IRC logs for #openttd on OFTC at 2015-03-10
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00:15:44 <Oddingar> working on the sidewalks, supermop?
00:17:22 <supermop> ok but the cobblestones are a pain -
00:17:48 <supermop> its hard to get a texture and bumpmap that looks like what i want
00:18:32 <Oddingar> but you have an idea how you want it? that's a start at least P
00:18:33 <supermop> especially to get the texture to wrap around curves
00:19:12 <supermop> so instead i modelled 8 or so individual stones, with complex irregular geometries
00:19:53 *** luaduck is now known as luaduck_zzz
00:20:02 <supermop> then arrayed them on a sloped surface for the gutter
00:20:59 <supermop> but now my file that contains all of the different road tiles has tens of thousands of these little complex polysurfaces in it
00:21:08 <supermop> so its very laggy to work with
00:21:58 <Oddingar> so you should convert it to a texture? as a picture, kinda, to prevent that, right?
00:22:17 <supermop> if i had a newer version of my software i could instead just procedurally produce these stones right before rendering
00:22:36 <supermop> then i am back to same problem though
00:24:55 <Oddingar> you wouldn't by any chance have a screenshot of what you got for now?
00:33:30 <supermop> hmm i haven't set up any of the roads for rendering yet
00:45:04 <Oddingar> ok :P well, time to sleep here, I'll see you around, hope you get it working properly :P
01:04:27 <supermop> going with texture for now and making a bunch of the wedges for curves
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03:27:50 <supermop> paint a solid center line on curved roads?
03:28:25 <supermop> I believe that is what american roadset does
03:29:49 <supermop> as far as I know RVs never pass in curves
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03:34:01 <chillcore> would be nice for snowline to be split of of desertline. the sandy dunes are lovely this time of year. :P
03:36:47 <chillcore> ^^^ happens because it is tied to max height setting and not height of highest generated tile (at mapgen)
03:38:45 <chillcore> and where did that copy paste from? ... seems like I typed it while typing ... hmm
03:39:20 <supermop> is it possible to have snow on desert in game?
03:40:24 <chillcore> it is one or the other ... they use the same stetting for snowline and tropical forest
03:40:59 <chillcore> it pretty much stops there though ;)
03:41:36 <chillcore> so you can not have and rainforest and snow at the same time
03:44:19 <supermop> it would be nice to do a vietnam scenario, where you have jungle near the sea, rainforest in the highlands, then snow up on the mountains in sapa
03:44:48 <chillcore> just one thingy with it that one needs to select artic to be able to change it for tropical then go back ...
03:45:20 <chillcore> ye some peeps have tried 'multiclimat' before ... did not turn out very pretty
03:45:25 <supermop> i like things like rainforest that alter tree behavior - i wish there were more tree zones
03:45:53 <supermop> doesn't that treeline patch floating around spawn only pine trees above certain height
03:46:25 <chillcore> ye ... but does it catch al the hystery?
03:47:16 <chillcore> I have not tested so ... my opinion is based on loclahosts version and then still mangled I my bugpack
03:47:44 <chillcore> eg. that version did not stop lumbermills spawning bove the treeline
03:48:06 <chillcore> not the end of the workd but yeah
03:48:17 <supermop> seems like that is something for industry newgrf to decide not code or patch
03:48:39 <chillcore> still easy to break stuffs
03:48:42 <supermop> if default lumbermill spawns at 20,000 ft thats ok
03:49:00 <supermop> it just won't have anything to cut
03:49:50 <chillcore> true but if I have no rainforest in tropical then those industries that are supposed to be there ... no matter how wel you code your newgrf
03:51:03 <supermop> idk what if i play firs on a map with no water - no where for ports or fishing grounds
03:51:25 <chillcore> there is always a bit of water
03:51:33 <chillcore> min is 2 % I believe
03:52:30 <supermop> in SE can make a map 100% flat land
03:52:59 <supermop> my X road junctions are too boring visually
03:53:46 <supermop> in city zones with sidewalk i have pedestrian crossings, but still the center looks too empty
03:55:09 <supermop> in countryside I have only the stop lines, and it looks worse
03:55:35 <supermop> I could put manholes in the center,
03:55:48 <chillcore> In SE scenario creator is free ... and takes full reponsability too
03:56:16 <supermop> or some of the curves lines they paint in large intersections to guide turning vehicles to correct lane?
03:57:18 <chillcore> is the road very clean?
03:57:23 <supermop> crosshatched stripes to warn cars agains blocking intersection
03:57:35 <chillcore> some dirt and or skiddmarks do wonders
03:57:45 <supermop> i eventually want to add tire and oil stains
03:57:49 <chillcore> try it on a layer ;)
03:58:38 <supermop> in curves, should centerline be solid or dashed?
03:59:05 <supermop> solid looks boring - but dashed is absurd as noone should be passing in a corner
03:59:08 <chillcore> unless you can turn
03:59:35 <chillcore> then solid with one stripe-y ...
04:00:21 <supermop> I have non-sidewalk road as nice circular curve in corners
04:00:38 <supermop> I wonder though about making city corners more square
04:04:07 <chillcore> hmm how about just draw peeps digging road all the time? or is that too much realism :P
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16:24:20 <Pulec> anyone starting cities skylines_
16:24:33 <Pulec> that traffic managment seems almost openttdliky
16:36:46 <Zeetherdroid> I heard it's amazing
16:37:06 <Zeetherdroid> It's making me want to go back to SimCity 4 too
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17:18:03 <Samu> i just had an idea for trains crashing road vehicles
17:18:35 <Samu> turn nearby stations rating to appalling
17:28:08 <Samu> or just for the train company
17:34:26 <Alberth> ha, I find a level crossing, buy a RV, and park it at the tracks
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17:38:14 <Alberth> I am not even sure why it is detected at all, trucks can drive through other trucks, why should a train be different?
17:47:22 <DorpsGek> Commit by translators :: r27180 /trunk/src/lang (3 files) (2015-03-10 17:47:16 UTC)
17:47:23 <DorpsGek> -Update from WebTranslator v3.0:
17:47:24 <DorpsGek> catalan - 16 changes by juanjo
17:47:25 <DorpsGek> norwegian_bokmal - 4 changes by cuthbert
17:47:26 <DorpsGek> spanish - 1 changes by juanjo
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18:21:06 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 21 hours, 8 minutes, and 25 seconds ago: <andythenorth> is cat asleep?
18:21:26 <DanMacK> He should be round soon, lol
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18:27:06 <Wolf01> "another tooth bite the dust"
18:29:38 <Zeetherdroid> Welp, guess Top Gear is screwed
18:29:57 <Zeetherdroid> Clarkson in his infinite idiocy went and got himself suspended
18:30:43 <frosch123> maybe he can call top gun for backup
18:32:56 <frosch123> Eddi|zuHause: the 64k vehicle limit was increased to something like 1M
18:33:13 <Eddi|zuHause> i probably was told that already
18:33:34 <frosch123> blame articulated vehicles :p
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18:45:11 <andythenorth> cat is at the end of my garden, sat on the wall
18:46:29 <Alberth> ha, that's what people think, cats know better :p
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18:58:20 <ub_umstieg> hi all today i did a new systemsetup and installed 1.5beta2 BUT the map creation is realy bad somany oilrigs just view tiles away from oilpruduction
18:58:32 <andythenorth> map creation is just really bad
18:58:34 <ub_umstieg> and most on the edges located
18:58:47 <andythenorth> I don’t think anything changed for industry location in 1.5?
18:58:58 <ub_umstieg> this has beeen mutch beter on 1.04
18:59:44 <andythenorth> did you create hundreds of maps to test it? o_O
19:00:18 <ub_umstieg> i overlooked the first and thought bud luck
19:00:35 <ub_umstieg> but then the second came in with lined up citys
19:01:02 <ub_umstieg> the third had to many dimand
19:01:09 <andythenorth> it’s just randomness being random
19:01:13 <ub_umstieg> the 4th now is ok to play
19:01:44 <andythenorth> it’s unfortunate, but random doesn’t guarantee playable maps
19:02:00 <DorpsGek> Commit by translators :: r27179 /trunk/src/lang (12 files) (2015-03-09 18:15:33 UTC)
19:02:02 <DorpsGek> -Update from WebTranslator v3.0:
19:02:03 <DorpsGek> afrikaans - 10 changes by telanus
19:02:04 <DorpsGek> croatian - 4 changes by VoyagerOne
19:02:05 <DorpsGek> finnish - 4 changes by jpx_
19:02:06 <DorpsGek> hebrew - 9 changes by oofnik
19:02:07 <DorpsGek> italian - 3 changes by lorenzodv
19:02:08 <DorpsGek> korean - 11 changes by Gimel3830, telk5093
19:02:09 <DorpsGek> lithuanian - 4 changes by Stabilitronas
19:02:11 <DorpsGek> polish - 4 changes by wojteks86
19:02:12 <DorpsGek> romanian - 29 changes by kneekoo
19:02:14 <DorpsGek> gaelic - 4 changes by GunChleoc
19:02:15 <DorpsGek> slovak - 17 changes by Milsa
19:02:16 <DorpsGek> spanish - 4 changes by SilverSurferZzZ
19:02:18 <ub_umstieg> as i do only play one map per real year i found a god one
19:04:12 <DorpsGek> Commit by translators :: r27179 /trunk/src/lang (12 files) (2015-03-09 18:15:33 UTC)
19:04:13 <DorpsGek> -Update from WebTranslator v3.0:
19:04:14 <DorpsGek> afrikaans - 10 changes by telanus
19:04:15 <DorpsGek> croatian - 4 changes by VoyagerOne
19:04:16 <DorpsGek> finnish - 4 changes by jpx_
19:04:17 <DorpsGek> hebrew - 9 changes by oofnik
19:04:18 <DorpsGek> italian - 3 changes by lorenzodv
19:04:19 <DorpsGek> korean - 11 changes by Gimel3830, telk5093
19:04:20 <DorpsGek> lithuanian - 4 changes by Stabilitronas
19:04:21 <DorpsGek> polish - 4 changes by wojteks86
19:04:22 <DorpsGek> romanian - 29 changes by kneekoo
19:04:23 <DorpsGek> gaelic - 4 changes by GunChleoc
19:04:24 <DorpsGek> slovak - 17 changes by Milsa
19:04:25 <DorpsGek> spanish - 4 changes by SilverSurferZzZ
19:04:31 <DorpsGek> Commit by translators :: r27180 /trunk/src/lang (3 files) (2015-03-10 17:47:16 UTC)
19:04:32 <DorpsGek> -Update from WebTranslator v3.0:
19:04:33 <DorpsGek> catalan - 16 changes by juanjo
19:04:34 <DorpsGek> norwegian_bokmal - 4 changes by cuthbert
19:04:35 <DorpsGek> spanish - 1 changes by juanjo
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19:43:56 <Samu> oh busybee is done by alberth? interesting
19:44:32 <Samu> i once sent steel to a factory
19:44:42 <Samu> just had to build the steel mill near it
19:48:53 <andythenorth> DanMacK won’t you come back :(
19:50:30 <V453000> so yeah the train I was rigging, I just discovered that making it render properly is pretty much impossible
19:50:53 <V453000> the only option I seem to have is to freeze the rig and create meshes from it in a couple forms ._.
19:50:59 <V453000> but cant leave it animatable
19:51:16 <V453000> fuck why do I realize there are other ways just the second I write stuff down
19:59:52 <V453000> yeah I read about that already
19:59:59 <V453000> I actually laughed. :D
20:00:04 <V453000> but yeah I realize how important it iz
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20:01:37 <Samu> is there any AI capable of dealing with infrastructure maintenance?
20:03:48 <V453000> omfg this new idea solves so many things
20:03:57 <V453000> it wont be easy, but it is already so helpful :)
20:04:30 <Alberth> thinking about a problem in the right way is halfway to solving it
20:04:48 <V453000> basically when creating the rig- the mechanism how it works - links between objects how they move,rotate, ... which is the drivetrain of the wheels, relies on locking some axis in movement in order to make some of the pistons move properly, etc
20:05:05 <V453000> which is downright useless once I need the engine to rotate in order to render
20:05:15 <V453000> - so I will just make the camera and sun rotate
20:05:49 <V453000> until now I tried to use some very over-complicated methods to just do the rig "better", but some parts are probably just a no-go
20:05:56 <frosch123> sounds like you have train-centric view of the universe
20:06:14 <Samu> yesterday i was talking to someone about ai framework
20:06:15 <Alberth> a common concept in this channel :p
20:06:17 <V453000> then there is another issue, the whole rig also has to scale in all views - to 83% in normal, to 116% on diagonal
20:06:37 <V453000> and the rigs of course also failed miserably at scaling
20:06:50 <V453000> good thing from this point is that some methods sucked at rotating, some sucked at scaling
20:07:05 <V453000> since I only have to worry about scaling now, I can use some of them :)
20:07:18 <V453000> /monologue over, andythenorth is next
20:07:22 <Samu> can each ai company have it's own thread usage?
20:07:39 <Samu> putting all them to the same thread slows down things :(
20:08:11 <andythenorth> V453000: I got nothing today :|
20:08:21 <andythenorth> I am thinking of starting a new game though
20:08:23 <andythenorth> with new Busy Bee
20:08:38 <planetmaker> Samu, each AI company does have its own thread
20:08:38 <andythenorth> also when is someone going to fix consists? :(
20:08:48 <andythenorth> and also a 5th transport type
20:08:59 *** Rubidium_ is now known as Rubidium
20:08:59 <andythenorth> and % full load orders
20:09:06 <Rubidium> Samu: yeah, but putting a guard at each tile and object to ensure only one AI is interacting with it is even more expensive
20:09:11 <V453000> I just donated some shit to Factorio.com so they gave me access to their graphics wiki ... they also do 3D -> sprites, more specifically blender ... but regardless it is very interesting
20:10:31 <frosch123> V453000: visit them in person :p they are in prague after all
20:11:09 <frosch123> they want to add more train stuff iirc :p
20:12:18 <frosch123> hmm, though i think the graphics guy is in spain
20:12:20 <Samu> only one ai company can interact at a time per tile?
20:12:32 <frosch123> the devs are in prague
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20:13:14 <Samu> could they queue actions?
20:13:25 <Alberth> andythenorth: orders need to be broken down in smaller units, imho
20:13:49 <Alberth> where a train can do several at the same time in some way
20:13:52 <V453000> frosch123: do you play that cancer too or? :D
20:14:20 <frosch123> V453000: sure, but pipe networks annoy me
20:14:42 <V453000> I hate when you pollute your pipe with some different cargo
20:14:49 <V453000> but other than that no problemo :D
20:15:13 <V453000> my attempt to make a gigantic mainline of belts has not been realized yet though XD separate cargoes are just so much more efficient
20:15:49 <andythenorth> Alberth: parallel orders? o_O
20:16:15 <frosch123> V453000: i think the only way to make oil at least somewhat interesting is to transport it in barrels :p
20:16:19 <V453000> more problem I have with it when I compare it to openttd in the end-game and replayability
20:16:34 <V453000> yeah ... I didnt try the barrel method yet though
20:16:42 <planetmaker> how does that compare there, V453000 ?
20:16:48 <andythenorth> V453000: it’s better? o_O
20:16:53 <planetmaker> I wondered previously already about that game, but... still unsure
20:17:05 <V453000> pm, when I build stuff in factorio, it -just-works- and you dont need to change it anymore
20:17:05 <frosch123> i think there is too much freedom in factorio
20:17:12 <frosch123> the landscape provides no restrictions
20:17:20 <frosch123> it's like ottd with copy&paste patch :)
20:17:22 <V453000> it is a lot of fun to set stuff up, but after some time it gets rather repetitive
20:17:28 <Alberth> andythenorth: expanding to more complicated mega-orders seems the wrong solution, eg for unloading some of the cargo, for example
20:17:40 <V453000> in the end of the game the only job you have is to get more resources for the expiring ones
20:17:54 <frosch123> i wondered whether it gets better in coop multiplayer
20:17:56 <V453000> while in OpenTTD, there is always something you could do better, and it helps
20:18:09 <frosch123> but yes, i wondered about the end-game
20:18:16 <V453000> I think coop multiplayer will make it more interesting as it will get a lot bigger scale - rail tracks will get interesting, etc
20:18:22 <frosch123> the science packs are kind of stupid, because at some point you do not need them
20:18:22 <V453000> now belts > tracks a lot
20:18:36 <V453000> well yeah but thats fine, just need use for them later
20:18:40 <frosch123> so, i wondered whether the goal should be maximize effiency modules
20:19:04 <V453000> you maximize them, fine, done, end of game nothing to see here, move on to another 20hour game
20:19:14 <V453000> with multiplayer probably more than 20h
20:19:34 <V453000> the thing I miss is something to force you to _within one game_ improve your designs
20:19:49 <V453000> if you make a great furnace design, it probably works just as well as a worse one on bigger footprint
20:20:03 <frosch123> the idea of efficency modules would be, that it slows down everything, so you need more, and in the end produces even more
20:20:12 <frosch123> i do not know whether it is actually solveable :p
20:20:20 <V453000> it is partially remedied by the pollution which makes it harder, so you can decide to build big and fat, but face consequences - OR - play nice and small and efficient
20:20:51 <V453000> yeah frosch123 I dont think the thing is solvable, it is just a systematic thing that openttd kind of offers
20:21:14 <V453000> though in openttd it is very much given by the fact that original industries have so huge production cap that it feels like infinity
20:21:41 <V453000> I think something like pollution is one of the possible big ways to go
20:22:05 <V453000> e.g. making it really have big impact, once you reach too much pollution, aliens attack WAY more
20:22:15 <V453000> to some degree that you find it really hard to defend
20:22:24 <V453000> now you just spam laser turrets - I even use them for offense
20:22:47 <frosch123> yup, laser turret are easiest for offence :p
20:22:49 <V453000> if you had to think about your network as a whole, and have the main idea to minimize pollution, it would get very interesting
20:23:07 <V453000> my so far top startegy is to get laser turret tech ASAP, and then just make mass production of turrets
20:23:16 <frosch123> i don't like personal fighthing, too risky to get stuck between some trees :p
20:23:36 <Samu> disable plant tree button to please authorities
20:23:38 <V453000> yeah well ... turrets, big shield, bots :)
20:23:48 <V453000> the bots arent even necessary but later they are handy
20:23:58 <frosch123> otoh, i wonder whether feeding turrets with bullets would be interesting
20:24:17 <frosch123> i mean with transport belt feeding
20:24:23 <V453000> idk, it is a great game, one of the best smart games, probably 2nd after openttd for me in this regard, but lacks something that would make me play it for longer
20:24:33 <frosch123> but i actually don't know which deal more damage
20:24:41 <V453000> lasers deal more I think
20:24:51 <frosch123> actually, it would be more balanced if bullets would make more damage than lasers
20:25:06 <V453000> but sure, though electricity would have to be a LOT harder to get, or lasers would have to consume WAY more
20:25:07 <Samu> what are you talking about? i thought it was openttd
20:25:15 <V453000> otherwise piercing ammo is just expensive
20:25:28 <V453000> yeah it probably would
20:25:41 <frosch123> well, once my batteries ran out at night :p
20:25:59 <V453000> lasers/solar energy for no upkeep cost, bullets/coal for raw power
20:26:22 <V453000> would make sense but the idea of offense with towers would move to even more insanity with bullets XD
20:26:36 <V453000> though admittedly filling turrets with ammo manually is PITA
20:27:08 <frosch123> actually, i started playing in god-mode, i.e. without character
20:27:18 <frosch123> then pipes are less annoying because you cannot block your path
20:27:30 <V453000> XD I didnt know you can even do that
20:27:37 <V453000> but yeah I basically only build the ground pipes
20:27:41 <V453000> mainly for that reason
20:28:06 <frosch123> yeah, that is some kind of conflict i have
20:28:17 <frosch123> either build stuff compact and get stuck everywhere, and run out of space
20:28:31 <frosch123> to leave much space inbetween which makes it kind of boring
20:28:39 <frosch123> there are no real space restrictions
20:28:53 <frosch123> unless i completely failed at figuring out the map generator :p
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20:30:01 <V453000> the map seems endless yes :)
20:30:25 <V453000> which is also retarded efficiency wise because you can have like 8 beacons around everything and be done with it, fuck space
20:31:16 <Samu> high production of coal, higher risk of mine collapsing
20:31:39 <V453000> nyway enough rant, the game is in alpha and is fun for MANY hours already, I think I played about 40 hours total and there is still a lot to try, I never had the flying logistic robots and a lot more stuff for example
20:31:43 <frosch123> planetmaker: btw have you seen the trailer? it's awesome :)
20:32:19 <frosch123> V453000: did you try the logic signals?
20:32:23 <V453000> openttd still stays n1 in endless improving etc though :P
20:32:32 <V453000> I didnt really mess with the trains much
20:32:38 <V453000> didnt try any signals
20:32:48 <V453000> I found belts to be interesting enough
20:32:50 <frosch123> yeah, i only managed 3 stations so far, with a single train
20:33:02 <frosch123> i have no idea what scale to build to need more than one train :p
20:33:17 <V453000> I think the train is mainly multiplayer thing
20:33:20 <frosch123> yup, i also focussed on belts :)
20:33:27 <V453000> you really need gigantic distances to make them worth anything
20:33:34 <planetmaker> frosch123, I watched on trailer some time ago
20:33:38 <V453000> not even considering the time you need to put into research and actually setting it up
20:33:41 <frosch123> recombining and shuffinglin cargos between the sides is the most fun part for me, i guess
20:34:12 <V453000> that is a nice mechanic of the belt
20:34:19 <V453000> I often combine 2 cargoes, one on each half :)
20:34:37 <V453000> it is probably the easiest way to get easy array of lab pack 3 (blue) assembling machines
20:34:45 <V453000> since it needs like 4 ingredients
20:34:58 <V453000> all of them being advanced stuff
20:35:25 <Samu> what are you guys talking about
20:36:39 <V453000> moar doom later, gnight :)
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23:20:18 <supermop> almost done modeling roads
23:20:31 <supermop> just need to decide what to do about road termini
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continue to next day ⏵