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#openttd IRC Logs for 2019-04-26

---Logopened Fri Apr 26 00:00:13 2019
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02:52<@LordAro>peter1138: would be interested in your thoughts on 6605
02:53<@LordAro>also moin
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02:57<@peter1138> [11] bin/openttd(_Z15MakeDefaultNameI5DepotEvPT_+0x35) [0x55d5ff80f175]
02:57<@peter1138>That old chestnut.
02:59<@peter1138>Depot->town is invalid.
03:04<@LordAro>peter1138: thst summarises alberth's investigation 4 months ago, but i'm getting a segfault for some reason
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03:20<@peter1138>If it was a really old savegame without newgrf information saved in it then it would use your newgame newgrf settings and maybe trigger that, but...
03:20<@peter1138>Conversion from OTTD savegame without gamelog: version 21, 0
03:20<@peter1138>Yeah, could be.
03:32<V453000>hm, so can I articulate a train with the same train 4 times, and then change length of each of the units by a callback? I tried position_in_vehid_chain and position_in_consist but the switches seem to always return 1.... what would I be doing wrong?
03:33<V453000>I guess I'll just add a new item which has the different length if I can't, but just wondering if I could do it in a cleaner way here.
03:37<@LordAro>peter1138: ah, interesting
03:38<@LordAro>probably shouldn't do that :p
03:58<Eddi|zuHause>today is one of those days where i should be doing 10 things, and get none of them done...
04:00<Eddi|zuHause>V453000: i think there is also position in articulated chain
04:12<V453000>hmm same result, all units 1/8
04:12<V453000>I tried to add "return" to all the places
04:16<@peter1138>Is that how NML does callbacks?
04:16<V453000>somehow it doesn't even get to the switch, even if I put 0: return 8; to the switch, all parts are still 1 unit long
04:17<V453000>generally I guess it is
04:17<@peter1138>Looks like it hides the CB selection from you.
04:17<V453000>the other things work, just the length not
04:19<@peter1138>why do you set speed/power/weight etc in the callback section when they are static?
04:24<V453000>I don't exactly remember but
04:24<V453000>I generally do use switches for those very often
04:25<V453000>based on leading engine, track type, ...
04:25<V453000>position in consist too :)
04:25<V453000>why here, I don't know
04:26<V453000>is that harmful in any way?
04:26<@peter1138>If they vary, it's fine.
04:27<@peter1138>Well, every callback will reduce performance a tiny immeasurable bit.
04:28<V453000>I do wonder what the reason could have been
04:28<V453000>maybe just for code consistency that I always define it there, not sure
04:28<@peter1138>A static property is "use this value", a callback is somewhat more involved. They are however only called at certain points, but also every time graphics are evaluated behind the scenes the varaction2 chain is testing "is this a callback"
04:29<@peter1138>I'd leave them there but comment them out if they're static.
04:29<@peter1138>Also you have different values.
04:29<@peter1138>speed: 100 vs speed: 110 km/h
04:29<V453000>this code is 7 years old from a time when I had zero idea :) I could try to do a cleanup at some point but I have like 240 items
04:30<@peter1138>weight: 80 vs weight: 150 ton
04:30<V453000>yeah, I only maintain the callback values
04:30<V453000>the ones in the property often a copypaste or outdated
04:31<@peter1138>Well that's bad practice :p
04:32<V453000>I have no justification, yes it is :D
04:32<@peter1138>I wonder if NML does/could detect a static CB result and optimise it out? Probably a bit beyond it currently :-)
04:32<V453000>I just always cared more if it works right, not how the code looks
04:32<V453000>that'd be cute :D
04:33<Eddi|zuHause><peter1138> A static property is "use this value", a callback is somewhat more involved. They are however only called at certain points, but also every time graphics are evaluated behind the scenes the varaction2 chain is testing "is this a callback" <-- i don't think there is any GRF where it doesn't do that...
04:33<@peter1138>If you saw the varaction 2 (compile to NOF? :D) you'd see what I mean.
04:33<@peter1138>Eddi|zuHause, well if it doesn't use callbacks...
04:34<Eddi|zuHause>i haven't seen anyone use no callbacks at all
04:34<@peter1138>I imagine a lot of DBSetXL vehicles don't use callbacks. Some do, of course.
04:35<@peter1138>Unless he actually updated it :p
04:35<Eddi|zuHause>dbset is full of refit callbacks, capacity callbacks and stuff
04:35<V453000>anyway, any ideas about the length callback please?
04:36<@peter1138>length: return switch_railstrong3_length;
04:36<@peter1138>is that return meant to be there?
04:36<@peter1138>It's not that for the line above.
04:36<Eddi|zuHause>that return seems wrong
04:37<@peter1138>Is return correct at all?
04:37<@peter1138>0: return 1;
04:37<@peter1138>or should it be 0: 1
04:37<Eddi|zuHause>return is a valid reserved word
04:37<@peter1138>Eddi|zuHause, I mean in the context of cb results.
04:37<@peter1138>Switch blocks, etc.
04:38<Eddi|zuHause>i don't know if it's necessary, but it might be needed to avoid confusion
04:38<V453000>I had it out and it didn't seem to work either but I'll remove it :)
04:39<Eddi|zuHause>peter1138: my switches seem to all have return in those places
04:40<V453000>I vaguely remember there's been a NML version which made the returns not required
04:40<V453000>at some point
04:40<@peter1138>Ok. I did not know as it wasn't there for the other lines.
04:40<Eddi|zuHause>but the "return <switch name>" thing is very likely wrong
04:41<V453000>for example there speed: return 100 + (100 * count_veh_id(150) / ((num_vehs_in_consist-2) /2) ); it is, but I guess that is not a switch but just a function
04:41<Eddi|zuHause>V453000: nml will create a switch out of that formula
04:41<V453000>oh :)
04:42<V453000>ooh something just changed
04:42<@peter1138>LordAro, of course, the issue you get with NewGRFs loaded is probably also valid :-)
04:44<V453000>8 2 2 2 1 gave me train length 0.7 in the depot
04:44<V453000>I'd expect like 0.9 but eh :D
04:45<Eddi|zuHause>V453000: your articulation callback seems odd
04:45<V453000>I use this one all over the place :d
04:46<V453000>oh it shoulnd't be all 1
04:46<Eddi|zuHause>you have 4 times the same line
04:46<V453000>I'm retard
04:46<V453000>yeah that will be it
04:47<V453000>seems to work
04:47<V453000>thank you very much, I didn't imagine I could be that stupid
04:47<@LordAro>peter1138: doesn't affect the title game, at least, or is that too early for it to matter?
04:48<@peter1138>LordAro, depends on what vehicles are used.
04:48<Eddi|zuHause>LordAro: title game never has newgrfs
04:48<@peter1138>Eddi|zuHause, it does if you load it as a regular game, and have newgame-newgrfs set up.
04:49<@peter1138>Well, the one-true-titlegame, anyway :-)
04:49<@peter1138>Obviously the newer ones are fake anyway.
04:49<Eddi|zuHause>nobody needs thise
04:49<@LordAro>not sure what it should do instead though, for older games that didn't have grf information
04:49<@peter1138>That's not the bug.
04:50<@peter1138>The bug is calling delete v during load updates group statistics before the group stuff is all set up.
04:50<Eddi|zuHause>LordAro: there is no correct way to handle old savegames without newgrf information.
04:50<@peter1138>Eddi|zuHause, there is incorrect, and less incorrect.
04:51<@peter1138>Eddi|zuHause, not-crashing is definitely less incorrect.
04:51<@LordAro>makes sense
04:51<Eddi|zuHause>that would be helpful, indeed :p
04:51<@LordAro>peter1138: would forcing the group statistics to be loaded before deleting vehciles be the correct solution?
04:52<@LordAro>or does it need a more general "change the order things are loaded" ?
04:53<Eddi|zuHause>without any context, i'd attempt "modify deleting vehicles so it can work without messing with groups"
05:05<V453000>hmmm somehow I expected the offsets to be relative to the center of the bounding box not a corner :D so of course the same sprite on 8/8 and 2/8 aren't in the same spot even if the centers of the bounding boxes are the same
05:06<V453000>guess I'll just define the sprites again with different template :)
05:07<@peter1138>Yeah it's somewhat messy
05:07<V453000>in fact that's the only method how I show them now so that's fine, no duplicates at least
05:08<V453000>meh, easy enough to change
05:08<@peter1138>That's what led to all the reversing short wagons issues :p
05:08<V453000>reversing short wagons issues?
05:08<@peter1138>Offsets being weird and wonky.
05:08<V453000>well that I know :P
05:09<V453000>just wonder which issues do you mean
05:09<V453000>but yeah well, :)
05:09<@peter1138>And then you get stuff like zBase where the offsets are all wrong anyway, and they're just standard length vehicles o_O
05:09<Eddi|zuHause>V453000: there's a feature that you can ctrl+click a (non-articulated) vehicle in the depot and it switches directions
05:09<V453000>ah yes
05:10<Eddi|zuHause>V453000: that is broken, if you naively do it with shortened vehicles
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05:10<V453000>I remember when it was moved to a flipping flag :P lost my shit
05:10<Eddi|zuHause>V453000: that's why it's now disabled for shortened vehicles, unless the newgrf explicitly sets a flag that it handles the situation
05:11<@peter1138>And V453000's last two screenshots in are a perfect example of why bothering to do anything with 28px long is just a bad idea.
05:11<V453000>I don't understand what the 28px long thing is for
05:11<@peter1138>V453000, original vehicles. TTD original is 28px.
05:12<V453000>ah right
05:12<@peter1138>And, indeed, DBSetXL is mostly 28px
05:12<@peter1138>I'd just make the depot always be 32px myself.
05:12<@peter1138>But apparently people complain when the spacing is too wide.
05:12<@peter1138>Especially for default vehicles.
05:12<V453000>yeah, well :D
05:12<V453000>not sure
05:12<V453000>seeing the trains intact is nice
05:13<@peter1138>I wonder if we should be doing it on 28*4, i.e. subpixels.
05:13<V453000>back soon :)
05:13<@peter1138>Then at least the situation with vehicle 1 & 3 in that picture might be resolved.
05:13<@peter1138>Rounding errors add up :/
05:14<@peter1138>Could use floats :p
05:15<Eddi|zuHause>... or we could scrap 32px and enforce proper rotational dimensions
05:15<@peter1138>Good lucky.
05:15<Eddi|zuHause>which would be more like 24px
05:15<@peter1138>I'm aware 32px is wrong :-)
05:15<Eddi|zuHause>and probably invalidate all existing newgrfs, savegames, and everything :p
05:16<@peter1138>There was talk of fixing it a while ago when Pikka did the rendered 4x sprites correctly.
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05:21<Wolf01> shit
05:22<Wolf01>F is not a game, is a computer
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05:23<@peter1138>It is.
05:24<Wolf01>Ahahah, my friend got evacuated from the hotel because a fire alarm early this morning
05:27<@planetmaker>sounds like the thing you definitely want to experience when in a hotel :P
05:32<Artea>year 2780
05:32<Artea>good morning
05:35<Wolf01>Like when we destroyed the pier when in cruise ship, 14 hours delay to patch the ship and 1 place not visited
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05:55<V453000>fuck I realized that in order to do the articulation hack I'd have to duplicate the definition for all 1st gen rail wagons :D
05:55<V453000>I'll see how awful it looks if I put the locomotive on the second 4/8
05:55<V453000>some of these early steamers look to be there anyway
05:56<@peter1138>The default short engine does that, iirc.
05:57<@peter1138>The lovely MJS 250.
05:58<V453000>oh that
05:58<V453000>interesting :)
05:58<V453000>never knew
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06:21<andythenorth>I need to repro the MJS 250
06:22<andythenorth>it looks like a pickup truck though :P
06:25<Artea>800 years
06:27<andythenorth>I did kinda draw the MJS250
06:27<andythenorth>but I can't show anyone because I broke Jenkins
06:29<Artea>I going need learn how to add NewGRF into running dedicated server
06:29<Artea>with content command
06:32<@peter1138>You can't add it to a running game.
06:33<Artea>so how I add to cfg ?
06:35<@planetmaker>you need to edit the cfg and then start a new game from it
06:36<@planetmaker>however make sure that the cfg is not overwritten on terminating OpenTTD - thus better use a cfg with a non-default name and ask openttd to load from that upon startup
06:36<@planetmaker>./openttd -c mycfg.ini
06:36<Artea>hi pm :D
06:37<Artea>my server is now on VPS
06:37<Artea>already set a dedicated.cfg
06:38<Artea>just don't know how to setup them
06:38<Artea>already figure out how to download content via cmd
06:42<@peter1138>Doesn't matter what the config name is, if you edit it while OpenTTD is running, and then exit OpenTTD, it will overwrite it.
06:43<@peter1138>Anyway, perhaps the easiest way to set up NewGRFs is to do it with a scenario on a desktop PC, and then upload that to the server.
06:44<Artea>was what I done
06:44<Artea>to add OpenGFX+
06:46<V453000>yeah what's what we do, make a savegame/scenario with NewGRFs, upload to server, load
06:46<V453000>I wonder if the server can load the game with older versions of newgrfs from bananas and obtain them automatically though
06:47<V453000>you need to have them downloaded first, but i don't know if you can download the non-latest that way
06:47<Artea>you can update NewGRF with content cmd
06:47<V453000>yes, to get latest versions
06:47<V453000>a sidetrack, sorry :)
06:50<@planetmaker>peter1138, will it overwrite the cfg it loaded from or openttd.cfg?
06:50<Artea>there is a savecfg
06:51<@planetmaker>anyway, I agree, the easiest way to setup a server with a good map & newgrf: transfer a savegame to load
06:51<@planetmaker>@V453000, you can download newgrfs from banananas via rcon... but it's not exactly an excellent user experience
06:52<@planetmaker>you can only download the 'latest' iirc, though
06:52<@planetmaker>not sure
06:53<Artea>is hard to download via cmd
06:54<Artea>its a big list
06:54<@peter1138>planetmaker, the running config, obviously.
06:54<@peter1138>planetmaker, I was clarify your point, not disagreeing ;)
06:58<Artea>downloaded OpenGFX+ Tree from content cmd
07:00<Artea>it sux
07:01<Artea>have to add manually
07:02<Artea>There were 193 failed login attempts since the last successful login.
07:02<Artea>seems bots found out my login :(
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07:10<V453000>yeah that's what I wondered pm, if I could download the older versions ... sometimes I did get load errors due to non-latest versions just because that grf hasn't been on the server before
07:10<V453000>(before the latest one has been added to bananas)
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07:52<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7540: Change: New layout for the Station view window
07:54<@peter1138>LordAro, I'm being picky now, but I think ZOOM_LVL_BASE is fine to be a ZoomLevel, just not ZOOM_LVL_SHIFT. If that's possible :/
07:59<nielsm>lots of things are put in enum that should be plain const
07:59<nielsm>because of C heritage?
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08:02<@LordAro>peter1138: ;-;
08:02<@peter1138>nielsm, well...
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08:03<@peter1138>LordAro, maybe? I dunno.
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08:03<@peter1138>maybe it should be static const ZoomLevel ZOOM_LVL_BASE = ...
08:03<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7540: Change: New layout for the Station view window
08:03<@peter1138>Is that even possible? :p
08:03<@LordAro>i read something the other day about how gcc was deciding to optimise out some enum value checks because it couldn't possibly be a member of the enum
08:04<@LordAro>it was a gcc bug report, but...
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08:14<@peter1138>Cowboy bebop eh?
08:17<Artea>need watch that again
08:17<Artea>has been so long I dont even remember the Anime
08:21<Artea>this town have a good suburbs
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09:59*peter1138 downloads the route plan for tomorrow... assuming it's not pissing down :/
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10:17<@peter1138>Looks like there's nothing else to watch at the cinema for a while :p
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10:35<andythenorth>75mph wind tomorrow?
10:35<@peter1138>I... doubt that?
10:35<@peter1138>Hmm, 33 mph gusts. Maybe.
10:36<@peter1138>Maybe I should go swimming...
10:36<andythenorth>maybe I should go hot tubbing
10:36<andythenorth>it's big enough that my kids can swim endlessly around it in a circle :P
10:36<@peter1138>Maybe I should sit on my PC all day and... contemplate NRT.
10:37<andythenorth>it's done
10:37<@peter1138>I should resquash the last bits and then we can sit on it for another year.
10:40<@peter1138>Maybe I should unsquash it all.
10:40<andythenorth>strictly you can approve the PR :P
10:40<andythenorth>because I opened it
10:40<@peter1138>Strictly, yes.
10:40<andythenorth>much lol
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10:52<@peter1138>Is it necessary/useful for AIs to know if a road type is road or tram?
10:52<@peter1138>I wonder if compatibility is enough.
10:53<@peter1138>Hmm, building tram track is different though.
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11:18<Corns>trams can't overtake so that may be important
11:21<Corns>peter1138 as far as i know, companies can share roads by default but not tram tracks
11:24<andythenorth>tram track can't have dead ends in the same way
11:24<andythenorth>it will just be broken
11:24<andythenorth>@seen pikka
11:24<@DorpsGek>andythenorth: pikka was last seen in #openttd 2 weeks, 1 day, 4 hours, 1 minute, and 51 seconds ago: <Pikka> if the separate sprites had cc masks, I wouldn't have made them separate sprites :)
11:24<andythenorth>if pikka teaches his AI to build tram tracks, then we can add support :P
11:24<andythenorth>samu has an AI? o_O
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12:31<Samu>I'm bored so I'm listening to bjork
12:32<Artea>if you are bored, come to my server :P
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12:32<Samu>i can't, im running an ai tournament :( haven't stopped yet
12:32<Artea>still going ? nice
12:33<Samu>will take a month
12:34<Samu>roundrobin 48 ais
12:34<Samu>currently on round 9 / 47
12:35<Artea>my server is little over 825 years
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12:38<@peter1138>Yay, come home and start eating straight away. </fatty>
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12:38<Artea>did u burp yet ?
12:38<@peter1138>I... no.
12:39<@peter1138>I ate a biscuit and a bit of chocolate.
12:39<@peter1138>Hmm, maybe I should make RoadTypeList and TramTypeList for AIs
12:39<@peter1138>Currently there is only RoadTypeList which lists both.
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12:40<@peter1138>Ah, I should do it like VehicleList stuff.
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12:41<@peter1138>Hmm, not quite, that's a lot of different list types. Hmm.
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12:52<andythenorth>is it cat?
13:00<@peter1138>Oh god. UPlay :/
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13:07*Artea on TTD OST - Stoke It
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13:10<@peter1138>Tunnels/bridges as stations, what?
13:10<Eddi|zuHause>i've thought about that concept in the past
13:10*peter1138 on Can - Spoon
13:11*Eddi|zuHause on must go outside - but doesn't want to
13:11<Artea>why isn't Theme Hospital OST in OTTD :(
13:12<Artea>* there isn't a
13:12<nielsm>because we don't have an XMI loader
13:12<andythenorth>boom boom, cycling time
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13:12<nielsm>but if you can find your own software to convert the XMI files to standard MID files it's not hard to write a baseset file to get it in
13:13<nielsm>also the TH music isn't available under a free license (as far as I know) so it can't be made available as a download anyway
13:17<@peter1138>TURTLES HAVE SHORT LEGS
13:17<@peter1138>Gotta Krautrock.
13:17<@peter1138>Gotta love Krautrock.
13:19<Eddi|zuHause>we could implement a loader, and then offer a .obm file that only works if you have that game installed
13:21<Artea>I have all xmi of TH
13:21<Artea>missing one
13:22<Artea>found it
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13:28<Artea>nielsm: have the midis
13:30<@peter1138>Now make an obm :-)
13:30<nielsm>make a copy of openttd/baseset/orig_win.obm and name it something appropriate
13:30<nielsm>and edit it
13:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
13:30<nielsm>the most annoying part is filling in the MD5 sums
13:31<Eddi|zuHause>that's just one command, and pasting the results?
13:31<nielsm>depends on your OS and text editor :P
13:31<@peter1138>md5sum *
13:31<Eddi|zuHause>of course, there's always ways to make it needlessly complicated :p
13:32<nielsm>I didn't say it was hard just annoying
13:33<Artea>I don't know how to do it
13:34<nielsm>you don't know how to copy a file?
13:34<nielsm>don't know how to open a file with a text editor?
13:34<nielsm>don't know how to use a text editor?
13:34<nielsm>don't know how to make md5 sums of files?
13:34<Artea>what to do
13:35<nielsm>have you tried?
13:35<Artea>I'm making the copy of orig_win.obm
13:41<Artea>I going edit doom one
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14:04<Artea>I think I made it
14:04<Artea>now need to test
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14:12<DorpsGek_II>[OpenTTD/OpenTTD] Gymnasiast commented on issue #7530: Crash in kdtree.hpp when removing track in development version
14:13<Artea>don't know what I'm doing wrong now
14:24<Artea>it's working :D
14:33<Artea>so funny
14:33<Artea>looking at OTTD with Theme Hospital OST
14:35<@LordAro>peter1138: wrt #6605, apparently tile 37809 is actually a house, that the game also thinks is a depot
14:36<V453000>I'm going crazy over this, this must be some stupid mistake but for the love of god I can't see it could someone have a look please?
14:36<V453000>it counts the number vehicles in the consist and draws them in an alternating way. For some reason the rear ones just won't draw.
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14:37<V453000>I'm using the same idea elsewhere also with articulated vehicles so that can't make the difference
14:37<V453000>the counting works, it's visible that with 3 units I start getting 2 at the front
14:38<V453000>but the switches with position_in_consist_from_end just don't work (yet they do draw the wagons) and I don't see why
14:39<V453000>everything in the screenshot is the same engine item, no real wagons
14:42<frosch123>mixing position_in_consist and count_veh_id is weird
14:43<@peter1138>LordAro, yeah, the savegame is corrupt somewhere, but we don't know why :(
14:43<frosch123>one counts all vehicles, the other only vehicles of one id
14:43<@LordAro> that tile
14:43<@peter1138>LordAro, might be fixable by looping depots and checking their xy is a valid depot tile.
14:44<V453000>frosch123: but it worked when I only used it from the front :d
14:44<@peter1138>LordAro, I wonder if there's some depot tile on the map without a depot, heh.
14:44<V453000>the count_veh_id is just deciding which switch to pick, and it succeeds there
14:44<@LordAro>peter1138: how would i know if it's a valid depot tile? isn't that done by looking up m2?
14:44<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7530: Crash in kdtree.hpp when removing track in development version
14:44<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #7530: Crash in kdtree.hpp when removing track in development version
14:45<@peter1138>Er, check if it's a depot tile instead of, say... a house? :P
14:45<@LordAro>what tile type should depots be?
14:45<frosch123>there is IsDeoptTile or something
14:45<andythenorth>should I try and explain?
14:46<frosch123>they are diferent tiles for each transporttype
14:46<frosch123>LordAro: anyway, can it be caused by moveable depots?
14:46<@LordAro>frosch123: moveable depots? i don't follow
14:47<andythenorth>World of Tanks Blitz, or Hog feldbahn?
14:47<frosch123>V453000: your vehicles are articulated
14:47<frosch123>the position counts articulated vehicles
14:47<frosch123>so only the last articulated part is at the end
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14:48<V453000>yes, and that part still has the same drawing and uses the same item
14:48<V453000>I use this in chameleons already, just without the count_veh_id
14:48<frosch123>LordAro: isn't there a recent feature to delete a depot and rebuild it
14:48<frosch123>like was only possible with stations before
14:48<@LordAro>i don't think that got merged
14:48<@LordAro>this issue is much older than that, anyway
14:50<@LordAro>nielsm: finally a nice reproducible save for the kdtree issue :)
14:51<andythenorth>is there anything I can do to help fix coop jenkins?
14:51<frosch123>V453000: well, maybe check with the newgrf inspect tool
14:51<andythenorth>currently I can only build on Azure
14:51<andythenorth>and I can only publish on coop
14:51<frosch123>position_in_consist/from_end is var 40
14:51<andythenorth>and the two don't talk
14:51<V453000>newgrf inspect tool? :D
14:52<@LordAro>ok, that's a bit more interesting - printing out "depots" which aren't valid depot tiles results in 5 tiles
14:53<V453000>anyway, I tried to make the item read switch_railmedium_9_graphics_both_draw4 directly and I'm getting what I expect
14:53<V453000>so indeed the counting is breaking it somehow
14:53<frosch123>ah, i see it
14:53<frosch123>count_veh_id only counts vehicles starting from the current one
14:53<frosch123>you need to use PARENT instead of SELF to count from front
14:54<nielsm>LordAro yeah, and yes it is as JGR said, the cause is the DeleteOilRig function removing the dock tile and airport facilities from the station so it becomes empty, but the viewport coordinate of the station changes when it has an oil rig type airport, so the viewport coordinate of the station changes without the kdtree being updated
14:54<@LordAro>nielsm: :)
14:56<nielsm>the alternate solution to caching the actual sign coordinate would be to just assume that the oil rig station is never shared with anything else
14:56<nielsm>station_cmd.cpp:3969 is: if (!st->InUser()) delete st;
14:56<nielsm>but that may as well be: assert(!st->InUse()); delete st;
14:57<V453000>frosch123: works, thank you so much :)
14:57<@LordAro>#6605: all the invalid depot tiles are next to rail lines in positions which could've contained depots at some point in the past
14:58<V453000>frosch123: can I have question number 2 please? I need to make a switch which decides between two drawing modes based on whether the last vehicle in the consist is this specific engine. Can I do that somehow?
14:59<frosch123>yes, with magic
14:59<V453000>if position_in_consist_from_end == vehicle_id: both_end_drawing_switch, else other_drawing_switch
14:59<V453000>is that the dreadful store_temp thing that I never managed to understand? :D
15:00<@LordAro>(deleting the depots while loading apparently isn't enough, still crashes)
15:00<V453000>would you be so kind and write this one switch for me please?
15:00<V453000>I'm staring at the rainbow slugs and what you did there with the store temp and I don't understand
15:00*andythenorth wonders about showing V453000 Horse nml :P
15:01<andythenorth>maybe too scary at this time of night
15:01<DorpsGek_II>[OpenTTD/OpenTTD] Gymnasiast commented on pull request #7540: Change: New layout for the Station view window
15:02<V453000>andythenorth: show
15:02<V453000>please :)
15:02<frosch123>V453000: STORE_TEMP(position_in_consist_from_end, 0x10F), var[0x61, 0, 0xFFFF, 0xC6]
15:03<frosch123>that gives you the vehicle id
15:03<frosch123>so you can then put the 47 into the switch
15:03<DorpsGek_II>[OpenTTD/OpenTTD] Gymnasiast commented on issue #7543: suddenly it crashes without any reason
15:03<V453000>lets try
15:03<andythenorth>V453000: ^ Horse doesn't do what you're looking for afaict
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15:04<andythenorth>is it any surprise Horse compiles so frigging slow :D
15:04<andythenorth>1024 lines for just 1 vehicle
15:05<frosch123>nml2 :)
15:05<andythenorth>the dangers of generated code are that is very low cost to make a lot
15:05<V453000>I have about a quarter lines per vehicle :D
15:05<andythenorth>until complexity cost kicks in :P
15:06<+glx>maybe the compiler is not optimised
15:06<andythenorth>also it is absolutely *vital* that pantographs go down if the rail is not electrified :P
15:06<V453000>oh my god frosch123 it works, first try, I can't express how thankful I am :) again, and again.
15:06<V453000>oh that kind of switches andythenorth :P
15:06<V453000>that's cool
15:07<andythenorth>two liveries, controlled on depot flip
15:07*LordAro wonders what happened to DorpsGek_II
15:07<andythenorth>specific details depending on consist position
15:07<andythenorth>and pantograph layer
15:07<andythenorth>and rear lights layer
15:07<andythenorth>and opening doors in stations
15:07<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7540: Change: New layout for the Station view window
15:07<V453000>ooh you use layers
15:07<andythenorth>they are really helpful
15:08<@LordAro>oh ok, it just doesn't work for me
15:08<+glx>LordAro: it's there it seems
15:08<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6605: Crash: loading savegame
15:08<V453000>I didn't get to do that yet and I have planned to for SO LONG
15:08<@LordAro>here it comes
15:08<@LordAro>just being a bit slow
15:08<V453000>might do so tomorrow :) for info overlays in depot
15:08<Artea>Theme Hospital OST for OTTD
15:08<andythenorth>screenshots if you do v
15:09<V453000>won't be much fancy, a background and an icon on top
15:09<@LordAro>Artea: distributing copyrighted music is usually frowned upon
15:09<V453000>will show :)
15:10<Artea>hence I didn't put in forum
15:10<@LordAro>peter1138: think that #6507 & #6605 are duplicates?
15:10<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #7543: suddenly it crashes without any reason
15:10<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7543: suddenly it crashes without any reason
15:10<@LordAro>Artea: what makes you think we're more accepting of it?
15:10<Artea>not thinking that
15:11<Artea>just advertise in case anyone wanna try
15:11<@peter1138>LordAro, likely. Unknown cause :(
15:11<Artea>which I doubt
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15:11<+glx>the date in the screenshot being 2043, it may be an oilrig closing
15:14<@LordAro>peter1138: maybe i should try recreate it with something prior to SLV_128
15:16<V453000>thanks again frosch123, this lets me work on this more tomorrow :) good night people
15:18<Artea>good night V453000
15:20*LordAro notices there's a function at the bottom of saveload.cpp that's been commented out since 2005
15:23<andythenorth>IT MIGHT BE IMPORTANT!
15:24<@LordAro>i suspect not
15:24<@peter1138>static void FixDepots()
15:25<@peter1138>^ NRT build
15:26<@peter1138>So that's chocolate brownie with custard for dessert. Gone.
15:26*LordAro attempts to compile r17490
15:28<@LordAro>there are a lot of warnings
15:28<@LordAro>and almost as many errors
15:28<nielsm>get a contemporary linux distro installed in a VM and compile via that?
15:28<@LordAro>error: ‘getcwd’ was not declared in this scope
15:28<@LordAro>i mean...
15:28<@LordAro>i've already added -fpermissive to cflags
15:29<+glx>strict ansi ?
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15:32<frosch123>hmm, according to todays fff, maybe ottd mods should be made in f
15:33<andythenorth>o_O ?
15:36<nielsm> "works for me", but DeleteOilRig() is also used in afterload to fix a situation where sometimes old saved would have phantom oil rig stations without oil rig
15:36<nielsm>and I'm not sure if my fix is safe for those
15:40<@LordAro>./configure CFLAGS="-fpermissive -Wno-error=narrowing" --without-icu --without-png
15:40<@LordAro>with only one minor modification to fileio.cpp
15:41<@LordAro>apparently the standard library stopped #including unistd.h in gcc4.7
15:41<frosch123>adding a "(char*)" cast?
15:41<@peter1138>LordAro, submit a PR? ;)
15:42<@LordAro>frosch123: ha, there are many of those
15:42<@LordAro>there are 3689 lines of output
15:42<@LordAro>so with about 4 lines per warning...
15:42<frosch123>i have old checkouts of 0.6, 0.7, ... etc
15:43<frosch123>they have some modifies which made them compile at some point
15:43<frosch123>but they also break again later :)
15:44<@LordAro>Error: Failed to find a sounds set. Please acquire a sounds set for OpenTTD.
15:44<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #7544: Fix #7481: Don't modify oil rig stations during removal
15:44<+glx>path changed since 17490 ;)
15:44<@LordAro> original_windows: Original Transport Tycoon Deluxe Windows edition sounds (unuseable: 1 missing file)
15:44<+glx>I think
15:45<frosch123>it's 17490 before support for more basesets?
15:45<frosch123>so it only accepts original
15:45*peter1138 listens to Clannad... very very 80s.
15:46<frosch123>hmm, it's from 2009, so 0.7 stuff
15:46<@LordAro>yeah, pre 1.0
15:46<frosch123>0.7 already has basesets
15:46*nielsm is looking through for old oil rig bugs
15:47<@LordAro>ah yes, it just doesn't pick up ~/.local/share
15:47<+glx>data split happened later
15:48<frosch123>oh, infamous xdg-basedir
15:48<frosch123>rb had to fix some bugs in libxdg-basedir before it worked for ottd
15:49<@LordAro> and it hard hangs
15:49<@peter1138>Uh oh, tiling wm spotted
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16:13<@peter1138>Oh. My VNC isn't starting up properly :(
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16:15<@peter1138>And now it is. Odd.
16:21<@peter1138>"Script took too long in the Load function"
16:21<@peter1138>Well now.
16:21<@LordAro>1b84d893e0c2acb34d880a4c1d68f9d2dc95af8e (svn r27573) is the earliest commit to compile with modern g++ with no other modifications
16:21<@LordAro>(with the exception of disabling icu)
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16:44<@LordAro>compiled and ran 0.7.5
16:45<@LordAro>immediately died when i pressed "generate"
16:53<Samu>lordaro, plz update your ai, it lost a game due to crashing early
16:53<Samu>update on bananas
16:55*LordAro finds
16:55<@LordAro>Samu: i could
16:55<@LordAro>it's an extremely trivial change though, you could fix it for the purpose of running your games
16:55<Samu>that would be unfair
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17:11<DorpsGek_II>[OpenTTD/OpenTTD] Gymnasiast commented on pull request #7540: Change: New layout for the Station view window
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17:39<@LordAro>interestingly, 0.4.8 is easier to compile than 0.7.5
17:41<@LordAro>"Configure Patches" :D
17:41<Zuu>Great to see in the commit log that the buy button now refits if you filtered by cargo type.
17:41<@LordAro>hey Zuu
17:41<Zuu>And some other useful aditions and several fixes as well.
17:42<Zuu>I saw you visited my linkedin page so I came here. :-p
17:42<@LordAro>gotta be careful what you do on linkedin, they record everything :p
17:43<Zuu>and try to make you pay to see more about your visitors.
17:43<+glx>and they send emails when you are not on linkedin
17:47<andythenorth>email is the worst :P
17:47<andythenorth>also bedtime
17:47<Zuu>Good night andythenorth
17:48<@LordAro>peter1138: nope, no idea what caused the corruption - 0.4.8 & 0.7.5 save games (with deleted depots) load fine
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17:48<frosch123>if it is that old, maybe magic bulldozer?
17:49<@LordAro>hrm, could be actually
17:49<@LordAro>both the savegames are with other players (or, the original AI)
17:49<frosch123>though that would still call the regular clear command
17:52<@LordAro> i do miss the original AI sometimes
17:53<@LordAro> also this
17:53<@peter1138>Argh the terrain
17:56<@peter1138>Why would tunnels/bridges as stations make sense? o_O
17:58<@peter1138>Well yes
17:58<frosch123>r11060 :p
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18:45<Eddi|zuHause>i vaguely remember someone did a patch so if you build a station piece before and after a bridge/tunnel, it would treat the whole tunnel as platform
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18:47<@peter1138>This suggestion is a weird idea :p
18:48<FLHerne>peter1138: Stations on bridges/tunnels are obviously useful, particularly for metros
18:48<@peter1138>But not this way.
18:49<FLHerne>But putting anything on individual bridge tiles is (currently) impossible because they don't really exist
18:49<FLHerne>Whereas treating the entire bridge as a station is probably relatively trivial to implement
18:50<FLHerne>It's a short-termist hack, but I can see the appeal
18:51<@peter1138>Short-termist hacks lead to long-term maintenance nightmares.
18:51<FLHerne>It's basically the same workaround as the "pretend every <n>th bridge/tunnel tile is a signal" patch
18:51<FLHerne>Yes, so it's unsurprising that neither of them have ever been merged :P
18:52<FLHerne>I still like cirdan's [IIRC?] idea of allocating off-map strips of maparray for bridges and tunnels
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18:53<FLHerne>It would solve a lot of these silly problems, although I suppose cache locality would be hurt a bit
18:54<FLHerne>...or just make the map array twice as big per tile and have done with it?
18:55<@peter1138>Does not solve anything.
18:57<Heiki>just make the map 3-dimensional, e.g. 4096×4096×256
19:00<@peter1138>Good for memory and performance I'm sure.
19:03<Heiki>isn’t that what they build those supercomputers for?
19:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #7059: Town name language choice affects number of towns / world population
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19:56<Eddi|zuHause>Heiki: that would require some multicore-ness of the algorithm
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20:14<Artea>towns with 90k population is insane :o
20:14<Eddi|zuHause>the highest i heard about was 3M
20:15<Artea>let's reach that
20:15<Artea>my goal is 1000 years
20:15<Eddi|zuHause>it probably involves optimizing the road layout
20:15<Artea>there is zones with 4 town fused
20:16<Eddi|zuHause>that probably won't help either :p
20:16<Artea>it's a big map ;P
20:16<Eddi|zuHause>it's not so much about the size of the map
20:17<Eddi|zuHause>but at some point the growth speed of towns cancels out with the decay speed of houses
20:17<Artea>I was wondering that
20:18<Eddi|zuHause>so you want to max out the growth speed by avoiding that the growth algorithm gets caught in dead end roads
20:18<Eddi|zuHause>(also, you can use NewGRFs who provide houses with bigger population and longer lifetime)
20:19<Artea>I need to review the newgrfs in next version
20:20<Eddi|zuHause>you want to avoid dead end roads that end at rails, oceans or other unbuildable points
20:21<Eddi|zuHause>and sometimes it helps if you build tunnels from the town center to the outskirts
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20:23<Artea>names with more than 100k population: Sillyton and Tastyweed
20:25<Artea>is hard to control the towns now
20:31<Artea>just made Sillyton lose 8k population :(
20:31<Artea>time to sleep
20:31<Artea>good night
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---Logclosed Sat Apr 27 00:00:15 2019