" mask and it works
09:34<Pikka>without it, it reverts to the passenger livery, even if the default cargo is set to goods
09:34<@peter1138>Refit shouldn't be related :/
09:35<@peter1138>cargo_type = e->GetDefaultCargoType();
09:36<@peter1138>And that simply returns the cargo type.
09:37<Pikka>I'll add a "broken" one, send you the nfo and the grf
09:39<Pikka>you're right, the broken one isn't broken... so why did my first test fail
09:39<Eddi|zuHause>reverse heisenbug
09:40<Eddi|zuHause>a bug that only appears if you're looking for it
09:42<Pikka>hmmm... and now my first test seems to be working too. maybe it worked and I didn't reload the newgrf properly :S
09:42<Pikka>maybe cabeese are fine :D
09:44<Samu>looking at the bankrupt code
09:45<@peter1138>So why doesn't it work for andy?
09:45<Samu>if i bankrupt in single player and start_spectator is on
09:45<@peter1138>And should we add SMU? I don't think it breaks anything at all.
09:45<Samu>move to spectator?
09:45<@peter1138>Oh, yes it does.
09:45<@peter1138>I needs a savegame bump, stupid me.
09:45<@peter1138>Let's not do that then.
09:46<@peter1138>Samu, you can't bankrupt in single player, afaik.
09:46<Samu>you could now with this spectator stuff
09:46<Pikka>I don't know. I'll send you both the test grf
09:47<Samu>but currently you can't
09:47<andythenorth>send it to me!
09:47<andythenorth>I will test it!
09:47<andythenorth>then I will fix horse :P
09:47<andythenorth>then I will make depot flip alternate between pax and freight livery
09:47<Pikka>is send
09:48<@peter1138>Okay, so ther is another complaint, that mail is "not freight"
09:48<@peter1138>That's only from Eddi|zuHause though, heh
09:48<Eddi|zuHause>is it?
09:49<@peter1138>Oh, was it someone else?
09:49*peter1138 is forgetful.
09:49<andythenorth>is worky
09:49<Pikka>prop 15 cargo type is the only difference between the two brakevans
09:49<Pikka>so it seems it works
09:49<andythenorth>now I have to figure out the why
09:50<andythenorth>or I just leave them as pax? :P
09:50<andythenorth>livery_override? o_O
09:50<andythenorth>match them to engine?
09:51<Eddi|zuHause>i don't think i've even used livery colours for trains in the last 10 years
09:51<@peter1138>Sorry, was someone else.
09:52<Pikka>usually you want mail vans matching your passenger trains
09:52<@peter1138>Yeah, fine.
09:52<Eddi|zuHause>but mail trucks should match freight?
09:53<Eddi|zuHause>or separate mail
09:53<Eddi|zuHause>or make mail depend on whether there's a passenger wagon?
09:53<@peter1138>I wondered about that, but... didn't.
09:53<Pikka>the one corner-argument for doing something here is that sometimes, they're refit-in-stationable to other cargos, and can change liveries if they change cargo. but it's too much faff to make everyone happy.
09:54<@peter1138>Oh god don't being up autorefit :/
09:54<@peter1138>Maybe they paint them at the station too :D
09:54<@peter1138>Might explain why they're always clean.
09:55<Pikka>refit-in-station-which-I-thought-we-didn't-call-autorefit-any-more is the worst feature ever featured ;)
09:55<Eddi|zuHause>or it's like those animals that change colour depending on what they eat
09:55<andythenorth>you don't even want to ask
09:55<andythenorth>about what Horse does with mail van liveries
09:55<andythenorth>also station refit ftw, it's great
09:55<Pikka>what does horse does with mail van liveries, andy?
09:56<andythenorth>if the consist is mostly pax, it shows livery 1 or 2, depending on engine
09:56<andythenorth>player can swap 1 & 2 by depot flip
09:56<andythenorth>if the consist is mostly mail or freight, it shows livery 3 or 4, depending on engine
09:56<andythenorth>again player can swap by flip
09:56<andythenorth>if it's mail, it will also vary sprites, adding in post office cars with windows and stuff
09:57<Eddi|zuHause>andythenorth: nobody besides you will ever use the flip mechanic
09:57<andythenorth>that's fine
09:57<Pikka>scuddles probably would
09:57<andythenorth>I am at least 50% of the target audience
09:58<andythenorth>never make something 'just for the players'
09:58<andythenorth>you'd go mad
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09:58<andythenorth>is scuddles real?
09:58<andythenorth>or is it like fight club, alternative pikka?
09:58<Pikka>in UKRS3, I have a "mail carriage" for passenger-like trains and a "utility van" for grungier mail
09:59<andythenorth>I copied that
09:59<Pikka>I don't know, I haven't talked to him for a while either way
09:59<andythenorth>I have more mail vans than anything else :P
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10:00<andythenorth>32 mail vans :P
10:00<Pikka>I think that's more than I have total wagons :)
10:00<Samu>bankrupt asserts
10:01<Samu>hmm, must fix
10:01<andythenorth>so what am I doing with brake van livery? o_O
10:01*andythenorth forgets
10:01<Samu>it's trying to move me from the bankrupting company to another company, but there is no other, there's the spectator slot, though
10:02<Eddi|zuHause>if you were in a fight club situation, would you even notice?
10:02<Samu>that's where I am supposed to be moved to
10:02<andythenorth>and am I using livery_override for EMUs? Or is it being fixed? :)
10:02<Pikka>use the MU flag to get separate MU livery, and livery_override to get matching coaches?
10:03<Pikka>and brake vans.. I dunno. if you have multiple brake vans, you could do different things with them ;)
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10:03<andythenorth>I am hoping peter1138 fixes MU flag for coaches :P
10:05<Eddi|zuHause>so why is youtube suggesting darude-sandstorm to me?
10:05<Pikka>because it knows you so well?
10:06<Pikka>uhoh... I've run into a classic ambiguity. Is the HST a DMU?
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10:07<andythenorth>Eddi|zuHause: watch the floppotron version
10:07<andythenorth>it's great
10:08<Eddi|zuHause>so apparently Darude got nominated for finnish representation at next ESC. if i'm reading these comments right
10:08<Eddi|zuHause>andythenorth: pretty sure i did that
10:08<Samu>what is Backup<CompanyByte> cur_company2(_current_company, FILE_LINE); blabla; cur_company2.Restore();
10:08<Eddi|zuHause>andythenorth: can't remember
10:10<@peter1138>Yeah, I think I was always testing it with NewGRFs, hence why DMU/EMU didn't appear by default, and default DMU/EMU don't work.
10:11<@peter1138>It was really common for NewGRFs to use livery overrides back then.
10:11<SpComb^>why wouldn't youtube recommend Darude - Sandstorm? It's a perfect fit for all situations
10:12<@peter1138>It's shit.
10:13<Eddi|zuHause>SpComb^: in that case, why wouldn't it have suggested it before?
10:13<@peter1138>andythenorth, Pikka what's the concensus, passenger / frieght cabeese do work?
10:14<Pikka>certainly seem to
10:15<Samu>im failing to bankrupt this without asserting, t.t
10:15<Eddi|zuHause>must always think of "Kapuze" with that word
10:15<andythenorth>cabeese work
10:15<andythenorth>my Horse is fail
10:16<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7160: Fix a couple of livery related issues.
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10:19<@peter1138>I've forgotten what I wanted to work on :(
10:20<Samu>i think there's a bug with network messages
10:20<Samu>they don't disappear
10:21<TrueBrain>@calc 272000 / 20
10:21<@DorpsGek>TrueBrain: 13600
10:21<andythenorth>peter1138: buy menu groups
10:21<TrueBrain>@calc 272000 / 20 / 3600
10:21<@DorpsGek>TrueBrain: 3.77777777778
10:21<Samu>*** Xarick has joined company #1
10:21<Samu>doesn't disappear for a month already
10:21<@peter1138>Samu, hmm
10:21<@peter1138>window tick refactor, eh?
10:22<TrueBrain>@calc 400 / 4 / 60 / 60
10:22<@DorpsGek>TrueBrain: 0.0277777777778
10:22<TrueBrain>@calc 400 / 4 / 60 / 60 * 1000
10:22<@DorpsGek>TrueBrain: 27.7777777778
10:22<TrueBrain>sorry :P Could hav ePMd him
10:22<Samu>yes, i think so
10:22<Samu>it's been 2 months, it's still displaying it
10:23<andythenorth>boom boom, EMU livery works peter1138
10:23<andythenorth>dunno what I'll do about buy menu
10:24<@peter1138>Do you need to do anything?
10:25<andythenorth>"Brennder - Middle" has MU flag set, but is a wagon
10:26<@peter1138>MU flag doesn't apply to wagons, no.
10:26<andythenorth>this might be a "won't fix"
10:26<Pikka>does it give the MU livery to any wagons between the heads?
10:27<Pikka>the wagon isn't MU coloured in the buy menu I notice
10:27<@peter1138>only passenger wagons.
10:27<@peter1138>In the buy menu there is no parent engine
10:27<@peter1138>So it won't.
10:27<Pikka>right. so having the MU flag set on the wagon is irrelevent, it's being coloured because it's a passenger wagon in an MU consist
10:27<@peter1138>And wagons don't have an engine class, afaik.
10:28<@peter1138>Maybe I actually should dig out ttdpatch :/
10:28<@peter1138>@seen lakie
10:28<@DorpsGek>peter1138: lakie was last seen in #openttd 5 years, 18 weeks, 4 days, 23 hours, 50 minutes, and 11 seconds ago: <Lakie> Hehe
10:29<@planetmaker>maybe we should just do a sensible thing [TM] :P
10:29<@peter1138>Drop it?
10:29<Samu>network messages do not disappear, do i need to create issue?
10:29<@peter1138>Samu, I'm looking into it.
10:30<@peter1138>But you can.
10:30<Samu>oh :(
10:30<Samu>ok, if I have to
10:31<@peter1138>Don't have to. I might forget though.
10:32<andythenorth>I think the answer for Horse is 'keep EMU and coach livery same'
10:32<@peter1138>Urgh, ottd go stuck.
10:32<andythenorth>this is too edge-case to fix
10:32<andythenorth>enough string already here
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10:32<nielsm>should train vehicles have a CB the game can ask for its "livery class"?
10:33<andythenorth>I considered it
10:33<nielsm>thought so
10:33<andythenorth>seems like a step too far
10:34<andythenorth>what about steam ships vs. diesel eh? :P
10:34<andythenorth>livery madness
10:34<andythenorth>I was going to suggest small and large aeroplanes, as a troll idea
10:34<andythenorth>but that exists :P
10:35<Samu>that's funny, screenshot doesn't capture the network message
10:36<Samu>but i see it
10:36<Pikka>larger aeroplanes, can only use the intergalactic-size airports :D
10:36<@peter1138>#ifdef ENABLE_NETWORKING
10:36<@peter1138>#ifdef ENABLE_NETWORK
10:36<@peter1138>should be that...
10:37<@peter1138>Can we please drop this silly "without network" bollocks?
10:37<nielsm>is there a separate livery option for passenger and non-passenger aircraft?
10:37<LordAro>peter1138: but Win9x!
10:37<nielsm>more like dos?
10:37<@peter1138>Win9x has networking?
10:38<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7161: Network messages do not disappear after a while
10:39<Pikka>there is not a separate livery option for non-passenger aircraft
10:39<Pikka>but group liveries will fix all :D
10:39<@peter1138>They do.
10:40<@peter1138>Well, unless everyone finds the bugs in that.
10:40<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
10:41<nielsm>yeah 9x has winsock IP networking, and it's also available for windows 3.1x
10:41<nielsm>you can even get IP networking drivers for DOS, just not much that supports it
10:41<andythenorth>group buy menu liveries :P
10:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
10:42<@planetmaker>do we have the network version stuff already approved?
10:42<nielsm>I think everything that needs to be done with that is done now
10:42<nielsm>so ready for review/approve
10:43<Eddi|zuHause>probably should review all the situations of "#ifdef ENABLE_NETWORK" and see if they can be abstracted somehow, so it all ends up in some network.h
10:45<nielsm>something like stubbing out socket functions so they pretend there is networking except it can't connect anywhere?
10:47<@peter1138>nielsm, yeah, that'd be better.
10:47<@peter1138>It's pretty ridiculous how widespread this is :/
10:51<Samu>what's the difference between _current_company and _local_company and what is Backup doing?
10:52<Samu>until i understand what's this, i'm getting asserts
10:52<Samu>bankrupt code is full of these
10:52<Samu>void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
10:52<@peter1138>_local_company is the company the local player is.
10:53<@peter1138>_current_company is the company a command is executing as.
10:53<@peter1138>Oh, it failed.
10:54<@peter1138>Oh, grr, it needs another Fix :(
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11:03<TrueBrain>would anyone mind if I switch the non-OpenTTD repositories to semantic commit messages? ( ) LordAro, andythenorth, others?
11:04<@planetmaker>why not one style which worked for... decades?
11:05<frosch123>TrueBrain: i see no benefit. keep a single style
11:06<TrueBrain>no benefit? Awh :( Well, I can point you out to a few :D
11:06<TrueBrain>Sementic Releases are used by many projects, and solve a tons of annoying issues
11:06<TrueBrain>like bumping the versions
11:06<frosch123>openttd just switched to the style all the tools use
11:06<TrueBrain>creating the changelogs
11:06<TrueBrain>especially, it automates releases
11:06<TrueBrain>so you don't have to do that yourself, which is kinda annoying as ...
11:07<TrueBrain>additionally, tons of bots out there help you on GitHub with this, if you follow the simple rules put out there
11:07<TrueBrain>so it would really help getting things like a new version of the website online
11:07<TrueBrain>otherwise we have to write our own tooling
11:07<TrueBrain>which is a bit ... counterproductive :)
11:08*andythenorth lost in semver github repos
11:08<Samu> _current_company
11:09<Samu>assert(IsLocalCompany()); and asserts :(
11:09<andythenorth>TrueBrain: I am +/-0 as long as the rules are clear
11:09<Samu>i fail
11:10<TrueBrain>main difference with the current style is 'Feature' -> 'feat', I guess
11:10<Samu>funny that it only asserts a whole lot after, in the next StateGameLoop
11:11<milek7>maybe bot rules could be changed?
11:11<milek7>'By default semantic-release uses Angular Commit Message Conventions. The commit message format can be changed with the preset or config options of the @semantic-release/commit-analyzer and @semantic-release/release-notes-generator plugins.'
11:11<TrueBrain>seems 'fix' and 'feat' are by spec
11:12<TrueBrain>and it uses () instead of [] for categories
11:12<@planetmaker>you need the logic for releases anyway. The only difference it will make is: the rules are our own. Or those someone else wrote at some point
11:13<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
11:13<andythenorth>'feat' is ugly, it smells of some javascript coders and their stupid variables like 'a' and 'b'
11:13<andythenorth>but give me rules to follow, I'll follow :P
11:13<andythenorth>but think of the bytes saved andythenorth!
11:14<andythenorth>no 'ure' characters
11:14<andythenorth>time saved typing!
11:14<TrueBrain>yeah .. I dont like 'feat' either .. but I am not fancying writing our own release tool too
11:14<andythenorth>but it's ugly, like everything to do with JS :P
11:14<TrueBrain>(again, for non-main-OpenTTD stuff)
11:14<frosch123>switching just creates lots of work: change commit checker, change changelog, break prs, inconsistent with all projects in our subuniverse, ...
11:14<TrueBrain>frosch123: I am explicitly excluding OpenTTD itself :) I mean things like 'website' etc
11:14<TrueBrain>which do not have a commit checker yet
11:14<@planetmaker>simple tool: check for "Release" at the start of the commit message. Done
11:15<TrueBrain>planetmaker: I expect that tool tomorrow then :)
11:16<@planetmaker>the commit message checker exists, does it?
11:16<TrueBrain>planetmaker: like I tried to explain, the semantic commit message leads to semantic releases, as in:
11:17<TrueBrain>it automates the release process of, for example, the website
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11:25<Samu>hmm... network is cheating somehow
11:25<Samu>i am already spectator before the bankrupt company is executed
11:25<TrueBrain>milek7: seems most bots don't fancy an alternative style :D That is sad
11:26<Samu>in single player, i am not executing the bankrupt command with a delay, i'm executing it "right now"
11:26<Samu>hmm, how to solve
11:26<TrueBrain>but okay, main difference is only 'feature' -> 'feat' and [] -> ()
11:26<TrueBrain>otherwise we already use semantic commit messages, it seems
11:27<@peter1138>TrueBrain, yeah, I think we all missed the non-OpenTTD part.
11:27<andythenorth>ship it, see what breaks
11:27<@peter1138>But otoh, why change what we have.
11:28<@peter1138>I prefer our "Fix" over "fix" anyway.
11:28<TrueBrain>Fix vs fix are both fine, it seems
11:28<@planetmaker>proper punctiation and capitalization
11:28<TrueBrain>and yeah, I can understand highlighting doesnt work on IRC :D
11:28<andythenorth>so what was I working on?
11:29<andythenorth>brake van liveries? :P
11:29*andythenorth made a lasagne
11:29<zuzak>good work
11:29<@peter1138>I'm gonna have turkey burgers tonight.
11:29<andythenorth>winning choices
11:29<TrueBrain>get me one too plz
11:29<@peter1138>There is one left over actually, it was a packet of ... 3.
11:29<TrueBrain>(either lasagne or burgers)
11:29<zuzak>why not a turkey burger lasagne
11:30<Samu>still confused
11:30<@peter1138>Wouldn't that just be a turkey mince lasagne?
11:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
11:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
11:30<andythenorth>can't remember when Horse is finished
11:30<TrueBrain>okay, now I just wanna try semantic-releases; see what it does for 'website' ...
11:30<andythenorth>just ship it
11:30<TrueBrain>nice thing about GitHub, it has all these apps that do things for you
11:30<andythenorth>there's always revert
11:30<TrueBrain>instead that you have to invent them yourself :)
11:30<TrueBrain>they make me happy
11:30<@peter1138>Try it, as it's not for OpenTTD itself I don't really mind :)
11:31<zuzak>idk peter1138 i was expecting turkey burger in place of the lasagne sheets maybe
11:31<andythenorth>we tried the facebook thing for a while
11:31<TrueBrain>peter1138: I figured most would think that way :P
11:31<andythenorth>'move fast and break stuff'
11:31<andythenorth>then 'move fast, with stable infra'
11:31<@peter1138>zuzak, that... wouldn't be lasagne.
11:31<@peter1138>Turkey pasta. Hmm.
11:31<zuzak>details, details
11:31<andythenorth>now we have our own: 'just at least move, and suck up the consequences'
11:31<TrueBrain>I say that often at work: "moving is better than standing still, so go for it"
11:32<@peter1138>At some point I need to be brave and defrost that meat at the bottom of the freezer.
11:32<@peter1138>It may be another life-form by now.
11:32<TrueBrain>just throw it away ffs
11:32<@peter1138>Haha probably yes.
11:32<@peter1138>Dogs'll eat it anyway.
11:34<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7151: Change: Allow AI companies to start immediately.
11:34<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7160: Fix a couple of livery related issues.
11:35<andythenorth>I could approve, but eh C++
11:35<@peter1138>Testing is helpful, thank you.
11:35<@peter1138>Especially OS X issues ;)
11:36<Samu>what a confusing mess
11:37<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7151: Change: Allow AI companies to start immediately.
11:37<Samu>yes, it's simulating to be in the old company only to re-put it as spectator
11:37<Samu>because... multiplayer has a delay for do command stuff, bah
11:38<andythenorth>3rd company colour? o_O
11:38<@peter1138>And, er, why?
11:38<Samu>in single player i don't need to simulate
11:38<andythenorth>hmm, maybe I can fake a 3rd company colour, with a 'dependent' remap
11:38<@peter1138>Also, that'll be 4096 recolourmaps.
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11:38<Samu>but i'm still not spectator yet
11:38<Samu>and i must be
11:38<andythenorth>I could use recolour sprites depending on CC set
11:38<@peter1138>Although actually we have the ability to just pre-calculate recolour maps as needed.
11:39<@peter1138>And doing that would, you know, allow us to have more than 16 colours.
11:39<@peter1138>Might just break a few NewGRF assumptions though.
11:39<@peter1138>I recommend not using custom recolour sprites.
11:39<@peter1138>Again... rgb ;)
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11:40<@peter1138>Interestingly if you defined a custom recolour map for a 32bpp sprite you could have way more than the 8 shades...
11:40<andythenorth>horse provides this livery
11:40<@peter1138>It would go horribly wrong for 8bpp though.
11:40<andythenorth>this one is requested :P
11:40<andythenorth>but the black is painted on, so eh
11:41<@peter1138>Just draw it as a variant.
11:41<andythenorth>vehicle groups? o_O
11:41<@peter1138>Variant is a better now.
11:41<@peter1138>Cos we already have groups.
11:41<andythenorth>variants is actually what I've called them in newgrfs :P
11:42<andythenorth>it's clear that it's variations on a single vehicle then
11:42<andythenorth>and not a group for 'buses'
11:42<@peter1138>It also emphasizes it'l... yeah
11:42<andythenorth>or 'BR trains 1990'
11:42<andythenorth>we don't need 'folders' for the buy menu :P
11:43<andythenorth>eh, we should allow buy menu separator grfs :P
11:45<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7160: Fix a couple of livery related issues.
11:45<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
11:48<andythenorth>oh buy costs
11:48<andythenorth>that was it :P
11:55<andythenorth>also nml 16 cargos? :P
11:57<@peter1138>NML what?
11:57<andythenorth>industries 16 cargo in/out
11:57<andythenorth>doesn't have nml support
11:57<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7160: Fix a couple of livery related issues.
11:57<@peter1138>Oh, that.
11:57<andythenorth>is problem
11:58<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
11:58<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7161: Network messages do not disappear after a while
11:59<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7161: Network messages do not disappear after a while
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12:03<andythenorth>there's a branch
12:05<@peter1138>Urgh, setting up servers is a pain :(
12:05<@peter1138>All that command line stuff!
12:05<andythenorth>puts me off 1 hour silly MP games
12:05<andythenorth>30 minutes of set up :P
12:06<andythenorth>rcon and all that jazz
12:06<@peter1138>We should have a GUI "rcon"
12:06<andythenorth>but with 15 not 14
12:06<@peter1138>Oh right.
12:07<andythenorth>seems I have a branch of nielsm's branch
12:07<@peter1138>Why am I listening to Les Mis?
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12:07<andythenorth>accidental random play?
12:08*andythenorth wonders what works and what doesn't
12:08<andythenorth>frosch123 planetmaker ^^ 16 cargo support, is that going in as one PR, n commits, or multiple PRs?
12:09<andythenorth>it doesn't make sense if it's too split up, but I can't keep track of what's done and what isn't
12:10<@peter1138>40% water, that's a bit better.
12:10<@peter1138>16 cargo in/out support is one new feature.
12:10<@planetmaker>16 cargoes does sound like one commit in nml. Should not be a huge change?
12:10<@peter1138>So 1 PR.
12:10<andythenorth>1 PR
12:10<@peter1138>Unless you need infrastructure changes first.
12:10<@peter1138>Hmm, I might play a game.
12:11<@peter1138>What's a good game
12:11<@peter1138>Netflix, ah...
12:11<andythenorth>ouch, I've got merge commits in my branch
12:11<Pikka>how painful
12:11<andythenorth>we going to just squash it all down?
12:12<andythenorth>Pikka: I just want to draw little pixel trains :P
12:12<andythenorth>there is all this other stuff to make it possible
12:14<@peter1138>Merge commits just to increase a limit to 16?
12:16<andythenorth>looks like I screwed up
12:16<andythenorth>merged upstream instead of rebase
12:16<andythenorth>can't see how to fix that in rebase -i
12:18<@peter1138>dbg: [net] Client: Performing emergency save (netsave.sav)
12:18<@peter1138>Is that normal on a disconnect?
12:18<+glx>drop merge commit, and edit following commits maybe
12:19<@peter1138>Weird, when I switch to Firefox, Netflix minimizes.
12:20<@peter1138>This putty window, and my VNC, are fine though.
12:20<+glx>peter1138: that's a feature I thing
12:20<Gabda>in scenario editor, when I delete a town, CmdDeleteTown gets called twice
12:20<Gabda>is it intended?
12:20<+glx>yes, test then exec Gabda
12:21<Gabda>what is the difference? because it goes through the whole function both times
12:21<+glx>so in case something fails you are not in half removed state
12:22<+glx>second time uses DC_EXEC flags
12:22<@peter1138>It's important for network clients as well, of course.
12:22<andythenorth>oh wow, fixing merge commits is like landing on the moon
12:22<+glx>magic ?
12:22<@peter1138>Client tests, so you get instant feedback, and then sends command to server, where it actually happens.
12:23<andythenorth>it's a flowchart and multiple worfklows
12:23*andythenorth might just abandon 16 cargos for now
12:23<+glx>ah, I would just drop the merge and edit others
12:23<@peter1138>Is it that complex? :s
12:23<andythenorth>merge commits don't show in rebase
12:23<andythenorth>it's a git feature
12:24<+glx>really ?
12:24<andythenorth>the workflow is to manually rebuild with cherrypick
12:24<@peter1138>Hmm, is cherry-pick useful?
12:24<@peter1138>Sorry I hadn't read your line.
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12:24<@peter1138>I meant is it useful for you to use now.
12:24<Gabda>oh, I can see now, there is a DoCommandP as well
12:25<Gabda>these one letter differences in the function names are hard to spot
12:25<Gabda>thanks glx :)
12:26<@peter1138>That isn't the difference between test and EXEC.
12:26<andythenorth>possibly I just make a new branch, cp out what I want and nuke the rest from orbit
12:27<+glx>DoCommand and DoCommandP both call the CmdXXX function twice
12:27<andythenorth>or I just diff against master, and commit the diff to a new branch
12:27*andythenorth doesn't enjoy being the nml maintainer :P
12:27<@peter1138>So basically, you already added lots of different stuff to your branch?
12:27<andythenorth>yes I did :P
12:28<@peter1138>If it's different, create separate branches for each feature, cherry-pick into them.
12:28<@peter1138>Then PR those.
12:28<+glx>hey one branch per feature is the way to go
12:28<andythenorth>nah it's all related to 16 industry cargos
12:28<andythenorth>it's just fricking big
12:28<@peter1138>How can it be so big?
12:28<@peter1138>It's just 2/3 -> 16
12:28<andythenorth>oops, have I turned into samu?
12:28<andythenorth>nope, it's a boatload of new properties
12:28<andythenorth>new cb format
12:29<+glx>but you can create a new branch and pick each commit of the old branche
12:29<Gabda>ok, now I can see the part with the EXEC flag as well
12:30<andythenorth>can I cherrypick out-of-order? o_O
12:30<andythenorth>I want to group related commits which are currently out of sequence, then squash them
12:30<@peter1138>Yup, that's doable.
12:30<andythenorth>this should be about 4 commits by the end
12:31<Gabda>town deletion can be called from two places, I tracked only the first one, and that was with DoCommand (without P), and I couldn't find the double calling there
12:31<andythenorth>currently there's too much 'fix' and 'doc' and 'wip'
12:31<@peter1138>I do those commits, but I never do merges with master.
12:31<@peter1138>You should've learned from NRT!
12:32<+glx>yeah only rebase with master :)
12:32<+glx>merge is for when you merge another branch in your branch
12:32<andythenorth>in OpenTTD land yes
12:33<andythenorth>I know :)
12:33<@peter1138>In other land, you also merge feature branches into master, when they are complete.
12:33<@peter1138>But you never merge master into feature branches!
12:33<@peter1138>Well, I never do.
12:33<@peter1138>It's a nightmare.
12:33<andythenorth>otherwise bit rot and surprise conflicts
12:33<+glx>but rebase is a problem if you share the branch
12:34<Samu>I still can't bankrupt to spectator :(
12:34<andythenorth>rebase is a problem if force push is banned :)
12:34<Samu>local company assert
12:34<andythenorth>anyway, nml mess needs un-messed
12:34<+glx>Samu: single player, you bankrupt, game over
12:34<+glx>that's all
12:34<Samu>you spectate now
12:35<andythenorth>there's bankrupty in single player now?
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12:35<Samu>there already was
12:35<+glx>there always was andythenorth
12:36<+glx>and in single player mode bankrupt should stay game over, not spectate
12:37<Samu>it doesn't game over, it keeps the company alive
12:37<Samu>i want to move to spectator now if the start_spectator setting is still on
12:40<Samu>hmm exactly the problem i'm facing
12:40<@peter1138>Yeah, SP doesn't ever finish. It's probably a bug but it's been like that for years.
12:40<+glx>I really think the setting should only have an effect on game start
12:40<Samu>that description is my problem
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12:41<+glx>if on, start as spectator, then join an existing human company (or create one if none), then the game works as before
12:43<+glx>once started as spectator, you only need to check _networking and COMPANY_SPECTATOR to determine you are in single SP mode and enabling the initial join/create
12:43<+glx>after that it's a standard game with no spectator
12:45<@peter1138>Bank Balance -£11,744,883
12:45<@peter1138>Not bankrupt yet ;(
12:46<Samu>I believe it was done that way for the ability to spectating AIs
12:46<Samu>but now i'm really making a spectator slot
12:47<Samu>no need to keep a company alive
12:51<andythenorth>5 docs commits squashed to 1
12:51<andythenorth>now just to squash the features :P
12:51<andythenorth>still ain't done
12:51<andythenorth>but this current mess hurts my brain
12:52<TrueBrain>poor brain
12:52<TrueBrain>want some ice on it?
12:53<andythenorth>ice on my house right now
12:53*andythenorth advertises for nml maintainer :)
12:53<+glx>personnaly I would keep the SP bankrupt as it is
12:55<@peter1138>i.e. no bankrupt?
12:56<+glx>yes and no move to spectator
12:56<+glx>the goal of the setting is start as spectator, not change how SP game works :)
12:57<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain opened pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
12:58<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
12:59<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
13:00<TrueBrain>peter1138: something like this; would that help?
13:00<+glx>so 2 lines in PR status ?
13:01<@peter1138>Although it's done the CI first, heh.
13:01<TrueBrain>yeah; also because I manually started this, to show how it looks
13:01<TrueBrain>but agents ran out, so it will be a while :D
13:02<+glx>good, it's better to know commit checker failed without having to open the azure log
13:02<@peter1138>If it's beneficial, go for it?
13:02<TrueBrain>you were asking for it; so I am checking if this would have helped you :)
13:02<+glx>because often you get CI failed when it was just the commit
13:02<@peter1138>Hmm, to be honest, having the commit checker locally helps more :)
13:02<TrueBrain>peter1138: fair enough :)
13:03<+glx>and sometimes CI failed for connection issues ;)
13:04<+glx>and commit checker could also run the scripts and detect missing project updates
13:05<+glx>(usually MSVC fails to build in this case)
13:05<+glx>is it possible to not start build check if commit checker failed ?
13:10<TrueBrain>glx: not in this setup; that is only possible by moving it into a single build
13:10<TrueBrain>not sure if that fixes anything
13:10<TrueBrain>takes 50 seconds to fetch the sources; lol
13:11<andythenorth>how does a cp have conflicts with files that aren't changed in the commit?
13:11<andythenorth>is the changeset not isolated?
13:11<andythenorth>does it bring in other stuff from the tree?
13:11<TrueBrain>glx: ideally I wish every job would report to GitHub, instead of a single entry .. but .. yeah ..
13:11<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
13:12*andythenorth thought this would be possible just tedious :(
13:12<TrueBrain>no clue what you are trying andythenorth :D
13:12<andythenorth>unfuck a mess
13:12<+glx>(as always ;) )
13:12<andythenorth>but I think it would be easier to just diff master > big_patch.diff
13:12<andythenorth>then apply it
13:12<TrueBrain>anyway; I put the PR up there, feel free to approve or decline it. I dont have a favour; just wanted to show the other way of doing this :)
13:13<andythenorth>I am trying to CP this into this branch
13:13<TrueBrain>git checkout 16-industry-cargos-in-out-rebase
13:13<TrueBrain>git cherrypick 239c5990a2322f67c47fdd7e658f8b92835cc8cc
13:13<TrueBrain>if that fails, you are screwed :P
13:14<andythenorth>it fails
13:14<TrueBrain>I assume with a merge conflict
13:14<TrueBrain>that is just annoying to fix :)
13:14<andythenorth>massive merge conflict
13:14<+glx>you can get a diff for each commit I think
13:15<+glx>then do a manual cherrypick
13:15<andythenorth>I think it's time for just starting from scratch tbh
13:16<andythenorth>did we include 16 cargos for 1.9.0?
13:16<andythenorth>can we not?
13:16<+glx>I think 16 cargo is in master
13:17<andythenorth>is it worth shipping without nml support?
13:18<andythenorth>my concern is that it is pretty much untested
13:18<+glx>nml is an independant project anyway ;)
13:18<andythenorth>it introduces quite a lot of new spec
13:18<andythenorth>but nobody knows if the new industry grf spec makes sense
13:18<andythenorth>and once it's out there, it's hard to change it
13:27<andythenorth>what is actually correct expected outcome of fixing this mess?
13:28*andythenorth might be trying to solve a non-problem
13:33<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 updated pull request #7120: Feature: Town Voronoi diagram
13:34<Gabda>anyone interested in trying out the closest town visualization in the scenario editor?
13:35<Gabda>(it is not the purpose of the PR, just a method to test and play with the town voronoi diagram)
13:39<Samu>i have a feeling this part of the code is never executed
13:40<Samu>if I cheated to an AI company, the other part of the code prevents the company i'm currently at, to bankrupt
13:40<Samu>the other part being
13:42<Samu>for a network game, the code just before line 299 moves local company to spectator
13:46<+glx>ChangeOwnershipOfCompanyItems() is not called as the company is not deleted
13:49<Samu>I'm apparently making that part to run
13:50<Samu>it's buggy
13:50<Samu>will assert later on IsLocalCompany() in StateGameLoop()
13:51<+glx>yes your active company can't disappear
13:51<+glx>the command for network games say something about this assert
13:52<Samu>wondering what I can do
13:52<+glx>"It is done in this way as we are called from the StateGameLoop which can't change the current company, and thus updating the local company triggers an assert later on."
13:53<+glx>so keep it like it was
13:57<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 updated pull request #7120: Feature: Town Voronoi diagram
13:58<@peter1138>andythenorth, expected outcome is a set of changes that can be reviewed as PR :p
13:59<andythenorth>thanks :P
13:59<@peter1138>Hmm, I didn't know nml had been moved to us.
13:59<@peter1138>Shall I clone it and check out your changes?
13:59<andythenorth>but it's a mess :)
14:00<@peter1138>Sure, so's NRT.
14:00<@peter1138>There's a theme here.
14:02<@peter1138>So, er, where does the set of changes start?
14:02<@peter1138>Codechange: Rename CargotypeListProp... ?
14:03<DorpsGek_II>[OpenTTD/OpenTTD] alexanderweiss commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
14:03<andythenorth>peter1138: where even is that commit?
14:04<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7120: Feature: Town Voronoi diagram
14:05<andythenorth>ok everything makes sense now
14:05<andythenorth>I should have been rebasing much further down the tree
14:05<andythenorth>yes that's where it starts
14:05<Samu>I think I have an idea for a "fix"... just set current company equal to local company when it returns
14:06<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
14:06<Samu>unless this breaks something more
14:06<andythenorth>I was starting here, because I was looking for commits on page 1 of log in github web UI
14:06<@peter1138>Oh dear.
14:06<andythenorth>yeah clown shoes
14:06<andythenorth>that's why I had unexpected changesets
14:07<Gabda>at last my PR passed the checks :)
14:07<@peter1138>What me to try sorting it out still or are you good now?
14:07<andythenorth>you try :P
14:08<andythenorth>I'm still pecking one key at a time with git rebase
14:08<andythenorth>and I can't use nano properly
14:08<andythenorth>high chance of more mess
14:08<andythenorth>this should come out as 1 docs commit, and about 3 feature commits (props, cbs, codechanges)
14:09<andythenorth>the spec kept...evolving
14:11<DorpsGek_II>[OpenTTD/OpenTTD] alexanderweiss commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
14:12<@peter1138>CargotypeListProp -> ByteListProp seems to be a separate change.
14:12<@peter1138>Like a necessary precursor, but not necessarily part of the 16-in-out PR.
14:13<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
14:13<Samu>if (!IsLocalCompany()) SetLocalCompany(_local_company);
14:13<Samu>probably gonna assert because...
14:14<Samu>because SetLocalCompany asserts IsLocalCompany
14:15<Samu>if (!IsLocalCompany()) _current_company = _local_company;
14:15<Samu>k, let's try
14:16<@peter1138>Yeah, I might just cherry pick changes as well.
14:16<andythenorth>peter1138: b13ede709fc9a1cc0abb1550689e5a531475b1da I can probably move to master
14:17<@peter1138>andythenorth, it needs changes.
14:17<Samu>nop, still asserts
14:17<Samu>stategameloop is gay
14:18<Gabda>is there an easy and globally reachable method/flag that tells if we are in "build" mode, and if so, what is the selected build (e.g. railway station, bus station, industry, town)?
14:19<Gabda>(the only one I found so far is to get the mouse sprite, but that is...)
14:25<@peter1138>Something like _thd
14:25<andythenorth>Samu: less of that
14:27<Samu>how am i gonna solve :|
14:31<DorpsGek_II>[OpenTTD/OpenTTD] alexanderweiss commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
14:36<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
14:38<@peter1138>Hmm, git cherry-pick is weird :s
14:39<@peter1138>I still end up with a load of other changes.
14:39<@peter1138>I should RTFM.
14:40<@peter1138>-m parent-number sounds relevant.
14:41<andythenorth>I thought cherry-pick was isolated
14:41<andythenorth>I use it a lot at work, it's fine
14:42<DorpsGek_II>[OpenTTD/OpenTTD] alexanderweiss commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
14:47<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
14:51<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
14:54<Samu>this can't be done :| or I don't know how to
14:54<Samu>StateGameLoop wants everything done as OWNER_NONE
14:57<Samu>but how could network mode work?
15:06<@peter1138>Ye olde Viglen mod.
15:06<andythenorth>£350 though
15:06<andythenorth>I have BeebEm for free :P
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15:33<@peter1138>Well that cheese & biscuits was a whole other meal.
15:38<@peter1138>Right well it's rebased to master, now.
15:39<@peter1138>I haven't done any further squashing.
15:42*peter1138 ponders squashing locks and calling it done.
15:43<@peter1138>Any further word on the saveload enum?
15:43*andythenorth ponders squashing more nml commits
15:43<@peter1138>andythenorth, yeah, reorder and squash what is relevant, i guess.
15:44<andythenorth>might wait for nielsm to be back :)
15:46<andythenorth>looks like we had a few versions of prop 28
15:49<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
15:50<@peter1138>I should fix this ship thing.
16:04<Gabda>peter1138: thanks, _thd contains the window class where the tile highlight was set from, which is mostly enough for me
16:04<@peter1138>There may be functions around that already test for this stuff.
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16:31<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7148: Switch saveload versions from literal numbers to enum values.
16:39<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7148: Switch saveload versions from literal numbers to enum values.
16:39<@peter1138>Let's burn!
16:40<Eddi|zuHause>gah, now i actually need to do this rebase...
16:40<@peter1138>Haha, me too :D
16:41<@peter1138>Time to rebase NRT I think :-)
16:43<Samu>breaking openttd.cpp
16:43<Samu>StateGameLoop cannot beat me
16:44<Samu>it does not like bankrupting to spectator
16:44<Samu>in single player
16:47<Samu>i just have no idea if I broke something else though, but at least I can finally bankrupt to Spectator in single player
16:48<Samu>so, I'm gonna have to ask
16:49<Samu> line 31, then line 76,77,78 are added
16:49<Samu>what could possibly go wrong?
16:49<Samu>IncreaseDate is where bankruptcy checks are done
16:51<Samu>i made sure current company and local company are restored to OWNER_NONE for every company bankrupt check
16:52<Samu>when IncreaseDate() gets its job done, the others that follow are now handed OWNER_NONE to them
16:52<Samu>the assert does not trigger
16:53<Samu>line 72 restores the local company
16:53<Samu>which could now no longer exist due to bankruptcy
16:53<Samu>that's why I move to spectator with the checks 76 77 78
16:53<Samu>success?! or did I broke something else?
17:10<@peter1138>Probably :)
17:10<@peter1138>Hmm, NRT actually doesn't have any saveload changes.
17:11<@peter1138>Well, no SLE stuff.
17:11<@peter1138>Obviously the map changes :)
17:12<andythenorth>yay I fixed run costs
17:12<andythenorth>at least for this test map with this FIRS cargo rates :P
17:13<andythenorth>for narrow test cases :P
17:13<andythenorth>that's 2 days work :P
17:17<Eddi|zuHause>one day i figure out what andy means with "broken" and "fixed
17:17<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
17:17<andythenorth>Eddi|zuHause: it's some kind of cycle
17:17<@peter1138>Hmm, I can remove my group-livery branches now, I guess.
17:17<andythenorth>like that diagram of a snake eating its own tail
17:17<Eddi|zuHause>there seems to be little overlap with my usage of those words
17:27<@peter1138>Hmm, I apparently have a patch to make ships go fast.
17:27<@peter1138>Why did I open that? Hmm.
17:31<andythenorth>or just for consistency?
17:32<andythenorth>tugboats :P
17:32<@peter1138>Articulated boats.
17:32<Wolf01>Meh, I started with a robotic arm, now I have factorio
17:33<andythenorth>articulated boats for 3.0
17:33<andythenorth>in 15 years
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18:04<Samu>must be a client, to test bankruptcy on a server
18:04<Samu>disabling breakpoints :(
18:10<Samu>looks fine
18:10<Samu>server is always fine
18:10<Samu>it's only single player where the bad stuff happens
18:10<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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18:26<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7158: Add: Client setting gui.start_spectator
18:27<Samu>can you take a look peter1138!?
18:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7158: Add: Client setting gui.start_spectator
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18:38<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
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18:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
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19:01<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
19:01<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
19:04<andythenorth>oof time
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19:04<Samu>fixing comments
19:05<Samu> /* If Load Scenario / New (Scenario) Game is used, a company does not exist yet.
19:05<Samu> * Create one here whenever start_spectator is disabled.
19:05<Samu> * 1 exception: dedicated network servers. Those can have 0 companies. */
19:05<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7158: Add: Client setting gui.start_spectator
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19:24<Samu>hmm load game behaviour is buggy
19:24<Samu>if COMPANY_FIRST is an AI
19:24<Samu>I'm put into that company
19:24<Samu>regardless if there's any HU company
19:25<Samu>I don't like it
19:26<Samu>unsure if I change this
19:27<+glx>that's the intended behaviour for single player game
19:27<+glx>with the setting you give an option to choose your company after loading
19:28<Samu>it's the current 1.8.0 behaviour
19:28<+glx>in single player you are company 0 and that's all
19:29<+glx>the game can't know what was your previous company in an MP save
19:30<Samu>I could avoid putting me in an AI company
19:30<+glx>and I think it also create a new company if the MP save didn't have one
19:30<Samu>would put me in the first hu company it can find, if any exists
19:30<Samu>or if it doesn't, then put me on company 0 then
19:31<Samu>in mp, i could be in an AI company
19:32<Samu>i remember reporting this, let me find
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19:45<andythenorth>cargo_age_period (train prop 2B) is pretty ineffective eh? :)
19:45*andythenorth has stayed up too late trying to get results out of it
19:46<andythenorth>increasing it from 185 to max (word) gets about a 5% payment bonus
19:46<@peter1138>I stayed up late trying to get results out of RGB CC.
19:46<andythenorth>did you win?
19:46<andythenorth>moar colours
19:47<@peter1138>No RGB liveries yet, and, er, there's not enough space in p1 & p2 :/
19:47*andythenorth just wanted to get double payments on some vehicles
19:47<andythenorth>seems that's not a thing
19:47<andythenorth>also bed
19:47<andythenorth>is a thing
19:47<andythenorth>Eddi|zuHause can explain why I'm wrong in the morning :P
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20:17<Samu> /* Update the local company for a loaded game. It is either always
20:17<Samu> * company #1 (eg 0) or in the case of a dedicated server or starting as spectator a spectator */
20:17<Samu>my english!
20:18<Samu>omg why am I laughing
20:18<Chrill>well, being a spectator, I see nothing wrong.
20:19<Samu>it repeats
20:19<Chrill>hence the way I formulated my comment :P
20:24<dwfreed>that's perfectly fine, but it's less confusing if you swap "a dedicated server" and "starting as spectator"
20:25<Samu>* company #1 (eg 0) or in the case of starting as spectator or a dedicated server a spectator */
20:26<Samu>you sure?
20:30<dwfreed>you could put in some commas that can help a bit too; one would go after or and the other would go after server
20:31<dwfreed>eg: company #1 (eg 0) or, in the case of starting as spectator or a dedicated server, a spectator
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20:34<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7158: Add: Client setting gui.start_spectator
20:35<Samu>cheat_gui.cpp - what to do
20:36<Samu>"Playing as company: 256"
20:38<Samu>ah crap, forgot the toolbar gui
20:45<Samu>it doesn't show the spectate button anymore, cannot spectate when in a company already
20:49<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7158: Add: Client setting gui.start_spectator
20:53<Samu>the button must list New Company as the only item when the last company bankrupted, i think it does that already
20:53<Samu>else i get an assert about list being empty
20:54<Samu>yep, New Company
20:54<Samu>everything's fine
20:54<Samu>just tested
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22:24<Eddi|zuHause>* andythenorth just wanted to get double payments on some vehicles <-- well, it's not a payment factor...
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---Logclosed Sun Feb 03 00:00:48 2019