IRC logs for #openttd on OFTC at 2014-03-02
⏴ go to previous day
00:08:47 <Gallomimia> :O why come i not hear of oftc before??
00:11:41 <Gallomimia> indeed, but i said it that way to express exasperation and shock and surprize and squeee
01:36:08 *** HerzogDeXtEr has joined #openttd
02:43:38 <Flygon> Am I the only person that finds it difficult to do urban expansion in areas that are also scitter scattered with freight railway lines?
03:03:35 <Gallomimia> i'm sure i would find it difficult if i kinda knew what that meant
03:09:46 <Flygon> I'll have to send a .sav :P
03:09:57 <Flygon> Basically: Make cities bigger while having integrated transport
03:10:38 *** LeandroL has joined #openttd
03:29:18 <Flygon> I never thought I'd consider replacing Rail with Road to alleviate rail congestion for freight vs passenger
03:44:20 *** HerzogDeXtEr has joined #openttd
03:59:04 <Gallomimia> that's pretty much the reason i played simcity2k with subways right from the off
04:06:36 <Flygon> OTTD lacks such flexible subways
04:06:42 <Flygon> This would be INFINITELY easier
04:32:52 *** Hazzard has joined #openttd
04:34:05 *** Djohaal_ has joined #openttd
05:43:29 *** killertester has joined #openttd
05:56:16 *** Eddi|zuHause has joined #openttd
06:42:47 <Afdal> Thanks for the 4096-tile map support guys <3
06:50:49 *** Supercheese has joined #openttd
07:16:14 <Flygon> Now if I didn't somehow find a way to be forced to couple multiple UP 4000's together D:
07:59:51 *** Myhorta has joined #openttd
08:22:29 *** Progman has joined #openttd
08:32:30 <peter1139> I never played with 1024 or 2048 maps, heh...
08:44:15 *** safridzal has joined #openttd
08:49:20 *** sla_ro|master has joined #openttd
08:50:20 *** Aristide has joined #openttd
08:58:29 *** Alberth has joined #openttd
08:58:29 *** ChanServ sets mode: +o Alberth
09:11:52 <Gallomimia> what an odd evening... fell asleep at 8pm and woke up at 12:30am :/
09:14:23 <Gallomimia> hey Flygon how fast is the cpu in the computer you use to play ottd? i've been thinking a lot on how you managed to overpower it with a .sav and many thousands of vehicles
09:14:46 <Gallomimia> that's the speed of my laptop too
09:15:22 <Gallomimia> i've been reading some source files. i see that there's some .cpp file regarding threads. but yet i don't ever see ottd use more than one core
09:17:32 <Gallomimia> can't be that hard to get it to multicore when it's so many independent calculations
09:18:12 <Gallomimia> only time i've seen it hit 100% on mine was for map gen. that would be hard to get it to multicore on
09:18:12 *** Pensacola has joined #openttd
09:18:30 <Flygon> The whole multicore debate
09:18:42 <Flygon> They're sick of users asking for multithreaded support
09:18:48 <Flygon> Due to it being genuinely painful to implement
09:18:57 <Flygon> The genre isn't conductive to it :P
09:19:33 <Flygon> Sidenote: Over 90% of Mega Drive games are technically multithreaded :B
09:19:50 <Flygon> (though, the Z80's usually just stuffed onto handling the sound driver instead of doing anything else)
09:20:12 <Gallomimia> ohh damn. more than one thread?
09:22:15 *** LeandroL has joined #openttd
09:22:47 *** oskari89 has joined #openttd
09:26:18 <Rubidium_> that's why I said "not again..."
09:26:38 <Rubidium_> and there's probably more, but this is the stuff I could find from myself in the forum in 5 minutes
09:26:56 <Gallomimia> oh man definitely stop bothering to search for it ><
09:28:41 <Rubidium_> having said that, there's plenty that already happens in separate cores
09:29:41 <Rubidium_> (sound, music, palette animation, pushing images to the video card, saving, cargo distribution calculations, network lookups)
09:30:23 <peter1139> 09:17 < Gallomimia> can't be that hard to get it to multicore when it's so many independent calculations
09:30:30 <peter1139> ^ they're not independent...
09:31:03 <Flygon> I did just try saying that :P
09:35:14 <Gallomimia> "Or, to put it another way, one woman can make one baby in nine months, but nine women cannot make a baby in one month." <----- :)
09:36:46 <Flygon> Depends on the species
09:37:01 <Gallomimia> cite example please :O
09:37:31 <Gallomimia> are any of them real or are they some kind of furry?
09:38:15 <Gallomimia> i thought the word "women" limited it pretty strongly to one species anyway
09:38:19 *** LeandroL has joined #openttd
09:39:06 <Gallomimia> yes i have. but a fantasy nonetheless
09:40:08 <Rubidium_> Flygon: Klingon females
09:40:52 <Gallomimia> he's got a point ya know. i don't think i've ever heard klingons or ferengi refer to the other half of their species as "women"
09:43:17 <Gallomimia> anyway, i've finished reading what i'm gonna read and come to the conclusion that there's a different issue that i'd rather pay attention to: desync. why are the client and the server BOTH making the same calculations regarding pathfinding? why is it even possible for them to come up with a different answer?
09:43:44 <Rubidium_> the answer of the latter is: because of a bug
09:44:07 <Rubidium_> the answer to the former is: how much upload bandwidth do you have?
09:45:19 <Rubidium_> the state changes quite significantly every tick. Basically all vehicles change every tick, and then there's the map that goes through changes too
09:45:50 <Gallomimia> that's a lot of game-state data i guess
09:45:53 <Rubidium_> sending those differences will be more taxing than just keeping the state at both sides
09:46:11 <Xaroth|Work> more taxing in such a way that your pr0n streams will stutter if they didn't do it that way
09:46:13 <Gallomimia> can you guestimate how much data goes into a standard game state?
09:48:00 <Gallomimia> if it's taken that long the answer's no. i'll worry about it another day
09:48:32 <Rubidium_> number of map tiles * 9 + number of vehicles (that is wagons/engines/trucks/smoke plumes) * at least 100
09:49:57 <Gallomimia> just over one tick per second?
09:50:17 <Gallomimia> yeah that's pretty serious
09:50:31 <Rubidium_> well, the compressed game state (without caches) is the size of your savegame
09:51:10 <Gallomimia> oh. that helps a lot
09:51:23 <Gallomimia> 6M for an extra large map having very few vehicles
09:53:17 <Alberth> make a smaller map :)
09:53:47 <Gallomimia> no the point is to consider the largest size of map. i heard 4x larger is available now?
09:54:17 <Gallomimia> the map i am playing si 2048 square, they can be 4096 now?
09:55:33 <Gallomimia> that's ~160MB just for the map tiles
09:55:38 <Rubidium_> Gallomimia: in openttd.cfg change/set the savegame_format setting to none. Then it will store savegames uncompressed, and you could try to make a binary diff
09:56:11 <Gallomimia> i'm just tossing numbers around for considering the problems i've mentioned
09:56:28 <Rubidium_> @calc 4096*4096*9/1024/1024
09:57:00 <Gallomimia> i think i need pizza.... then some breaking bad, then some ttd (as a player)
09:57:34 <Gallomimia> and a monster drink!
09:57:42 <Gallomimia> and i like your calc bot :)
09:59:12 <Gallomimia> yeah i gotta go buy it :/ back in 20
10:25:09 <Eddi|zuHause> Flygon: have you tried HEQS trams for freight transport?
10:26:10 <Flygon> Kinda wish I had used them
10:26:36 <Flygon> Do they cooperate well with eGVTR...iknowistuffedtheacronymupsofarbutthefinalletteris-S?
10:29:05 <Flygon> Dunno why I wasn't using them x.x
10:29:36 <Flygon> And I know people'll give me crap over adding a GRF to an existing game. I know the risks. I already buggered up the start of the game anyway due to starting in 1950 instead of 1850...
10:30:04 <Flygon> Luckily the rollback worked there.... shame about not having 100 years worth of fully functioning financial reports tho :p
10:31:23 <Eddi|zuHause> Gallomimia: well of course the multithread discussion is in multiple threads. :p
10:33:41 <Alberth> distributed decision algorithms are very complicated :p
10:34:08 <SpComb^> openttd cluster edition
10:35:19 <SpComb^> and if you run it on ten very expensive machines with dedicated infiniband interconnects, you might get close to the performance of a single machine with the non-parallel implementation?
10:36:20 <Eddi|zuHause> well there were mild multithread tests in the past, which ran like 20% faster on multicore and 10% slower on single core
10:36:20 <Alberth> better run 10 independent instances on those machines, much easier :)
10:36:43 <Eddi|zuHause> which at that time was decided not worth the hassle
10:38:36 <Eddi|zuHause> anyway, to get useful multithreading you probably have to write the program from scratch
10:39:08 <Xaroth|Work> would be a fun project
10:40:28 <Flygon> Yep, those Trams have helped a lot :)
10:40:32 <Flygon> Kicking the Trucks butt!
10:50:14 *** killertester has joined #openttd
10:51:17 *** frosch123 has joined #openttd
10:56:42 * Gallomimia needs a bookmark for watching videos
10:57:05 * Alberth adds a mark to a book, and gives it to Gallomimia
11:15:23 <Gallomimia> finally found out why things weren't making sense in this series
11:17:46 <Eddi|zuHause> that's why i move videos to a different folder after i watched them
11:18:26 *** retro|cz has joined #openttd
11:25:34 <frosch123> hmm, is that rewboss guy (who seems to be linked quite often here lately) from my town?
11:26:17 <Gallomimia> that's a pretty good idea. i have a few too many videos. and i like to maintain a library rather than just download for personal use. sharing is my game
11:29:17 <Eddi|zuHause> i don't know your town...
11:29:57 <Eddi|zuHause> but from what i understood he lives somewhere outside aschaffenburg
11:34:42 *** TheSteve1s has joined #openttd
11:39:45 *** Myhorta has joined #openttd
11:42:51 *** Midnightmyth has joined #openttd
12:07:36 *** gelignite has joined #openttd
12:08:53 *** blathijs has joined #openttd
12:14:45 *** blathijs has joined #openttd
12:16:21 *** Devroush has joined #openttd
12:26:23 *** HerzogDeXtEr has joined #openttd
12:34:52 *** Supercheese has joined #openttd
12:42:39 *** Gallomimia has joined #openttd
12:50:32 *** killertester has left #openttd
13:42:49 *** roboboy has joined #openttd
14:18:26 <Eddi|zuHause> "Founding of Russia's Black Sea fleet in Sewastopol: 13th May 1783. Official acknowledgement of independence of the USA: 3rd September 1783"
14:22:32 <frosch123> britain was scared of the black sea fleet?
14:24:29 <Eddi|zuHause> i might be misremembering this, but weren't there plans to move the fleet away from Sewastopol?
14:25:15 <frosch123> i guess they need to be river ships to be able to
14:25:30 <Eddi|zuHause> not north, east :p
14:58:55 *** rubenwardy has joined #openttd
15:15:23 *** Myhorta[1] has joined #openttd
15:39:18 *** Hazzard has joined #openttd
15:45:02 *** Devroush has joined #openttd
15:53:25 *** Devroush2 has joined #openttd
15:55:39 <Eddi|zuHause> what works for venezuela can't be wrong for ukraine
16:21:59 *** Djohaal has joined #openttd
17:09:55 *** Streemo has joined #openttd
17:11:00 *** Progman has joined #openttd
17:25:28 *** HerzogDeXtEr has joined #openttd
17:57:37 *** jjavaholic has joined #openttd
18:04:30 *** Aristide has joined #openttd
18:11:51 *** oskari892 has joined #openttd
18:14:38 *** Pereba_ has joined #openttd
18:21:09 *** Pereba_ is now known as Pereba
18:54:58 *** TheDude has joined #openttd
18:56:35 <TheDude> I'd like to ask, is it ok, that when I pause game with game script in single player, I cant unpause it by normal means ?
18:57:12 <Eddi|zuHause> yes, that is intended
18:57:36 <TheDude> raelly? but why? what if user wants to continue?
18:57:51 <Eddi|zuHause> the game script must handle that in some way
18:58:07 <Alberth> why do you pause the game in such a case then?
18:58:54 <TheDude> hm, good question, I wanted to gain user's attention, but yes, it can be drew other way
18:58:55 <Eddi|zuHause> the game has 3 pause conditions: player, network and script. only all three unpaused will unpause the game
18:59:14 <Eddi|zuHause> "network" usually meaning "number of players"
19:07:38 <frosch123> gs pauses is intended to be only released by gs
19:08:04 <frosch123> though the gs needs to be careful to not deadlock itself (fs#5283)
19:16:17 *** bialasik has joined #openttd
19:16:37 <bialasik> Hello, anybody can help me?
19:17:10 <bialasik> i have problems with newgrfs on my dedicated server
19:18:01 <frosch123> if you copied the config file, make sure there is the correct path separator in the config file
19:18:24 <TinoDidriksen> Or just always use / since that works on all platforms.
19:18:41 <bialasik> when I do content download after select
19:19:12 <bialasik> after server restarting config's chmod is 664
19:19:13 <frosch123> if you do content download via console, you also need to "rescannewgrf"
19:20:53 <bialasik> it doesn't change anything
19:21:31 <bialasik> i have some newgrf's whose I download with content update, content state, content select and content download
19:21:57 <bialasik> when I download some newgrf, it appears on my web interface
19:22:25 <bialasik> when I add it on webinterface and when I save it, it looks ok on web interface
19:22:49 <bialasik> but when I restart the server, my config's chmod changing
19:22:55 *** andythenorth has joined #openttd
19:23:05 <bialasik> and newgrfs are disabling
19:23:52 <frosch123> do you change the config while the server is running?
19:23:58 <frosch123> then it likely overwrites it when existing
19:24:18 <frosch123> you can do "reloadconfig" via console to reload the config without exiting the server
19:24:27 <frosch123> or you can pass a command line paramter to never write the config
19:24:33 <bialasik> ok, wait, i'll try this
19:25:09 <bialasik> reloadconfig ERROR: command not found
19:26:52 <frosch123> ah, i see. it's no command, but a setting
19:27:14 <frosch123> so either enable the "reload_cfg" setting which reloads the config when starting a new game
19:27:34 <bialasik> where can I find this?
19:28:31 <frosch123> or use command line option "-x" to not save on exit
19:30:39 <bialasik> ok, with -x my config's chmod doesnt broke up
19:30:48 <bialasik> but my newgrfs doesnt working
19:32:29 <Alberth> games that you load have their own set of newgrfs
19:32:33 <frosch123> you give the path inside the tar
19:33:26 <andythenorth> I want to start my truck set :(
19:33:31 <frosch123> do "tar -tf Polish_PKP_Set_2.0-2.0.8.tar"
19:33:31 <andythenorth> but the rules say no
19:33:43 <frosch123> andythenorth: start a game instead?
19:33:50 <bialasik> where, in this form?
19:33:58 <Alberth> build a truck from lego?
19:34:17 <frosch123> it lists the content of the tar
19:34:22 <frosch123> so you can tell the path inside the tar
19:34:36 * andythenorth just saw the Lego movie
19:34:50 <frosch123> anyway, it would be way easier if you just prepare a save on your local computer, and upload it :p
19:34:56 <bialasik> I must go to /home/myusername/.openttd/(...), yes?
19:35:11 <frosch123> andythenorth: are you excited for the minecraft movie?
19:35:26 <frosch123> bialasik: yes, content_download/newgrf likely
19:35:29 <andythenorth> I wondered if one is coming :P
19:35:43 <andythenorth> I am a minecraft refusenik
19:35:50 <bialasik> okay, I've got Polish_PKP_Set_2.0-2.0.8/ Polish_PKP_Set_2.0-2.0.8/license.txt Polish_PKP_Set_2.0-2.0.8/pkp-set-2.0.8.grf Polish_PKP_Set_2.0-2.0.8/changelog.txt Polish_PKP_Set_2.0-2.0.8/readme.txt
19:35:52 <frosch123> i heard the lego movie can only be followed up by a minecraft movie
19:35:59 <andythenorth> that was a joke in our office too
19:36:17 <frosch123> bialasik: the ".grf" entry is what you need to put in the config, followed by a "="
19:36:22 <andythenorth> anyway, I have a game running already right now
19:36:32 <andythenorth> but it needs trucks
19:36:44 <andythenorth> nothing wrong with eGRVTS, but, really, really used it a lot
19:36:54 <frosch123> TheDude: there is a fs task about some obiwan though :p
19:37:05 <frosch123> apparently the grow rates are off by one day or so
19:37:48 <TheDude> hm, I heard something about that, but I dont really know
19:38:09 <frosch123> it's the usual thing
19:38:09 <bialasik> frosch123: it doesn't work, in my web interface after "=" I add Polish_PKP_Set_2.0-2.0.8/pkp-set-2.0.8.grf
19:38:13 <frosch123> loops starting with 0 or 1 :p
19:38:35 <frosch123> "Polish_PKP_Set_2.0-2.0.8/pkp-set-2.0.8.grf=" is the complete row
19:38:42 <frosch123> you do not put anything behind the "="
19:38:59 <frosch123> behind the "=" is for grf paramters
19:39:09 <frosch123> but better try with defaults first
19:39:10 <TheDude> I am now trying those new GS things, and there is one detail, when I set NORMAL_GROWTH, and the condition to grow is positive in GS, it is still possible that town wont grow because of missing service, and the problem is, I dont know how to tell GS that the town is not actually growing
19:39:27 <bialasik> newgrf/Polish_PKP_Set_2.0-2.0.8/pkp-set-2.0.8.grf =
19:40:18 *** Aristide has joined #openttd
19:41:06 <bialasik> and I must have this newgrf on my client, yes?
19:41:21 <bialasik> it can't download automatically?
19:41:24 <frosch123> on the client you can still download it upon join
19:41:33 <frosch123> if it is on bananas
19:42:33 <bialasik> thanks, frosch123! :)
19:42:55 <frosch123> yw, but i still think uploading a complete savegame would have been easier :p
19:55:39 <Alberth> TheDude: keep track of population through time?
19:55:51 <TheDude> hm, what do you mean?
19:56:14 <Alberth> query population eg every month
19:56:25 <TheDude> town is usually rebuilding houses on its own, houses took few months to complete
19:56:31 <Alberth> if the town grows, the number should become bigger
19:56:38 <TheDude> it is not really reliable
19:56:53 <TheDude> house count could be maybe better
19:58:18 <TheDude> but then, player could just demolish the house, and GS would be lost
19:59:45 <TheDude> some GS function like TownHasService would be cleaner, or it GSTown.GetGrowthRate returned some value like NO_SERVICE in addition to actual growth rate and TOWN_GROWTH_NONE
20:01:06 <Alberth> looks like a worse solution to me
20:01:20 <Alberth> what if the answer you get is not what you like?
20:02:02 <Alberth> now you can just program what you want to see as "growth", instead of being stuck with whatever gets implemented in those functions
20:02:48 <Alberth> maybe someone wants to count road tiles or so as value for "growth", with a builtin function that becomes impossible
20:04:11 *** Myhorta has joined #openttd
20:05:30 <TheDude> yes, I want to program growth such, that when some cargo is delivered, town grows, with TOWN_GROWTH_NORMAL, which is normal growth without custom GS change
20:05:46 *** Aristide has joined #openttd
20:06:48 <TheDude> but when I deliver cargo, but town has no transport service, the town does not grow, and I dont know how to find out about that condition with GS
20:07:21 <frosch123> you could try ScriptTown::HasRating
20:07:42 <frosch123> it could tell you whether there has ever been service in the town
20:07:50 <frosch123> though it does not tell you whether there still is
20:08:04 <TheDude> it has also too much loose ends
20:08:25 <frosch123> or check for passenger transport or so
20:09:03 <TheDude> once there is service, it would have some rating, and I can judge, whether it goes up and down, but I would not know if that is because of existing service or because someone planted/cut trees
20:18:31 <TheDude> or if station's property time_since_load/time_since_unload were readebla with GS, that would help to make that growth decision
20:20:38 <frosch123> was is your actual goal?
20:20:47 <frosch123> i mean why do you use GROWTH_NORMAL at all?
20:20:52 <frosch123> why not set the rate via gs?
20:25:27 <TheDude> there was some problem with grow counter, I had recreate some code from town_cmd into GS to make it work, and to grow town I used townExpand
20:26:55 <TheDude> and I still wanted to decide growth on existing service too, I wrote a function to simulate that, but it is not reliable, it only decides service on running existing running vehicles in stations that are in town zone, but it can be easily cheated
20:27:11 <TheDude> because the vehicle does not actually visit the station to be counted :-(
20:30:39 <TheDude> when I say growth rate e.g. 10, the town wont grow, because the grow counter stays high, if it was before set to growth_none
20:30:54 <TheDude> that's why I made that bug /request report
20:31:27 <frosch123> that's no longer the case
20:32:03 <TheDude> I am running GS on beta5 and it is still the case
20:32:24 <TheDude> hm, sorry, I read it wrong, it really grows
20:33:41 <TheDude> ok, nice, but if I'd wanted to use or recreate native growth mechanism, the service problem stays
20:34:24 <TheDude> I'd like to actually stick to native growth style, just to enable/disable it when town is supplied or not
20:35:23 <TheDude> it is of course possible, no problem to do that, but I am not able to retrive the real grow status, because of this service condition, which I cant get with GS now
20:36:53 <frosch123> well, then try to not replicate the original algorithm :p
20:37:06 <frosch123> i mean it's not like the original algorithm is particulary challenging or uncheatable
20:37:19 <frosch123> just build 5 bus stops and 1 bus, to get maximum rating
20:37:31 <frosch123> what's the point in replicating that?
20:40:02 <TheDude> it cant be replicated to 100%, original program needs that the vehicle has to visit the station, I cant replicate that
20:40:06 <Eddi|zuHause> i think i will somewhen create a growth script that only grows into areas that are serviced by a station
20:40:55 <TheDude> the point is to control growth with the new GROWTH_NORMAL and NONE, so I dont need to use any extra code
20:41:19 <TheDude> the game will feel just like normal town growing with the need to supply town to grow
20:41:39 <frosch123> well, and why do you need to know service-state then?
20:42:00 <Eddi|zuHause> TheDude: why can't that currently be done?
20:43:13 <TheDude> to tell user that town does not grow at the moment, come on, I already wrote that
20:43:51 <TheDude> because in openttd, the service is ok, when a vehicle visited a station
20:44:04 <frosch123> doesn't the towngui say that anyway?
20:44:14 <TheDude> GS has no functin to tell that, I can only get information, that some station has a running vehicle in its list
20:44:44 <TheDude> towngui is ok, but I cant adjust goal gui to that
20:44:57 <TheDude> user will see, town does not grow in town gui, but goal will say, hey I am growing
20:45:01 <TheDude> user will be confused
20:45:07 <TheDude> and will write me hatemail
20:45:44 <TheDude> I will be very unhappy on my birthday
20:45:49 <TheDude> and that is very unDude
20:46:36 <frosch123> maybe try to consider hatemails as something that pays you attention or so :p
20:50:26 <Eddi|zuHause> i still don't understand the problem
20:50:56 <TheDude> you can reread it again, if you'd like
20:51:29 <frosch123> Eddi|zuHause: he wants to replicate information from the town window to the goal window
20:51:31 <TheDude> so why does GSTown::GetGrowthRate returns a valid value, when town is not growing because of lack of service?
20:52:04 <frosch123> and wants to keep the original growth algorithm, but not the original growth condition
20:52:40 <TheDude> yes, as frosch says, but more precise it that I want to add new condition to original growth
20:53:11 <Eddi|zuHause> so: "if (condition) { normal } else { stop }"
20:53:54 <frosch123> Eddi|zuHause: the original algorithm allows conditions by cargo town effect
20:54:02 <frosch123> but i think TheDude wants them per cargo type
20:54:21 <frosch123> gs allow using the original algorithm, or to replace it completely
20:54:22 <TheDude> yy, town effect is too limited
20:54:36 <TheDude> no, the only problem is gui problem in fact
20:54:38 <frosch123> but they do not easily allow any intermediate thingie
20:55:18 <Eddi|zuHause> so your problem is that while in "normal" mode in above code, the GUI does not display what you want?
20:55:36 *** jpierre03 has joined #openttd
20:55:42 <Eddi|zuHause> otherwise everything works correctly?
20:56:23 <TheDude> yy, exactly, the new features are excellent and works just fine
20:56:50 <Eddi|zuHause> so what's the difference between what you want to display and what it does display?
20:56:50 *** tokai|mdlx has joined #openttd
20:57:00 <TheDude> but the feedback I provide in goal gui can be misleading, in the condition when town does not grow because of service
20:57:16 <TheDude> that's the only condition I cant recognize with GS, so it has bad info
20:57:40 <TheDude> difference is: growing/not growing
21:01:38 <TheDude> now if I can find out that town is funded with GSTown.GetFundBuildingsDuration, it would be nice to find out also about service
21:11:27 *** Myhorta has joined #openttd
21:18:48 <Eddi|zuHause> TheDude: try www.informatik.uni-halle.de/~krause/town_growth_script.diff
21:18:59 *** Aristide has joined #openttd
21:19:57 <Eddi|zuHause> TheDude: if that does what you desire, open a bug report with this file attached
21:26:56 *** Midnightmyth_ has joined #openttd
21:30:07 <Eddi|zuHause> "US foreign minister John Kerry accuses Russia of invading countries for completely made up reasons" what was that story again with "weapons of mass destruction"?
21:31:41 <Alberth> more like mass delution :p
21:35:35 <andythenorth> it's ok when we do it
21:35:39 <andythenorth> just not when they do it
21:36:33 *** Aristide has joined #openttd
21:36:42 <Eddi|zuHause> well "we" did not do it :p
21:36:55 <Eddi|zuHause> (that one time at least :p)
21:37:13 <__ln__> in any case, the lying iraqi information minister remained an internet meme even after the weapons were not found... even though for all we know he was telling the truth.
21:38:27 <Eddi|zuHause> there's this story that putin allegedly said: "well if i had invaded Iraq, i would have found the WMD"
21:38:59 <Eddi|zuHause> [meaning: i would have put some in to find]
21:42:25 *** andythenorth has joined #openttd
22:07:59 *** Starlight has joined #openttd
22:49:11 <TheDude> thanks Eddi|zuHause, it looks like it could be that simple
23:54:48 *** Myhorta has joined #openttd
continue to next day ⏵