IRC logs for #openttd on OFTC at 2010-06-29
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06:47:18 <Lassie> I was wondering if it's possible to have an AI play for you, in your own company
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08:30:38 <attish> hello! is there a way to reset a company's password on the server? one of my players forgot their password...
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08:32:23 <Rubidium> attish: there are basically two ways; 1 is enabling autoclean for passworded companies which removes passwords of companies that don't have a player after a certain amount of months, but that might remove other passwords as well
08:33:14 <Rubidium> option 2 is letting the player join as spectator and then the server (via console or rcon) can move the player to the passworded company and then the player can change the password of that company
08:36:47 <attish> option 2 sounds OK, thanks!
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09:21:19 * tdev is requesting a chat message that is linked to a map location
09:21:34 <tdev> like a http link embedded in the multiplayer chat
09:22:59 <planetmaker> tdev you can give the tile coordinates...
09:23:05 <planetmaker> then anyone can use scrolto
09:23:30 <planetmaker> but scrolto only works from console. But still
09:23:44 <planetmaker> Easiest way what we do: put a sign of where you're talking
09:23:51 <planetmaker> That's easy. Click on it in the list and you're there
09:24:02 <planetmaker> or give station or town name
09:24:08 <planetmaker> or vehicle number
09:24:18 <planetmaker> All those are accessible via click
09:24:54 <tdev> so i could create a message where the user can go to the position where ppl currently work on
09:26:09 <planetmaker> that's what the console is for
09:26:11 <tdev> about what a player is currently doing
09:26:12 <planetmaker> not the ingame chat
09:26:18 <planetmaker> and it works from console
09:26:25 <planetmaker> everyone has access to it
09:26:35 <planetmaker> and it wouldn't be different to type that in the console or the chat
09:26:40 <planetmaker> so: it's already there :-)
09:26:43 <tdev> can i send messages to clients to the console only?
09:27:06 <planetmaker> Well... what do you want?
09:27:10 <planetmaker> To auto-move players?
09:27:19 <tdev> i have some 5 player game
09:27:28 <tdev> 80% of the time they are idling
09:27:49 <tdev> when i join as company #3 i can ask the bot who is active and in what area
09:28:01 <tdev> the bot already has that idling reply
09:28:18 <tdev> but its not easy to deliver the position
09:29:07 <tdev> for example, the bot would send to that user:
09:29:23 <planetmaker> oh, I'd love to give away where I'm working
09:29:29 <tdev> company 1 was last active at <a href="(x,y)"> here</a>
09:29:35 <planetmaker> It's not the business of other players to know unless I want them to know
09:29:50 <planetmaker> It will be abused for grieving and blocking. No doubt
09:30:14 <tdev> you opt-in to that service of the bot
09:31:03 <Ammler> tdev: you know the patches watch-gui or center-player?
09:31:28 <planetmaker> tdev, so... I opt in. And what service does the bot then provide?
09:31:44 <tdev> planetmaker: its a plugin based system
09:31:51 <planetmaker> and how would it provide that service?
09:31:59 <tdev> it can even offer a tea timer if you have such a plugin
09:32:13 <planetmaker> you didn't answer my question :-)
09:32:30 <planetmaker> By what means would it then make it easier for me to scroll to the position another player builds?
09:32:57 <tdev> you can ask the bot for what a certain player is doing
09:33:14 <tdev> the bot would then reply with the latest docoomand position from that company
09:34:10 <tdev> for example, the webserver (displaying a player list) and the IRC bridge are also plugins
09:34:37 <tdev> if you write an rcon plugin, you could automate rcon commands
09:34:44 <tdev> or vote for option/variable changes
09:38:27 <tdev> also, congrats to r20k :)
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10:14:00 <planetmaker> tdev, I don't see where the bot comes into play there...
10:14:19 <planetmaker> an IRC bridge exists (actually more than one)
10:14:35 <planetmaker> a patch exists which exposes the latest player activity
10:14:41 <planetmaker> and a scrolto command exists, too
10:14:54 <planetmaker> it 'just' needs combining
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11:03:37 <DorpsGek> Sacro: I have not seen Bjarnio.
11:11:03 <DorpsGek> Mazur: I have not seen Bambi.
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11:36:57 <planetmaker> or I'd like to get a hint of how to circumvent this :-)
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11:47:17 <lusted_gay> speccing my first online game, how come some players have traffic lights like every 2-3 rail piece
11:49:36 <Lassie> you mean why, or how do they do it?
11:49:50 <lusted_gay> pardon my english, i mean why...
11:50:05 <lusted_gay> i've (up tot his) only used them in crossovers etc
11:50:39 <Noldo_> it allows many trains to go in the same direction quite close to each other
11:50:54 <lusted_gay> ah, will a train stop if its to "close" to anotheR?
11:51:28 <Noldo_> if the next signal block is free the train can move forward
11:51:37 <lusted_gay> aah.. that makes sense
11:52:04 <lusted_gay> also, when you have 1 railroad from production to delivery (or two), but multiplie unloading stations, does it auto balance which track to use?
11:52:09 <lusted_gay> (if that was understandable)
11:52:47 <Lassie> a train won't enter a piece of rails where another train runs if there's a signal
11:53:16 <lusted_gay> hmm.. i need to study this a bit more i can see :)
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11:53:48 <Lassie> it's very clear with examples etc
11:54:12 <lusted_gay> will do, thanks a lot guys.
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12:27:44 <planetmaker> I salute you, sir Belugas
12:30:54 <Belugas> so do I, sir partymaker, so do I
12:43:53 <planetmaker> @calc 255 / 3.2 * 1.6
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13:11:42 <Mazur> You know, keeping down running costs helps desert trains make a profit.
13:11:53 <Mazur> Who would have thought...
15:37:49 <PeterT> you're the server admin for anubis?
15:44:55 <welshdragon> My Standard Server lives!
15:45:06 <welshdragon> join #standard if you wish to play
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17:19:04 <Eddi|zuHause> translate into what?
17:20:33 <planetmaker> whitespace of course ;-)
17:20:56 <planetmaker> I guess you don't need to translate it into your mother tongue, Eddi|zuHause ;-)
17:22:55 <Belugas> firt part is not fun to translate
17:23:41 <planetmaker> First part? You mean the somewhat non-sentence "OpenMSX music set"?
17:23:54 <planetmaker> Translate it freely
17:24:05 <planetmaker> it just needs to be clear. And the name should be in it.
17:24:07 <glx> use the original translation as inspiration maybe
17:24:50 <planetmaker> Well, I guess I can remove the CCSP1.0 part of the 2nd sentence in most languages. But definitely not in all, and I have no real clue about the sentence structure in many. So...
17:26:44 <Belugas> for the second part, i've came yup with "Disponible gratuitement sous licence GPL v2. Les crédits complets se trouvent dans "readme.txt""
17:27:00 <Belugas> although.... credits....
17:27:34 <glx> - openmsx.obm: OpenMSX music replacement set for OpenTTD. Freely available under the terms of the GPL v2 and the Creative Commons Sampling Plus 1.0 License. For full credits see "readme.txt".
17:27:34 <glx> - openmsx.obm: Musiques de remplacement OpenMSX pour OpenTTD. Disponible librement selon les termes des licences GPL v2 et Creative Commons Sampling Plus 1.0 Licence. Pour les crédits complets voir "readme.txt".
17:27:34 <glx> - openmsx.obm: OpenMSX music replacement set for OpenTTD. Freely available under the terms of the GPL v2. For full credits see "readme.txt".
17:27:35 <glx> - openmsx.obm: Musiques de remplacement OpenMSX pour OpenTTD. Disponible librement selon les termes des licences GPL v2. Pour les crédits complets voir "readme.txt".
17:27:51 <PeterT> Wolf01: you're in italy
17:28:04 <Wolf01> are you sure I'm not using a proxy?
17:28:16 <PeterT> yep, because you own an italian forum, too
17:28:17 <Belugas> glx, you are a beast!
17:28:36 <glx> Belugas: I just c/p what I did for the first version ;)
17:28:36 <PeterT> A martian who speaks italian? I think not..
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17:28:58 <Wolf01> and the server I use as webserver could be a proxy too.. and it's located in Italy
17:30:02 <glx> hmm " des licences" -> "de la licence" :)
17:33:02 <Vitus> Hello, I've got a question about http://bugs.openttd.org/task/3908 . While reverting r19896 solves this, it's not really wanted solution. So, I'm wondering whether this can be fixed (theoretically) while preserving r19896. Thank you
17:44:27 <Eddi|zuHause> @openttd commit 19896
17:44:27 <DorpsGek> Eddi|zuHause: Commit by michi_cc :: r19896 trunk/src/pathfinder/yapf/yapf_costrail.hpp (2010-05-26 05:24:58 UTC)
17:44:28 <DorpsGek> Eddi|zuHause: -Fix [FS#3803] (r18648): [YAPP] Inform the pathfinder as well about the fact that the backside of an one-way path signal can be a safe waiting point.
17:46:43 <Wolf01> the problem is that if you fix that bug the trains might get stuck, if you don't fix that bug trains might crash
17:46:56 <Wolf01> what's the best of two?
17:49:02 <Eddi|zuHause> trains without orders i'd declare as "wontfix"/"user error"
17:54:36 <Eddi|zuHause> what part of "behaviour is undefined" is difficult to understand?
17:56:26 <Eddi|zuHause> if you rely on one implementation of an undefined feature, you're bound to get into trouble when the implementation changes
17:57:40 <Eddi|zuHause> if i were a dev, i'd simply close this bug report, and spend my time where it fits better...
17:57:46 <Vitus> Well, on the other side, trains running into EOL (back of PBS in this case) when there is another route isn't exactly correct,
17:58:08 <Eddi|zuHause> if the train is lost, there is _no_ route.
17:58:41 <Eddi|zuHause> if the train had a route, the pathfinder wouldn't return with "cannot find route"
17:58:52 <Eddi|zuHause> [that would really be a bug]
18:00:42 <Eddi|zuHause> (imho, trains without route should immediately stop, though)
18:00:58 <Vitus> Even trains without orders avoid EOL, so I don't see why should PBS be that different. But obviously I won't change your opinion. Thanks for your time anyways.
18:01:01 <Wolf01> ETA for today's nightly?
18:01:16 <Eddi|zuHause> Wolf01: about 30 minutes usually
18:02:02 <Eddi|zuHause> Vitus: i don't know any code that tries to "avoid" EOL
18:02:26 <Vitus> Did you actually watch trains without orders?
18:02:35 <Eddi|zuHause> no, why would i?
18:02:54 <Eddi|zuHause> Vitus: again. this is not about what the trains actually _do_
18:02:59 <Wolf01> if trains w/o orders do it, it's magic, no code tells them to do it
18:03:11 <Eddi|zuHause> it's about what can be programatically done to make it deterministic (or not)
18:04:04 <Eddi|zuHause> Vitus: an implementation is not a definition
18:04:33 <Eddi|zuHause> you want a definition where none is possible, but you watch the implementation instead...
18:07:26 <Wolf01> 125770 if arguments$="" then goto 10
18:09:09 <Eddi|zuHause> the best deterministic solution i can think about is: if no route found, take the trackbit "in the general direction"
18:10:23 <Vitus> I'm not blind, Wolf01. But I don't see any reason to stay here. I cannot give you any arguments considering the game code itself, so what would I do here?
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18:11:50 <Wolf01> Sacro for example is here waiting for pr0n like a dog waiting for a biscuit
18:12:47 <Sacro> someone offering biscuits?
18:13:03 <Vitus> I mean, you don't have to be rude the second I leave this channel. Me and Eddi have totally different opinions on how this should work and I said all I wanted to say.
18:13:16 * Alberth gives Sacro a biscuit. I have plenty :)
18:13:41 <Sacro> i've been in here longer than most
18:15:15 <__ln__> when the channel was first founded, Sacro was already here waiting
18:15:28 <Sacro> when it moved to oftc ;P
18:15:30 <Wolf01> Vitus: I'm sorry if that comment offended you, it should has been sarcastic
18:15:42 <__ln__> Sacro: an insignificant detail
18:15:55 <Sacro> __ln__: i'm sure you were here before me
18:16:24 <linbot> Wolf01: (uptime takes no arguments) -- Returns the amount of time the bot has been running.
18:17:42 <__ln__> i arrived here probably in May 2004
18:23:54 <Sacro> think i was may/june 2005
18:27:58 <Eddi|zuHause> i think i came here around christmas 2005/new year 2006
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18:33:28 * Sacro rememmbers a time before Wolf01
18:34:19 <Wolf01> I joined the forums Sat Apr 24, 2004, wow already 6 years, but at that time I was more attracted from TTDPatch
18:34:53 <Wolf01> so, sometimes I joined the other channel
18:35:40 <SpComb> the other channel we shall not mention by name
18:36:14 <Wolf01> that's why I called it "the other channel"
18:36:18 <Wolf01> the I switched drastically to OTTD and now I'm here :D
18:36:26 <Alberth> Eddi|zuHause: don't be too harsh, in the mean time, he has learned he was wrong :)
18:37:06 <Alberth> Wolf01: and you are most welcome
18:37:39 <Wolf01> <Sacro> it was peaceful :P -> it still does... when I don't talk
18:38:25 <Terkhen> planetmaker: "OpenMSX es un conjunto de música para OpenTTD. Está disponible de forma libre bajo los términos de la licencia GPL v2. Para consultar los créditos completos ver fichero "readme.txt"."
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18:40:17 <__ln__> there are no other channels
18:41:43 <Wolf01> The-Channel-Which-Must-Not-Be-Named
18:43:14 <Wolf01> or The-Channel-That-Must-Not-Be-Named
18:44:16 <Eddi|zuHause> i'd say "which-shall-not"
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18:46:24 <Wolf01> Looks good to me, and goes for The-Channel-Which-Shall-Not-Be-Named :D
18:49:32 <Wolf01> I think I'll made an entry on my wiki
18:55:30 <__ln__> "I'll made"... the future past tense
18:56:21 <Wolf01> m and k are near on my keyboard
18:56:41 <Eddi|zuHause> this is about d and k
19:01:07 <andythenorth> Seems I act on *some* of my suggestions at least :D
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19:02:35 <Wolf01> I read one of my very first posts.. I almost ROFLed reading my poor English knowledge... not that now it's better, but...
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19:12:08 <Wolf01> the best part is: "###error message### [...] i didn't know it until i read the error message"
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19:28:05 <andythenorth> Belugas...is new objects not done because its not done? :)
19:29:35 <Belugas> mmmh... what have i written again?
19:29:43 <andythenorth> so it's not fundamentally broken / stuck on anything?
19:30:22 <Belugas> not broken, since it's stuck
19:31:23 * andythenorth wonders what new objects brings that can't be done with station tiles?
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19:33:36 <Belugas> i started it, along with Lakie, a whle ago
19:34:18 <Belugas> but i kinda got trapped in some stuff with my wife, plus an acute "ecoeurantite"
19:34:31 <Belugas> and life at work which has been tunring into an heavy storm
19:34:38 <Belugas> still raging, by the way
19:34:52 <Belugas> a lot of new stuff, andythenorth
19:35:02 <Wolf01> to be honest, the very first versione was started by me and Frostregen (which seem to be disappeared) as parallel project of the newobjects feature
19:40:34 * andythenorth looks for new objects info on the forums
19:40:40 <andythenorth> search is not my friend :(
19:41:34 * Belugas replays Operation MindCrime. The whole album
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19:46:54 <Belugas> true, Wolf01. You had the idea. A good draft, it was. Too bad it had the same faith as my own attempt :(
19:51:06 <Rubidium> is there a newgrf that has "logic road vehicles" (that is very fast ones) like the "logic trains"?
19:52:03 <Wolf01> I'm looking for that one too
19:53:00 <Terkhen> while testing fast vehicles with realistic RV acceleration I used the hover bus
19:53:12 <Ammler> Rubidium: that need road signals :-P
19:53:47 <Wolf01> nah, just a double car vehicle which moves and break down very fast
19:53:55 <Wolf01> so you cant overtake it
19:54:10 * Terkhen does not remember if the hover bus can reach its max speed with realistic acceleration on
19:54:11 <Rubidium> Terkhen: hover bus doesn't (easily) reproduce the problem I'm after
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19:59:28 <Rubidium> hmm... max NewGRF speed is only 512-ish :(
19:59:56 <Eddi|zuHause> no extended byte for road vehicles?
20:00:04 <Terkhen> hmmm... not fast enough? IIRC it required some tweaks in HP/TE/weight to accelerate faster
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20:05:18 <Terkhen> I think you can hack a greater speed, I remember trying some crazy things while coding the first rv acceleration patch
20:06:56 <Rubidium> accelaration is the problem :(
20:07:56 <Rubidium> ah, without realistic they go a bit faster
20:11:14 <Terkhen> yeah... with really fast road vehicles, air drag reduces speed a lot
20:11:52 <Terkhen> that's why I implemented the air drag NewGRF property in the old patch
20:12:44 <Eddi|zuHause> air drag becomes a significant factor if you go beyond 100km/h
20:12:54 <Eddi|zuHause> that's why current truck models don't care...
20:13:16 <Eddi|zuHause> they're not allowed to go faster than 80 in most places
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20:48:59 <CIA-9> OpenTTD: rubidium * r20034 /trunk/src/roadveh_cmd.cpp: (log message trimmed)
20:48:59 <CIA-9> OpenTTD: -Fix [FS#3896] (r14869): road vehicles could get crashed twice in a tick
20:48:59 <CIA-9> OpenTTD: In RoadVehicleController at tick N a road vehicle gets a j of slightly less
20:48:59 <CIA-9> OpenTTD: than adv_speed. In tick N+1 RoadVehCheckTrainCrash is called, then the road
20:48:59 <CIA-9> OpenTTD: vehicle gets a j of slightly more than adv_speed. This causes a second call
20:49:00 <CIA-9> OpenTTD: of RoadVehCheckTrainCrash. If in tick N the road vehicle moved onto a level
20:49:02 <CIA-9> OpenTTD: crossing and a (maglev) entered that tile at the same tick, in tick N+1 the
21:02:24 <Eddi|zuHause> someone tried really hard to make the commit message longer than the commit :p
21:07:32 <Alberth> I think someone succeeded very well in that goal :)
21:09:33 <Rubidium> nah, the diff is longer (in lines at least) than the message
21:10:14 <Rubidium> although in bytes I *might* have succeeded
21:10:55 <Rubidium> nope... it's 40 bytes short
21:13:04 <__ln__> only 9966 commits till the next party
21:14:09 <Wolf01> if they continue at this speed, the next party might take place this year
21:14:50 <Rubidium> @calc 10000/(34*365/10)
21:14:50 <DorpsGek> Rubidium: 8.05801772764
21:15:02 <Rubidium> nope, at "this" speed it's rather in 2018
21:15:41 <Eddi|zuHause> is there a yearly curve on commit rates?
21:15:53 <CIA-9> OpenTTD: rubidium * r20035 /trunk/src/network/network_command.cpp: -Fix [FS#3909]: under some circumstances you could get into an infinite loop
21:16:10 <Rubidium> Eddi|zuHause: ohloh?
21:16:40 <Wolf01> you need 54 revisions @ day
21:16:46 <Eddi|zuHause> i mean like "there are more commits in winter than in summer"
21:17:26 <Wolf01> check the revision graph with tortoiseSVN
21:17:36 <Rubidium> Eddi|zuHause: release fever?
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21:31:35 <planetmaker> glx: Terkhen : thanks for the translations :-)
21:36:16 <glx> planetmaker: [19:30:04] <+glx> hmm " des licences" -> "de la licence" :)
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22:06:52 <devilsadvocate> does cargodist know how to handle it if a passenger train goes from A-> B -> C-> ... -> Z like real trains do?
22:10:03 <Eddi|zuHause> devilsadvocate: what kind of "know" do you mean?
22:11:03 * Rubidium wonders whether he means whether it knowns how to arrange busses for C -> Z because the track is broken
22:12:47 <devilsadvocate> as in, would it rearrange the passengers so that some get off at B, some at C, so on
22:12:55 <devilsadvocate> kind of like how it happens really
22:13:54 <devilsadvocate> when it says "passengers will get onto any train going to B", does that include anything going indirectly to B, as in B being the 3rd or 4th stop
22:13:57 <Eddi|zuHause> yes, that's kinda the point...
22:14:39 <Eddi|zuHause> devilsadvocate: the passengers have a "source", "destination" and a "via" property
22:15:00 <glx> they go where they want to, not where you want them to go :)
22:15:05 <Eddi|zuHause> where "via" is the next station the train goes to, and "destination" is where they really want to go
22:15:38 <devilsadvocate> Eddi|zuHause, so lets say train 1 har oreders A->B->C, and some passengers want to get from A->C. do they get off at B and back on or do they not get on at all?
22:15:56 <devilsadvocate> basically, im not seeing a line between A and C in the graph
22:16:03 <devilsadvocate> so i'm not sure what is happening
22:16:33 <Eddi|zuHause> no, that would be silly...
22:16:54 <Eddi|zuHause> you'd end up with a completely connected graph, which is practically useless
22:18:13 <devilsadvocate> so the passengers do get off at B and are added to B's waiting cargo to C queue
22:19:21 <Eddi|zuHause> no, they stay in the train
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