IRC logs for #openttd on OFTC at 2016-06-16
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00:09:29 <Samu> do i have to attach syntrans or will you download it from bananas?
00:09:59 <Samu> I suspect it is a iterator problem in ai_gui.cpp
00:12:59 <ST2> Samu: about 6479, did the changes got applies on server full restart?
00:13:26 <Samu> when i close openttd, it changes log_level instead
00:13:47 <Samu> i made typo in the report t.t
00:15:07 <ST2> so, is that an Interface bug or a AI bug?
00:15:38 <Samu> interface bug in my opinion
00:16:00 <Samu> refresh, i added a comment
00:16:32 <ST2> note: test a bunch of GS's and try modify parameters - some dnt apply
00:16:43 <ST2> and by some, I mean not all
00:17:23 <ST2> so, you have a long way of reporting Interface bugs
00:17:43 <Samu> it seems to be a bug with dropdowns, and text querying
00:17:49 <ST2> not saying that can't be a bug there... only saying that your info is way too short
00:17:51 <Samu> and another.. let me see ai_gui.cpp
00:18:26 <Samu> virtual void OnQueryTextFinished(char *str)
00:18:34 <Samu> virtual void OnDropdownSelect(int widget, int index)
00:19:15 <Samu> these 2 functions are not taking into account if the parameter is hidden or not
00:21:17 <Samu> funny that i've been working intensively with ai_gui.cpp these last 2 months and only now I saw this
00:21:46 <ST2> 1 thing is sure, OpenTTD (at current state) have some issues on modify files under W7 / W10 - depending on your security settings
00:21:53 <ST2> even with a fresh install
00:22:47 <Samu> I don't know how to fix this :(
00:23:00 <Samu> it's a problem with the iterator
00:23:18 <Samu> i was never successful when i messed with iterators before
00:24:09 <ST2> well, since I make my changes directly on cfg files and don't use ui's, I can't help you much :S
00:31:30 <Samu> on a different note, SimpleAI server reached 2051
00:33:08 <ST2> Samu: have you tried changings with other AI's?
00:33:25 <Samu> the other AIs appear to be doing it fine
00:33:39 <ST2> so, it's an AI issue, not interface
00:33:52 <Samu> because they only put the hiden parameters after all the others
00:34:07 <Samu> syntrans put a hidden parameter before a visible parameter
00:34:52 <Samu> what do I read? "have you tried changings with other AI's?"
00:35:08 <ST2> [23:33:24] <Samu> the other AIs appear to be doing it fine
00:35:08 <ST2> [23:33:37] <ST2> so, it's an AI issue, not interface
00:36:08 <Samu> the author of syntrans, have put 2 parameters on his ai
00:36:29 <Samu> in order, parameter 1 is a hiden parameter, parameter 2 is a visible parameter
00:36:54 <Samu> since he put the hidden parameter before a visible parameter, the iterator thinks the change is for the hidden one
00:37:12 <Samu> the iterator isn't taking that into account
00:37:20 <Samu> it just put the whole list of parameters
00:37:56 <Samu> OnClick is doing it right
00:38:05 <ST2> well, did that happen with any other AI?
00:38:09 <Samu> its iterator is going thru only visible parameters
00:39:53 <ST2> because I dnt see a reason any setting to be hidden
00:40:18 <Samu> setting gui.ai_developer_tools true or false
00:40:37 <ST2> like changing max spectators
00:42:01 <Samu> the other AIs, i suspect, they're only putting the hidden parameters after all the visible ones, so the iterator won't bug here
00:42:21 <Samu> didn't really check, but
00:43:02 <ST2> there you can see each settings properties
00:43:30 <ST2> have you ever thought that info.nut fileds properties can be wrongly set?
00:43:41 <Samu> yeah, that's what I thought at first
00:44:08 <Samu> but then i enabled dev_tools and it started doing it fine
00:44:42 <Samu> then i went to check ai_gui.cpp in visual studio and yeah, it is not caring if that parameter is set hidden or not
00:45:51 <Samu> yes, it's what i've been using to edit
00:46:17 <Samu> visual c++ express 2015 whatever bla bla
00:46:32 <ST2> as I said, use it only to compile
00:46:51 <Samu> but why? I've been doing fine, except for a few annoying auto-formating
00:48:04 <Samu> i already got used to them :/
00:48:13 <Samu> there must be a way to disable some formatting
00:48:18 <Samu> but i didn't bother to find out yet
00:48:44 <ST2> same as I trust more on check info.nut file and define variables on cfg's manually
00:49:19 <ST2> if you enter on GUI's work there... prepare for nightmares
00:50:20 <ST2> well, info.nut are kinda easy to get working on ttd GUI
00:50:46 <ST2> and I changed alot myself, due the lots of GS's we use on our servers
00:51:19 <ST2> and if something is not working... trust me, info.nut has something wrong on it
00:51:50 <Samu> can u check syntrans info.nut?
00:52:23 <Samu> I suspected about 'flags = 0'
00:52:52 <Samu> the AI that I used to reproduce this bug
00:53:43 <ST2> can you ask to the real synstrans dev?
00:54:23 <Samu> 0 is another name for AICONFIG_NONE
00:55:48 <Samu> AddSetting({name = "log_level", description = "The amount of AI messages to display in the AI log. Higher=More messages", easy_value = 2, medium_value = 2, hard_value = 2, custom_value = 2, min_value = 1, max_value = 3, flags = CONFIG_INGAME | CONFIG_DEVELOPER });
00:56:35 <ST2> easy_value = 2, medium_value = 2, hard_value = 2, custom_value = 2
00:57:19 <ST2> are there any real levels?!
00:57:25 <Samu> it's a difficulty setting
00:57:38 <Samu> and what it prints in the ai debug window
00:57:51 <Samu> the amunt of what it prints, i guess it doesn't matter what difficulty
00:58:13 <ST2> and what's the differences between: easy_value = 2, medium_value = 2, hard_value = 2, custom_value = 2
00:58:28 <Samu> that's the difficulty preset for AIs
00:59:04 <Samu> there's easy, medium, hard and custom, but i guess custom was eliminated
00:59:31 <ST2> but values for easy, medium, hard and custom, are ALL 2
00:59:44 <Samu> easy preset is to have the ai behave like a noob
00:59:58 <Samu> hard preset is to have it behave like a master
01:01:12 <Samu> there's a text log that AIs print on the AI/Debug Window
01:01:19 <ST2> somewhere in AI code, "log_level" is taken in account
01:01:32 <ST2> but all difficulty levels are 2
01:01:42 <ST2> so, there's no change at all
01:01:45 <Samu> yes, it will print the same amount of information
01:02:15 <ST2> wich is another setting, right?
01:02:40 <Samu> AddSetting({name = "route_distance", description = "The distance of the vehicle routes built by SynTrans", easy_value = 1, medium_value = 1, hard_value = 1, custom_value = 1, min_value = 1, max_value = 3, flags = 0});
01:02:49 <Samu> this settings has flags = 0
01:02:52 <ST2> easy_value = 1, medium_value = 1, hard_value = 1, custom_value = 1, min_value = 1
01:03:23 <ST2> so, is that an interface issue?
01:03:33 <Samu> no, that's what the author decided
01:03:54 <Samu> AddLabels("route_distance", { _1 = "Short", _2 = "Medium", _3 = "Long" });
01:03:57 <ST2> well, your bug report says there's an Interface bug
01:04:17 <Samu> the bug is on OpenTTD's end
01:04:36 <ST2> AddLabels("route_distance", { _1 = "Short", _2 = "Medium", _3 = "Long" });
01:05:43 <ST2> and, as expected, the value don't change
01:06:09 <Samu> ScriptConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin();
01:06:43 <Samu> it gets the whole list, it has 3 parameters, 1 is the start_date, the other 2 are given from info.nut
01:06:57 <ST2> values for route_distance are ALWAYS 1
01:07:31 <Samu> when you change them on gui, they are supposed to be going from 1 to 3
01:07:48 <ST2> if set on cfg files, you can reach min 1 and max 3
01:07:50 <Samu> it changes them, but applies it to log_level instead
01:08:54 <ST2> so, as I said, if happens in other AI's... it's an OpenTTD bug
01:09:06 <ST2> if ONLY on this AI... what you think?
01:09:30 <Samu> brb, let me get ai_gui.cpp for you
01:10:37 <ST2> as you said, it works well with other AI's
01:12:15 <Samu> line 334, the iterator there deals with visible settings only
01:12:42 <Samu> DrawWidget also deals with it properly
01:13:18 <ST2> Samu: why GUI should deal with unvisible settings?
01:13:21 <Samu> the iterators there, forget about visible settings
01:13:53 <Samu> because ai dev tools can be set to false or true
01:14:05 <Samu> it won't display them in the AI Parameters window if it's false
01:14:20 <ST2> so, that means you can handle them
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01:14:46 <Samu> if i set them visible, I can change them
01:15:03 <Samu> setting gui.ai_developer_tools 0
01:15:05 <Samu> setting gui.ai_developer_tools 1
01:15:08 <ST2> only try what my knowledges allow
01:15:09 <Samu> u'll notice a difference
01:15:23 <ST2> and I change many of them... on cfg files
01:15:24 <Samu> there are parameters that pop up/hide
01:16:12 <ST2> if you mess with "setting gui.ai_developer_tools" it's because you have knowledges to handle with them
01:16:35 <Samu> grr, let me show a screenshot
01:16:50 <ST2> [00:16:10] <ST2> if you mess with "setting gui.ai_developer_tools" it's because you have knowledges to handle with them
01:16:50 <ST2> [00:16:16] <ST2> and what comes next
01:16:50 <ST2> [00:16:19] <ST2> correct?
01:17:21 <ST2> note: I hate quote myself :S
01:21:02 <ST2> Samu: I deal enough with "AddCategory(..." , "AddSetting(..." ,and "AddLabels(..." on info.nut
01:21:14 <Samu> ok check the flags of the first parameter
01:22:04 <Samu> it disregards if the list contains hidden parameters
01:22:50 <ST2> or changed later (console, for example)
01:22:50 <Samu> the visible parameter which is number 3, becomes number 2 suddenly
01:23:02 <ST2> [00:22:30] <ST2> hidden from beggining?
01:23:14 <Samu> when u set the value to number 3, it changes the invisible parameter number 2 instead
01:23:32 <ST2> I can't make simple questions
01:24:24 <Samu> the iterator in ai_gui.cpp finds 3 parameters, and then just applies it based on the row where u clicked
01:24:27 <ST2> because if you change on console, GUI won't get it - that's 101
01:24:38 <Samu> the 3rd parameter with is the route_distance
01:25:15 <Samu> it refreshes the config, there's an OnInvalidateData, it's "instant"
01:25:32 <ST2> Samu: look above, I made a question
01:25:47 <ST2> you're being ignored for that
01:26:41 <Samu> we better stop indeed, we're getting nowhere, I insist it's a bug in ai_gui.cpp, you insist it's syntrans info.nut
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01:28:15 <ST2> I asked: [00:22:30] <ST2> hidden from beggining?
01:28:46 <ST2> because changes can do the trick and really discover if there's a bug
01:29:41 <Samu> i opened the parameters window first, then only after did I typed that into the console
01:30:06 <ST2> Samu: please, don't ever call me to your problems - I already have too many servers to handle with
01:31:16 <Samu> I don't really see the point in your question
01:31:45 <ST2> [00:30:04] <ST2> Samu: please, don't ever call me to your problems - I already have too many servers to handle with <<-- you need a draw now?!
01:31:46 <Samu> the window refreshes itself when i type that into the console, it's refreshed
01:32:48 <ST2> now I understand why you had a tt-forums account banned - I'm annoying but you, for sure, take the cake!!
01:39:06 <Samu> i've read back, yes is the answer
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01:40:54 <Samu> AddSetting({name = "log_level", description = "The amount of AI messages to display in the AI log. Higher=More messages", easy_value = 2, medium_value = 2, hard_value = 2, custom_value = 2, min_value = 1, max_value = 3, flags = CONFIG_INGAME | CONFIG_DEVELOPER });
01:41:22 <Samu> 'flags = (bla) | CONFIG_DEVELOPER' - this hides it
01:41:39 <Samu> this setting is first before the other with flags = 0
01:42:23 <Samu> if gui.ai_developer_tools is 0, this setting is hidden from the parameters window
01:42:37 <Samu> if gui._ai_developer_tools is 1, it is shown
01:43:41 <Samu> the other Ais that use CONFIG_DEVELOPER have these settings past the other settings that don't use this flag
01:44:22 <Samu> they will never trigger the iterator bug
01:45:16 <Samu> it should iterate over all the visible settings to apply the value to the correct parameter
01:46:09 <Samu> if settings 1 2 3 4 5 are visible, and 6 7 8 are hidden, the iterator goes 1 2 3 4 5 6 7 8, but since i click on row 5, a visible setting, the iterator still applies the value correctly to setting 5
01:46:45 <Samu> settings 1 3 are visible, 2 is hidden
01:48:21 <Samu> it takes the row which i click as the setting number that I'm chaning
01:48:35 <Samu> and since 2 is hidden, the row that i click is 2
01:48:48 <Samu> setting 2 is log_level, it applies the vale to it
01:49:12 <Samu> I insist, the bug is in ai_gui.cpp, not on info.nut
01:50:50 <Samu> setting 3 is drawn on row 2, because setting 2 is hidden, ... hmm yeah
01:51:47 <Samu> the only thing that could be wrong on info.nut was flags = 0, but 0 is the same as saying CONFIG_NONE
01:52:00 <Samu> so, it's fine, I see nothing wrong in there
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04:21:47 <Eddi|zuHause> ST2: ever heard of an ignore list?
04:25:21 <ST2> Eddi|zuHause: yes, but haven't done it... same as you on me ^^
04:25:49 <Eddi|zuHause> ST2: you're not nearly as... problematic... as... him...
04:27:21 <ST2> well, I know my knowleges limit, english limits, and so on... and I know, sometimes, I'm annoying as hell ^^
04:27:45 <ST2> but his case, is quite simple, sadly :S
04:28:36 <ST2> gladly.. I know when to stop xD
04:29:54 <ST2> his issues, I had many (mostly with GS's) - and was all about how info.nut was built
04:31:07 <ST2> because, imo, that's not an OpenTTD probelm
04:31:53 <ST2> well, I mostly use changes on cfg's... but GUI's too
04:33:03 <ST2> yeah, we use a bunch of a mix...
04:33:20 <ST2> but since all set well, all works well
04:35:16 <ST2> anyway, it's what I deal with ^^
04:37:12 <ST2> I guess you never saw that GS's combination... as within screeshot ^^
04:41:33 <ST2> because I guess you never saw a single server GS with BusyBee and Aphids gamescript, as it's there
04:43:03 <ST2> Eddi|zuHause: ever saw them together, on same GS?
04:43:28 <Eddi|zuHause> i never followed GS development
04:44:50 <ST2> well, our servers (for now) merge the GS's
04:45:11 <ST2> and depending on a server setting, uses a specific one there
04:45:25 <ST2> it's hard and ptobably not best way
04:46:08 <ST2> but a singe server setting change and it's a totally different goal xD
04:47:02 <ST2> note, can be run on SP too ^^
04:47:24 <ST2> thgat's where I got that screenshot xD
04:47:38 <ST2> our servers dnt have gui's ^^
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12:48:56 <Samu> Trans is ending today, it's the last road vehicle AI!
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13:27:48 <Samu> ST2: hi, I found another AI with a similar issue
13:29:00 <Samu> there is an invisible setting between "Operation Hibernia" setting and that "-----------------------" comment
13:29:39 <Samu> he put dropdown labels in the "-----------------------" comment
13:30:07 <Samu> values for the comments are 0 and 1, same as those on Operation Hibernia, 0 = off, 1 = on
13:30:32 <Samu> it's the same deal happening
13:31:11 <Samu> changing the value of "------" setting, will apply the value to "Operation Hibernia"
13:32:46 <Samu> erm, no I'm wrong, the invisible setting is not between both, it's actually much earlier, just checked info.nut
13:33:15 <Samu> regardless, the effect is the same, the iterator didn't care for the invisible parameter
13:41:03 <Samu> buttons and arrows are behaving correctly
13:41:19 <Samu> even with the invisible parameter, because they're part of the OnClick function
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14:03:23 <Samu> this->ai_config->SetSetting((*it).name, value);
14:03:58 <Samu> clicked_row is 2, correct
14:15:09 <Samu> hmm, either clicked_row or *it must be corrected
14:19:01 <Samu> for (int i = 0; i < this->clicked_row; i++) it++;
14:19:08 <Samu> {name= "log_level" description= "The amount of AI messages to display in the AI log. Higher=More messages" ...}
14:19:13 <Samu> it stopped at the wrong one
14:28:50 <Samu> for (int i = 0; i < this->clicked_row; i++) { it++; if ((it->flags & SCRIPTCONFIG_DEVELOPER) != 0) it++; }
14:29:50 <Samu> {name= "route_distance" description= "The distance of the vehicle routes built by SynTrans" min_value=...}
14:30:10 <Samu> nice, it stopped at the correct parameter
14:30:35 <Samu> now the nohide bool thing
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14:33:46 <Samu> if (!_settings_client.gui.ai_developer_tools && (it->flags & SCRIPTCONFIG_DEVELOPER) != 0) it++;
16:07:39 <Samu> question: how do I cancel a dropdown via invalidatedata?
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16:28:41 <Samu> mister Alberth, save me! :o
16:33:43 <supermop> none of the lego guys here...
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17:34:47 <Samu> heh, msi and asus found cheating with oc bioses on gtx 1070 and 1080
17:35:24 <Samu> review samples bios'es differ from retail bios'es
17:35:50 <Samu> i like that asus digs its own grave
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17:36:56 <Samu> gigabyte was not found cheating
17:40:47 <supermop> Alkel_U3: was thinking two perpendicular platforms with a bridge to run over the station throat, but I can work with this
17:49:52 <Samu> 11 more years and Trans reaches 2051
17:50:22 <supermop> also could i ask for some overhead wire?
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18:13:04 <Wolf01> train day today... the first train I took since I came back from Japan... you know what I mean
18:21:54 <supermop> Wolf01: my fiancee's company just signed lego /duplo as a client
18:22:10 <supermop> i think they only have the duplo account but still
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18:25:51 <supermop> i have a dmu pushing it through at the moment though
18:26:04 <Alkel_U3> there originaly was overhead wire, but theń I relocated it after adding more platforms
18:26:10 <supermop> on the un powered track
18:26:31 <supermop> which is fine - 60 hp is more than enough for pulling into station
18:27:20 <Alkel_U3> anyway, there's proper traction now
18:27:38 <supermop> new tram line to get those hotel guests to our station
18:28:45 <supermop> now i need connection at farglider's leyawin line
18:29:11 <Alkel_U3> ah, cool, the amount of passangers wainting in my most congested stations dropped by a few thousands since I left
18:30:41 <supermop> this pack doesnt have bridges over stations i see
18:30:43 <Alkel_U3> that very first connecting train is near useless now, since you connected to Amdas-Zebba from Falensarano
18:31:14 <supermop> the long way around was generating too much backlog of passengers
18:31:20 <Alkel_U3> I think that's only in the very newest Cirdan's patch if i'm not mistaken
18:31:38 <Alkel_U3> sure, this makes more sense
18:32:54 <supermop> i envision a huge industrial yard at helan
18:33:22 <Alkel_U3> I'm gonna leave it unused for now
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18:41:23 <Wolf01> lol, factorio on GOG for $22.70
18:42:15 <Alkel_U3> I spent $40M on construction in 1938 :D
18:43:04 <Alkel_U3> but I think that express bypass through mountains was worth it :-)
18:45:33 <V453000> guess it changes a lot wiht your place Wolf01
18:45:46 <V453000> but yeah, steam all the way
18:46:09 <frosch123> Wolf01: too bad, i only bought one copy back then
18:48:46 <Alkel_U3> no drm-free in humble store? :P
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18:50:53 <frosch123> Alkel_U3: you get it from the developer homepage without drm for less than $22,70, unless those were AUD :)
18:51:29 <Alkel_U3> frosch123: I know, I already bought it over a year ago :-)
18:53:15 <Alkel_U3> I guess I'm just still a bit disappointed that humble bundle and stuff abandoned its strict drm-free policy. Which I get and won't complain about...
18:54:07 <Alkel_U3> Actually, I paid more than the base, cause i really liked it and though I'd help by upgrading to the second tier :-)
18:54:34 <Alkel_U3> also was the first game I bought with bitcoin
18:55:21 <V453000> I bought the top tier immediately because I was curious about the gfx wiki
19:48:25 <Samu> Trans* took about 90 years pathfinding
19:48:38 <Samu> it made a huge road crossing the map
19:49:25 <Samu> it wasn't connecting anything anymore
20:16:21 <Samu> I think I found a bug in the detailed statistics, when counting the number of stations, airports attached to road stations are being counted as serviced even though there is no airplanes in the game
20:16:57 <Samu> there's 143 bus stations and 33 airports, it counted 176 serviced stations... should be 143
20:17:49 <Wolf01> frosch123, V453000, it's still better to purchase on the site ad 20€ drm free
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20:20:13 <frosch123> so, you are going to resell them at a gain of 2 ? :p
20:26:01 <Samu> Trans reached 2051 :) it's over
20:26:39 <Wolf01> I bet they are just selling the converted price in $, €20 converts as $22.30 on google
20:28:09 <Wolf01> but I don't like what GOG has become
20:29:27 <Wolf01> and now it has it's own client, which might be good to keep the games updated, but still another game library which I could add to steam with no problems at all
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21:20:05 <frosch123> andythenorth: feature request: make trucks with red cc drive faster
21:21:48 <Alkel_U3> will the speed bonus be calculated by percentage of red paint on the truck in case of dual cc?
21:25:54 <andythenorth> frosch123: red == ferrari? or something else?
21:26:26 <andythenorth> also frosch123 you could just patch that in the game :P
21:26:57 <andythenorth> reweight vehicle stats based on company colour?
21:27:09 <andythenorth> yellow = cheap but breakable
21:27:18 <andythenorth> red = fast but expensive
21:27:32 <andythenorth> green = high powered, but not so fast
21:27:40 <frosch123> switch to yellow when buying a car, then switch back to red?
21:29:11 <frosch123> in moo2 the ship model appearances were actually tied to your colour
21:29:41 <andythenorth> I don’t remember a var for checking cc :)
21:30:32 <frosch123> i made a forum post about it today, listing increasingly weird usages of it :)
21:30:41 <frosch123> before continueing here...
21:31:23 <frosch123> anyway, it would probably desync
21:31:35 <frosch123> i don't think we reset vehicle stats when changing cc
21:33:06 <andythenorth> ha, I use it for FIRS, never considered it for vehicles
21:33:12 <Eddi|zuHause> in moo2 (or 1), the ship appearance had no actual influence on the capabilities :p
21:33:18 <andythenorth> FIRS I just use it to eliminate ugly colour options
21:40:42 <andythenorth> anyone got Road Hog, or prepared to download it to give an opinion? o_O
21:42:48 <andythenorth> have two engines / tractor units
21:44:00 <andythenorth> which is a nice idea, but I don’t think it looks that good in game
21:53:46 <frosch123> the first one is weird
21:53:53 <frosch123> one pulling, two pushing?
21:54:59 <Wolf01> nah, the back 2 are just mocking the first one
21:55:25 <Wolf01> or they are just waiting for it to give up and replace it
21:57:43 <Eddi|zuHause> i think it's to specific/odd for this game...
21:57:49 <andythenorth> _probably_ braking assistance
21:58:05 <andythenorth> me and dan liked it, and it was an excuse to dibble their power
21:58:51 <Eddi|zuHause> it's getting weird when you have 30 of them in a row
22:04:37 *** Myhorta has joined #openttd
22:12:16 * andythenorth lost in realisms
22:12:30 <andythenorth> ‘prototype for everything’
22:16:04 <frosch123> rh lags people standing next to the vehicles
22:18:59 *** milda is now known as NGC3982
22:19:19 <frosch123> less insane than that one south american one
22:36:23 *** andythenorth has left #openttd
22:49:19 *** tycoondemon has joined #openttd
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continue to next day ⏵